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CnC_Renegade/Code/ww3d2/meshmatdesc.cpp

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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/meshmatdesc.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 1/18/02 8:03p $*
* *
* $Revision:: 28 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "meshmatdesc.h"
#include "texture.h"
#include "vertmaterial.h"
#include "realcrc.h"
#include "dx8wrapper.h"
#include "dx8caps.h"
#include "meshmdl.h"
/**************************************************************************************************
**
**
** MatBufferClass Implementation
**
**
**************************************************************************************************/
MatBufferClass::MatBufferClass(const MatBufferClass & that) :
ShareBufferClass<VertexMaterialClass *>(that)
{
// add a reference for each pointer that was copied...
for (int i=0; i<Count; i++) {
if (Array[i]) {
Array[i]->Add_Ref();
}
}
}
MatBufferClass::~MatBufferClass(void)
{
for (int i=0; i<Count; i++) {
REF_PTR_RELEASE(Array[i]);
}
}
void MatBufferClass::Set_Element(int index,VertexMaterialClass * mat)
{
REF_PTR_SET(Array[index],mat);
}
VertexMaterialClass * MatBufferClass::Get_Element(int index)
{
if (Array[index]) {
Array[index]->Add_Ref();
}
return Array[index];
}
VertexMaterialClass * MatBufferClass::Peek_Element(int index)
{
return Array[index];
}
/**************************************************************************************************
**
**
** TexBufferClass Implementation
**
**
**************************************************************************************************/
TexBufferClass::TexBufferClass(const TexBufferClass & that) :
ShareBufferClass<TextureClass *>(that)
{
// add a reference for each pointer that was copied...
for (int i=0; i<Count; i++) {
if (Array[i]) {
Array[i]->Add_Ref();
}
}
}
TexBufferClass::~TexBufferClass(void)
{
for (int i=0;i<Count;i++) {
REF_PTR_RELEASE(Array[i]);
}
}
void TexBufferClass::Set_Element(int index,TextureClass * tex)
{
REF_PTR_SET(Array[index],tex);
}
TextureClass * TexBufferClass::Get_Element(int index)
{
if (Array[index]) {
Array[index]->Add_Ref();
}
return Array[index];
}
TextureClass * TexBufferClass::Peek_Element(int index)
{
return Array[index];
}
/**************************************************************************************************
**
**
** UVBufferClass Implementation
**
**
**************************************************************************************************/
UVBufferClass::UVBufferClass(const UVBufferClass & that) :
ShareBufferClass<Vector2>(that)
{
CRC = that.CRC;
}
bool UVBufferClass::operator == (const UVBufferClass & that)
{
// NOTE: this only works if you've properly called Update_CRC after filling the array
return (CRC == that.CRC);
}
bool UVBufferClass::Is_Equal_To(const UVBufferClass & that)
{
// NOTE: this only works if you've properly called Update_CRC after filling the array
return (CRC == that.CRC);
}
void UVBufferClass::Update_CRC(void)
{
CRC = CRC_Memory((unsigned char *)Get_Array(),Get_Count() * sizeof(Vector2));
}
/**************************************************************************************************
**
**
** MeshMatDescClass Implementation
**
**
**************************************************************************************************/
ShaderClass MeshMatDescClass::NullShader(0); // Used to mark no shader data
MeshMatDescClass::MeshMatDescClass(void) :
PassCount(1),
VertexCount(0),
PolyCount(0)
{
for (int array=0;array < MAX_COLOR_ARRAYS; array++) {
ColorArray[array] = NULL;
}
for (int uvarray=0;uvarray<MAX_UV_ARRAYS;uvarray++) {
UV[uvarray] = NULL;
}
for (int pass=0; pass < MAX_PASSES; pass++) {
for (int stage=0; stage < MAX_TEX_STAGES; stage++) {
UVSource[pass][stage] = -1;
Texture[pass][stage] = NULL;
TextureArray[pass][stage] = NULL;
}
DCGSource[pass] = VertexMaterialClass::MATERIAL;
DIGSource[pass] = VertexMaterialClass::MATERIAL;
Shader[pass] = 0; //ShaderClass::_PresetOpaqueSolidShader;
Material[pass] = NULL;
ShaderArray[pass] = NULL;
MaterialArray[pass] = NULL;
}
}
MeshMatDescClass::MeshMatDescClass(const MeshMatDescClass & that) :
PassCount(1),
VertexCount(0),
PolyCount(0)
{
int pass;
int stage;
int array;
// init everything to NULL
for (array=0;array < MAX_COLOR_ARRAYS; array++) {
ColorArray[array] = NULL;
