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Material.h
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Material.h
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#pragma once
// NB: this has the same layout as D3DMATERIAL7/9
struct BaseMaterial
{
union {
D3DCOLORVALUE diffuse; /* Diffuse color RGBA */
__m128 d;
};
union {
D3DCOLORVALUE ambient; /* Ambient color RGB */
__m128 a;
};
union {
D3DCOLORVALUE specular; /* Specular 'shininess' */
__m128 s;
};
union {
D3DCOLORVALUE emissive; /* Emissive color RGB */
__m128 e;
};
union {
D3DVALUE power; /* Sharpness if specular highlight */
};
};
class RenderDevice;
class Material
{
public:
Material()
{
mat.specular.r = 0.0f;
mat.specular.g = 0.0f;
mat.specular.b = 0.0f;
mat.specular.a = 0.0f;
mat.emissive.r = 0.0f;
mat.emissive.g = 0.0f;
mat.emissive.b = 0.0f;
mat.emissive.a = 0.0f;
mat.power = 0.0f;
mat.diffuse.r = 1.0f;
mat.diffuse.g = 1.0f;
mat.diffuse.b = 1.0f;
mat.diffuse.a = 1.0f;
mat.ambient.r = 1.0f;
mat.ambient.g = 1.0f;
mat.ambient.b = 1.0f;
mat.ambient.a = 1.0f;
}
Material( D3DCOLORVALUE _diffuse, D3DCOLORVALUE _ambient, D3DCOLORVALUE _specular, D3DCOLORVALUE _emissive, D3DVALUE _power )
{
mat.diffuse = _diffuse;
mat.ambient = _ambient;
mat.specular = _specular;
mat.emissive = _emissive;
mat.power = _power;
}
D3DCOLORVALUE getDiffuse()
{
return mat.diffuse;
}
D3DCOLORVALUE getAmbient()
{
return mat.ambient;
}
D3DCOLORVALUE getSpecular()
{
return mat.specular;
}
D3DCOLORVALUE getEmissive()
{
return mat.emissive;
}
D3DVALUE getPower()
{
return mat.power;
}
void setDiffuse( const D3DCOLORVALUE &_diffuse )
{
mat.diffuse = _diffuse;
}
void setDiffuse( const D3DVALUE a, const D3DVALUE r, const D3DVALUE g, const D3DVALUE b )
{
mat.diffuse.r = r;
mat.diffuse.g = g;
mat.diffuse.b = b;
mat.diffuse.a = a;
}
void setDiffuse( const D3DVALUE a, const COLORREF _color )
{
mat.diffuse.r = (float)(_color & 255) * (float)(1.0/255.0);
mat.diffuse.g = (float)(_color & 65280) * (float)(1.0/65280.0);
mat.diffuse.b = (float)(_color & 16711680) * (float)(1.0/16711680.0);
mat.diffuse.a = a;
}
void setAmbient( const D3DCOLORVALUE &_ambient )
{
mat.ambient = _ambient;
}
void setAmbient( const D3DVALUE a, const D3DVALUE r, const D3DVALUE g, const D3DVALUE b )
{
mat.ambient.r = r;
mat.ambient.g = g;
mat.ambient.b = b;
mat.ambient.a = a;
}
void setAmbient( const D3DVALUE a, const COLORREF _color )
{
mat.ambient.r = (float)(_color & 255) * (float)(1.0/255.0);
mat.ambient.g = (float)(_color & 65280) * (float)(1.0/65280.0);
mat.ambient.b = (float)(_color & 16711680) * (float)(1.0/16711680.0);
mat.ambient.a = a;
}
void setEmissive( const D3DCOLORVALUE &_emissive )
{
mat.emissive = _emissive;
}
void setEmissive( const D3DVALUE a, const D3DVALUE r, const D3DVALUE g, const D3DVALUE b )
{
mat.emissive.r = r;
mat.emissive.g = g;
mat.emissive.b = b;
mat.emissive.a = a;
}
void setSpecular( const D3DCOLORVALUE &_specular )
{
mat.specular = _specular;
}
void setSpecular( const D3DVALUE a, const D3DVALUE r, const D3DVALUE g, const D3DVALUE b )
{
mat.specular.r = r;
mat.specular.g = g;
mat.specular.b = b;
mat.specular.a = a;
}
void setPower( const D3DVALUE _power )
{
mat.power = _power;
}
void setColor( const float a, const float r, const float g, const float b )
{
mat.specular.r = 0.0f;
mat.specular.g = 0.0f;
mat.specular.b = 0.0f;
mat.specular.a = 0.0f;
mat.emissive.r = 0.0f;
mat.emissive.g = 0.0f;
mat.emissive.b = 0.0f;
mat.emissive.a = 0.0f;
mat.power = 0.0f;
mat.diffuse.r = r;
mat.diffuse.g = g;
mat.diffuse.b = b;
mat.diffuse.a = a;
mat.ambient.r = r;
mat.ambient.g = g;
mat.ambient.b = b;
mat.ambient.a = a;
}
void setColor( const float a, const COLORREF _color )
{
setColor( a, (float)(_color & 255) * (float)(1.0/255.0),
(float)(_color & 65280) * (float)(1.0/65280.0),
(float)(_color & 16711680) * (float)(1.0/16711680.0) );
}
void setBaseMaterial( BaseMaterial &_base )
{
mat = _base;
}
const BaseMaterial& getBaseMaterial() const
{
return mat;
}
private:
BaseMaterial mat;
};