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