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212 lines
6.8 KiB
C++
212 lines
6.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_U_MATERIAL_H
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#define NL_U_MATERIAL_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/rgba.h"
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namespace NL3D
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{
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using NLMISC::CRGBA;
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class UTexture;
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class UDriver;
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// ***************************************************************************
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/**
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* Game Interface for Material. Material for gamers are Unlighted materials!! Only normal material unlighted is supported.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class UMaterial
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{
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public:
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enum ZFunc { always=0,never,equal,notequal,less,lessequal,greater,greaterequal, zfuncCount };
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enum TBlend { one=0, zero, srcalpha, invsrcalpha, srccolor, invsrccolor, blendCount };
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/// \name Texture Env Modes.
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// @{
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/** Environements operators:
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* Replace: out= arg0
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* Modulate: out= arg0 * arg1
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* Add: out= arg0 + arg1
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* AddSigned: out= arg0 + arg1 -0.5
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* Interpolate*: out= arg0*As + arg1*(1-As), where As is taken from the SrcAlpha of
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* Texture/Previous/Diffuse/Constant, respectively if operator is
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* InterpolateTexture/InterpolatePrevious/InterpolateDiffuse/InterpolateConstant.
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* Multiply-Add (Mad) out= arg0 * arg1 + arg2. Must be supported by driver
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* EMBM : apply to both color and alpha : the current texture, whose format is DSDT, is used to offset the texture in the next stage.
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* NB : for EMBM and InterpolateConstant, this must be supported by driver.
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*/
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enum TTexOperator { Replace=0, Modulate, Add, AddSigned,
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InterpolateTexture, InterpolatePrevious, InterpolateDiffuse, InterpolateConstant, EMBM, Mad };
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/** Source argument.
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* Texture: the arg is taken from the current texture of the stage.
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* Previous: the arg is taken from the previous enabled stage. If stage 0, Previous==Diffuse.
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* Diffuse: the arg is taken from the primary color vertex.
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* Constant: the arg is taken from the constant color setuped for this texture stage.
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*/
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enum TTexSource { Texture=0, Previous, Diffuse, Constant };
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/** Operand for the argument.
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* For Alpha arguments, only SrcAlpha and InvSrcAlpha are Valid!! \n
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* SrcColor: arg= ColorSource.
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* InvSrcColor: arg= 1-ColorSource.
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* SrcAlpha: arg= AlphaSource.
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* InvSrcAlpha: arg= 1-AlphaSource.
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*/
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enum TTexOperand { SrcColor=0, InvSrcColor, SrcAlpha, InvSrcAlpha };
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// @}
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public:
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/// \name Texture.
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// @{
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// Set a texture in a stage
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void setTexture(uint stage, UTexture* ptex);
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// Is a texture present in the stage ?
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bool texturePresent (uint stage);
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/// select from a texture set for this material (if available)
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void selectTextureSet(uint id);
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// Deprecated use setTexture(uint stage, UTexture* ptex)
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void setTexture(UTexture* ptex);
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// Deprecated use texturePresent (uint stage)
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bool texturePresent();
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// @}
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/// \name Blending.
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// @{
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void setBlend(bool active);
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void setBlendFunc(TBlend src, TBlend dst);
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void setSrcBlend(TBlend val);
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void setDstBlend(TBlend val);
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bool getBlend() const;
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TBlend getSrcBlend(void) const;
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TBlend getDstBlend(void) const;
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// @}
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/// \name Texture environnement.
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// @{
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void texEnvOpRGB(uint stage, TTexOperator ope);
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void texEnvArg0RGB(uint stage, TTexSource src, TTexOperand oper);
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void texEnvArg1RGB(uint stage, TTexSource src, TTexOperand oper);
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void texEnvArg2RGB(uint stage, TTexSource src, TTexOperand oper);
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void texEnvOpAlpha(uint stage, TTexOperator ope);
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void texEnvArg0Alpha(uint stage, TTexSource src, TTexOperand oper);
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void texEnvArg1Alpha(uint stage, TTexSource src, TTexOperand oper);
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void texEnvArg2Alpha(uint stage, TTexSource src, TTexOperand oper);
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// @}
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/// \name ZBuffer.
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// @{
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void setZFunc(ZFunc val);
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void setZWrite(bool active);
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void setZBias(float val);
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ZFunc getZFunc(void) const ;
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bool getZWrite(void) const;
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float getZBias(void) const;
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// @}
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/// \name Alpha test.
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// @{
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void setAlphaTest(bool active);
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bool getAlphaTest() const;
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/** change the threshold against alpha is tested. Default is 0.5f.
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* \param thre threshold, should be in [0..1], not clamped.
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*/
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void setAlphaTestThreshold(float threshold);
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float getAlphaTestThreshold() const;
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// @}
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/// \name Color/Lighting..
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// @{
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/// The Color is used only if lighting is disabled. Also, color is replaced by per vertex color (if any).
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void setColor(CRGBA rgba);
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CRGBA getColor(void) const;
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// @}
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/// \name Lighted material mgt. Relevant only if isLighted(). Used for get of UShape
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// @{
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bool isLighted() const;
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CRGBA getEmissive() const;
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CRGBA getAmbient() const;
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/// return diffuse part. NB: A==opacity.
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CRGBA getDiffuse() const;
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uint8 getOpacity() const;
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CRGBA getSpecular() const;
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float getShininess() const;
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// @}
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/// \name Culling
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// @{
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void setDoubleSided(bool doubleSided = true);
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bool getDoubleSided() const;
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// @}
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/// \name Misc
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// @{
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/** Init the material as unlit. normal shader, no lighting ....
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* Default to: normal shader, no lighting, color to White(1,1,1,1), no texture, ZBias=0, ZFunc= lessequal, ZWrite==true, no blend.
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* All other states are undefined (such as blend function, since blend is disabled).
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*/
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void initUnlit();
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// test if the given driver will support rendering of that material
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bool isSupportedByDriver(UDriver &drv, bool forceBaseCaps = false);
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// @}
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/// Proxy interface
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/// Constructors
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UMaterial() { _Object = NULL; }
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UMaterial(class CMaterial *object) { _Object = object; };
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/// Attach an object to this proxy
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void attach(class CMaterial *object) { _Object = object; }
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/// Detach the object
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void detach() { _Object = NULL; }
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/// Return true if the proxy is empty() (not attached)
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bool empty() const {return _Object==NULL;}
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/// For advanced usage, get the internal object ptr
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class CMaterial *getObjectPtr() const {return (CMaterial*)_Object;}
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private:
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CMaterial *_Object;
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};
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} // NL3D
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#endif // NL_U_MATERIAL_H
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/* End of u_material.h */
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