khanat-code-old/code/nel/include/nel/3d/driver_material_inline.h
2010-05-06 02:08:41 +02:00

431 lines
13 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_DRIVER_MATERIAL_INLINE_H
#define NL_DRIVER_MATERIAL_INLINE_H
#include "nel/misc/debug.h"
namespace NL3D
{
// --------------------------------------------------
inline bool CMaterial::texturePresent(uint8 n) const
{
nlassert(n<IDRV_MAT_MAXTEXTURES);
if (_Textures[n])
{
return(true);
}
return(false);
}
inline ITexture* CMaterial::getTexture(uint8 n) const
{
nlassert(n<IDRV_MAT_MAXTEXTURES);
return(_Textures[n]);
}
inline void CMaterial::setSrcBlend(TBlend val)
{
_SrcBlend=val;
_Touched|=IDRV_TOUCHED_BLENDFUNC;
}
inline void CMaterial::setDstBlend(TBlend val)
{
_DstBlend=val;
_Touched|=IDRV_TOUCHED_BLENDFUNC;
}
inline void CMaterial::setBlend(bool active)
{
if (active) _Flags|=IDRV_MAT_BLEND;
else _Flags&=~IDRV_MAT_BLEND;
_Touched|=IDRV_TOUCHED_BLEND;
}
inline void CMaterial::setDoubleSided(bool active)
{
if (active) _Flags|=IDRV_MAT_DOUBLE_SIDED;
else _Flags&=~IDRV_MAT_DOUBLE_SIDED;
_Touched|=IDRV_TOUCHED_DOUBLE_SIDED;
}
inline void CMaterial::setAlphaTest(bool active)
{
if (active) _Flags|=IDRV_MAT_ALPHA_TEST;
else _Flags&=~IDRV_MAT_ALPHA_TEST;
_Touched|=IDRV_TOUCHED_ALPHA_TEST;
}
inline void CMaterial::setAlphaTestThreshold(float thre)
{
_AlphaTestThreshold= thre;
_Touched|=IDRV_TOUCHED_ALPHA_TEST_THRE;
}
inline void CMaterial::setBlendFunc(TBlend src, TBlend dst)
{
_SrcBlend=src;
_DstBlend=dst;
_Touched|=IDRV_TOUCHED_BLENDFUNC;
}
inline void CMaterial::setZFunc(ZFunc val)
{
_ZFunction=val;
_Touched|=IDRV_TOUCHED_ZFUNC;
}
inline void CMaterial::setZWrite(bool active)
{
if (active) _Flags|=IDRV_MAT_ZWRITE;
else _Flags&=~IDRV_MAT_ZWRITE;
_Touched|=IDRV_TOUCHED_ZWRITE;
}
inline void CMaterial::setZBias(float val)
{
_ZBias=val;
_Touched|=IDRV_TOUCHED_ZBIAS;
}
inline void CMaterial::setColor(NLMISC::CRGBA rgba)
{
if (_Color != rgba)
{
_Color=rgba;
_Touched|=IDRV_TOUCHED_COLOR;
}
}
inline void CMaterial::setLighting( bool active,
NLMISC::CRGBA emissive,
NLMISC::CRGBA ambient,
NLMISC::CRGBA diffuse,
NLMISC::CRGBA specular,
float shininess)
{
if (active)
{
_Flags|=IDRV_MAT_LIGHTING;
}
else
{
_Flags&=~IDRV_MAT_LIGHTING;
}
_Emissive=emissive;
_Ambient=ambient;
_Diffuse=diffuse;
_Specular=specular;
_Shininess= shininess;
_Touched|=IDRV_TOUCHED_LIGHTING;
}
// ***************************************************************************
inline void CMaterial::setEmissive( CRGBA emissive)
{
_Emissive= emissive;
_Touched|=IDRV_TOUCHED_LIGHTING;
}
// ***************************************************************************
inline void CMaterial::setAmbient( CRGBA ambient)
{
_Ambient= ambient;
_Touched|=IDRV_TOUCHED_LIGHTING;
}
// ***************************************************************************
inline void CMaterial::setDiffuse( CRGBA diffuse)
{
// Keep opacity.
