source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Material.cpp @ 3050

Revision 3050, 3.2 KB checked in by mattausch, 16 years ago (diff)
Line 
1#include "common.h"
2#include "Material.h"
3#include "Texture.h"
4#include "glInterface.h"
5#include "RenderState.h"
6
7
8using namespace std;
9
10
11namespace CHCDemoEngine
12{
13
14RgbaColor RandomColor(float a, float b)
15{
16        return RgbaColor(a + Random(b), a + Random(b), a + Random(b), 1);
17}
18
19
20void Technique::Init()
21{
22        mTexture = NULL;
23        mAlphaTestEnabled = false;
24        mCullFaceEnabled = true;
25       
26        mVertexProgramParameters.Reset();
27        mFragmentProgramParameters.Reset();
28       
29        mVertexProgram = NULL;
30        mFragmentProgram = NULL;
31
32        // if this material can write colors
33        mColorWriteEnabled = true;
34        // if lighting is used
35        mLightingEnabled = true;
36
37        mDepthWriteEnabled = true;
38}
39
40
41Technique::Technique():
42mAmbientColor(RgbaColor(0.2f, 0.2f, 0.2f, 1.0f)),
43mDiffuseColor(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f)),
44mSpecularColor(RgbaColor(.0f, .0f, .0f, 1.0f)),
45mEmmisiveColor(RgbaColor(.0f, .0f, .0f, 1.0f))
46{
47        Init();
48}
49
50
51Technique::Technique(const RgbaColor &color):
52mDiffuseColor(color),
53mAmbientColor(color),
54mSpecularColor(0, 0, 0, 1),
55mTexture(NULL)
56{
57        Init();
58}
59
60
61Technique::Technique(const Technique &tech)
62{
63        mAmbientColor = tech.mAmbientColor;
64        mDiffuseColor = tech.mDiffuseColor;
65        mSpecularColor = tech.mSpecularColor;
66        mEmmisiveColor = tech.mEmmisiveColor;
67
68        mVertexProgram = tech.mVertexProgram;
69        mFragmentProgram = tech.mFragmentProgram;
70
71        mAlphaTestEnabled = tech.mAlphaTestEnabled;
72        mCullFaceEnabled =tech.mCullFaceEnabled;
73
74        mTexture = tech.mTexture;
75
76        mVertexProgramParameters = tech.mVertexProgramParameters;
77        mFragmentProgramParameters = tech.mFragmentProgramParameters;
78
79        mColorWriteEnabled = tech.mColorWriteEnabled;
80        mLightingEnabled = tech.mLightingEnabled;
81        mDepthWriteEnabled = tech.mDepthWriteEnabled;
82}
83
84
85Technique::~Technique()
86{
87}
88
89
90void Technique::Render(RenderState *state)
91{
92        glMaterialfv(GL_FRONT, GL_AMBIENT, (float *)&mAmbientColor.r);
93        glMaterialfv(GL_FRONT, GL_DIFFUSE, (float *)&mDiffuseColor.r);
94        glMaterialfv(GL_FRONT, GL_EMISSION, (float *)&mEmmisiveColor.r);
95        glMaterialfv(GL_FRONT, GL_SPECULAR, (float *)&mSpecularColor.r);
96
97        state->SetState(this);
98}
99
100
101void Technique::SetFragmentProgram(ShaderProgram *p)
102{
103        mFragmentProgram = p;
104
105        mFragmentProgramParameters.Reset();
106        mFragmentProgramParameters.SetProgram(p);
107}
108       
109
110void Technique::SetVertexProgram(ShaderProgram *p)
111{
112        mVertexProgram = p;
113
114        mVertexProgramParameters.Reset();
115        mVertexProgramParameters.SetProgram(p);
116}
117
118
119/***********************************************/
120/*        class Material implementation        */
121/***********************************************/
122
123
124void Material::Render(RenderState *state)
125{
126        mTechniques[state->GetRenderTechnique()]->Render(state);
127}
128
129
130Technique *Material::GetDefaultTechnique() const
131{
132        return mTechniques[0];
133}
134
135
136Technique *Material::GetTechnique(int i) const
137{
138        return mTechniques[i];
139}
140
141
142Material::Material()
143{
144        Technique *tech = new Technique();
145
146        mTechniques.push_back(tech);
147}
148
149
150Material::~Material()
151{
152        CLEAR_CONTAINER(mTechniques);
153}
154
155
156int Material::GetNumTechniques() const
157{
158        return (int)mTechniques.size();
159}
160
161
162void Material::AddTechnique(Technique *tech)
163{
164        mTechniques.push_back(tech);
165}
166
167
168}
Note: See TracBrowser for help on using the repository browser.