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CnC_Renegade/Code/ww3d2/matpass.cpp

231 lines
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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 : WW3d *
* *
* $Archive:: /Commando/Code/ww3d2/matpass.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 5/13/01 11:19a $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* MaterialPassClass::MaterialPassClass -- Constructor *
* MaterialPassClass::~MaterialPassClass -- Destructor *
* MaterialPassClass::Install_Materials -- Plug our material settings into D3D *
* MaterialPassClass::Set_Texture -- Set texture to use *
* MaterialPassClass::Set_Shader -- Set the shader to use *
* MaterialPassClass::Set_Material -- set vertex material to use *
* MaterialPassClass::Get_Texture -- Get a pointer to the texture *
* MaterialPassClass::Get_Material -- get the vertex material *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "matpass.h"
#include "vertmaterial.h"
#include "shader.h"
#include "texture.h"
#include "statistics.h"
#include "dx8wrapper.h"
bool MaterialPassClass::EnablePerPolygonCulling = true;
/***********************************************************************************************
* MaterialPassClass::MaterialPassClass -- Constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 2/26/2001 gth : Created. *
*=============================================================================================*/
MaterialPassClass::MaterialPassClass(void) :
Shader(0),
Material(NULL),
CullVolume(NULL),
EnableOnTranslucentMeshes(true)
{
for (int i=0; i<MAX_TEX_STAGES; i++) {
Texture[i] = NULL;
}
}
/***********************************************************************************************
* MaterialPassClass::~MaterialPassClass -- Destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/9/99 gth : Created. *
*=============================================================================================*/
MaterialPassClass::~MaterialPassClass(void)
{
for (int i=0; i<MAX_TEX_STAGES; i++) {
REF_PTR_RELEASE(Texture[i]);
}
REF_PTR_RELEASE(Material);
}
/***********************************************************************************************
* MaterialPassClass::Install_Materials -- Plug our material settings into D3D *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/9/99 gth : Created. *
* 2/26/2001 gth : Changed to Install_Materials *
*=============================================================================================*/
void MaterialPassClass::Install_Materials(void) const
{
DX8Wrapper::Set_Material(Peek_Material());
DX8Wrapper::Set_Shader(Peek_Shader());
for (unsigned i=0;i<MAX_TEXTURE_STAGES;++i) {
DX8Wrapper::Set_Texture(i,Peek_Texture(i));
}
}
/***********************************************************************************************
* MaterialPassClass::Set_Texture -- Set texture to use *
* *
* INPUT: *
* tex - pointer to the texture for this material pass (or NULL) *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/9/99 gth : Created. *
*=============================================================================================*/
void MaterialPassClass::Set_Texture(TextureClass * tex,int stage)
{
WWASSERT(stage >= 0);
WWASSERT(stage < MAX_TEX_STAGES);
REF_PTR_SET(Texture[stage],tex);
}
/***********************************************************************************************
* MaterialPassClass::Set_Shader -- Set the shader to use *
* *
* INPUT: *
* shader - shader for this material pass *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/9/99 gth : Created. *
*=============================================================================================*/
void MaterialPassClass::Set_Shader(ShaderClass shader)
{
Shader = shader;
Shader.Enable_Fog ("MaterialPassClass");
}
/***********************************************************************************************
* MaterialPassClass::Set_Material -- set vertex material to use *
* *
* INPUT: *
* mat - pointer to the vertex material this material pass uses *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/9/99 gth : Created. *
*=============================================================================================*/
void MaterialPassClass::Set_Material(VertexMaterialClass * mat)
{
REF_PTR_SET(Material,mat);
}
/***********************************************************************************************
* MaterialPassClass::Get_Texture -- Get a pointer to the texture *
* *
* INPUT: *
* *
* OUTPUT: *
* reference counted pointer to the texture this material pass is using *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/9/99 gth : Created. *
*=============================================================================================*/
TextureClass * MaterialPassClass::Get_Texture(int stage) const
{
WWASSERT(stage >= 0);
WWASSERT(stage < MAX_TEX_STAGES);
if (Texture[stage]) {
Texture[stage]->Add_Ref();
}
return Texture[stage];
}
/***********************************************************************************************
* MaterialPassClass::Get_Material -- get the vertex material *
* *
* INPUT: *
* *
* OUTPUT: *
* reference counted pointer to the vertex material being used by this material pass *
* *
* WARNINGS: *
* *
* HISTORY: *
* 12/9/99 gth : Created. *
*=============================================================================================*/
VertexMaterialClass * MaterialPassClass::Get_Material(void) const
{
if (Material) {
Material->Add_Ref();
}
return Material;
}