231 lines
14 KiB
C++
231 lines
14 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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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, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WW3d *
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* *
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* $Archive:: /Commando/Code/ww3d2/matpass.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 5/13/01 11:19a $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* MaterialPassClass::MaterialPassClass -- Constructor *
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* MaterialPassClass::~MaterialPassClass -- Destructor *
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* MaterialPassClass::Install_Materials -- Plug our material settings into D3D *
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* MaterialPassClass::Set_Texture -- Set texture to use *
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* MaterialPassClass::Set_Shader -- Set the shader to use *
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* MaterialPassClass::Set_Material -- set vertex material to use *
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* MaterialPassClass::Get_Texture -- Get a pointer to the texture *
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* MaterialPassClass::Get_Material -- get the vertex material *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "matpass.h"
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#include "vertmaterial.h"
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#include "shader.h"
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#include "texture.h"
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#include "statistics.h"
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#include "dx8wrapper.h"
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bool MaterialPassClass::EnablePerPolygonCulling = true;
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/***********************************************************************************************
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* MaterialPassClass::MaterialPassClass -- Constructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 2/26/2001 gth : Created. *
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*=============================================================================================*/
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MaterialPassClass::MaterialPassClass(void) :
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Shader(0),
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Material(NULL),
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CullVolume(NULL),
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EnableOnTranslucentMeshes(true)
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{
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for (int i=0; i<MAX_TEX_STAGES; i++) {
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Texture[i] = NULL;
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}
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}
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/***********************************************************************************************
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* MaterialPassClass::~MaterialPassClass -- Destructor *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 12/9/99 gth : Created. *
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*=============================================================================================*/
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MaterialPassClass::~MaterialPassClass(void)
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{
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for (int i=0; i<MAX_TEX_STAGES; i++) {
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REF_PTR_RELEASE(Texture[i]);
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}
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REF_PTR_RELEASE(Material);
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}
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/***********************************************************************************************
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* MaterialPassClass::Install_Materials -- Plug our material settings into D3D *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 12/9/99 gth : Created. *
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* 2/26/2001 gth : Changed to Install_Materials *
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*=============================================================================================*/
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void MaterialPassClass::Install_Materials(void) const
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{
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DX8Wrapper::Set_Material(Peek_Material());
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DX8Wrapper::Set_Shader(Peek_Shader());
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for (unsigned i=0;i<MAX_TEXTURE_STAGES;++i) {
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DX8Wrapper::Set_Texture(i,Peek_Texture(i));
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}
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}
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/***********************************************************************************************
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* MaterialPassClass::Set_Texture -- Set texture to use *
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* *
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* INPUT: *
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* tex - pointer to the texture for this material pass (or NULL) *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 12/9/99 gth : Created. *
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*=============================================================================================*/
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void MaterialPassClass::Set_Texture(TextureClass * tex,int stage)
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{
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WWASSERT(stage >= 0);
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WWASSERT(stage < MAX_TEX_STAGES);
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REF_PTR_SET(Texture[stage],tex);
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}
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/***********************************************************************************************
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* MaterialPassClass::Set_Shader -- Set the shader to use *
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* *
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* INPUT: *
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* shader - shader for this material pass *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 12/9/99 gth : Created. *
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*=============================================================================================*/
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void MaterialPassClass::Set_Shader(ShaderClass shader)
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{
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Shader = shader;
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Shader.Enable_Fog ("MaterialPassClass");
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}
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/***********************************************************************************************
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* MaterialPassClass::Set_Material -- set vertex material to use *
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* *
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* INPUT: *
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* mat - pointer to the vertex material this material pass uses *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 12/9/99 gth : Created. *
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*=============================================================================================*/
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void MaterialPassClass::Set_Material(VertexMaterialClass * mat)
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{
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REF_PTR_SET(Material,mat);
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}
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/***********************************************************************************************
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* MaterialPassClass::Get_Texture -- Get a pointer to the texture *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* reference counted pointer to the texture this material pass is using *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 12/9/99 gth : Created. *
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*=============================================================================================*/
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TextureClass * MaterialPassClass::Get_Texture(int stage) const
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{
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WWASSERT(stage >= 0);
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WWASSERT(stage < MAX_TEX_STAGES);
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if (Texture[stage]) {
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Texture[stage]->Add_Ref();
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}
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return Texture[stage];
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}
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/***********************************************************************************************
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* MaterialPassClass::Get_Material -- get the vertex material *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* reference counted pointer to the vertex material being used by this material pass *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 12/9/99 gth : Created. *
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*=============================================================================================*/
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VertexMaterialClass * MaterialPassClass::Get_Material(void) const
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{
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if (Material) {
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Material->Add_Ref();
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}
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return Material;
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}
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