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- #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 <GL/glew.h>
- 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<ResHandle> handle);
- };
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