429 lines
No EOL
11 KiB
C++
429 lines
No EOL
11 KiB
C++
/*
|
|
** Command & Conquer Renegade(tm)
|
|
** Copyright 2025 Electronic Arts Inc.
|
|
**
|
|
** This program is free software: you can redistribute it and/or modify
|
|
** it under the terms of the GNU General Public License as published by
|
|
** the Free Software Foundation, either version 3 of the License, or
|
|
** (at your option) any later version.
|
|
**
|
|
** 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 the
|
|
** GNU General Public License for more details.
|
|
**
|
|
** You should have received a copy of the GNU General Public License
|
|
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/***********************************************************************************************
|
|
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
|
|
***********************************************************************************************
|
|
* *
|
|
* Project Name : MatInfo.h *
|
|
* *
|
|
* $Archive:: /Commando/Code/ww3d2/matinfo.cpp $*
|
|
* *
|
|
* Author:: Greg Hjelstrom *
|
|
* *
|
|
* $Modtime:: 6/15/01 5:50p $*
|
|
* *
|
|
* $Revision:: 10 $*
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
|
|
#include "matinfo.h"
|
|
#include "wwdebug.h"
|
|
#include "meshmdl.h"
|
|
#include "texture.h"
|
|
|
|
MaterialInfoClass::MaterialInfoClass(void)
|
|
{
|
|
}
|
|
|
|
MaterialInfoClass::MaterialInfoClass(const MaterialInfoClass & src)
|
|
{
|
|
for (int mi=0; mi<src.VertexMaterials.Count(); mi++) {
|
|
VertexMaterialClass * vmat;
|
|
vmat = src.VertexMaterials[mi]->Clone();
|
|
VertexMaterials.Add(vmat);
|
|
}
|
|
|
|
for (int ti=0; ti<src.Textures.Count(); ti++) {
|
|
TextureClass * tex = src.Textures[ti];
|
|
tex->Add_Ref();
|
|
Textures.Add(tex);
|
|
}
|
|
}
|
|
|
|
|
|
MaterialInfoClass::~MaterialInfoClass(void)
|
|
{
|
|
Free();
|
|
}
|
|
|
|
|
|
MaterialInfoClass * MaterialInfoClass::Clone(void) const
|
|
{
|
|
return new MaterialInfoClass(*this);
|
|
}
|
|
|
|
int MaterialInfoClass::Add_Texture(TextureClass * tex)
|
|
{
|
|
WWASSERT(tex != NULL);
|
|
tex->Add_Ref();
|
|
int index = Textures.Count();
|
|
Textures.Add(tex);
|
|
return index;
|
|
}
|
|
|
|
int MaterialInfoClass::Get_Texture_Index(const char * name)
|
|
{
|
|
for (int i=0; i<Textures.Count(); i++) {
|
|
if (stricmp(name,Textures[i]->Get_Texture_Name()) == 0) {
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
TextureClass * MaterialInfoClass::Get_Texture(int index)
|
|
{
|
|
WWASSERT(index >= 0);
|
|
WWASSERT(index < Textures.Count());
|
|
Textures[index]->Add_Ref();
|
|
return Textures[index];
|
|
}
|
|
|
|
/*
|
|
|
|
void MaterialInfoClass::Set_Texture_Reduction_Factor(float trf)
|
|
{
|
|
for (int i = 0; i < Textures.Count(); i++) {
|
|
Textures[i]->Set_Reduction_Factor(trf);
|
|
}
|
|
}
|
|
|
|
|
|
void MaterialInfoClass::Process_Texture_Reduction(void)
|
|
{
|
|
