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CnC_Renegade/Code/ww3d2/vertmaterial.h

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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 : WW3D *
* *
* $Archive:: /VSS_Sync/ww3d2/vertmaterial.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 8/29/01 7:29p $*
* *
* $Revision:: 26 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef VERTMATERIAL_H
#define VERTMATERIAL_H
#include "always.h"
#include "refcount.h"
#include "vector3.h"
#include "w3d_file.h"
#include "meshbuild.h"
#include "w3derr.h"
#include "mapper.h"
#include "wwstring.h"
#include <string.h>
class ChunkLoadClass;
class ChunkSaveClass;
struct _D3DMATERIAL8;
/**
** VertexMaterialClass
** This is simply the typical W3D thin-wrapper around the surrender vertex material.
** The vertex material defines things like the lighting properties of a vertex.
*/
class VertexMaterialClass : public RefCountClass
{
friend DX8Wrapper;
public:
/*
** Similar to the TextureClass, these enumerations are set up to be exactly the same as
** the surrender material enumerations. Nearly all functions in this class are inline
** so that it will go away since the only purpose of Material Class is to protect our
** application code from the ever-changing surrender...
*/
enum MappingType {
MAPPING_NONE = -1, // no mapping needed
MAPPING_UV = W3DMAPPING_UV, // default, use the u-v values in the model
MAPPING_ENVIRONMENT = W3DMAPPING_ENVIRONMENT, // use the environment mapper
};
enum FlagsType {
DEPTH_CUE= 0, // enable depth cueing (default = false)
DEPTH_CUE_TO_ALPHA,
COPY_SPECULAR_TO_DIFFUSE,
};
enum ColorSourceType {
MATERIAL = 0, // D3DMCS_MATERIAL - the color source should be taken from the material setting
COLOR1, // D3DMCS_COLOR1 - the color should be taken from per-vertex color array 1 (aka D3DFVF_DIFFUSE)
COLOR2, // D3DMCS_COLOR2 - the color should be taken from per-vertex color array 2 (aka D3DFVF_SPECULAR)
};
enum PresetType
{
PRELIT_DIFFUSE=0,
PRELIT_NODIFFUSE,
PRESET_COUNT
};
VertexMaterialClass(void);
VertexMaterialClass(const VertexMaterialClass & src);
~VertexMaterialClass(void);
VertexMaterialClass & operator = (const VertexMaterialClass &src);
VertexMaterialClass * Clone(void) { VertexMaterialClass * mat = NEW_REF (VertexMaterialClass,()); *mat = *this; return mat;}
/*
** Name Access
*/
void Set_Name(const char * name)
{
Name = name;
}
const char * Get_Name(void) const
{
return Name;
}
/*
** Control over the material flags
*/
void Set_Flag(FlagsType flag,bool onoff)
{
CRCDirty=true;
if (onoff)
Flags|=(1<<flag);
else
Flags&=~(1<<flag);
}
int Get_Flag(FlagsType flag)
{ return (Flags>>flag) & 0x1; }
/*
** Basic material properties
*/
float Get_Shininess(void) const;
void Set_Shininess(float shin);
float Get_Opacity(void) const;
void Set_Opacity(float o);
void Get_Ambient(Vector3 * set_color) const;
void Set_Ambient(const Vector3 & color);
void Set_Ambient(float r,float g,float b);
void Get_Diffuse(Vector3 * set_color) const;
void Set_Diffuse(const Vector3 & color);
void Set_Diffuse(float r,float g,float b);
void Get_Specular(Vector3 * set_color) const;
void Set_Specular(const Vector3 & color);
void Set_Specular(float r,float g,float b);
void Get_Emissive(Vector3 * set_color) const;
void Set_Emissive(const Vector3 & color);
void Set_Emissive(float r,float g,float b);
void Set_Lighting(bool lighting) { CRCDirty=true; UseLighting=lighting; };
bool Get_Lighting() const { return UseLighting; };