}
for (array=0;array < MAX_UV_ARRAYS; array++) {
UV[array] = NULL;
}
for (pass=0; pass < MAX_PASSES; pass++) {
for (stage=0; stage < MAX_TEX_STAGES; stage++) {
UVSource[pass][stage] = -1;
Texture[pass][stage] = NULL;
TextureArray[pass][stage] = NULL;
}
DCGSource[pass] = VertexMaterialClass::MATERIAL;
DIGSource[pass] = VertexMaterialClass::MATERIAL;
Shader[pass] = 0; //ShaderClass::_PresetOpaqueSolidShader;
Material[pass] = NULL;
ShaderArray[pass] = NULL;
MaterialArray[pass] = NULL;
}
*this = that;
}
MeshMatDescClass &
MeshMatDescClass::operator = (const MeshMatDescClass & that)
{
if (this != &that) {
PassCount = that.PassCount;
VertexCount = that.VertexCount;
PolyCount = that.PolyCount;
for (int array=0; array<MAX_COLOR_ARRAYS; array++) {
REF_PTR_SET(ColorArray[array],that.ColorArray[array]);
}
for (int uvarray=0; uvarray<MAX_UV_ARRAYS; uvarray++) {
REF_PTR_SET(UV[uvarray],that.UV[uvarray]);
}
for (int pass=0; pass<MAX_PASSES; pass++) {
for (int stage=0; stage < MAX_TEX_STAGES; stage++) {
UVSource[pass][stage] = that.UVSource[pass][stage];
REF_PTR_SET(Texture[pass][stage],that.Texture[pass][stage]);
// make our own array of texture pointers.
REF_PTR_RELEASE(TextureArray[pass][stage]);
if (that.TextureArray[pass][stage]) {
TextureArray[pass][stage] = NEW_REF(TexBufferClass,(*that.TextureArray[pass][stage]));
}
}
DCGSource[pass] = that.DCGSource[pass];
DIGSource[pass] = that.DIGSource[pass];
Shader[pass] = that.Shader[pass];
REF_PTR_SET(Material[pass],that.Material[pass]);
// make our own arrays of shaders and vertex material pointers
// NOTE: We don't just add-ref these arrays, we make our own copies.
// The only time we add-ref these arrays are when we make alternate material
// representations within this mesh... Then we re-use the same arrays in different
// passes...
REF_PTR_RELEASE(MaterialArray[pass]);
if (that.MaterialArray[pass]) {
MaterialArray[pass] = NEW_REF(MatBufferClass,(*that.MaterialArray[pass]));
}
REF_PTR_RELEASE(ShaderArray[pass]);
if (that.ShaderArray[pass]) {
ShaderArray[pass] = NEW_REF(ShareBufferClass<ShaderClass>,(*that.ShaderArray[pass]));
}
}
}
return *this;
}
MeshMatDescClass::~MeshMatDescClass(void)
{
Reset(0,0,0);
}
TextureClass * MeshMatDescClass::Get_Single_Texture(int pass,int stage) const
{
if (Texture[pass][stage]) {
Texture[pass][stage]->Add_Ref();
}
return Texture[pass][stage];
}
void MeshMatDescClass::Reset(int polycount,int vertcount,int passcount)
{
PolyCount = polycount;
VertexCount = vertcount;
PassCount = passcount;
for (int array=0; array<MAX_COLOR_ARRAYS; array++) {
REF_PTR_RELEASE(ColorArray[array]);
}
for (int uvarray=0; uvarray<MAX_UV_ARRAYS; uvarray++) {
REF_PTR_RELEASE(UV[uvarray]);
}
for (int pass=0;pass<MAX_PASSES;pass++) {
for (int stage=0; stage < MAX_TEX_STAGES; stage++) {
UVSource[pass][stage] = -1;
REF_PTR_RELEASE(Texture[pass][stage]);
REF_PTR_RELEASE(TextureArray[pass][stage]);
}
DCGSource[pass] = VertexMaterialClass::MATERIAL;
DIGSource[pass] = VertexMaterialClass::MATERIAL;
Shader[pass] = 0;
REF_PTR_RELEASE(ShaderArray[pass]);
REF_PTR_RELEASE(Material[pass]);
REF_PTR_RELEASE(MaterialArray[pass]);
}
}
void MeshMatDescClass::Init_Alternate(MeshMatDescClass & default_materials,MeshMatDescClass & alternate_materials)
{
// just copy the counts
PassCount = default_materials.PassCount;
VertexCount = default_materials.VertexCount;
PolyCount = default_materials.PolyCount;
// Color arrays
for (int array=0; array<MAX_COLOR_ARRAYS; array++) {
if (alternate_materials.ColorArray[array] != NULL) {
REF_PTR_SET(ColorArray[array],alternate_materials.ColorArray[array]);
} else {
REF_PTR_SET(ColorArray[array],default_materials.ColorArray[array]);
}
}
// Copy the uv-arrays from the alternate materials to start. Needed uv arrays from
// the default material set will be brought over as encountered below
for (int i=0; i<alternate_materials.Get_UV_Array_Count(); i++) {
REF_PTR_SET(UV[i],alternate_materials.UV[i]);
}
// add-ref the arrays in default_materials except when the same array is present in alternate_materials
for (int pass = 0; pass < MAX_PASSES; pass++) {
for (int stage = 0; stage < MAX_TEX_STAGES; stage++) {
// UV Coorindate arrays, Each UVSource[pass][stage] which is -1 in the alternate_materials
// but not -1 in the default_materials causes us to copy over a uv array from the default_materials
// and set its index into our UVSource array.
