0ad/source/graphics/Material.h
Ykkrosh d295dacb9b # Add new renderer mode based on GL_ARB_fragment_program.
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.
2011-03-26 20:17:21 +00:00

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