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forked from 0ad/0ad
0ad/source/graphics/Material.h
2012-02-13 14:02:14 +00:00

72 lines
1.9 KiB
C++

/* Copyright (C) 2010 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MATERIAL
#define INCLUDED_MATERIAL
#include "ps/CStr.h"
#include "ps/Overlay.h"
#include "simulation2/helpers/Player.h"
// FIXME: This material system is almost entirely unused and probably broken
typedef CColor SMaterialColor;
class CMaterial
{
public:
CMaterial();
const CStr& GetTexture() { return m_Texture; }
bool UsesAlpha() { return m_Alpha; }
// Determines whether or not the model goes into the PlayerRenderer
bool IsPlayer() { return (m_UseTextureColor || m_UsePlayerColor); }
// Get the player colour or texture colour to be applied to this object
SMaterialColor GetObjectColor();
// Get the player colour
SMaterialColor GetPlayerColor();
void SetPlayerID(player_id_t id);
void SetTextureColor(const CColor &colour);
void SetUsePlayerColor(bool use);
void SetUseTextureColor(bool use);
void SetTexture(const CStr& texture);
void SetUsesAlpha(bool flag);
private:
// Path to the materials texture
CStr m_Texture;
// Alpha required flag
bool m_Alpha;
player_id_t m_PlayerID;
SMaterialColor m_TextureColor; // used as an alternative to the per-player colour
bool m_UsePlayerColor;
bool m_UseTextureColor;
};
extern CMaterial NullMaterial;
#endif