janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
216 lines
4.4 KiB
C++
216 lines
4.4 KiB
C++
#include "precompiled.h"
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#include "lib/ogl.h"
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#include "Material.h"
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#include "ps/Player.h"
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#include "ps/Game.h"
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#include "ps/Overlay.h" // for CColor
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CMaterial NullMaterial;
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CMaterial IdentityMaterial;
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// Values as taken straight from the Blue Book (god bless the Blue Book)
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static SMaterialColor IdentityDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
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static SMaterialColor IdentityAmbient(0.2f, 0.2f, 0.2f, 1.0f);
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static SMaterialColor IdentitySpecular(0.0f, 0.0f, 0.0f, 1.0f);
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static SMaterialColor IdentityEmissive(0.0f, 0.0f, 0.0f, 1.0f);
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static SMaterialColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
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bool SMaterialColor::operator ==(const SMaterialColor color)
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{
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return (
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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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}
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CMaterial::CMaterial()
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: m_Diffuse(IdentityDiffuse),
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m_Ambient(IdentityAmbient),
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m_Specular(IdentitySpecular),
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m_Emissive(IdentityEmissive),
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m_SpecularPower(0.0f),
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m_Alpha(false),
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m_PlayerID(PLAYER_ID_NONE),
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m_TextureColor(BrokenColor)
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{
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ComputeHash();
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}
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CMaterial::CMaterial(const CMaterial &material)
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{
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(*this) = material;
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}
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CMaterial::~CMaterial()
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{
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}
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void CMaterial::operator =(const CMaterial &material)
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{
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m_Diffuse = material.m_Diffuse;
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m_Ambient = material.m_Ambient;
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m_Specular = material.m_Specular;
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m_Emissive = material.m_Emissive;
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m_SpecularPower = material.m_SpecularPower;
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m_Alpha = material.m_Alpha;
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m_PlayerID = material.m_PlayerID;
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m_TextureColor = material.m_TextureColor;
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ComputeHash();
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}
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bool CMaterial::operator ==(const CMaterial &material)
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{
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return(
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m_Texture == m_Texture &&
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m_Diffuse == material.m_Diffuse &&
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m_Ambient == material.m_Ambient &&
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m_Specular == material.m_Specular &&
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m_Emissive == material.m_Emissive &&
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m_SpecularPower == material.m_SpecularPower &&
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m_Alpha == material.m_Alpha &&
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m_PlayerID == material.m_PlayerID &&
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m_TextureColor == material.m_TextureColor
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);
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}
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void CMaterial::Bind()
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{
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glMaterialf(GL_FRONT, GL_SHININESS, m_SpecularPower);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, &m_Diffuse.r);
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glMaterialfv(GL_FRONT, GL_AMBIENT, &m_Ambient.r);
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glMaterialfv(GL_FRONT, GL_SPECULAR, &m_Specular.r);
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glMaterialfv(GL_FRONT, GL_EMISSION, &m_Emissive.r);
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ogl_WarnIfError();
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}
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void CMaterial::Unbind()
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{
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}
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SMaterialColor CMaterial::GetDiffuse()
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{
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return m_Diffuse;
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}
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SMaterialColor CMaterial::GetAmbient()
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{
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return m_Ambient;
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}
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SMaterialColor CMaterial::GetSpecular()
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{
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return m_Specular;
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}
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SMaterialColor CMaterial::GetEmissive()
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{
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return m_Emissive;
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}
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SMaterialColor CMaterial::GetPlayerColor()
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{
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debug_assert(m_PlayerID != PLAYER_ID_NONE);
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// because this should never be called unless IsPlayer returned true
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if (m_PlayerID == PLAYER_ID_OTHER /* TODO: or if player-colour is globally disabled */ )
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return m_TextureColor;
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if (m_PlayerID <= PLAYER_ID_LAST_VALID)
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{
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CPlayer* player = g_Game->GetPlayer(m_PlayerID);
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if (player)
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{
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const SPlayerColour& c (player->GetColour());
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return SMaterialColor(c.r, c.g, c.b, c.a);
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}
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}
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// Oops, something failed.
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return BrokenColor;
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}
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void CMaterial::SetPlayerColor(size_t id)
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{
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if (m_PlayerID == PLAYER_ID_COMING_SOON || m_PlayerID <= PLAYER_ID_LAST_VALID)
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m_PlayerID = id;
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}
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void CMaterial::SetPlayerColor(CColor &colour)
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{
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m_TextureColor = SMaterialColor(colour.r, colour.g, colour.b, colour.a);
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}
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void CMaterial::SetTexture(const CStr& texture)
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{
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m_Texture = texture;
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ComputeHash();
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}
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void CMaterial::SetVertexProgram(const CStr& prog)
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{
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m_VertexProgram = prog;
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ComputeHash();
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}
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void CMaterial::SetFragmentProgram(const CStr& prog)
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{
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m_FragmentProgram = prog;
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ComputeHash();
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}
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void CMaterial::SetDiffuse(const SMaterialColor &color)
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{
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m_Diffuse = color;
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ComputeHash();
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}
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void CMaterial::SetAmbient(const SMaterialColor &color)
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{
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m_Ambient = color;
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ComputeHash();
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}
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void CMaterial::SetSpecular(const SMaterialColor &color)
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{
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m_Specular = color;
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ComputeHash();
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}
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void CMaterial::SetEmissive(const SMaterialColor &color)
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{
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m_Emissive = color;
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ComputeHash();
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}
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void CMaterial::SetSpecularPower(float power)
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{
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m_SpecularPower = power;
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ComputeHash();
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}
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void CMaterial::SetUsesAlpha(bool flag)
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{
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m_Alpha = flag;
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ComputeHash();
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}
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void CMaterial::ComputeHash()
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{
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m_Hash =
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m_Diffuse.Sum() +
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m_Ambient.Sum() +
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m_Specular.Sum() +
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m_Emissive.Sum() +
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m_SpecularPower +
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(float)m_Texture.GetHashCode() +
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(float)m_VertexProgram.GetHashCode() +
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(float)m_FragmentProgram.GetHashCode();
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}
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