_Diffuse.R= diffuse.R;
_Diffuse.G= diffuse.G;
_Diffuse.B= diffuse.B;
_Touched|=IDRV_TOUCHED_LIGHTING;
}
// ***************************************************************************
inline void CMaterial::setOpacity( uint8 opa )
{
_Diffuse.A= opa;
_Touched|=IDRV_TOUCHED_LIGHTING;
}
// ***************************************************************************
inline void CMaterial::setSpecular( CRGBA specular)
{
_Specular= specular;
_Touched|=IDRV_TOUCHED_LIGHTING;
}
// ***************************************************************************
inline void CMaterial::setShininess( float shininess )
{
_Shininess= shininess;
_Touched|=IDRV_TOUCHED_LIGHTING;
}
// ***************************************************************************
inline void CMaterial::setLightedVertexColor( bool useLightedVertexColor )
{
if (useLightedVertexColor)
_Flags |= IDRV_MAT_LIGHTED_VERTEX_COLOR;
else
_Flags &= ~IDRV_MAT_LIGHTED_VERTEX_COLOR;
_Touched|=IDRV_TOUCHED_LIGHTING;
}
// ***************************************************************************
inline bool CMaterial::getLightedVertexColor () const
{
return (_Flags & IDRV_MAT_LIGHTED_VERTEX_COLOR) != 0;
}
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
inline void CMaterial::texEnvOpRGB(uint stage, TTexOperator ope)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
_TexEnvs[stage].Env.OpRGB= ope;
_Touched|=IDRV_TOUCHED_TEXENV;
}
// ***************************************************************************
inline CMaterial::TTexOperator CMaterial::getTexEnvOpRGB(uint stage) const
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
return (TTexOperator) _TexEnvs[stage].Env.OpRGB;
}
// ***************************************************************************
inline void CMaterial::texEnvArg0RGB(uint stage, TTexSource src, TTexOperand oper)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
_TexEnvs[stage].Env.SrcArg0RGB= src;
_TexEnvs[stage].Env.OpArg0RGB= oper;
_Touched|=IDRV_TOUCHED_TEXENV;
}
// ***************************************************************************
inline void CMaterial::texEnvArg1RGB(uint stage, TTexSource src, TTexOperand oper)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
_TexEnvs[stage].Env.SrcArg1RGB= src;
_TexEnvs[stage].Env.OpArg1RGB= oper;
_Touched|=IDRV_TOUCHED_TEXENV;
}
// ***************************************************************************
inline void CMaterial::texEnvArg2RGB(uint stage, TTexSource src, TTexOperand oper)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
_TexEnvs[stage].Env.SrcArg2RGB= src;
_TexEnvs[stage].Env.OpArg2RGB= oper;
}
// ***************************************************************************
inline void CMaterial::texEnvOpAlpha(uint stage, TTexOperator ope)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
_TexEnvs[stage].Env.OpAlpha= ope;
_Touched|=IDRV_TOUCHED_TEXENV;
}
// ***************************************************************************
inline CMaterial::TTexOperator CMaterial::getTexEnvOpAlpha(uint stage) const
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
return (TTexOperator) _TexEnvs[stage].Env.OpAlpha;
}
// ***************************************************************************
inline void CMaterial::texEnvArg0Alpha(uint stage, TTexSource src, TTexOperand oper)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
nlassert(oper==SrcAlpha || oper==InvSrcAlpha);
_TexEnvs[stage].Env.SrcArg0Alpha= src;
_TexEnvs[stage].Env.OpArg0Alpha= oper;
_Touched|=IDRV_TOUCHED_TEXENV;
}
// ***************************************************************************
inline void CMaterial::texEnvArg1Alpha(uint stage, TTexSource src, TTexOperand oper)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
nlassert(oper==SrcAlpha || oper==InvSrcAlpha);
_TexEnvs[stage].Env.SrcArg1Alpha= src;
_TexEnvs[stage].Env.OpArg1Alpha= oper;
_Touched|=IDRV_TOUCHED_TEXENV;
}
// ***************************************************************************
inline void CMaterial::texEnvArg2Alpha(uint stage, TTexSource src, TTexOperand oper)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
nlassert(oper==SrcAlpha || oper==InvSrcAlpha);
