2012-04-03 20:44:46 +02:00
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/* Copyright (C) 2012 Wildfire Games.
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2009-04-18 19:00:33 +02:00
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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2004-12-01 07:52:39 +01:00
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#include "precompiled.h"
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2004-09-23 06:00:56 +02:00
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#include "Material.h"
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2010-06-30 23:41:04 +02:00
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2012-04-03 20:44:46 +02:00
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static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
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2005-04-07 06:29:07 +02:00
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2012-02-13 15:02:14 +01:00
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CMaterial::CMaterial() :
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2012-04-03 20:44:46 +02:00
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m_AlphaBlending(false),
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2012-04-08 17:55:06 +02:00
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m_PlayerID(INVALID_PLAYER)
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2011-03-18 17:57:54 +01:00
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{
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2005-04-07 06:29:07 +02:00
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}
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2012-04-03 20:44:46 +02:00
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void CMaterial::SetShaderEffect(const CStr& effect)
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2004-09-24 05:52:03 +02:00
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{
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2012-04-03 20:44:46 +02:00
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m_ShaderEffect = CStrIntern(effect);
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2004-09-24 05:52:03 +02:00
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}
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2004-09-23 06:00:56 +02:00
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2012-04-03 20:44:46 +02:00
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void CMaterial::AddShaderDefine(const char* key, const char* value)
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2004-09-24 05:52:03 +02:00
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{
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2012-04-03 20:44:46 +02:00
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m_ShaderDefines.Add(key, value);
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2004-09-24 05:52:03 +02:00
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}
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2012-04-08 17:55:06 +02:00
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2012-08-06 21:10:47 +02:00
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void CMaterial::AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector<float> &args)
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{
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m_ConditionalDefines.Add(defname, defvalue, type, args);
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}
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2012-04-08 17:55:06 +02:00
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void CMaterial::AddStaticUniform(const char* key, const CVector4D& value)
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{
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m_StaticUniforms.Add(key, value);
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}
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2012-07-24 00:49:46 +02:00
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void CMaterial::AddSampler(const TextureSampler& texture)
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{
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m_Samplers.push_back(texture);
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if (texture.Name == CStrIntern("baseTex"))
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m_DiffuseTexture = texture.Sampler;
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2012-08-06 21:10:47 +02:00
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}
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void CMaterial::AddRenderQuery(const char* key)
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{
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m_RenderQueries.Add(key);
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2012-07-24 00:49:46 +02:00
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}
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