File: Material.h

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/* Copyright (C) 2012 Wildfire Games.
 * This file is part of 0 A.D.
 *
 * 0 A.D. is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * 0 A.D. is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef INCLUDED_MATERIAL
#define INCLUDED_MATERIAL

#include "graphics/ShaderDefines.h"
#include "graphics/Texture.h"
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
#include "ps/Shapes.h"
#include "simulation2/helpers/Player.h"

class CMaterial
{
public:

	struct TextureSampler
	{
		TextureSampler(const CStr &n, CTexturePtr t) : Name(n), Sampler(t) {}
		TextureSampler(const CStrIntern &n, CTexturePtr t) : Name(n), Sampler(t) {}

		CStrIntern Name;
		CTexturePtr Sampler;
	};

	typedef std::vector<TextureSampler> SamplersVector;

	CMaterial();

	// Whether this material's shaders use alpha blending, in which case
	// models using this material need to be rendered in a special order
	// relative to the alpha-blended water plane
	void SetUsesAlphaBlending(bool flag) { m_AlphaBlending = flag; }
 	bool UsesAlphaBlending() { return m_AlphaBlending; }

	const CTexturePtr& GetDiffuseTexture() const { return m_DiffuseTexture; }

	void SetShaderEffect(const CStr& effect);
	CStrIntern GetShaderEffect() const { return m_ShaderEffect; }

	// Must call RecomputeCombinedShaderDefines after this, before rendering with this material
	void AddShaderDefine(CStrIntern key, CStrIntern value);

	// conditionFlags is a bitmask representing which indexes of the
	// GetConditionalDefines() list are currently matching.
	// Use 0 if you don't care about conditional defines.
	const CShaderDefines& GetShaderDefines(uint32_t conditionFlags) const { return m_CombinedShaderDefines.at(conditionFlags); }

	// Must call RecomputeCombinedShaderDefines after this, before rendering with this material
	void AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector<float> &args);

	const CShaderConditionalDefines& GetConditionalDefines() const { return m_ConditionalDefines; }

	void AddStaticUniform(const char* key, const CVector4D& value);
	const CShaderUniforms& GetStaticUniforms() const { return m_StaticUniforms; }

	void AddSampler(const TextureSampler& texture);
	const SamplersVector& GetSamplers() const { return m_Samplers; }

	void AddRenderQuery(const char* key);
	const CShaderRenderQueries& GetRenderQueries() const { return m_RenderQueries; }

	void AddRequiredSampler(const CStr& samplerName);
	const std::vector<CStrIntern>& GetRequiredSampler() const { return m_RequiredSamplers; }

	// Must be called after all AddShaderDefine and AddConditionalDefine
	void RecomputeCombinedShaderDefines();

private:

	// This pointer is kept to make it easier for the fixed pipeline to
	// access the only texture it's interested in.
	CTexturePtr m_DiffuseTexture;

	SamplersVector m_Samplers;
	std::vector<CStrIntern> m_RequiredSamplers;

	CStrIntern m_ShaderEffect;
	CShaderDefines m_ShaderDefines;
	CShaderConditionalDefines m_ConditionalDefines;
	std::vector<CShaderDefines> m_CombinedShaderDefines;
	CShaderUniforms m_StaticUniforms;
	CShaderRenderQueries m_RenderQueries;

	bool m_AlphaBlending;
};

#endif