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