if (alternate_materials.UVSource[pass][stage] == -1) {
if (default_materials.UVSource[pass][stage] != -1) {
// Look up the uv array in default_materials that we need to bring over.
int default_uv_source = default_materials.UVSource[pass][stage];
UVBufferClass * uvarray = default_materials.UV[default_uv_source];
int found_index = -1;
// Check if we already have it.
for (int i=0; i<Get_UV_Array_Count(); i++) {
if (uvarray->Get_CRC() == UV[i]->Get_CRC()) {
found_index = i;
break;
}
}
// If we already have it, just set the source index. Otherwise add-ref it
// into a new slot in our uv array and set that index.
if (found_index != -1) {
UVSource[pass][stage] = found_index;
} else {
int new_index = Get_UV_Array_Count();
REF_PTR_SET(UV[new_index],default_materials.UV[default_uv_source]);
UVSource[pass][stage] = new_index;
}
}
} else {
UVSource[pass][stage] = alternate_materials.UVSource[pass][stage];
}
// Texture pointer(s): If alternate_materials has either a single texture or an array of textures,
// then add-ref only the texture data it contains. Otherwise, add-ref the data in default_materials.
if ((alternate_materials.Texture[pass][stage] != NULL) || (alternate_materials.TextureArray[pass][stage])) {
REF_PTR_SET(Texture[pass][stage] , alternate_materials.Texture[pass][stage]);
REF_PTR_SET(TextureArray[pass][stage] , alternate_materials.TextureArray[pass][stage]);
} else {
REF_PTR_SET(Texture[pass][stage] , default_materials.Texture[pass][stage]);
REF_PTR_SET(TextureArray[pass][stage] , default_materials.TextureArray[pass][stage]);
}
}
// Vertex color configuration
if (alternate_materials.DCGSource[pass] == VertexMaterialClass::MATERIAL) {
DCGSource[pass] = default_materials.DCGSource[pass];
} else {
DCGSource[pass] = alternate_materials.DCGSource[pass];
}
// Shaders, currently I can't tell if the alternate data has a shader... Can't override the shader for now.
Shader[pass] = default_materials.Shader[pass];
REF_PTR_SET(ShaderArray[pass],default_materials.ShaderArray[pass]);
// Vertex Materials. If alternate_materials has either a single or array of materials, then copy them
if ((alternate_materials.Material[pass] != NULL) || (alternate_materials.MaterialArray[pass] != NULL)) {
REF_PTR_SET(Material[pass],alternate_materials.Material[pass]);
REF_PTR_SET(MaterialArray[pass],alternate_materials.MaterialArray[pass]);
} else {
// Dont share vertex materials! (because the UVSources can be different!)
