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