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- /*
- 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"
- #include "Bundle.h"
- #include "Allocator.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;
- /// 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*/)
- {
- return NULL;
- }
- //-----------------------------------------------------------------------------
- static void online(void* material)
- {
- (void)material;
- // TODO
- }
- //-----------------------------------------------------------------------------
- static void unload(Allocator& /*allocator*/, void* /*material*/)
- {
- // TODO
- }
- //-----------------------------------------------------------------------------
- static void offline(void* /*resource*/)
- {
- // TODO
- }
- 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
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