if (default_materials.Material[pass]) {
Material[pass] = NEW_REF(VertexMaterialClass,(*(default_materials.Material[pass])));
} else {
if (default_materials.MaterialArray[pass]) {
WWDEBUG_SAY(("Unimplemented case: mesh has more than one default vertex material but no alternate vertex materials have been defined.\r\n"));
}
Material[pass] = NULL;
}
}
}
}
bool MeshMatDescClass::Is_Empty(void)
{
for (int array=0; array<MAX_COLOR_ARRAYS; array++) {
if (ColorArray[array] != NULL) return false;
}
for (int uvarray=0; uvarray<MAX_UV_ARRAYS; uvarray++) {
if (UV[uvarray] != NULL) return false;
}
for (int pass=0; pass<MAX_PASSES; pass++) {
for (int stage=0; stage<MAX_TEX_STAGES; stage++) {
if (Texture[pass][stage] != NULL) return false;
if (TextureArray[pass][stage] != NULL) return false;
}
// if (UVIndex[pass] != NULL) return false;
if (Material[pass] != NULL) return false;
if (MaterialArray[pass] != NULL) return false;
}
return true;
}
void MeshMatDescClass::Set_Single_Material(VertexMaterialClass * vmat,int pass)
{
REF_PTR_SET(Material[pass],vmat);
}
void MeshMatDescClass::Set_Single_Texture(TextureClass * tex,int pass,int stage)
{
REF_PTR_SET(Texture[pass][stage],tex);
}
void MeshMatDescClass::Set_Single_Shader(ShaderClass shader,int pass)
{
Shader[pass] = shader;
}
void MeshMatDescClass::Set_Material(int vidx,VertexMaterialClass * vmat,int pass)
{
MatBufferClass * mats = Get_Material_Array(pass,true);
mats->Set_Element(vidx,vmat);
}
void MeshMatDescClass::Set_Shader(int pidx,ShaderClass shader,int pass)
{
ShaderClass * shaders = Get_Shader_Array(pass,true);
shaders[pidx] = shader;
}
void MeshMatDescClass::Set_Texture(int pidx,TextureClass * tex,int pass,int stage)
{
TexBufferClass * textures = Get_Texture_Array(pass,stage,true);
textures->Set_Element(pidx,tex);
}
VertexMaterialClass * MeshMatDescClass::Get_Material(int vidx,int pass) const
{
if (MaterialArray[pass]) {
return MaterialArray[pass]->Get_Element(vidx);
} else if (Material[pass] != NULL) {
Material[pass]->Add_Ref();
return Material[pass];
}
return NULL;
}
ShaderClass MeshMatDescClass::Get_Shader(int pidx,int pass) const
{
if (ShaderArray[pass]) {
return ShaderArray[pass]->Get_Element(pidx);
}
return Shader[pass];
}
TextureClass * MeshMatDescClass::Get_Texture(int pidx,int pass,int stage) const
{
if (TextureArray[pass][stage]) {
return TextureArray[pass][stage]->Get_Element(pidx);
} else if (Texture[pass][stage] != NULL) {
Texture[pass][stage]->Add_Ref();
return Texture[pass][stage];
}
return NULL;
}
VertexMaterialClass * MeshMatDescClass::Peek_Material(int vidx,int pass) const
{
if (MaterialArray[pass]) {
return MaterialArray[pass]->Peek_Element(vidx);
}
return Material[pass];
}
TextureClass * MeshMatDescClass::Peek_Texture(int pidx,int pass,int stage) const
{
if (TextureArray[pass][stage]) {
return TextureArray[pass][stage]->Peek_Element(pidx);
}
return Texture[pass][stage];
}
TexBufferClass * MeshMatDescClass::Get_Texture_Array(int pass,int stage,bool create)
{
if (create && TextureArray[pass][stage] == NULL) {
TextureArray[pass][stage] = NEW_REF(TexBufferClass,(PolyCount));
}
return TextureArray[pass][stage];
}
MatBufferClass * MeshMatDescClass::Get_Material_Array(int pass,bool create)
{
if (create && MaterialArray[pass] == NULL) {
MaterialArray[pass] = NEW_REF(MatBufferClass,(VertexCount));
}
return MaterialArray[pass];
}
ShaderClass * MeshMatDescClass::Get_Shader_Array(int pass,bool create)
{
if (create && ShaderArray[pass] == NULL) {
