#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(); }