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forked from 0ad/0ad
0ad/source/graphics/Material.cpp
Ykkrosh d805e764c5 # Render unit silhouettes when behind buildings.
Fixes #144.
Start using stencil buffer.
Simplify materials a little.

This was SVN commit r9076.
2011-03-18 16:57:54 +00:00

169 lines
3.6 KiB
C++

/* Copyright (C) 2010 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"
#include "lib/ogl.h"
#include "ps/Game.h"
#include "ps/Overlay.h" // for CColor
CMaterial NullMaterial;
// 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);
CMaterial::CMaterial()
: m_Diffuse(IdentityDiffuse),
m_Ambient(IdentityAmbient),
m_Specular(IdentitySpecular),
m_Emissive(IdentityEmissive),
m_SpecularPower(0.0f),
m_Alpha(false),
m_PlayerID(INVALID_PLAYER),
m_TextureColor(BrokenColor),
m_UsePlayerColor(false),
m_UseTextureColor(false)
{
}
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::GetObjectColor()
{
if (m_UseTextureColor)
return m_TextureColor;
debug_assert(m_UsePlayerColor);
// this should never be called unless IsPlayer returned true
return GetPlayerColor();
}
SMaterialColor CMaterial::GetPlayerColor()
{
if (m_PlayerID == -1)
return BrokenColor;
CColor c(g_Game->GetPlayerColour(m_PlayerID));
return SMaterialColor(c.r, c.g, c.b, c.a);
}
void CMaterial::SetPlayerID(player_id_t id)
{
m_PlayerID = id;
}
void CMaterial::SetUsePlayerColor(bool use)
{
m_UsePlayerColor = use;
}
void CMaterial::SetUseTextureColor(bool use)
{
m_UseTextureColor = use;
}
void CMaterial::SetTextureColor(const CColor& colour)
{
m_TextureColor = SMaterialColor(colour.r, colour.g, colour.b, colour.a);
}
void CMaterial::SetTexture(const CStr& texture)
{
m_Texture = texture;
}
void CMaterial::SetVertexProgram(const CStr& prog)
{
m_VertexProgram = prog;
}
void CMaterial::SetFragmentProgram(const CStr& prog)
{
m_FragmentProgram = prog;
}
void CMaterial::SetDiffuse(const SMaterialColor& color)
{
m_Diffuse = color;
}
void CMaterial::SetAmbient(const SMaterialColor& color)
{
m_Ambient = color;
}
void CMaterial::SetSpecular(const SMaterialColor& color)
{
m_Specular = color;
}
void CMaterial::SetEmissive(const SMaterialColor& color)
{
m_Emissive = color;
}
void CMaterial::SetSpecularPower(float power)
{
m_SpecularPower = power;
}
void CMaterial::SetUsesAlpha(bool flag)
{
m_Alpha = flag;
}