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# Render unit silhouettes when behind buildings.
Fixes #144. Start using stencil buffer. Simplify materials a little. This was SVN commit r9076.
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@@ -24,7 +24,6 @@
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#include "ps/Overlay.h" // for CColor
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CMaterial NullMaterial;
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CMaterial IdentityMaterial;
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// Values as taken straight from the Blue Book (god bless the Blue Book)
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static SMaterialColor IdentityDiffuse(0.8f, 0.8f, 0.8f, 1.0f);
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@@ -41,26 +40,13 @@ CMaterial::CMaterial()
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m_Emissive(IdentityEmissive),
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m_SpecularPower(0.0f),
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m_Alpha(false),
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m_PlayerID(PLAYER_ID_NONE),
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m_TextureColor(BrokenColor)
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m_PlayerID(INVALID_PLAYER),
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m_TextureColor(BrokenColor),
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m_UsePlayerColor(false),
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m_UseTextureColor(false)
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{
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}
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bool CMaterial::operator==(const CMaterial& material)
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{
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return(
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m_Texture == m_Texture &&
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m_Diffuse == material.m_Diffuse &&
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m_Ambient == material.m_Ambient &&
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m_Specular == material.m_Specular &&
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m_Emissive == material.m_Emissive &&
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m_SpecularPower == material.m_SpecularPower &&
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m_Alpha == material.m_Alpha &&
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m_PlayerID == material.m_PlayerID &&
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m_TextureColor == material.m_TextureColor
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);
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}
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void CMaterial::Bind()
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{
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glMaterialf(GL_FRONT, GL_SHININESS, m_SpecularPower);
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@@ -96,31 +82,42 @@ SMaterialColor CMaterial::GetEmissive()
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return m_Emissive;
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}
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SMaterialColor CMaterial::GetPlayerColor()
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SMaterialColor CMaterial::GetObjectColor()
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{
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debug_assert(m_PlayerID != PLAYER_ID_NONE);
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// because this should never be called unless IsPlayer returned true
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if (m_PlayerID == PLAYER_ID_OTHER /* TODO: or if player-colour is globally disabled */ )
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if (m_UseTextureColor)
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return m_TextureColor;
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if (m_PlayerID <= PLAYER_ID_LAST_VALID)
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{
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CColor c(g_Game->GetPlayerColour(m_PlayerID));
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return SMaterialColor(c.r, c.g, c.b, c.a);
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}
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debug_assert(m_UsePlayerColor);
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// this should never be called unless IsPlayer returned true
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// Oops, something failed.
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return BrokenColor;
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return GetPlayerColor();
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}
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void CMaterial::SetPlayerColor(size_t id)
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SMaterialColor CMaterial::GetPlayerColor()
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{
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if (m_PlayerID == PLAYER_ID_COMING_SOON || m_PlayerID <= PLAYER_ID_LAST_VALID)
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m_PlayerID = id;
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if (m_PlayerID == -1)
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return BrokenColor;
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CColor c(g_Game->GetPlayerColour(m_PlayerID));
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return SMaterialColor(c.r, c.g, c.b, c.a);
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}
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void CMaterial::SetPlayerColor(const CColor& colour)
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void CMaterial::SetPlayerID(player_id_t id)
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{
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m_PlayerID = id;
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}
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void CMaterial::SetUsePlayerColor(bool use)
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{
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m_UsePlayerColor = use;
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}
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void CMaterial::SetUseTextureColor(bool use)
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{
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m_UseTextureColor = use;
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}
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void CMaterial::SetTextureColor(const CColor& colour)
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{
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m_TextureColor = SMaterialColor(colour.r, colour.g, colour.b, colour.a);
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}
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