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.
100 lines
2.8 KiB
C++
100 lines
2.8 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/>.
|
|
*/
|
|
|
|
#ifndef INCLUDED_MATERIAL
|
|
#define INCLUDED_MATERIAL
|
|
|
|
#include "ps/CStr.h"
|
|
#include "ps/Overlay.h"
|
|
#include "simulation2/helpers/Player.h"
|
|
|
|
// FIXME: This material system is almost entirely unused and probably broken
|
|
|
|
typedef CColor SMaterialColor;
|
|
|
|
class CMaterial
|
|
{
|
|
public:
|
|
CMaterial();
|
|
|
|
void Bind();
|
|
void Unbind();
|
|
|
|
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_UseTextureColor || m_UsePlayerColor); }
|
|
|
|
// Get the player colour or texture colour to be applied to this object
|
|
SMaterialColor GetObjectColor();
|
|
// Get the player colour
|
|
SMaterialColor GetPlayerColor();
|
|
|
|
void SetPlayerID(player_id_t id);
|
|
void SetTextureColor(const CColor &colour);
|
|
|
|
void SetUsePlayerColor(bool use);
|
|
void SetUseTextureColor(bool use);
|
|
|
|
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);
|
|
|
|
private:
|
|
// 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_id_t m_PlayerID;
|
|
SMaterialColor m_TextureColor; // used as an alternative to the per-player colour
|
|
|
|
bool m_UsePlayerColor;
|
|
bool m_UseTextureColor;
|
|
};
|
|
|
|
extern CMaterial NullMaterial;
|
|
|
|
#endif
|