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forked from 0ad/0ad
0ad/source/graphics/Material.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

154 lines
4.2 KiB
C++

/* Copyright (C) 2009 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 "ps/CStr.h"
struct CColor;
struct SMaterialColor
{
public:
float r;
float g;
float b;
float a;
SMaterialColor() : r(0.0f), g(0.0f), b(0.0f), a(1.0f) {}
SMaterialColor(float _r, float _g, float _b, float _a)
{
r = _r;
g = _g;
b = _b;
a = _a;
}
SMaterialColor(const SMaterialColor& color)
{
r = color.r;
g = color.g;
b = color.b;
a = color.a;
}
void operator=(const SMaterialColor& color)
{
r = color.r;
g = color.g;
b = color.b;
a = color.a;
}
bool operator==(const SMaterialColor& color);
float Sum()
{
return (r + g + b + a);
}
};
class CMaterial
{
public:
CMaterial();
CMaterial(const CMaterial& material);
virtual ~CMaterial();
void Bind();
void Unbind();
float GetHash() { return m_Hash; }
const CStr& GetTexture() { return m_Texture; }
const CStr& GetVertexProgram() { return m_VertexProgram; }
const CStr& GetFragmentProgram() { return m_FragmentProgram; }
SMaterialColor GetDiffuse();
SMaterialColor GetAmbient();
SMaterialColor GetSpecular();
SMaterialColor GetEmissive();
float GetSpecularPower() { return m_SpecularPower; }
bool UsesAlpha() { return m_Alpha; }
// Determines whether or not the model goes into the PlayerRenderer
bool IsPlayer() { return (m_PlayerID != PLAYER_ID_NONE); }
// Get the player colour (in a non-zero amount of time, so don't call it
// an unreasonable number of times. But it's fairly close to zero, so
// don't worry too much about it.)
SMaterialColor GetPlayerColor();
void SetPlayerColor_PerPlayer() { m_PlayerID = PLAYER_ID_COMING_SOON; }
void SetPlayerColor_PerObject() { m_PlayerID = PLAYER_ID_OTHER; }
void SetPlayerColor(size_t id);
void SetPlayerColor(CColor &colour);
void SetTexture(const CStr& texture);
void SetVertexProgram(const CStr& prog);
void SetFragmentProgram(const CStr& prog);
void SetDiffuse(const SMaterialColor& color);
void SetAmbient(const SMaterialColor& color);
void SetSpecular(const SMaterialColor& color);
void SetEmissive(const SMaterialColor& color);
void SetSpecularPower(float power);
void SetUsesAlpha(bool flag);
void operator=(const CMaterial& material);
bool operator==(const CMaterial& material);
protected:
void ComputeHash();
float m_Hash;
// Various reflective color properties
SMaterialColor m_Diffuse;
SMaterialColor m_Ambient;
SMaterialColor m_Specular;
SMaterialColor m_Emissive;
float m_SpecularPower;
// Path to the materials texture
CStr m_Texture;
// Paths to vertex/fragment programs
CStr m_VertexProgram;
CStr m_FragmentProgram;
// Alpha required flag
bool m_Alpha;
// Player-colour settings.
// If m_PlayerID <= PLAYER_ID_LAST_VALID, the colour is retrieved from
// g_Game whenever it's needed.
// (It's not cached, because the player might change colour.)
// If m_PlayerID == PLAYER_ID_OTHER, or if player-colouring has been globally
// disabled, m_TextureColor is used instead. This allows per-model colours to
// be specified, instead of only a single colour per player.
// If m_PlayerID == PLAYER_ID_NONE, there's no player colour at all.
// If m_PlayerID == PLAYER_ID_COMING_SOON, it's going to be linked to a player,
// but hasn't yet.
static const size_t PLAYER_ID_NONE = SIZE_MAX-1;
static const size_t PLAYER_ID_OTHER = SIZE_MAX-2;
static const size_t PLAYER_ID_COMING_SOON = SIZE_MAX-3;
static const size_t PLAYER_ID_LAST_VALID = SIZE_MAX-4;
size_t m_PlayerID;
SMaterialColor m_TextureColor; // used as an alternative to the per-player colour
};
extern CMaterial NullMaterial;
extern CMaterial IdentityMaterial;
#endif