[2747] | 1 | #ifndef __MATERIAL_H
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| 2 | #define __MATERIAL_H
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| 3 |
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[2819] | 4 | #include "glInterface.h"
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[2795] | 5 | #include "common.h"
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[3045] | 6 | #include "ShaderProgram.h"
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[2747] | 7 |
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[2795] | 8 |
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[2776] | 9 | namespace CHCDemoEngine
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[2751] | 10 | {
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[2747] | 11 |
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[2756] | 12 | class Texture;
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[2769] | 13 | class RenderState;
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[3034] | 14 | class GPUProgramParameters;
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| 15 | class ShaderProgram;
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[3054] | 16 | struct RenderQueueBucket;
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[2755] | 17 |
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[2769] | 18 |
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[3042] | 19 | /** Class representing an rgba color vector.
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| 20 | */
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[2769] | 21 | class RgbaColor
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[2747] | 22 | {
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[2755] | 23 |
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[2747] | 24 | public:
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[2755] | 25 |
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[2769] | 26 | RgbaColor(): r(1), g(1), b(1), a(1)
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| 27 | {}
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[2747] | 28 |
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[2769] | 29 | RgbaColor(float _r, float _g, float _b, float _a): r(_r), g(_g), b(_b), a(_a)
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| 30 | {}
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[2747] | 31 |
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[2769] | 32 | friend RgbaColor RandomColor(float a = 0.0f, float b = 1.0f);
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[3045] | 33 |
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| 34 |
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| 35 | /////////////////////
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| 36 |
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| 37 | float r, g, b, a;
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[2747] | 38 | };
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| 39 |
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| 40 |
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| 41 | // Forward declarations
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[2769] | 42 | RgbaColor RandomColor(float a, float b);
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[2747] | 43 |
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| 44 |
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[3042] | 45 | /** This class represents a certain rendering technique of a shape.
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| 46 | A material consists of one or more techniques
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| 47 | */
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| 48 | class Technique
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[2747] | 49 | {
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[2795] | 50 | friend class ResourceManager;
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[3054] | 51 | friend class RenderQueue;
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[2795] | 52 |
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[2747] | 53 | public:
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[2755] | 54 |
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[2957] | 55 | /** Sets default material (ambient intensity 0.2f, diffuse intensity 1.0f)
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| 56 | */
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[3042] | 57 | Technique();
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[2747] | 58 |
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[3054] | 59 | //Technique(const Technique &tech);
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[2957] | 60 | /** Sets ambient and diffuse color to color
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| 61 | */
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[3042] | 62 | Technique(const RgbaColor &color);
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[3050] | 63 |
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| 64 | ~Technique();
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[3047] | 65 | /** Renders this technique.
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| 66 | */
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| 67 | void Render(RenderState *state);
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| 68 | /** Initialize this technique material with default values
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| 69 | */
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| 70 | void Init();
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[2755] | 71 |
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[2769] | 72 | inline Texture *GetTexture() const { return mTexture; }
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[2756] | 73 |
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[2795] | 74 | inline RgbaColor GetAmbient() const { return mAmbientColor; }
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| 75 | inline RgbaColor GetDiffuse() const { return mDiffuseColor; }
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| 76 | inline RgbaColor GetSpecular() const { return mSpecularColor; }
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| 77 | inline RgbaColor GetEmmisive() const { return mEmmisiveColor; }
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| 78 |
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| 79 | inline void SetTexture(Texture *texture) { mTexture = texture; }
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| 80 |
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| 81 | inline void SetAmbient(const RgbaColor &color) { mAmbientColor = color; }
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| 82 | inline void SetDiffuse(const RgbaColor &color) { mDiffuseColor = color; }
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| 83 | inline void SetSpecular(const RgbaColor &color) { mSpecularColor = color; }
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| 84 | inline void SetEmmisive(const RgbaColor &color) { mEmmisiveColor = color; }
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| 85 |
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| 86 | inline void SetAlphaTestEnabled(bool alpha) { mAlphaTestEnabled = alpha; }
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[2844] | 87 | inline void SetCullFaceEnabled(bool cull) { mCullFaceEnabled = cull; }
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| 88 |
