Ykkrosh
b7888aea52
Let materials specify shader uniform values. Use interned strings for shader uniform/attribute names. Remove confusing float* cast operator on CVector4D. Simplify and clean up CVector4D. Remove non-supported 'old' lighting model. This was SVN commit r11453.
63 lines
2.0 KiB
C++
63 lines
2.0 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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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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#ifndef INCLUDED_MATERIAL
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#define INCLUDED_MATERIAL
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#include "graphics/ShaderDefines.h"
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#include "graphics/Texture.h"
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#include "ps/CStr.h"
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#include "ps/CStrIntern.h"
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#include "ps/Overlay.h"
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#include "simulation2/helpers/Player.h"
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class CMaterial
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{
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public:
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CMaterial();
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// Whether this material's shaders use alpha blending, in which case
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// models using this material need to be rendered in a special order
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// relative to the alpha-blended water plane
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void SetUsesAlphaBlending(bool flag) { m_AlphaBlending = flag; }
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bool UsesAlphaBlending() { return m_AlphaBlending; }
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void SetDiffuseTexture(const CTexturePtr& texture);
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const CTexturePtr& GetDiffuseTexture() const { return m_DiffuseTexture; }
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void SetShaderEffect(const CStr& effect);
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CStrIntern GetShaderEffect() const { return m_ShaderEffect; }
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void AddShaderDefine(const char* key, const char* value);
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const CShaderDefines& GetShaderDefines() const { return m_ShaderDefines; }
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void AddStaticUniform(const char* key, const CVector4D& value);
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const CShaderUniforms& GetStaticUniforms() const { return m_StaticUniforms; }
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private:
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CTexturePtr m_DiffuseTexture;
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CStrIntern m_ShaderEffect;
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CShaderDefines m_ShaderDefines;
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CShaderUniforms m_StaticUniforms;
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bool m_AlphaBlending;
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player_id_t m_PlayerID;
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};
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#endif
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