/*
** Color source control. Note that if you set one of the sources to be one of
** the arrays, then the setting in the material is ignored. (i.e. if you
** set the diffuse source to array0, then the diffuse color set into the
** vertex material is ignored.
*/
void Set_Ambient_Color_Source(ColorSourceType src);
ColorSourceType Get_Ambient_Color_Source(void);
void Set_Emissive_Color_Source(ColorSourceType src);
ColorSourceType Get_Emissive_Color_Source(void);
void Set_Diffuse_Color_Source(ColorSourceType src);
ColorSourceType Get_Diffuse_Color_Source(void);
/*
** UV source control. The DX8 FVF can support up to 8 uv-arrays. The vertex
** material can/must be configured to index to the uv-arrays that you want to
** use for the two texture stages.
*/
void Set_UV_Source(int stage,int array_index);
int Get_UV_Source(int stage);
/*
** Mapper control.
*/
inline void Set_Mapper(TextureMapperClass *mapper,int stage=0);
inline TextureMapperClass * Get_Mapper(int stage=0);
inline TextureMapperClass * Peek_Mapper(int stage=0);
inline void Reset_Mappers(void);
/*
** Loading and saving to W3D files
*/
WW3DErrorType Load_W3D(ChunkLoadClass & cload);
WW3DErrorType Save_W3D(ChunkSaveClass & csave);
void Init_From_Material3(const W3dMaterial3Struct & mat3);
/*
** CRC, used by the loading code to build a list of the unique materials
*/
inline unsigned long Get_CRC(void) const
{
if (CRCDirty) {
CRC=Compute_CRC();
CRCDirty=false;
}
return CRC;
}
/*
** Test whether this material is using any mappers which require vertex normals
*/
bool Do_Mappers_Need_Normals(void) const;
/*
** Test whether this material is using any mappers which are time-variant
*/
bool Are_Mappers_Time_Variant(void) const;
// Infrastructure to support presets
static void Init();
static void Shutdown();
// TODO: Make Get_Preset const
static VertexMaterialClass *Get_Preset(PresetType type);
void Make_Unique();
protected:
// We're using the pointer instead of the actual structure
// so we don't have to include the d3d header - HY
_D3DMATERIAL8 * Material;
unsigned int Flags;
unsigned int AmbientColorSource;
unsigned int EmissiveColorSource;
unsigned int DiffuseColorSource;
StringClass Name;
TextureMapperClass * Mapper[MeshBuilderClass::MAX_STAGES];
unsigned int UVSource[MeshBuilderClass::MAX_STAGES];
bool UseLighting;
unsigned int UniqueID;
mutable unsigned long CRC;
mutable bool CRCDirty;
private:
/*
** Apply the render states to D3D
*/
void Apply(void) const;
/*
** Apply the render states corresponding to a NULL vetex material to D3D
*/
static void Apply_Null(void);
unsigned long VertexMaterialClass::Compute_CRC(void) const;
static VertexMaterialClass *Presets[PRESET_COUNT];
};
inline void VertexMaterialClass::Set_Mapper(TextureMapperClass *mapper, int stage)
{
CRCDirty=true;
REF_PTR_SET(Mapper[stage],mapper);
}
inline TextureMapperClass * VertexMaterialClass::Get_Mapper(int stage)
{
if (Mapper[stage]) {
Mapper[stage]->Add_Ref();
}
return Mapper[stage];
}
inline TextureMapperClass * VertexMaterialClass::Peek_Mapper(int stage)
{
return Mapper[stage];
}
inline void VertexMaterialClass::Reset_Mappers(void)
{
for (int stage = 0; stage < MeshBuilderClass::MAX_STAGES; stage++) {
if (Mapper[stage]) {
Mapper[stage]->Reset();
}
}
}
inline bool VertexMaterialClass::Do_Mappers_Need_Normals(void) const
{
for (int stage = 0; stage < MeshBuilderClass::MAX_STAGES; stage++) {
if (Mapper[stage] && (Mapper[stage]->Needs_Normals())) return true;
}
return false;
}
inline bool VertexMaterialClass::Are_Mappers_Time_Variant(void) const
{
for (int stage = 0; stage < MeshBuilderClass::MAX_STAGES; stage++) {
if (Mapper[stage] && (Mapper[stage]->Is_Time_Variant())) return true;
}
return false;
}
#endif //VERTMATERIAL_H