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[2795] | 89 | inline bool IsAlphaTestEnabled() const { return mAlphaTestEnabled; }
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[2844] | 90 | inline bool IsCullFaceEnabled() const { return mCullFaceEnabled; }
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[2769] | 91 |
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[3047] | 92 | inline void SetLightingEnabled(bool l) { mLightingEnabled = l; }
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| 93 | inline void SetColorWriteEnabled(bool c) { mColorWriteEnabled = c; }
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[3050] | 94 | inline void SetDepthWriteEnabled(bool d) { mDepthWriteEnabled = d; }
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[3047] | 95 |
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| 96 | inline bool IsLightingEnabled() const { return mLightingEnabled; }
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| 97 | inline bool IsColorWriteEnabled() const { return mColorWriteEnabled; }
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[3050] | 98 | inline bool IsDepthWriteEnabled() const { return mDepthWriteEnabled; }
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[3047] | 99 |
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[3036] | 100 | void SetFragmentProgram(ShaderProgram *p);
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| 101 | void SetVertexProgram(ShaderProgram *p);
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[3034] | 102 |
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[3050] | 103 | inline ShaderProgram *GetFragmentProgram() { return mFragmentProgram; }
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| 104 | inline ShaderProgram *GetVertexProgram() { return mVertexProgram; }
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[3034] | 105 |
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[3047] | 106 | /** Get the set of fragment parameters of this technique
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[3045] | 107 | */
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| 108 | GPUProgramParameters * const GetFragmentProgramParameters() { return &mFragmentProgramParameters; }
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[3047] | 109 | /** Get the set of vertex parameters of this technique
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| 110 | */
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[3045] | 111 | GPUProgramParameters * const GetVertexProgramParameters() { return &mVertexProgramParameters; }
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[3036] | 112 |
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[2795] | 113 | protected:
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| 114 |
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[2769] | 115 | ///////////
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| 116 |
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| 117 | RgbaColor mDiffuseColor;
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| 118 | RgbaColor mSpecularColor;
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| 119 | RgbaColor mAmbientColor;
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[2795] | 120 | RgbaColor mEmmisiveColor;
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[2769] | 121 |
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| 122 | bool mAlphaTestEnabled;
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[2844] | 123 | bool mCullFaceEnabled;
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[2968] | 124 | /// the associated texture
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[2756] | 125 | Texture *mTexture;
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[3036] | 126 |
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[3045] | 127 | GPUProgramParameters mVertexProgramParameters;
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| 128 | GPUProgramParameters mFragmentProgramParameters;
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[3036] | 129 |
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| 130 | ShaderProgram *mFragmentProgram;
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| 131 | ShaderProgram *mVertexProgram;
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[3047] | 132 | /// if this material can write colors
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| 133 | bool mColorWriteEnabled;
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| 134 | /// if lighting is used
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| 135 | bool mLightingEnabled;
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[3050] | 136 | /// if depth write is enabled
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| 137 | bool mDepthWriteEnabled;
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[3054] | 138 | /// pointer to the renderqueue bucket this entity belongs to
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| 139 | RenderQueueBucket *mRenderQueueBucket;
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[2747] | 140 | };
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| 141 |
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| 142 |
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[3042] | 143 | /** A material consists of one or more techniques.
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| 144 | */
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| 145 | class Material
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| 146 | {
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| 147 | public:
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| 148 | /** Default constructor creating one default technique.
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| 149 | */
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| 150 | Material();
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[2747] | 151 |
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[3042] | 152 | ~Material();
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| 153 | /** Renders this material.
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| 154 | */
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| 155 | void Render(RenderState *state);
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| 156 |
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| 157 | void AddTechnique(Technique *t);
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| 158 |
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| 159 | Technique *GetDefaultTechnique() const;
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| 160 |
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| 161 | Technique *GetTechnique(int i) const;
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| 162 |
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| 163 | int GetNumTechniques() const;
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| 164 |
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| 165 |
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| 166 |
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| 167 | protected:
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| 168 |
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| 169 | TechniqueContainer mTechniques;
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| 170 | };
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| 171 |
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[2751] | 172 | }
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[2747] | 173 |
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| 174 | #endif
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