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0ad/source/graphics/Material.h

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#ifndef __H_MATERIAL_H__
#define __H_MATERIAL_H__
#include "CStr.h"
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; }
CStr GetTexture() { return m_Texture; }
CStr GetVertexProgram() { return m_VertexProgram; }
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_bPlayer; } // John M. Mena
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);
// Sets the player flag which is used to
// place the model in the player renderer
void SetIsPlayer(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 required flag for PlayerRenderer : John M. Mena
bool m_bPlayer;
};
extern CMaterial NullMaterial;
extern CMaterial IdentityMaterial;
#endif