#pragma once //======================================================================== // File: Material.h - stores texture and material information for D3D9 and D3D11 // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // 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 // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== //======================================================================== // Content References in Game Coding Complete 4th Edition // // class Material - Chapter 14, page 485 #include "Geometry.h" #include "../ResourceCache/ResCache.h" #include class Material { private: Color m_Ambient; Color m_Diffuse; Color m_Specular; Color m_Emissive; float m_Power; public: Material(); void SetAmbient(const Color &color); const Color GetAmbient() { return m_Ambient; } void SetDiffuse(const Color &color); const Color GetDiffuse() { return m_Diffuse; } void SetSpecular(const Color &color, const float power); void GetSpecular(Color &_color, float &_power) { _color = m_Specular; _power = m_Power; } void SetEmissive(const Color &color); const Color GetEmissive() { return m_Emissive; } void SetAlpha(const float alpha); bool HasAlpha() const { return GetAlpha() != fOPAQUE; } float GetAlpha() const { return m_Diffuse.a; } void D3Use9(); }; class OpenGLTextureResourceExtraData : public IResourceExtraData { friend class TextureResourceLoader; public: OpenGLTextureResourceExtraData(); virtual ~OpenGLTextureResourceExtraData(); virtual std::string VToString() { return "OpenGLTextureResourceExtraData"; } GLuint GetTextureId() { return m_texture_id; } protected: GLuint m_texture_id; }; // // class TextureResourceLoader - Chapter 14, page 492 // class TextureResourceLoader : public IResourceLoader { virtual bool VUseRawFile() { return false; } virtual bool VDiscardRawBufferAfterLoad() { return true; } virtual unsigned int VGetLoadedResourceSize(char *rawBuffer, unsigned int rawSize); virtual bool VLoadResource(char *rawBuffer, unsigned int rawSize, std::shared_ptr handle); };