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CnC_Renegade/Code/ww3d2/matpass.h

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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.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 5/13/01 11:25a $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef MATPASS_H
#define MATPASS_H
#ifndef REFCOUNT_H
#include "refcount.h"
#endif
#ifndef SHADER_H
#include "shader.h"
#endif
#ifndef WWDEBUG_H
#include "wwdebug.h"
#endif
class TextureClass;
class VertexMaterialClass;
class MeshModelClass;
class OBBoxClass;
/**
** MaterialPassClass
**
** This class wraps all of the data needed to describe an additional
** material pass for any object. The motivation for this class is to
** implement certain types of special effects. All data needed to
** apply the pass should be generated procedurally. Typically a
** vertex processor will be used to generate any needed u-v's or vertex
** colors. Alternatively, we could add the option to request to
** re-use the model's existing u-v's or vertex colors.
**
**
*/
class MaterialPassClass : public RefCountClass
{
public:
MaterialPassClass(void);
~MaterialPassClass(void);
void Install_Materials(void) const;
void Set_Texture(TextureClass * Texture,int stage = 0);
void Set_Shader(ShaderClass shader);
void Set_Material(VertexMaterialClass * mat);
TextureClass * Get_Texture(int stage = 0) const;
VertexMaterialClass * Get_Material(void) const;
TextureClass * Peek_Texture(int stage = 0) const;
ShaderClass Peek_Shader(void) const { return Shader; }
VertexMaterialClass * Peek_Material(void) const { return Material; }
void Set_Cull_Volume(OBBoxClass * volume) { CullVolume = volume; }
OBBoxClass * Get_Cull_Volume(void) const { return CullVolume; }
void Enable_On_Translucent_Meshes(bool onoff) { EnableOnTranslucentMeshes = onoff; }
bool Is_Enabled_On_Translucent_Meshes(void) { return EnableOnTranslucentMeshes; }
static void Enable_Per_Polygon_Culling(bool onoff) { EnablePerPolygonCulling = onoff; }
static bool Is_Per_Polygon_Culling_Enabled(void) { return EnablePerPolygonCulling; }
protected:
enum { MAX_TEX_STAGES = 2 };
TextureClass * Texture[MAX_TEX_STAGES];
ShaderClass Shader;
VertexMaterialClass * Material;
bool EnableOnTranslucentMeshes;
OBBoxClass * CullVolume;
static bool EnablePerPolygonCulling;
};
inline TextureClass * MaterialPassClass::Peek_Texture(int stage) const
{
WWASSERT(stage >= 0);
WWASSERT(stage < MAX_TEX_STAGES);
return Texture[stage];
}
#endif // MATPASS_H