1
1
forked from 0ad/0ad
0ad/source/graphics/Material.h
Ykkrosh 310f3466a8 # Hotloading of actor XML files.
Stop ignoring actor XML animation speeds.
Add decentralised registration of hotloaders.
Move player ID storage into CModel, to simplify CUnit.
Remove obsolete unit ID allocation code.
Remove some material junk.

This was SVN commit r7605.
2010-06-03 01:29:43 +00:00

134 lines
3.9 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"
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;
}
bool operator==(const SMaterialColor& color)
{
return (
r == color.r &&
g == color.g &&
b == color.b &&
a == color.a
);
}
};
class CMaterial
{
public:
CMaterial();
void Bind();
void Unbind();
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_ID_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_ID_COMING_SOON; }
void SetPlayerColor_PerObject() { m_PlayerID = PLAYER_ID_OTHER; }
void SetPlayerColor(size_t id);
void SetPlayerColor(const 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);
bool operator==(const CMaterial& material);
protected:
// 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 <= PLAYER_ID_LAST_VALID, 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_ID_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_ID_NONE, there's no player colour at all.
// If m_PlayerID == PLAYER_ID_COMING_SOON, it's going to be linked to a player,
// but hasn't yet.
static const size_t PLAYER_ID_NONE = SIZE_MAX-1;
static const size_t PLAYER_ID_OTHER = SIZE_MAX-2;
static const size_t PLAYER_ID_COMING_SOON = SIZE_MAX-3;
static const size_t PLAYER_ID_LAST_VALID = SIZE_MAX-4;
size_t m_PlayerID;
SMaterialColor m_TextureColor; // used as an alternative to the per-player colour
};
extern CMaterial NullMaterial;
extern CMaterial IdentityMaterial;
#endif