1 | // tMaterial.h  |
2 | //  |
3 | // This file implements a tScene material. The parameters represent a legacy Blinn-Phong material which more or less  |
4 | // matches the fixed function pipeline of OpenGL. More advanced materials/shader-models are handled by explicitly  |
5 | // setting the ShaderFile member to point to a shader, in which case the Blinn-Phong parameters are ignored.  |
6 | //  |
7 | // Copyright (c) 2006, 2017 Tristan Grimmer.  |
8 | // Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby  |
9 | // granted, provided that the above copyright notice and this permission notice appear in all copies.  |
10 | //  |
11 | // THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL  |
12 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,  |
13 | // INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN  |
14 | // AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR  |
15 | // PERFORMANCE OF THIS SOFTWARE.  |
16 |   |
17 | #pragma once  |
18 | #include "Scene/tObject.h"  |
19 | namespace tScene  |
20 | {  |
21 |   |
22 |   |
23 | class tMaterial : public tObject  |
24 | {  |
25 | public:  |
26 | // The default constructor makes a reasonable default texture with non-zero ambient colours etc. This allows it to  |
27 | // be used to create a default material that can be used to display a default diffuse texture. All texture names  |
28 | // are left empty.  |
29 | tMaterial() { Clear(); }  |
30 | tMaterial(const tMaterial& src) { *this = src; }  |
31 |   |
32 | tMaterial(const tChunk& chunk) { Load(chunk); }  |
33 | virtual ~tMaterial() { }  |
34 |   |
35 | void Clear();  |
36 | void Load(const tChunk&);  |
37 | void Save(tChunkWriter&) const;  |
38 | float GetOpacity() const { return 1.0f - float(Transparency.R + Transparency.G + Transparency.B) / 765.0f; } // 765 = 255 * 3.  |
39 |   |
40 | // Checks if 2 materials are visually identical. If a shader file (shd) is specified then it is checked and the  |
41 | // other quantities are not since shd files override all other material parameters. The ID/Name is not checked as  |
42 | // it has no effect visually. The attributes must match (but the order doesn't matter).  |
43 | bool IsFunctionallySame(const tMaterial&) const;  |
44 |   |
45 | // These check everything including Name and ID.  |
46 | bool operator==(const tMaterial& mat) const { return IsFunctionallySame(mat) && (tObject::operator== (mat)); }  |
47 | bool operator!=(const tMaterial& mat) const { return !(*this == mat); }  |
48 | tMaterial& operator=(const tMaterial& src);  |
49 |   |
50 | tColouri AmbientColour;  |
51 | tColouri DiffuseColour;  |
52 | tColouri SpecularColour;  |
53 |   |
54 | float Shininess; // In [0.0, 1.0]  |
55 | float Reflectivity;  |
56 | float Diffusion; // In [0.0, 1.0]  |
57 |   |
58 | tColouri ReflectedColour;  |
59 | tColouri Transparency;  |
60 | tColouri Incandescence;  |
61 | bool UseDiffuseColour; // Whether to use the diffuse colour, or the diffusion variable. If the exporter supports it, this is better if it's true.  |
62 |   |
63 | tString TextureDiffuse;  |
64 | tString TextureNormalMap;  |
65 |   |
66 | // Additional diffuse textures for multi-texturing or swapping.  |
67 | tString TextureA;  |
68 | tString TextureB;  |
69 | tString TextureC;  |
70 | tString TextureD;  |
71 | tString TextureE;  |
72 |   |
73 | tString ShaderFile;  |
74 | };  |
75 |   |
76 |   |
77 | }  |
78 | |