forked from 0ad/0ad
233 lines
5.1 KiB
C++
233 lines
5.1 KiB
C++
/* Copyright (C) 2009 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 "lib/ogl.h"
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#include "Material.h"
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#include "ps/Player.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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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(0.3f, 0.3f, 0.3f, 1.0f);
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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_ID_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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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::GetPlayerColor()
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{
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debug_assert(m_PlayerID != PLAYER_ID_NONE);
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// because this should never be called unless IsPlayer returned true
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if (m_PlayerID == PLAYER_ID_OTHER /* TODO: or if player-colour is globally disabled */ )
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return m_TextureColor;
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if (m_PlayerID <= PLAYER_ID_LAST_VALID)
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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(size_t id)
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{
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if (m_PlayerID == PLAYER_ID_COMING_SOON || m_PlayerID <= PLAYER_ID_LAST_VALID)
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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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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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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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