/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program 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. * * This program 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 this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file gameengine/Rasterizer/RAS_IPolygonMaterial.cpp * \ingroup bgerast */ #include "RAS_IPolygonMaterial.h" #include "RAS_IRasterizer.h" #include "DNA_image_types.h" #include "DNA_meshdata_types.h" #include "DNA_material_types.h" void RAS_IPolyMaterial::Initialize( const STR_String& texname, const STR_String& matname, int materialindex, int tile, int tilexrep, int tileyrep, int alphablend, bool alpha, bool zsort, bool light, bool image, struct GameSettings* game) { m_texturename = texname; m_materialname = matname; m_materialindex = materialindex; m_tile = tile; m_tilexrep = tilexrep; m_tileyrep = tileyrep; m_alphablend = alphablend; m_alpha = alpha; m_zsort = zsort; m_light = light; m_polymatid = m_newpolymatid++; m_flag = 0; m_multimode = 0; m_shininess = 35.0; m_specular.setValue(0.5,0.5,0.5); m_specularity = 1.0; m_diffuse.setValue(0.5,0.5,0.5); m_drawingmode = ConvertFaceMode(game, image); } RAS_IPolyMaterial::RAS_IPolyMaterial() : m_texturename("__Dummy_Texture_Name__"), m_materialname("__Dummy_Material_Name__"), m_tile(0), m_tilexrep(0), m_tileyrep(0), m_drawingmode (0), m_alphablend(0), m_alpha(false), m_zsort(false), m_light(false), m_materialindex(0), m_polymatid(0), m_flag(0), m_multimode(0) { m_shininess = 35.0; m_specular = MT_Vector3(0.5,0.5,0.5); m_specularity = 1.0; m_diffuse = MT_Vector3(0.5,0.5,0.5); } RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname, const STR_String& matname, int materialindex, int tile, int tilexrep, int tileyrep, int alphablend, bool alpha, bool zsort) : m_texturename(texname), m_materialname(matname), m_tile(tile), m_tilexrep(tilexrep), m_tileyrep(tileyrep), m_alphablend(alphablend), m_alpha(alpha), m_zsort(zsort), m_materialindex(materialindex), m_polymatid(m_newpolymatid++), m_flag(0), m_multimode(0) { m_shininess = 35.0; m_specular = MT_Vector3(0.5,0.5,0.5); m_specularity = 1.0; m_diffuse = MT_Vector3(0.5,0.5,0.5); } bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const { if (m_flag &RAS_BLENDERMAT) { bool test = ( this->m_multimode == lhs.m_multimode && this->m_flag == lhs.m_flag && this->m_drawingmode == lhs.m_drawingmode && this->m_alphablend == lhs.m_alphablend && this->m_texturename.hash() == lhs.m_texturename.hash() && this->m_materialname.hash() == lhs.m_materialname.hash() ); return test; } else { return ( this->m_tile == lhs.m_tile && this->m_tilexrep == lhs.m_tilexrep && this->m_tileyrep == lhs.m_tileyrep && this->m_alphablend == lhs.m_alphablend && this->m_alpha == lhs.m_alpha && this->m_zsort == lhs.m_zsort && this->m_light == lhs.m_light && this->m_drawingmode == lhs.m_drawingmode && this->m_texturename.hash() == lhs.m_texturename.hash() && this->m_materialname.hash() == lhs.m_materialname.hash() ); } } int RAS_IPolyMaterial::ConvertFaceMode(struct GameSettings *game, bool image) const { if (!game) return (image?GEMAT_TEX:0); int modefinal = 0; int orimode = game->face_orientation; int alpha_blend = game->alpha_blend; int flags = game->flag & (GEMAT_TEXT | GEMAT_BACKCULL); modefinal = orimode | alpha_blend | flags; modefinal |= (image ? GEMAT_TEX : 0); return modefinal; } void RAS_IPolyMaterial::GetMaterialRGBAColor(unsigned char *rgba) const { *rgba++ = 0xFF; *rgba++ = 0xFF; *rgba++ = 0xFF; *rgba++ = 0xFF; } bool RAS_IPolyMaterial::Less(const RAS_IPolyMaterial& rhs) const { if (Equals(rhs)) return false; return m_polymatid < rhs.m_polymatid; } bool RAS_IPolyMaterial::IsAlpha() const { return m_alpha || m_zsort; } bool RAS_IPolyMaterial::IsZSort() const { return m_zsort; } unsigned int RAS_IPolyMaterial::hash() const { return m_texturename.hash(); } int RAS_IPolyMaterial::GetDrawingMode() const { return m_drawingmode; } const STR_String& RAS_IPolyMaterial::GetMaterialName() const { return m_materialname; } dword RAS_IPolyMaterial::GetMaterialNameHash() const { return m_materialname.hash(); } const STR_String& RAS_IPolyMaterial::GetTextureName() const { return m_texturename; } int RAS_IPolyMaterial::GetMaterialIndex() const { return m_materialindex; } Material *RAS_IPolyMaterial::GetBlenderMaterial() const { return NULL; } Image *RAS_IPolyMaterial::GetBlenderImage() const { return NULL; } Scene* RAS_IPolyMaterial::GetBlenderScene() const { return NULL; } void RAS_IPolyMaterial::ReleaseMaterial() { } unsigned int RAS_IPolyMaterial::GetFlag() const { return m_flag; } bool RAS_IPolyMaterial::UsesLighting(RAS_IRasterizer *rasty) const { bool dolights = false; if (m_flag & RAS_BLENDERMAT) dolights = (m_flag &RAS_MULTILIGHT)!=0; else if (rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID); else if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW); else dolights = m_light; return dolights; } bool RAS_IPolyMaterial::CastsShadows() const { return (m_flag & RAS_CASTSHADOW) != 0; } bool RAS_IPolyMaterial::UsesObjectColor() const { return !(m_flag & RAS_BLENDERGLSL); } unsigned int RAS_IPolyMaterial::m_newpolymatid = 0;