ShaderArray[pass] = NEW_REF(ShareBufferClass<ShaderClass>,(PolyCount));
ShaderArray[pass]->Clear();
}
if (ShaderArray[pass]) {
return ShaderArray[pass]->Get_Array();
}
return NULL;
}
void MeshMatDescClass::Make_UV_Array_Unique(int pass,int stage)
{
int uvindex = UVSource[pass][stage];
if (UV[uvindex]->Num_Refs() > 1) {
UVBufferClass * unique_uv = NEW_REF(UVBufferClass,(*UV[uvindex]));
UV[uvindex]->Release_Ref();
UV[uvindex] = unique_uv;
}
}
void MeshMatDescClass::Make_Color_Array_Unique(int array)
{
if ((ColorArray[array] != NULL) && (ColorArray[array]->Num_Refs() > 1)) {
ShareBufferClass<unsigned> * unique_color_array = NEW_REF(ShareBufferClass<unsigned>,(*ColorArray[array]));
ColorArray[array]->Release_Ref();
ColorArray[array] = unique_color_array;
}
}
void MeshMatDescClass::Install_UV_Array(int pass,int stage,Vector2 * uvs,int count)
{
/*
** Compute the crc of this uv array
*/
unsigned int crc = CRC_Memory((unsigned char *)uvs,count * sizeof(Vector2));
/*
** See if there is an existing uv-array that matches the one just loaded
*/
bool found = false;
for (int i=0; i<Get_UV_Array_Count(); i++) {
if (UV[i]->Get_CRC() == crc) {
found = true;
Set_UV_Source(pass,stage,i);
break;
}
}
/*
** If there was no existing uv array, install this one
*/
if (found == false) {
/*
** Find the first empty UV-array slot
*/
int new_index = 0;
while ((UV[new_index] != NULL) && (new_index < MAX_UV_ARRAYS)) {
new_index++;
}
if (new_index < MAX_UV_ARRAYS) {
WWASSERT(UV[new_index] == NULL);
UV[new_index] = NEW_REF(UVBufferClass,(count));
memcpy(UV[new_index]->Get_Array(),uvs,count * sizeof(Vector2));
UV[new_index]->Update_CRC(); // update the crc for future comparision
Set_UV_Source(pass,stage,new_index);
}
}
}
void MeshMatDescClass::Post_Load_Process(bool lighting_enabled,MeshModelClass * parent)
{
/*
** Configure all vertex materials to source the uv coordinates and colors from the correct arrays
** Pre-multiply the vertex color arrays.
*/
bool set_lighting_to_false=true;
for (int pass=0; pass<PassCount; pass++) {
/*
** If this pass doesn't have a vertex material, create one
*/
if ((Material[pass] == NULL) && (MaterialArray[pass] == NULL)) {
Material[pass] = NEW_REF(VertexMaterialClass,());
}
/*
** Configure the materials to source the uv coordinates and colors
*/
if (Material[pass] != NULL) {
Configure_Material(Material[pass],pass,lighting_enabled);
} else {
VertexMaterialClass * prev_mtl = NULL;
VertexMaterialClass * mtl = Peek_Material(pass,0);
for (int vidx=0; vidx<VertexCount; vidx++) {
mtl = Peek_Material(vidx,pass);
if ((mtl != prev_mtl) && (mtl != NULL)) {
Configure_Material(mtl,pass,lighting_enabled);
prev_mtl = mtl;
}
}
}
// Analyze material array types and apply hacks for supporting SR-lighting pipeline if possible.
if (!ColorArray[0] && !ColorArray[1]) continue; // If no color arrays, we don't have a problem
Vector3 single_diffuse(0.0f,0.0f,0.0f);
Vector3 single_ambient(0.0f,0.0f,0.0f);
Vector3 single_emissive(0.0f,0.0f,0.0f);
float single_opacity=1.0f;
bool single_diffuse_used=true;
bool single_ambient_used=true;
bool single_emissive_used=true;
bool single_opacity_used=true;
bool diffuse_used=false;
bool ambient_used=false;
bool emissive_used=false;
bool opacity_used=false;
Vector3 mtl_diffuse;
Vector3 mtl_ambient;
Vector3 mtl_emissive;
float mtl_opacity = 1.0f;
VertexMaterialClass * prev_mtl = NULL;
VertexMaterialClass * mtl = Peek_Material(0, pass);
if (mtl) {
mtl->Get_Diffuse(&single_diffuse);
