/* * PVVMUD a 3D MUD * Copyright (C) 1998-1999 Programvareverkstedet (pvv@pvv.org) * * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * */ #ifndef _MATERIAL_H #define _MATERIAL_H #include "texture.H" #define MAT_NOTEXTURE -1 typedef float RGBA_t[4]; typedef float Shininess_t[1]; class CMaterial : public CObject { int m_id; int m_textureId; protected: RGBA_t m_ambient; RGBA_t m_diffuse; RGBA_t m_specular; RGBA_t m_emission; Shininess_t m_shininess; public: CMaterial(); CMaterial(int materialId); CMaterial(int materialId, char * name); virtual ~CMaterial() {} int getId(){return m_id;} void setId(int materialId); int load(char * fileName); int save(char * fileName); private: int loadBMAT(char * fileName); public: void RGBA_SetColor(RGBA_t rgba, float red, float green, float blue, float alpha); void RGBA_Print(RGBA_t rgba); //void loadMAT(int id,char * name); // void readMAT(int id,FILE * matFile); void setTextureId(int textureId); int getTextureId(); void setAmbient(float red, float green, float blue, float alpha); void setDiffuse(float red, float green, float blue, float alpha); void setSpecular(float red, float green, float blue, float alpha); void setShininess(float shininess); void setEmission(float red, float green, float blue, float alpha); BYTE getAmbientByte(int num); BYTE getDiffuseByte(int num); BYTE getSpecularByte(int num); BYTE getEmissionByte(int num); BYTE getShininessByte(); float getAmbientFloat(int num); float getDiffuseFloat(int num); float getSpecularFloat(int num); float getEmissionFloat(int num); float getShininessFloat(); void setAmbient(int num,BYTE value); void setDiffuse(int num,BYTE value); void setSpecular(int num,BYTE value); void setEmission(int num,BYTE value); void setShininess(BYTE value); virtual int exec(CTextureCache * texCache); }; class CMaterialCache : public CCache { public: CMaterialCache(); virtual ~CMaterialCache() {} CMaterial * add(CMaterial * material); CMaterial * get(int id); }; #endif /* _MATERIAL_H */