Files
pvvmud/common/lib/geometry/material.C
2025-03-05 08:37:43 +01:00

185 lines
4.2 KiB
C

/*
* 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
*
*/
#include "pvvmud.H"
#include <stdlib.h>
#include <stdio.h>
#include "material.H"
CMaterial::CMaterial(){
m_id = -1;
m_textureId = MAT_NOTEXTURE;
setAmbient(0.2,0.2,0.2,1.0);
setDiffuse(0.8,0.8,0.8,1.0);
setSpecular(0.0,0.0,0.0,1.0);
setShininess(0.0F);
setEmission(0.0,0.0,0.0,1.0);
}
CMaterial::CMaterial(int materialId){
m_id = materialId;
m_textureId = MAT_NOTEXTURE;
setAmbient(0.2,0.2,0.2,1.0);
setDiffuse(0.8,0.8,0.8,1.0);
setSpecular(0.0,0.0,0.0,1.0);
setShininess(0.0F);
setEmission(0.0,0.0,0.0,1.0);
}
CMaterial::CMaterial(int materialId, char * name){
m_id = materialId;
CMaterial(m_id);
load(name);
}
void CMaterial::setId(int materialId){
m_id = materialId;
}
void CMaterial::RGBA_SetColor(RGBA_t rgba,float red, float green, float blue, float alpha){
rgba[0] = red;
rgba[1] = green;
rgba[2] = blue;
rgba[3] = alpha;
}
void CMaterial::RGBA_Print(RGBA_t rgba){
printf("%f %f %f %fi\n",rgba[0],rgba[1],rgba[2],rgba[3]);
}
void CMaterial::setTextureId(int textureId){
m_textureId = textureId;
}
int CMaterial::getTextureId() {
return m_textureId;
}
void CMaterial::setAmbient(float red, float green, float blue, float alpha){
RGBA_SetColor(m_ambient,red,green,blue,alpha);
}
void CMaterial::setDiffuse(float red, float green, float blue, float alpha){
RGBA_SetColor(m_diffuse,red,green,blue,alpha);
}
void CMaterial::setSpecular(float red, float green, float blue, float alpha){
RGBA_SetColor(m_specular,red,green,blue,alpha);
}
void CMaterial::setShininess(float shininess){
m_shininess[0] = shininess;
}
void CMaterial::setEmission(float red, float green, float blue, float alpha){
RGBA_SetColor(m_emission,red,green,blue,alpha);
}
BYTE CMaterial::getAmbientByte(int num){
return (BYTE)(m_ambient[num]*255.0F);
}
BYTE CMaterial::getDiffuseByte(int num){
return (BYTE)(m_diffuse[num]*255.0F);
}
BYTE CMaterial::getSpecularByte(int num){
return (BYTE)(m_specular[num]*255.0F);
}
BYTE CMaterial::getEmissionByte(int num){
return (BYTE)(m_emission[num]*255.0F);
}
BYTE CMaterial::getShininessByte(){
return (BYTE)(m_shininess[0]*255.0F);
}
float CMaterial::getAmbientFloat(int num){
return m_ambient[num];
}
float CMaterial::getDiffuseFloat(int num){
return m_diffuse[num];
}
float CMaterial::getSpecularFloat(int num){
return m_specular[num];
}
float CMaterial::getEmissionFloat(int num){
return m_emission[num];
}
float CMaterial::getShininessFloat(){
return m_shininess[0];
}
void CMaterial::setAmbient(int num,BYTE value){
m_ambient[num] = (float)(value) * (1.0F / 255.0F);
}
void CMaterial::setDiffuse(int num,BYTE value){
m_diffuse[num] = (float)(value) * (1.0F / 255.0F);
}
void CMaterial::setSpecular(int num,BYTE value){
m_specular[num] = (float)(value) * (1.0F / 255.0F);
}
void CMaterial::setEmission(int num,BYTE value){
m_emission[num] = (float)(value) * (1.0F / 255.0F);
}
void CMaterial::setShininess(BYTE value){
m_shininess[0] = (float)(value) * (1.0F / 255.0F);
}
int CMaterial::exec(CTextureCache * texCache){
return FALSE;
}
/******************************************************************************
*
*
* Add material to MaterialCache
*
******************************************************************************/
CMaterialCache::CMaterialCache():CCache(){
}
CMaterial* CMaterialCache::add(CMaterial * mat) {
return (CMaterial*)CCache::add(mat->getId(),mat);
}
CMaterial * CMaterialCache::get(int id){
return (CMaterial*)CCache::get(id);
}