single_opacity = mtl->Get_Opacity();
mtl->Get_Ambient(&single_ambient);
mtl->Get_Emissive(&single_emissive);
if (single_diffuse.X || single_diffuse.Y || single_diffuse.Z) diffuse_used=true;
if (single_ambient.X || single_ambient.Y || single_ambient.Z) ambient_used=true;
if (single_emissive.X || single_emissive.Y || single_emissive.Z) emissive_used=true;
if (single_opacity!=1.0f) opacity_used=true;
}
for (int vidx=0; vidx<VertexCount; vidx++) {
mtl = Peek_Material(vidx,pass);
if (mtl != prev_mtl) {
prev_mtl = mtl;
mtl->Get_Diffuse(&mtl_diffuse);
mtl_opacity = mtl->Get_Opacity();
mtl->Get_Ambient(&mtl_ambient);
mtl->Get_Emissive(&mtl_emissive);
}
if (mtl_diffuse.X!=single_diffuse.X || mtl_diffuse.Y!=single_diffuse.Y || mtl_diffuse.Z!=single_diffuse.Z) {
single_diffuse_used=false;
}
if (mtl_ambient.X!=single_ambient.X || mtl_ambient.Y!=single_ambient.Y || mtl_ambient.Z!=single_ambient.Z) {
single_ambient_used=false;
}
if (mtl_emissive.X!=single_emissive.X || mtl_emissive.Y!=single_emissive.Y || mtl_emissive.Z!=single_emissive.Z) {
single_emissive_used=false;
}
if (mtl_opacity!=single_opacity) {
single_opacity_used=false;
}
if (mtl_diffuse.X || mtl_diffuse.Y || mtl_diffuse.Z) diffuse_used=true;
if (mtl_ambient.X || mtl_ambient.Y || mtl_ambient.Z) ambient_used=true;
if (mtl_emissive.X || mtl_emissive.Y || mtl_emissive.Z) emissive_used=true;
if (mtl_opacity!=1.0f) opacity_used=true;
}
// If both DCG and DIG arrays are submitted, multiply them together to DCG channel
if ((DCGSource[pass] != VertexMaterialClass::MATERIAL) && (ColorArray[0] != NULL) &&
(DIGSource[pass] != VertexMaterialClass::MATERIAL) && (ColorArray[1] != NULL)) {
unsigned * diffuse_array = ColorArray[0]->Get_Array();
unsigned * emissive_array = ColorArray[1]->Get_Array();
for (int vidx=0; vidx<VertexCount; vidx++) {
Vector4 diffuse=DX8Wrapper::Convert_Color(diffuse_array[vidx]);
Vector4 emissive=DX8Wrapper::Convert_Color(emissive_array[vidx]);
diffuse.X *= emissive.X;
diffuse.Y *= emissive.Y;
diffuse.Z *= emissive.Z;
diffuse_array[vidx]=DX8Wrapper::Convert_Color(diffuse);
}
}
DIGSource[pass]=VertexMaterialClass::MATERIAL; // DIG channel no more
if ((DCGSource[pass] != VertexMaterialClass::MATERIAL) && (ColorArray[0] != NULL)) {
unsigned * diffuse_array = ColorArray[0]->Get_Array();
Vector3 mtl_diffuse;
float mtl_opacity = 1.0f;
VertexMaterialClass * prev_mtl = NULL;
VertexMaterialClass * mtl = Peek_Material(0,pass);
for (int vidx=0; vidx<VertexCount; vidx++) {
mtl = Peek_Material(vidx,pass);
if (mtl != prev_mtl) {
prev_mtl = mtl;
mtl->Get_Diffuse(&mtl_diffuse);
mtl_opacity = mtl->Get_Opacity();
}
// If only diffuse is used apply diffuse to color channel and set diffuse source to color 1
if (diffuse_used && !ambient_used && !emissive_used) {
Vector4 diffuse=DX8Wrapper::Convert_Color(diffuse_array[vidx]);
diffuse.X *= mtl_diffuse.X;
diffuse.Y *= mtl_diffuse.Y;
diffuse.Z *= mtl_diffuse.Z;
diffuse.W *= mtl_opacity;
diffuse_array[vidx]=DX8Wrapper::Convert_Color(diffuse);
mtl->Set_Ambient_Color_Source(VertexMaterialClass::MATERIAL);
mtl->Set_Diffuse_Color_Source(VertexMaterialClass::COLOR1);
mtl->Set_Emissive_Color_Source(VertexMaterialClass::MATERIAL);
}
// If diffuse and ambient are used, apply diffuse to color channel and set diffuse
// and ambient sources to color 1. (this is not completely correct if diffuse and
// ambient are different but is probably the most reasonable thing to do. Why set
// diffuse and ambient differently anyway?)
