source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Material.cpp @ 3054

Revision 3054, 3.3 KB checked in by mattausch, 16 years ago (diff)

worked on render queue

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        /// if depth write should be enabled
37        mDepthWriteEnabled = true;
38
39        mRenderQueueBucket = NULL;
40}
41
42
43Technique::Technique():
44mAmbientColor(RgbaColor(0.2f, 0.2f, 0.2f, 1.0f)),
45mDiffuseColor(RgbaColor(1.0f, 1.0f, 1.0f, 1.0f)),
46mSpecularColor(RgbaColor(.0f, .0f, .0f, 1.0f)),
47mEmmisiveColor(RgbaColor(.0f, .0f, .0f, 1.0f))
48{
49        Init();
50}
51
52
53Technique::Technique(const RgbaColor &color):
54mDiffuseColor(color),
55mAmbientColor(color),
56mSpecularColor(0, 0, 0, 1),
57mTexture(NULL)
58{
59        Init();
60}
61
62/*
63Technique::Technique(const Technique &tech)
64{
65        mAmbientColor = tech.mAmbientColor;
66        mDiffuseColor = tech.mDiffuseColor;
67        mSpecularColor = tech.mSpecularColor;
68        mEmmisiveColor = tech.mEmmisiveColor;
69
70        mVertexProgram = tech.mVertexProgram;
71        mFragmentProgram = tech.mFragmentProgram;
72
73        mAlphaTestEnabled = tech.mAlphaTestEnabled;
74        mCullFaceEnabled =tech.mCullFaceEnabled;
75
76        mTexture = tech.mTexture;
77
78        mVertexProgramParameters = tech.mVertexProgramParameters;
79        mFragmentProgramParameters = tech.mFragmentProgramParameters;
80
81        mColorWriteEnabled = tech.mColorWriteEnabled;
82        mLightingEnabled = tech.mLightingEnabled;
83        mDepthWriteEnabled = tech.mDepthWriteEnabled;
84}*/
85
86
87Technique::~Technique()
88{
89}
90
91
92void Technique::Render(RenderState *state)
93{
94        glMaterialfv(GL_FRONT, GL_AMBIENT, (float *)&mAmbientColor.r);
95        glMaterialfv(GL_FRONT, GL_DIFFUSE, (float *)&mDiffuseColor.r);
96        glMaterialfv(GL_FRONT, GL_EMISSION, (float *)&mEmmisiveColor.r);
97        glMaterialfv(GL_FRONT, GL_SPECULAR, (float *)&mSpecularColor.r);
98
99        state->SetState(this);
100}
101
102
103void Technique::SetFragmentProgram(ShaderProgram *p)
104{
105        mFragmentProgram = p;
106
107        mFragmentProgramParameters.Reset();
108        mFragmentProgramParameters.SetProgram(p);
109}
110       
111
112void Technique::SetVertexProgram(ShaderProgram *p)
113{
114        mVertexProgram = p;
115
116        mVertexProgramParameters.Reset();
117        mVertexProgramParameters.SetProgram(p);
118}
119
120
121/***********************************************/
122/*        class Material implementation        */
123/***********************************************/
124
125
126void Material::Render(RenderState *state)
127{
128        mTechniques[state->GetRenderTechnique()]->Render(state);
129}
130
131
132Technique *Material::GetDefaultTechnique() const
133{
134        return mTechniques[0];
135}
136
137
138Technique *Material::GetTechnique(int i) const
139{
140        return mTechniques[i];
141}
142
143
144Material::Material()
145{
146        Technique *tech = new Technique();
147
148        mTechniques.push_back(tech);
149}
150
151
152Material::~Material()
153{
154        CLEAR_CONTAINER(mTechniques);
155}
156
157
158int Material::GetNumTechniques() const
159{
160        return (int)mTechniques.size();
161}
162
163
164void Material::AddTechnique(Technique *tech)
165{
166        mTechniques.push_back(tech);
167}
168
169
170}
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