Source file : gl-materials.ads
package GL.Materials is
-- Material. Doc from the VRML 1.0 spec (refers to OpenGL):
-- * The ambient color reflects ambient light evenly from all parts of
-- an object regardless of viewing and lighting angles.
--
-- * The diffuse color reflects all VRML light sources depending on the
-- angle of the surface with respect to the light source.
-- The more directly the surface faces the light, the more
-- diffuse light reflects.
--
-- * The specular color and shininess determine the specular highlights,
-- e.g., the shiny spots on an apple. When the angle from the light
-- to the surface is close to the angle from the surface to the viewer,
-- the specular color is added to the diffuse and ambient color
-- calculations.
-- Lower shininess values produce soft glows, while higher values
-- result in sharper, smaller highlights.
--
-- * Emissive color models "glowing" objects. This can be useful for
-- displaying radiosity-based models (where the light energy of the
-- room is computed explicitly), or for displaying scientific data.
type Material_type is record
ambient,
diffuse,
specular,
emission : GL.Material_Float_vector;
shininess : GL.Float; -- Range is 0.0 .. 128.0
end record;
function Is_transparent (Self : in Material_type) return Boolean;
function Identical(a, b: Material_Float_vector) return Boolean;
function Identical(m1, m2: Material_type) return Boolean;
procedure Set_Material (m: Material_type);
neutral_material :
constant Material_type:= (ambient => (0.2, 0.2, 0.2, 1.0),
diffuse => (0.8, 0.8, 0.8, 1.0),
specular => (0.0, 0.0, 0.0, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 0.0);
-- ^ the values are GL defaults.
mirror_like :
constant Material_type:= (ambient => (0.1, 0.1, 0.1, 1.0),
diffuse => (0.1, 0.1, 0.1, 1.0),
specular => (0.8, 0.8, 0.8, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 77.0); -- 77: Chrome, 96: Glass
-- A few colour-dominant materials:
Red : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (1.0, 0.0, 0.0, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
Orange : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.992157, 0.513726, 0.0, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
Yellow : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (1.0, 0.964706, 0.0, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
Green : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.0, 1.0, 0.0, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
Indigo : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.0980392, 0.0, 0.458824, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
Blue : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.0, 0.0, 1.0, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
Violet : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.635294, 0.0, 1.0, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
White : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.992157, 0.992157, 0.992157, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
Black : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.0, 0.0, 0.0, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
Medium_Gray : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.454902, 0.454902, 0.454902, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
Light_Gray : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.682353, 0.682353, 0.682353, 1.0),
specular => (0.0225, 0.0225, 0.0225, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 12.8
);
-- A few "material" materials:
Glass : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.588235, 0.670588, 0.729412, 1.0),
specular => (0.9, 0.9, 0.9, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 96.0
);
Brass : constant Material_type:= (
ambient => (0.329412, 0.223529, 0.027451, 1.0),
diffuse => (0.780392, 0.568627, 0.113725, 1.0),
specular => (0.992157, 0.941176, 0.807843, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 27.8974);
Bronze : constant Material_type:= (
ambient => (0.2125, 0.1275, 0.054, 1.0),
diffuse => (0.714, 0.4284, 0.18144, 1.0),
specular => (0.393548, 0.271906, 0.166721, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 25.6);
