source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/Material.h @ 3065

Revision 3065, 4.3 KB checked in by mattausch, 16 years ago (diff)

found bug with near plane intersection: q? why did it work with vbo rendering? (probably because of tighter bounds ...)

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