if (diffuse_used && ambient_used && !emissive_used) {
Vector4 diffuse=DX8Wrapper::Convert_Color(diffuse_array[vidx]);
diffuse.X *= mtl_diffuse.X;
diffuse.Y *= mtl_diffuse.Y;
diffuse.Z *= mtl_diffuse.Z;
diffuse.W *= mtl_opacity;
diffuse_array[vidx]=DX8Wrapper::Convert_Color(diffuse);
mtl->Set_Ambient_Color_Source(VertexMaterialClass::COLOR1);
mtl->Set_Diffuse_Color_Source(VertexMaterialClass::COLOR1);
mtl->Set_Emissive_Color_Source(VertexMaterialClass::MATERIAL);
}
// If only ambient is used apply ambient to color channel and set ambient source to color 1
if (!diffuse_used && ambient_used && !emissive_used) {
Vector4 diffuse=DX8Wrapper::Convert_Color(diffuse_array[vidx]);
diffuse.X *= mtl_ambient.X;
diffuse.Y *= mtl_ambient.Y;
diffuse.Z *= mtl_ambient.Z;
diffuse.W *= mtl_opacity;
diffuse_array[vidx]=DX8Wrapper::Convert_Color(diffuse);
mtl->Set_Ambient_Color_Source(VertexMaterialClass::COLOR1);
mtl->Set_Diffuse_Color_Source(VertexMaterialClass::MATERIAL);
mtl->Set_Emissive_Color_Source(VertexMaterialClass::MATERIAL);
}
// If only emissive is used apply emissive to color channel, set diffuse source to color 1, and turn off lighting
if (!diffuse_used && !ambient_used && emissive_used) {
Vector4 diffuse=DX8Wrapper::Convert_Color(diffuse_array[vidx]);
diffuse.X *= mtl_emissive.X;
diffuse.Y *= mtl_emissive.Y;
diffuse.Z *= mtl_emissive.Z;
diffuse.W *= mtl_opacity;
diffuse_array[vidx]=DX8Wrapper::Convert_Color(diffuse);
mtl->Set_Ambient_Color_Source(VertexMaterialClass::MATERIAL);
mtl->Set_Diffuse_Color_Source(VertexMaterialClass::COLOR1);
mtl->Set_Emissive_Color_Source(VertexMaterialClass::MATERIAL);
// mtl->Set_Lighting(false);
}
else {
if (PassCount!=1) {
set_lighting_to_false=false; // Lighting can only be set to false if ALL passes and ALL materials are requesting it
}
}
}
}
}
/*
** HACK: Kill BUMPENV passes on hardware that doesn't support BUMPENV
** HACK: Set lighting to false on all passes if all passes are of type NO DIFFUSE, NO AMBIENT, YES EMISSIVE
*/
for (pass=0; pass<PassCount; pass++) {
bool kill_pass = false;
if ( (Shader[pass].Get_Primary_Gradient() == ShaderClass::GRADIENT_BUMPENVMAP) &&
(!DX8Wrapper::Is_Initted() || DX8Wrapper::Get_Current_Caps()->Support_Bump_Envmap() == false) )
{
kill_pass = true;
}
if ( (Shader[pass].Get_Primary_Gradient() == ShaderClass::GRADIENT_BUMPENVMAPLUMINANCE) &&
(!DX8Wrapper::Is_Initted() || DX8Wrapper::Get_Current_Caps()->Support_Bump_Envmap_Luminance() == false) )
{
kill_pass = true;
}
if (kill_pass) {
if (Material[pass] != NULL) {
Material[pass]->Set_Ambient(0,0,0);
Material[pass]->Set_Diffuse(0,0,0);
Material[pass]->Set_Emissive(0,0,0);
Material[pass]->Set_Specular(0,0,0);
}
Shader[pass].Set_Texturing(ShaderClass::TEXTURING_DISABLE);
Shader[pass].Set_Post_Detail_Color_Func(ShaderClass::DETAILCOLOR_DISABLE);
Shader[pass].Set_Post_Detail_Alpha_Func(ShaderClass::DETAILALPHA_DISABLE);
}
// Set lighting to false if requested in all passes...
