0ad/source/graphics/Material.cpp
Ykkrosh b7888aea52 Add support for specular materials.
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.
2012-04-08 15:55:06 +00:00

49 lines
1.3 KiB
C++

/* 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/>.
*/
#include "precompiled.h"
#include "Material.h"
static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
CMaterial::CMaterial() :
m_AlphaBlending(false),
m_PlayerID(INVALID_PLAYER)
{
}
void CMaterial::SetDiffuseTexture(const CTexturePtr& texture)
{
m_DiffuseTexture = texture;
}
void CMaterial::SetShaderEffect(const CStr& effect)
{
m_ShaderEffect = CStrIntern(effect);
}
void CMaterial::AddShaderDefine(const char* key, const char* value)
{
m_ShaderDefines.Add(key, value);
}
void CMaterial::AddStaticUniform(const char* key, const CVector4D& value)
{
m_StaticUniforms.Add(key, value);
}