_TexEnvs[stage].Env.SrcArg2Alpha= src;
_TexEnvs[stage].Env.OpArg2Alpha= oper;
}
// ***************************************************************************
inline void CMaterial::texConstantColor(uint stage, CRGBA color)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
_TexEnvs[stage].ConstantColor= color;
_Touched|=IDRV_TOUCHED_TEXENV;
}
// ***************************************************************************
inline uint32 CMaterial::getTexEnvMode(uint stage)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
return _TexEnvs[stage].EnvPacked;
}
// ***************************************************************************
inline void CMaterial::setTexEnvMode(uint stage, uint32 packed)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
_TexEnvs[stage].EnvPacked= packed;
_Touched|=IDRV_TOUCHED_TEXENV;
}
// ***************************************************************************
inline CRGBA CMaterial::getTexConstantColor(uint stage)
{
nlassert(_ShaderType==CMaterial::Normal);
nlassert(stage<IDRV_MAT_MAXTEXTURES);
return _TexEnvs[stage].ConstantColor;
}
// ***************************************************************************
inline bool CMaterial::getTexCoordGen(uint stage) const
{
nlassert(stage<IDRV_MAT_MAXTEXTURES);
return (_Flags&(IDRV_MAT_GEN_TEX_0<<stage))!=0;
}
// ***************************************************************************
inline void CMaterial::setTexCoordGen(uint stage, bool generate)
{
nlassert(stage<IDRV_MAT_MAXTEXTURES);
if (generate)
_Flags|=(IDRV_MAT_GEN_TEX_0<<stage);
else
_Flags&=~(IDRV_MAT_GEN_TEX_0<<stage);
_Touched|=IDRV_TOUCHED_TEXGEN;
}
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
inline void CMaterial::setUserColor(CRGBA userColor)
{
nlassert(_ShaderType==CMaterial::UserColor);
// setup stage 0 constant color (don't use texConstantColor() because of assert).
_TexEnvs[0].ConstantColor= userColor;
_Touched|=IDRV_TOUCHED_TEXENV;
}
// ***************************************************************************
inline CRGBA CMaterial::getUserColor() const
{
nlassert(_ShaderType==CMaterial::UserColor);
// setup stage 0 constant color (don't use getTexConstantColor() because of assert).
return _TexEnvs[0].ConstantColor;
}
// ***************************************************************************
inline void CMaterial::enableUserTexMat(uint stage, bool enabled /*= true*/)
{
nlassert(stage < IDRV_MAT_MAXTEXTURES);
if (enabled)
{
if (!(_Flags & IDRV_MAT_USER_TEX_MAT_ALL)) // not usr tex mat setupped before?
{
nlassert(_TexUserMat.get() == NULL);
_TexUserMat.reset(new CUserTexMat);
}
_Flags |= (IDRV_MAT_USER_TEX_0_MAT << stage);
_TexUserMat->TexMat[stage].identity();
}
else
{
if (!(_Flags & IDRV_MAT_USER_TEX_MAT_ALL)) return; // nothing to do
_Flags &= ~(IDRV_MAT_USER_TEX_0_MAT << stage); // clear the stage flag
if (!(_Flags & IDRV_MAT_USER_TEX_MAT_ALL)) // no more user textures used ?
{
_TexUserMat.reset();
}
}
}
// ***************************************************************************
inline bool CMaterial::isUserTexMatEnabled(uint stage) const
{
nlassert(stage < IDRV_MAT_MAXTEXTURES);
return (_Flags & (IDRV_MAT_USER_TEX_0_MAT << stage)) != 0;
}
// ***************************************************************************
inline void CMaterial::setUserTexMat(uint stage, const NLMISC::CMatrix &m)
{
nlassert(isUserTexMatEnabled(stage));
nlassert(_TexUserMat.get() != NULL);
_TexUserMat->TexMat[stage] = m;
}
// ***************************************************************************
inline const NLMISC::CMatrix &CMaterial::getUserTexMat(uint stage) const
{
nlassert(isUserTexMatEnabled(stage));
nlassert(_TexUserMat.get() != NULL);
return _TexUserMat->TexMat[stage];
}
// ***************************************************************************
inline void CMaterial::setTexCoordGenMode(uint stage, TTexCoordGenMode mode)
{
if(stage>=IDRV_MAT_MAXTEXTURES)
return;
_TexCoordGenMode&= ~ (IDRV_MAT_TEX_GEN_MASK << (stage*IDRV_MAT_TEX_GEN_SHIFT));
_TexCoordGenMode|= ((mode&IDRV_MAT_TEX_GEN_MASK) << (stage*IDRV_MAT_TEX_GEN_SHIFT));
_Touched|=IDRV_TOUCHED_TEXGEN;
}
}
#endif