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CnC_Renegade/Code/ww3d2/matinfo.cpp

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/*
** 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;
}