forked from 0ad/0ad
72 lines
1.9 KiB
C++
72 lines
1.9 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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#ifndef INCLUDED_MATERIAL
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#define INCLUDED_MATERIAL
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#include "ps/CStr.h"
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#include "ps/Overlay.h"
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#include "simulation2/helpers/Player.h"
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// FIXME: This material system is almost entirely unused and probably broken
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typedef CColor SMaterialColor;
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class CMaterial
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{
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public:
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CMaterial();
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const CStr& GetTexture() { return m_Texture; }
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bool UsesAlpha() { return m_Alpha; }
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// Determines whether or not the model goes into the PlayerRenderer
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bool IsPlayer() { return (m_UseTextureColor || m_UsePlayerColor); }
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// Get the player colour or texture colour to be applied to this object
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SMaterialColor GetObjectColor();
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// Get the player colour
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SMaterialColor GetPlayerColor();
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void SetPlayerID(player_id_t id);
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void SetTextureColor(const CColor &colour);
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void SetUsePlayerColor(bool use);
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void SetUseTextureColor(bool use);
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void SetTexture(const CStr& texture);
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void SetUsesAlpha(bool flag);
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private:
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// Path to the materials texture
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CStr m_Texture;
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// Alpha required flag
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bool m_Alpha;
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player_id_t m_PlayerID;
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SMaterialColor m_TextureColor; // used as an alternative to the per-player colour
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bool m_UsePlayerColor;
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bool m_UseTextureColor;
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};
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extern CMaterial NullMaterial;
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#endif
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