for (int i = 0; i < Textures.Count(); i++) {
|
|
Textures[i]->Process_Reduction();
|
|
}
|
|
}
|
|
*/
|
|
void MaterialInfoClass::Free(void)
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<VertexMaterials.Count(); i++) {
|
|
REF_PTR_RELEASE(VertexMaterials[i]);
|
|
}
|
|
VertexMaterials.Delete_All();
|
|
|
|
for (i=0; i<Textures.Count(); i++) {
|
|
REF_PTR_RELEASE(Textures[i]);
|
|
}
|
|
Textures.Delete_All();
|
|
}
|
|
|
|
|
|
MaterialRemapperClass::MaterialRemapperClass(MaterialInfoClass * src,MaterialInfoClass * dest) :
|
|
TextureCount(0),
|
|
TextureRemaps(NULL),
|
|
VertexMaterialCount(0),
|
|
VertexMaterialRemaps(NULL),
|
|
LastSrcVmat(NULL),
|
|
LastDestVmat(NULL),
|
|
LastSrcTex(NULL),
|
|
LastDestTex(NULL)
|
|
{
|
|
WWASSERT(src);
|
|
WWASSERT(dest);
|
|
WWASSERT(src->Texture_Count() == dest->Texture_Count());
|
|
WWASSERT(src->Vertex_Material_Count() == dest->Vertex_Material_Count());
|
|
|
|
SrcMatInfo = src;
|
|
SrcMatInfo->Add_Ref();
|
|
DestMatInfo = dest;
|
|
DestMatInfo->Add_Ref();
|
|
|
|
if (src->Vertex_Material_Count() > 0) {
|
|
VertexMaterialCount = src->Vertex_Material_Count();
|
|
VertexMaterialRemaps = new VmatRemapStruct[VertexMaterialCount];
|
|
for (int i=0; i<src->Vertex_Material_Count(); i++) {
|
|
VertexMaterialRemaps[i].Src = src->Peek_Vertex_Material(i);
|
|
VertexMaterialRemaps[i].Dest = dest->Peek_Vertex_Material(i);
|
|
}
|
|
}
|
|
|
|
if (src->Texture_Count() > 0) {
|
|
TextureCount = src->Texture_Count();
|
|
TextureRemaps = new TextureRemapStruct[TextureCount];
|
|
for (int i=0; i<src->Texture_Count(); i++) {
|
|
TextureRemaps[i].Src = src->Peek_Texture(i);
|
|
TextureRemaps[i].Dest = dest->Peek_Texture(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
MaterialRemapperClass::~MaterialRemapperClass(void)
|
|
{
|
|
SrcMatInfo->Release_Ref();
|
|
DestMatInfo->Release_Ref();
|
|
|
|
if (TextureRemaps) {
|
|
delete[] TextureRemaps;
|
|
}
|
|
if (VertexMaterialRemaps) {
|
|
delete[] VertexMaterialRemaps;
|
|
}
|
|
}
|
|
|
|
TextureClass * MaterialRemapperClass::Remap_Texture(TextureClass * src)
|
|
{
|
|
if (src == NULL) return src;
|
|
if (src == LastSrcTex) return LastDestTex;
|
|
for (int i=0; i<TextureCount; i++) {
|
|
if (TextureRemaps[i].Src == src) {
|
|
LastSrcTex = src;
|
|
LastDestTex = TextureRemaps[i].Dest;
|
|
return TextureRemaps[i].Dest;
|
|
}
|
|
}
|
|
WWASSERT(0); // uh-oh didn't find the texture, what happend???
|
|
return NULL;
|
|
}
|
|
|
|
VertexMaterialClass * MaterialRemapperClass::Remap_Vertex_Material(VertexMaterialClass * src)
|
|
{
|
|
if (src == NULL) return src;
|
|
if (src == LastSrcVmat) return LastDestVmat;
|
|
for (int i=0; i<VertexMaterialCount; i++) {
|
|
if (VertexMaterialRemaps[i].Src == src) {
|
|
LastSrcVmat = src;
|
|
LastDestVmat = VertexMaterialRemaps[i].Dest;
|
|
return VertexMaterialRemaps[i].Dest;
|
|
}
|
|
}
|
|
WWASSERT(0); // uh-oh didn't find the material, what happend???
