2004-12-01 07:52:39 +01:00
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#include "precompiled.h"
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2004-09-23 06:00:56 +02:00
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#include "ogl.h"
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2005-08-12 19:06:53 +02:00
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#include "lib/res/res.h"
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2004-09-23 06:00:56 +02:00
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#include "Material.h"
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#include "Player.h"
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#include "Game.h"
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#include "Overlay.h" // for CColor
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2004-09-23 07:10:03 +02:00
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CMaterial NullMaterial;
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CMaterial IdentityMaterial;
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// Values as taken straight from the Blue Book (god bless the Blue Book)
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static SMaterialColor IdentityDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
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static SMaterialColor IdentityAmbient(0.2f, 0.2f, 0.2f, 1.0f);
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static SMaterialColor IdentitySpecular(0.0f, 0.0f, 0.0f, 1.0f);
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static SMaterialColor IdentityEmissive(0.0f, 0.0f, 0.0f, 1.0f);
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static SMaterialColor BrokenColor(1.0f, 0.0f, 1.0f, 1.0f);
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2005-01-13 01:17:31 +01:00
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bool SMaterialColor::operator ==(const SMaterialColor color)
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{
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return (
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r == color.r &&
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g == color.g &&
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b == color.b &&
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a == color.a
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);
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}
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CMaterial::CMaterial()
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: m_Diffuse(IdentityDiffuse),
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m_Ambient(IdentityAmbient),
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m_Specular(IdentitySpecular),
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m_Emissive(IdentityEmissive),
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m_SpecularPower(0.0f),
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m_Alpha(false),
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m_PlayerID(PLAYER_NONE),
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m_TextureColor(BrokenColor)
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{
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ComputeHash();
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}
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CMaterial::CMaterial(const CMaterial &material)
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{
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(*this) = material;
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}
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CMaterial::~CMaterial()
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{
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}
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void CMaterial::operator =(const CMaterial &material)
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{
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m_Diffuse = material.m_Diffuse;
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m_Ambient = material.m_Ambient;
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m_Specular = material.m_Specular;
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m_Emissive = material.m_Emissive;
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m_SpecularPower = material.m_SpecularPower;
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m_Alpha = material.m_Alpha;
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m_PlayerID = material.m_PlayerID;
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m_TextureColor = material.m_TextureColor;
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ComputeHash();
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}
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bool CMaterial::operator ==(const CMaterial &material)
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{
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return(
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m_Texture == m_Texture &&
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m_Diffuse == material.m_Diffuse &&
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m_Ambient == material.m_Ambient &&
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m_Specular == material.m_Specular &&
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m_Emissive == material.m_Emissive &&
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m_SpecularPower == material.m_SpecularPower &&
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m_Alpha == material.m_Alpha &&
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m_PlayerID == material.m_PlayerID &&
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m_TextureColor == material.m_TextureColor
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);
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}
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void CMaterial::Bind()
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{
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glMaterialfv(GL_FRONT, GL_DIFFUSE, &m_Diffuse.r);
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glMaterialfv(GL_FRONT, GL_AMBIENT, &m_Ambient.r);
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glMaterialfv(GL_FRONT, GL_SPECULAR, &m_Specular.r);
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glMaterialfv(GL_FRONT, GL_EMISSION, &m_Emissive.r);
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glMaterialf(GL_FRONT, GL_SHININESS, m_SpecularPower);
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oglCheck();
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}
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void CMaterial::Unbind()
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{
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}
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SMaterialColor CMaterial::GetDiffuse()
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{
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return m_Diffuse;
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}
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SMaterialColor CMaterial::GetAmbient()
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{
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return m_Ambient;
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}
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SMaterialColor CMaterial::GetSpecular()
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{
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return m_Specular;
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}
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SMaterialColor CMaterial::GetEmissive()
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{
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return m_Emissive;
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}
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SMaterialColor CMaterial::GetPlayerColor()
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{
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debug_assert(m_PlayerID != PLAYER_NONE);
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// because this should never be called unless IsPlayer returned true
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if (m_PlayerID == PLAYER_OTHER /* TODO: or if player-colour is globally disabled */ )
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return m_TextureColor;
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if (m_PlayerID >= 0)
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{
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CPlayer* player = g_Game->GetPlayer(m_PlayerID);
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if (player)
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{
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const SPlayerColour& c (player->GetColour());
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return SMaterialColor(c.r, c.g, c.b, c.a);
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}
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}
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// Oops, something failed.
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return BrokenColor;
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}
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void CMaterial::SetPlayerColor(int id)
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{
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if (m_PlayerID == PLAYER_COMINGSOON || m_PlayerID >= 0)
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m_PlayerID = id;
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}
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void CMaterial::SetPlayerColor(CColor &colour)
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{
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m_TextureColor = SMaterialColor(colour.r, colour.g, colour.b, colour.a);
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}
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void CMaterial::SetTexture(const CStr &texture)
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{
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m_Texture = texture;
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ComputeHash();
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}
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void CMaterial::SetVertexProgram(const CStr &prog)
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{
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m_VertexProgram = prog;
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ComputeHash();
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}
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void CMaterial::SetFragmentProgram(const CStr &prog)
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{
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m_FragmentProgram = prog;
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ComputeHash();
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}
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2004-09-26 23:21:34 +02:00
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void CMaterial::SetDiffuse(const SMaterialColor &color)
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{
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m_Diffuse = color;
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ComputeHash();
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}
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void CMaterial::SetAmbient(const SMaterialColor &color)
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{
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m_Ambient = color;
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ComputeHash();
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}
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void CMaterial::SetSpecular(const SMaterialColor &color)
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{
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m_Specular = color;
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ComputeHash();
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}
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2004-09-26 23:21:34 +02:00
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void CMaterial::SetEmissive(const SMaterialColor &color)
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{
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m_Emissive = color;
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ComputeHash();
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}
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void CMaterial::SetSpecularPower(float power)
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{
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m_SpecularPower = power;
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ComputeHash();
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}
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void CMaterial::SetUsesAlpha(bool flag)
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{
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m_Alpha = flag;
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ComputeHash();
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}
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void CMaterial::ComputeHash()
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{
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m_Hash =
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m_Diffuse.Sum() +
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m_Ambient.Sum() +
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m_Specular.Sum() +
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m_Emissive.Sum() +
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m_SpecularPower +
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(float)m_Texture.GetHashCode() +
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(float)m_VertexProgram.GetHashCode() +
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(float)m_FragmentProgram.GetHashCode();
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}
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