0ad/source/graphics/Material.h
janwas b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00

133 lines
3.4 KiB
C++

#ifndef INCLUDED_MATERIAL
#define INCLUDED_MATERIAL
#include "ps/CStr.h"
struct CColor;
struct SMaterialColor
{
public:
float r;
float g;
float b;
float a;
SMaterialColor() : r(0.0f), g(0.0f), b(0.0f), a(1.0f) {}
SMaterialColor(float _r, float _g, float _b, float _a)
{
r = _r;
g = _g;
b = _b;
a = _a;
}
SMaterialColor(const SMaterialColor &color)
{
r = color.r;
g = color.g;
b = color.b;
a = color.a;
}
void operator =(const SMaterialColor color)
{
r = color.r;
g = color.g;
b = color.b;
a = color.a;
}
bool operator ==(const SMaterialColor color);
float Sum()
{
return (r + g + b + a);
}
};
class CMaterial
{
public:
CMaterial();
CMaterial(const CMaterial &material);
virtual ~CMaterial();
void Bind();
void Unbind();
float GetHash() { return m_Hash; }
const CStr& GetTexture() { return m_Texture; }
const CStr& GetVertexProgram() { return m_VertexProgram; }
const CStr& GetFragmentProgram() { return m_FragmentProgram; }
SMaterialColor GetDiffuse();
SMaterialColor GetAmbient();
SMaterialColor GetSpecular();
SMaterialColor GetEmissive();
float GetSpecularPower() { return m_SpecularPower; }
bool UsesAlpha() { return m_Alpha; }
// Determines whether or not the model goes into the PlayerRenderer
bool IsPlayer() { return (m_PlayerID != PLAYER_NONE); }
// Get the player colour (in a non-zero amount of time, so don't call it
// an unreasonable number of times. But it's fairly close to zero, so
// don't worry too much about it.)
SMaterialColor GetPlayerColor();
void SetPlayerColor_PerPlayer() { m_PlayerID = PLAYER_COMINGSOON; }
void SetPlayerColor_PerObject() { m_PlayerID = PLAYER_OTHER; }
void SetPlayerColor(int id);
void SetPlayerColor(CColor &colour);
void SetTexture(const CStr& texture);
void SetVertexProgram(const CStr& prog);
void SetFragmentProgram(const CStr& prog);
void SetDiffuse(const SMaterialColor &color);
void SetAmbient(const SMaterialColor &color);
void SetSpecular(const SMaterialColor &color);
void SetEmissive(const SMaterialColor &color);
void SetSpecularPower(float power);
void SetUsesAlpha(bool flag);
void operator =(const CMaterial &material);
bool operator ==(const CMaterial &material);
protected:
void ComputeHash();
float m_Hash;
// Various reflective color properties
SMaterialColor m_Diffuse;
SMaterialColor m_Ambient;
SMaterialColor m_Specular;
SMaterialColor m_Emissive;
float m_SpecularPower;
// Path to the materials texture
CStr m_Texture;
// Paths to vertex/fragment programs
CStr m_VertexProgram;
CStr m_FragmentProgram;
// Alpha required flag
bool m_Alpha;
// Player-colour settings.
// If m_PlayerID >= 0, the colour is retrieved from g_Game whenever it's needed.
// (It's not cached, because the player might change colour.)
// If m_PlayerID == PLAYER_OTHER, or if player-colouring has been globally
// disabled, m_TextureColor is used instead. This allows per-model colours to
// be specified, instead of only a single colour per player.
// If m_PlayerID == PLAYER_NONE, there's no player colour at all.
// If m_PlayerID == PLAYER_COMINGSOON, it's going to be linked to a player,
// but hasn't yet.
enum { PLAYER_NONE = -1, PLAYER_OTHER = -2, PLAYER_COMINGSOON = -3 };
int m_PlayerID;
SMaterialColor m_TextureColor; // used as an alternative to the per-player colour
};
extern CMaterial NullMaterial;
extern CMaterial IdentityMaterial;
#endif