00291b5cf4
[SCons] Build with Solid as default when enabling the gameengine in the build process [SCons] Build solid and qhull from the extern directory and link statically against them That was about it. There are a few things that needs double checking: * Makefiles * Projectfiles * All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
129 lines
2.9 KiB
C++
129 lines
2.9 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include "RAS_IPolygonMaterial.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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RAS_IPolyMaterial::RAS_IPolyMaterial(const STR_String& texname,
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bool ba,
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const STR_String& matname,
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int tile,
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int tilexrep,
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int tileyrep,
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int mode,
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int transparant,
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int lightlayer,
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bool bIsTriangle,
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void* clientobject=NULL) :
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m_texturename(texname),
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m_materialname(matname),
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m_tile(tile),
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m_tilexrep(tilexrep),
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m_tileyrep(tileyrep),
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m_drawingmode (mode),
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m_transparant(transparant),
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m_lightlayer(lightlayer),
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m_bIsTriangle(bIsTriangle)
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{
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m_shininess = 35.0;
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m_specular = MT_Vector3(0.5,0.5,0.5);
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m_specularity = 1.0;
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m_diffuse = MT_Vector3(0.5,0.5,0.5);
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}
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bool RAS_IPolyMaterial::Equals(const RAS_IPolyMaterial& lhs) const
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{
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return (
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this->m_tile == lhs.m_tile &&
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this->m_tilexrep == lhs.m_tilexrep &&
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this->m_tileyrep == lhs.m_tileyrep &&
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this->m_transparant == lhs.m_transparant &&
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this->m_drawingmode == lhs.m_drawingmode &&
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this->m_bIsTriangle == lhs.m_bIsTriangle &&
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this->m_lightlayer == lhs.m_lightlayer &&
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this->m_texturename.hash() == lhs.m_texturename.hash() &&
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this->m_materialname.hash() == lhs.m_materialname.hash()
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);
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}
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int RAS_IPolyMaterial::GetLightLayer()
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{
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return m_lightlayer;
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}
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bool RAS_IPolyMaterial::IsTransparant()
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{
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return (m_transparant != 0);
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}
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bool RAS_IPolyMaterial::UsesTriangles()
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{
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return m_bIsTriangle;
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}
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unsigned int RAS_IPolyMaterial::hash() const
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{
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return m_texturename.hash();
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}
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int RAS_IPolyMaterial::GetDrawingMode()
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{
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return m_drawingmode;
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}
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const STR_String& RAS_IPolyMaterial::GetMaterialName() const
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{
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return m_materialname;
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}
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const STR_String& RAS_IPolyMaterial::GetTextureName() const
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{
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return m_texturename;
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}
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