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0ad/source/graphics/Material.cpp

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#include "precompiled.h"
#include "lib/ogl.h"
#include "Material.h"
#include "ps/Player.h"
#include "ps/Game.h"
#include "ps/Overlay.h" // for CColor
CMaterial NullMaterial;
CMaterial IdentityMaterial;
// Values as taken straight from the Blue Book (god bless the Blue Book)
static SMaterialColor IdentityDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
static SMaterialColor IdentityAmbient(0.2f, 0.2f, 0.2f, 1.0f);
static SMaterialColor IdentitySpecular(0.0f, 0.0f, 0.0f, 1.0f);
static SMaterialColor IdentityEmissive(0.0f, 0.0f, 0.0f, 1.0f);
static SMaterialColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
bool SMaterialColor::operator ==(const SMaterialColor color)
{
return (
r == color.r &&
g == color.g &&
b == color.b &&
a == color.a
);
}
CMaterial::CMaterial()
: m_Diffuse(IdentityDiffuse),
m_Ambient(IdentityAmbient),
m_Specular(IdentitySpecular),
m_Emissive(IdentityEmissive),
m_SpecularPower(0.0f),
m_Alpha(false),
m_PlayerID(PLAYER_ID_NONE),
m_TextureColor(BrokenColor)
{
ComputeHash();
}
CMaterial::CMaterial(const CMaterial &material)
{
(*this) = material;
}
CMaterial::~CMaterial()
{
}
void CMaterial::operator =(const CMaterial &material)
{
m_Diffuse = material.m_Diffuse;
m_Ambient = material.m_Ambient;
m_Specular = material.m_Specular;
m_Emissive = material.m_Emissive;
m_SpecularPower = material.m_SpecularPower;
m_Alpha = material.m_Alpha;
m_PlayerID = material.m_PlayerID;
m_TextureColor = material.m_TextureColor;
ComputeHash();
}
bool CMaterial::operator ==(const CMaterial &material)
{
return(
m_Texture == m_Texture &&
m_Diffuse == material.m_Diffuse &&
m_Ambient == material.m_Ambient &&
m_Specular == material.m_Specular &&
m_Emissive == material.m_Emissive &&
m_SpecularPower == material.m_SpecularPower &&
m_Alpha == material.m_Alpha &&
m_PlayerID == material.m_PlayerID &&
m_TextureColor == material.m_TextureColor
);
}
void CMaterial::Bind()
{
glMaterialf(GL_FRONT, GL_SHININESS, m_SpecularPower);
glMaterialfv(GL_FRONT, GL_DIFFUSE, &m_Diffuse.r);
glMaterialfv(GL_FRONT, GL_AMBIENT, &m_Ambient.r);
glMaterialfv(GL_FRONT, GL_SPECULAR, &m_Specular.r);
glMaterialfv(GL_FRONT, GL_EMISSION, &m_Emissive.r);
ogl_WarnIfError();
}
void CMaterial::Unbind()
{
}
SMaterialColor CMaterial::GetDiffuse()
{
return m_Diffuse;
}
SMaterialColor CMaterial::GetAmbient()
{
return m_Ambient;
}
SMaterialColor CMaterial::GetSpecular()
{
return m_Specular;
}
SMaterialColor CMaterial::GetEmissive()
{
return m_Emissive;
}
SMaterialColor CMaterial::GetPlayerColor()
{
debug_assert(m_PlayerID != PLAYER_ID_NONE);
// because this should never be called unless IsPlayer returned true
if (m_PlayerID == PLAYER_ID_OTHER /* TODO: or if player-colour is globally disabled */ )
return m_TextureColor;
if (m_PlayerID <= PLAYER_ID_LAST_VALID)
{
CPlayer* player = g_Game->GetPlayer(m_PlayerID);
if (player)
{
const SPlayerColour& c (player->GetColour());
return SMaterialColor(c.r, c.g, c.b, c.a);
}
}
// Oops, something failed.
return BrokenColor;
}
void CMaterial::SetPlayerColor(size_t id)
{
if (m_PlayerID == PLAYER_ID_COMING_SOON || m_PlayerID <= PLAYER_ID_LAST_VALID)
m_PlayerID = id;
}
void CMaterial::SetPlayerColor(CColor &colour)
{
m_TextureColor = SMaterialColor(colour.r, colour.g, colour.b, colour.a);
}
void CMaterial::SetTexture(const CStr& texture)
{
m_Texture = texture;
ComputeHash();
}
void CMaterial::SetVertexProgram(const CStr& prog)
{
m_VertexProgram = prog;
ComputeHash();
}
void CMaterial::SetFragmentProgram(const CStr& prog)
{
m_FragmentProgram = prog;
ComputeHash();
}
void CMaterial::SetDiffuse(const SMaterialColor &color)
{
m_Diffuse = color;
ComputeHash();
}
void CMaterial::SetAmbient(const SMaterialColor &color)
{
m_Ambient = color;
ComputeHash();
}
void CMaterial::SetSpecular(const SMaterialColor &color)
{
m_Specular = color;
ComputeHash();
}
void CMaterial::SetEmissive(const SMaterialColor &color)
{
m_Emissive = color;
ComputeHash();
}
void CMaterial::SetSpecularPower(float power)
{
m_SpecularPower = power;
ComputeHash();
}
void CMaterial::SetUsesAlpha(bool flag)
{
m_Alpha = flag;
ComputeHash();
}
void CMaterial::ComputeHash()
{
m_Hash =
m_Diffuse.Sum() +
m_Ambient.Sum() +
m_Specular.Sum() +
m_Emissive.Sum() +
m_SpecularPower +
(float)m_Texture.GetHashCode() +
(float)m_VertexProgram.GetHashCode() +
(float)m_FragmentProgram.GetHashCode();
}