else if (set_lighting_to_false) {
Vector3 single_diffuse(0.0f,0.0f,0.0f);
Vector3 single_ambient(0.0f,0.0f,0.0f);
Vector3 single_emissive(0.0f,0.0f,0.0f);
bool diffuse_used=false;
bool ambient_used=false;
bool emissive_used=false;
Vector3 mtl_diffuse;
Vector3 mtl_ambient;
Vector3 mtl_emissive;
VertexMaterialClass * prev_mtl = NULL;
VertexMaterialClass * mtl = Peek_Material(0, pass);
if (mtl) {
mtl->Get_Diffuse(&single_diffuse);
mtl->Get_Ambient(&single_ambient);
mtl->Get_Emissive(&single_emissive);
if (single_diffuse.X || single_diffuse.Y || single_diffuse.Z) diffuse_used=true;
if (single_ambient.X || single_ambient.Y || single_ambient.Z) ambient_used=true;
if (single_emissive.X || single_emissive.Y || single_emissive.Z) emissive_used=true;
}
for (int vidx=0; vidx<VertexCount; vidx++) {
mtl = Peek_Material(vidx,pass);
if (mtl != prev_mtl) {
prev_mtl = mtl;
mtl->Get_Diffuse(&mtl_diffuse);
mtl->Get_Ambient(&mtl_ambient);
mtl->Get_Emissive(&mtl_emissive);
}
if (mtl_diffuse.X || mtl_diffuse.Y || mtl_diffuse.Z) diffuse_used=true;
if (mtl_ambient.X || mtl_ambient.Y || mtl_ambient.Z) ambient_used=true;
if (mtl_emissive.X || mtl_emissive.Y || mtl_emissive.Z) emissive_used=true;
}
if ((DCGSource[pass] != VertexMaterialClass::MATERIAL) && (ColorArray[0] != NULL)) {
VertexMaterialClass * prev_mtl = NULL;
VertexMaterialClass * mtl = Peek_Material(0,pass);
for (int vidx=0; vidx<VertexCount; vidx++) {
mtl = Peek_Material(vidx,pass);
if (mtl != prev_mtl) {
prev_mtl = mtl;
// If only emissive is used apply emissive to color channel, set diffuse source to color 1, and turn off lighting
if (!diffuse_used && !ambient_used && emissive_used) {
mtl->Set_Lighting(false);
}
}
}
}
}
}
// HACK: force meshes which are named b_wire and using texture razorw.tga to use alpha-test
// These meshes will follow the given pattern:
// - there will be a single vertex material, shader, and texture for the first pass
// - the texture will be named razorw.tga
// - the mesh name will contain b_wire
#pragma message("(gth) Renegade-specific hack, forcing b_wire mesh to use alpha-test...")
if ( (parent != NULL) &&
(PassCount == 1) &&
(Has_Shader_Array(0) == false) &&
(Has_Texture_Array(0,0) == false) &&
(Has_Material_Array(0) == false))
{
if (strstr(parent->Get_Name(),"B_WIRE")) {
TextureClass * tex = Peek_Single_Texture(0,0);
if (tex && stricmp(tex->Get_Texture_Name(),"razorw.tga") == 0) {
ShaderClass shader = Get_Single_Shader(0);
shader.Set_Alpha_Test(ShaderClass::ALPHATEST_ENABLE);
shader.Set_Dst_Blend_Func(ShaderClass::DSTBLEND_ZERO);
shader.Set_Src_Blend_Func(ShaderClass::SRCBLEND_ONE);
shader.Set_Depth_Mask(ShaderClass::DEPTH_WRITE_ENABLE);
Set_Single_Shader(shader,0);
parent->Set_Flag(MeshGeometryClass::SORT,false);
}
}
}
}
void MeshMatDescClass::Configure_Material(VertexMaterialClass * mtl,int pass,bool lighting_enabled)
{
mtl->Set_Diffuse_Color_Source(DCGSource[pass]);
mtl->Set_Emissive_Color_Source(DIGSource[pass]);
mtl->Set_Lighting(lighting_enabled);
for (int stage=0; stage<MAX_TEX_STAGES; stage++) {
int src = UVSource[pass][stage];
if (src == -1) {
src = 0;
}
mtl->Set_UV_Source(stage,src);
}
}
bool MeshMatDescClass::Do_Mappers_Need_Normals(void)
{
if (DX8Wrapper::Is_Initted() && DX8Wrapper::Get_Current_Caps()->Support_NPatches() && WW3D::Get_NPatches_Level()>1) return true;
for (int pass=0; pass<PassCount; pass++) {
/*
** Check the materials on this pass to see if any have mappers which require normals
*/
if (Material[pass] != NULL) {
if (Material[pass]->Do_Mappers_Need_Normals()) return true;
} else {
VertexMaterialClass * prev_mtl = NULL;
VertexMaterialClass * mtl = Peek_Material(pass,0);
for (int vidx=0; vidx<VertexCount; vidx++) {
mtl = Peek_Material(vidx,pass);
if ((mtl != prev_mtl) && (mtl != NULL)) {
if (mtl->Do_Mappers_Need_Normals()) return true;
prev_mtl = mtl;
}
}
}
}
return false;
}