/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_MATERIAL #define INCLUDED_MATERIAL #include "graphics/Color.h" #include "graphics/ShaderDefines.h" #include "graphics/Texture.h" #include "ps/CStr.h" #include "ps/CStrIntern.h" #include "simulation2/helpers/Player.h" class CMaterial { public: struct TextureSampler { TextureSampler(const CStr &n, CTexturePtr t) : Name(n), Sampler(t) {} TextureSampler(const CStrIntern &n, CTexturePtr t) : Name(n), Sampler(t) {} CStrIntern Name; CTexturePtr Sampler; }; typedef std::vector SamplersVector; CMaterial(); // Whether this material's shaders use alpha blending, in which case // models using this material need to be rendered in a special order // relative to the alpha-blended water plane void SetUsesAlphaBlending(bool flag) { m_AlphaBlending = flag; } bool UsesAlphaBlending() const { return m_AlphaBlending; } const CTexturePtr& GetDiffuseTexture() const { return m_DiffuseTexture; } void SetShaderEffect(const CStr& effect); CStrIntern GetShaderEffect() const { return m_ShaderEffect; } // Must call RecomputeCombinedShaderDefines after this, before rendering with this material void AddShaderDefine(CStrIntern key, CStrIntern value); const CShaderDefines& GetShaderDefines() const { return m_ShaderDefines; } void AddStaticUniform(const char* key, const CVector4D& value); const CShaderUniforms& GetStaticUniforms() const { return m_StaticUniforms; } void AddSampler(const TextureSampler& texture); const SamplersVector& GetSamplers() const { return m_Samplers; } void AddRenderQuery(const char* key); const CShaderRenderQueries& GetRenderQueries() const { return m_RenderQueries; } void AddRequiredSampler(const CStr& samplerName); const std::vector& GetRequiredSampler() const { return m_RequiredSamplers; } private: // This pointer is kept to make it easier for the fixed pipeline to // access the only texture it's interested in. CTexturePtr m_DiffuseTexture; SamplersVector m_Samplers; std::vector m_RequiredSamplers; CStrIntern m_ShaderEffect; CShaderDefines m_ShaderDefines; CShaderUniforms m_StaticUniforms; CShaderRenderQueries m_RenderQueries; bool m_AlphaBlending; }; #endif // INCLUDED_MATERIAL