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0ad/source/graphics/Material.h

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/* Copyright (C) 2012 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 "graphics/ShaderDefines.h"
#include "graphics/Texture.h"
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
#include "ps/Overlay.h"
#include "simulation2/helpers/Player.h"
class CMaterial
{
public:
CMaterial();
// Whether this material's shaders use alpha blending, in which case
// models using this material need to be rendered in a special order
// relative to the alpha-blended water plane
void SetUsesAlphaBlending(bool flag) { m_AlphaBlending = flag; }
bool UsesAlphaBlending() { return m_AlphaBlending; }
// Color used for "objectColor" in shaders when USE_OBJECTCOLOR is set,
// to allow e.g. variations in horse colorings
void SetObjectColor(const CColor &colour);
CColor GetObjectColor() { return m_ObjectColor; }
void SetDiffuseTexture(const CTexturePtr& texture);
const CTexturePtr& GetDiffuseTexture() const { return m_DiffuseTexture; }
void SetShaderEffect(const CStr& effect);
CStrIntern GetShaderEffect() const { return m_ShaderEffect; }
void AddShaderDefine(const char* key, const char* value);
const CShaderDefines& GetShaderDefines() const { return m_ShaderDefines; }
private:
CTexturePtr m_DiffuseTexture;
CStrIntern m_ShaderEffect;
CShaderDefines m_ShaderDefines;
bool m_AlphaBlending;
player_id_t m_PlayerID;
CColor m_ObjectColor;
};
#endif