Polished_Bronze : constant Material_type:= (
ambient => (0.25, 0.148, 0.06475, 1.0),
diffuse => (0.4, 0.2368, 0.1036, 1.0),
specular => (0.774597, 0.458561, 0.200621, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 76.8);
Chrome : constant Material_type:= (
ambient => (0.25, 0.25, 0.25, 1.0),
diffuse => (0.4, 0.4, 0.4, 1.0),
specular => (0.774597, 0.774597, 0.774597, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 76.8);
Copper : constant Material_type:= (
ambient => (0.19125, 0.0735, 0.0225, 1.0),
diffuse => (0.7038, 0.27048, 0.0828, 1.0),
specular => (0.256777, 0.137622, 0.086014, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 12.8);
Polished_Copper : constant Material_type:= (
ambient => (0.2295, 0.08825, 0.0275, 1.0),
diffuse => (0.5508, 0.2118, 0.066, 1.0),
specular => (0.580594, 0.223257, 0.0695701, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 51.2);
Gold : constant Material_type:= (
ambient => (0.24725, 0.1995, 0.0745, 1.0),
diffuse => (0.75164, 0.60648, 0.22648, 1.0),
specular => (0.628281, 0.555802, 0.366065, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 51.2);
Polished_Gold : constant Material_type:= (
ambient => (0.24725, 0.2245, 0.0645, 1.0),
diffuse => (0.34615, 0.3143, 0.0903, 1.0),
specular => (0.797357, 0.723991, 0.208006, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 83.2);
Pewter : constant Material_type:= (
ambient => (0.105882, 0.058824, 0.113725, 1.0),
diffuse => (0.427451, 0.470588, 0.541176, 1.0),
specular => (0.333333, 0.333333, 0.521569, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 9.84615);
Silver : constant Material_type:= (
ambient => (0.19225, 0.19225, 0.19225, 1.0),
diffuse => (0.50754, 0.50754, 0.50754, 1.0),
specular => (0.508273, 0.508273, 0.508273, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 51.2);
Polished_Silver : constant Material_type:= (
ambient => (0.23125, 0.23125, 0.23125, 1.0),
diffuse => (0.2775, 0.2775, 0.2775, 1.0),
specular => (0.773911, 0.773911, 0.773911, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 89.6);
Emerald : constant Material_type:= (
ambient => (0.0215, 0.1745, 0.0215, 0.55),
diffuse => (0.07568, 0.61424, 0.07568, 0.55),
specular => (0.633, 0.727811, 0.633, 0.55),
emission => (0.0,0.0,0.0,0.0),
shininess => 76.8);
Jade : constant Material_type:= (
ambient => (0.135, 0.2225, 0.1575, 0.95),
diffuse => (0.54, 0.89, 0.63, 0.95),
specular => (0.316228, 0.316228, 0.316228, 0.95),
emission => (0.0,0.0,0.0,0.0),
shininess => 12.8);
Obsidian : constant Material_type:= (
ambient => (0.05375, 0.05, 0.06625, 0.82),
diffuse => (0.18275, 0.17, 0.22525, 0.82),
specular => (0.332741, 0.328634, 0.346435, 0.82),
emission => (0.0,0.0,0.0,0.0),
shininess => 38.4);
Pearl : constant Material_type:= (
ambient => (0.25, 0.20725, 0.20725, 0.922),
diffuse => (1.0, 0.829, 0.829, 0.922),
specular => (0.296648, 0.296648, 0.296648, 0.922),
emission => (0.0,0.0,0.0,0.0),
shininess => 11.264);
Ruby : constant Material_type:= (
ambient => (0.1745, 0.01175, 0.01175, 0.55),
diffuse => (0.61424, 0.04136, 0.04136, 0.55),
specular => (0.727811, 0.626959, 0.626959, 0.55),
emission => (0.0,0.0,0.0,0.0),
shininess => 76.8);
Turquoise : constant Material_type:= (
ambient => (0.1, 0.18725, 0.1745, 0.8),
diffuse => (0.396, 0.74151, 0.69102, 0.8),
specular => (0.297254, 0.30829, 0.306678, 0.8),
emission => (0.0,0.0,0.0,0.0),
shininess => 12.8);
Black_Plastic : constant Material_type:= (
ambient => (0.0, 0.0, 0.0, 1.0),
diffuse => (0.01, 0.01, 0.01, 1.0),
specular => (0.50, 0.50, 0.50, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 32.0);
Black_Rubber : constant Material_type:= (
ambient => (0.02, 0.02, 0.02, 1.0),
diffuse => (0.01, 0.01, 0.01, 1.0),
specular => (0.4, 0.4, 0.4, 1.0),
emission => (0.0,0.0,0.0,0.0),
shininess => 10.0);
VRML_Defaults : constant Material_type:= (
ambient => (0.2, 0.2, 0.2, 1.0),
diffuse => (0.8, 0.8, 0.8, 1.0),
specular => (0.0, 0.0, 0.0, 1.0),
emission => (0.0, 0.0, 0.0, 1.0),
shininess => 25.6);
end GL.Materials;
GLOBE_3D: Ada library for real-time 3D rendering.
Ada programming.