|
|
return NULL;
|
|
}
|
|
|
|
void MaterialRemapperClass::Remap_Mesh(const MeshMatDescClass * srcmeshmatdesc, MeshMatDescClass * destmeshmatdesc)
|
|
{
|
|
/*
|
|
** Remap the vertex materials if there is at least one of them
|
|
*/
|
|
if (SrcMatInfo->Vertex_Material_Count() >= 1) {
|
|
|
|
for (int pass = 0;pass < srcmeshmatdesc->Get_Pass_Count(); pass++) {
|
|
|
|
if (srcmeshmatdesc->Has_Material_Array(pass)) {
|
|
|
|
for (int vert_index = 0; vert_index < srcmeshmatdesc->Get_Vertex_Count(); vert_index++) {
|
|
VertexMaterialClass * src = srcmeshmatdesc->Peek_Material(vert_index, pass);
|
|
destmeshmatdesc->Set_Material(vert_index, Remap_Vertex_Material(src),pass);
|
|
}
|
|
|
|
} else {
|
|
|
|
VertexMaterialClass * src = srcmeshmatdesc->Peek_Single_Material(pass);
|
|
destmeshmatdesc->Set_Single_Material(Remap_Vertex_Material(src), pass);
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** Remap the textures if there is at least one of them
|
|
*/
|
|
if (SrcMatInfo->Texture_Count() >= 1) {
|
|
|
|
for (int pass = 0;pass < srcmeshmatdesc->Get_Pass_Count(); pass++) {
|
|
|
|
for (int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
|
|
|
|
if (srcmeshmatdesc->Has_Texture_Array(pass, stage)) {
|
|
|
|
for (int poly_index = 0; poly_index < srcmeshmatdesc->Get_Polygon_Count(); poly_index++) {
|
|
TextureClass * src = srcmeshmatdesc->Peek_Texture(poly_index, pass, stage);
|
|
destmeshmatdesc->Set_Texture(poly_index, Remap_Texture(src), pass, stage);
|
|
}
|
|
|
|
} else {
|
|
|
|
TextureClass * src = srcmeshmatdesc->Peek_Single_Texture(pass, stage);
|
|
destmeshmatdesc->Set_Single_Texture(Remap_Texture(src), pass, stage);
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
MaterialCollectorClass::MaterialCollectorClass(void)
|
|
{
|
|
LastShader = ShaderClass(0xFFFFFFFF);
|
|
LastMaterial = NULL;
|
|
LastTexture = NULL;
|
|
}
|
|
|
|
MaterialCollectorClass::~MaterialCollectorClass(void)
|
|
{
|
|
Reset();
|
|
}
|
|
|
|
void MaterialCollectorClass::Collect_Materials(MeshModelClass * mesh)
|
|
{
|
|
for (int pass = 0;pass < mesh->Get_Pass_Count(); pass++) {
|
|
|
|
// Vertex materials (either single or per vertex)
|
|
if (mesh->Has_Material_Array(pass)) {
|
|
|
|
for (int vert_index = 0;vert_index < mesh->Get_Vertex_Count(); vert_index++) {
|
|
VertexMaterialClass * mat = mesh->Peek_Material(vert_index,pass);
|
|
Add_Vertex_Material(mat);
|
|
}
|
|
|
|
} else {
|
|
VertexMaterialClass * mat = mesh->Get_Single_Material(pass);
|
|
Add_Vertex_Material(mat);
|
|
REF_PTR_RELEASE(mat);
|
|
}
|
|
|
|
|
|
// Shaders (single or per poly...)
|
|
if (mesh->Has_Shader_Array(pass)) {
|
|
for (int poly_index=0; poly_index < mesh->Get_Polygon_Count(); poly_index++) {
|
|
Add_Shader(mesh->Get_Shader(poly_index,pass));
|
|
}
|
|
} else {
|
|
ShaderClass sh = mesh->Get_Single_Shader(pass);
|
|
Add_Shader(sh);
|
|
}
|
|
|
|
|
|
// Textures per pass, per stage (either array or single...)
