forked from 0ad/0ad
Ykkrosh
d295dacb9b
Change lighting model for new maps to allow better overbrightness. Cache player colours instead of loading from scripts every time the renderer wants them. This was SVN commit r9123.
166 lines
3.5 KiB
C++
166 lines
3.5 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "Material.h"
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#include "lib/ogl.h"
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#include "ps/Game.h"
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#include "ps/Overlay.h" // for CColor
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CMaterial NullMaterial;
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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(0.3f, 0.3f, 0.3f, 1.0f);
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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(INVALID_PLAYER),
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m_TextureColor(BrokenColor),
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m_UsePlayerColor(false),
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m_UseTextureColor(false)
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{
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}
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void CMaterial::Bind()
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{
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glMaterialf(GL_FRONT, GL_SHININESS, m_SpecularPower);
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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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ogl_WarnIfError();
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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::GetObjectColor()
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{
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if (m_UseTextureColor)
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return m_TextureColor;
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return GetPlayerColor();
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}
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SMaterialColor CMaterial::GetPlayerColor()
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{
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if (m_PlayerID == -1)
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return BrokenColor;
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CColor c(g_Game->GetPlayerColour(m_PlayerID));
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return SMaterialColor(c.r, c.g, c.b, c.a);
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}
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void CMaterial::SetPlayerID(player_id_t id)
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{
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m_PlayerID = id;
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}
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void CMaterial::SetUsePlayerColor(bool use)
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{
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m_UsePlayerColor = use;
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}
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void CMaterial::SetUseTextureColor(bool use)
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{
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m_UseTextureColor = use;
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}
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void CMaterial::SetTextureColor(const 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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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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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}
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void CMaterial::SetSpecularPower(float power)
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{
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m_SpecularPower = power;
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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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}
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