/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include "Types.h" #include "TextureResource.h" #include "Resource.h" #include "Vec3.h" #include "Color4.h" #include "Material.h" #include "Texture.h" namespace crown { /// Max texture layers supported by the material. /// @note The maximum number of usable layers depends on the graphic card/Renderer config. const uint32_t MAX_TEXTURE_LAYERS = 8; class Bundle; class Allocator; /// A material describes the visual properties of a surface. /// It is primarly intended for rendering purposes but can /// also be used to drive other types of systems such as sounds or physics. class MaterialResource { public: static void* load(Allocator& allocator, Bundle& bundle, ResourceId id); static void unload(Allocator& allocator, void* resource); static void online(void* resource); static void offline(void* resource); private: Color4 m_ambient; Color4 m_diffuse; Color4 m_specular; Color4 m_emission; int32_t m_shininess; bool m_lighting : 1; // Lighting enabled bool m_texturing : 1; // Texturing enabled bool m_backface_culling : 1; // Backface-culling enabled bool m_separate_specular_color : 1; // Separate specular color enabled bool m_depth_test : 1; // Depth test enabled bool m_depth_write : 1; // Depth write enabled bool m_rescale_normals : 1; // Auto normal rescaling enabled bool m_blending : 1; // Blending enabled bool m_color_write : 1; // Writing into color buffer enabled bool m_fog : 1; // Fog enabled bool m_alpha_test : 1; // Alpha test enabled bool m_point_sprite : 1; // Point sprite enabled ShadingType m_shading_type; PolygonMode m_polygon_mode; FrontFace m_front_face; CompareFunction m_depth_func; FogMode m_fog_mode; float m_fog_density; float m_fog_start; float m_fog_end; Color4 m_fog_color; CompareFunction m_alpha_func; float m_alpha_ref; float m_point_size; float m_point_size_min; float m_point_size_max; BlendEquation m_blend_equation; BlendFunction m_blend_src; BlendFunction m_blend_dst; Color4 m_blend_color; // A material can contain up to MAX_TEXTURE_LAYERS texture layers. // However, the maximum number of texture layers actually usable is Renderer-dependent. ResourceId m_textures[MAX_TEXTURE_LAYERS]; }; } // namespace crown