|
|
for (int stage = 0; stage < MeshMatDescClass::MAX_TEX_STAGES; stage++) {
|
|
|
|
if (mesh->Has_Texture_Array(pass,stage)) {
|
|
|
|
for (int poly_index = 0;poly_index < mesh->Get_Polygon_Count(); poly_index++) {
|
|
TextureClass * tex = mesh->Peek_Texture(poly_index,pass,stage);
|
|
Add_Texture(tex);
|
|
}
|
|
|
|
} else {
|
|
|
|
TextureClass * tex = mesh->Peek_Single_Texture(pass,stage);
|
|
Add_Texture(tex);
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void MaterialCollectorClass::Reset(void)
|
|
{
|
|
for (int ti=0; ti<Textures.Count(); ti++) {
|
|
REF_PTR_RELEASE(Textures[ti]);
|
|
}
|
|
for (int vi=0; vi<VertexMaterials.Count(); vi++) {
|
|
REF_PTR_RELEASE(VertexMaterials[vi]);
|
|
}
|
|
Textures.Clear();
|
|
VertexMaterials.Clear();
|
|
Shaders.Clear();
|
|
}
|
|
|
|
void MaterialCollectorClass::Add_Texture(TextureClass * tex)
|
|
{
|
|
if (tex == NULL) return;
|
|
if (tex == LastTexture) return;
|
|
if (Find_Texture(tex) != -1) return;
|
|
Textures.Add(tex);
|
|
tex->Add_Ref();
|
|
LastTexture = tex;
|
|
}
|
|
|
|
void MaterialCollectorClass::Add_Shader(ShaderClass shader)
|
|
{
|
|
if (shader == LastShader) return;
|
|
if (Find_Shader(shader) != -1) return;
|
|
Shaders.Add(shader);
|
|
LastShader = shader;
|
|
}
|
|
|
|
void MaterialCollectorClass::Add_Vertex_Material(VertexMaterialClass * vmat)
|
|
{
|
|
if (vmat == NULL) return;
|
|
if (vmat == LastMaterial) return;
|
|
if (Find_Vertex_Material(vmat) != -1) return;
|
|
VertexMaterials.Add(vmat);
|
|
vmat->Add_Ref();
|
|
LastMaterial = vmat;
|
|
}
|
|
|
|
int MaterialCollectorClass::Get_Shader_Count(void)
|
|
{
|
|
return Shaders.Count();
|
|
}
|
|
|
|
int MaterialCollectorClass::Get_Vertex_Material_Count(void)
|
|
{
|
|
return VertexMaterials.Count();
|
|
}
|
|
|
|
int MaterialCollectorClass::Get_Texture_Count(void)
|
|
{
|
|
return Textures.Count();
|
|
}
|
|
|
|
ShaderClass MaterialCollectorClass::Peek_Shader(int i)
|
|
{
|
|
return Shaders[i];
|
|
}
|
|
|
|
TextureClass * MaterialCollectorClass::Peek_Texture(int i)
|
|
{
|
|
return Textures[i];
|
|
}
|
|
|
|
VertexMaterialClass * MaterialCollectorClass::Peek_Vertex_Material(int i)
|
|
{
|
|
return VertexMaterials[i];
|
|
}
|
|
|
|
int MaterialCollectorClass::Find_Shader(const ShaderClass & shader)
|
|
{
|
|
for (int si=0; si<Shaders.Count(); si++) {
|
|
if (Shaders[si] == shader) {
|
|
return si;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int MaterialCollectorClass::Find_Texture(TextureClass * tex)
|
|
{
|
|
for (int ti=0; ti<Textures.Count(); ti++) {
|
|
if (Textures[ti] == tex) {
|
|
return ti;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int MaterialCollectorClass::Find_Vertex_Material(VertexMaterialClass * mat)
|
|
{
|
|
for (int vi=0; vi<VertexMaterials.Count(); vi++) {
|
|
if (VertexMaterials[vi] == mat) {
|
|
return vi;
|
|
}
|
|
}
|
|
return -1;
|
|
} |