1240 lines
35 KiB
C++
1240 lines
35 KiB
C++
![]() |
/*
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** Command & Conquer Generals Zero Hour(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 : Max2W3d *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/w3dmtl.cpp $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 8/22/01 7:47a $*
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* *
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* $Revision:: 32 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "w3dmtl.h"
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#include <Max.h>
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#include <StdMat.h>
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#include "gamemtl.h"
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#include "realcrc.h"
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static W3dRGBStruct Color_To_W3d(Color & c)
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{
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W3dRGBStruct wc;
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wc.R = (c.r * 255.0f);
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wc.G = (c.g * 255.0f);
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wc.B = (c.b * 255.0f);
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wc.pad = 0;
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return wc;
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}
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/*
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Implementation of W3dMapClass
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*/
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W3dMapClass::W3dMapClass(const W3dMapClass & that)
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{
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Set_Filename(that.Filename);
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if (that.AnimInfo) {
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Set_Anim_Info(that.AnimInfo);
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}
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}
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W3dMapClass & W3dMapClass::operator = (const W3dMapClass & that)
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{
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if (this != &that) {
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Set_Filename(that.Filename);
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Set_Anim_Info(that.AnimInfo);
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}
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return *this;
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}
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W3dMapClass::~W3dMapClass(void)
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{
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if (Filename) free(Filename);
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if (AnimInfo) delete AnimInfo;
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}
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void W3dMapClass::Reset(void)
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{
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if (Filename) free(Filename);
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if (AnimInfo) delete AnimInfo;
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Filename = NULL;
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AnimInfo = NULL;
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}
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void W3dMapClass::Set_Filename(const char * fullpath)
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{
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if (Filename) {
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free(Filename);
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}
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if (fullpath) {
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char name[_MAX_FNAME];
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char exten[_MAX_EXT];
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char fname[_MAX_FNAME+_MAX_EXT+2];
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_splitpath(fullpath,NULL,NULL,name,exten);
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_makepath(fname,NULL,NULL,name,exten);
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//strupr(fname); (gth) need to preserve case since unix/PS2 is case sensitive...
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Filename = strdup(fname);
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} else {
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Filename = NULL;
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}
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}
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void W3dMapClass::Set_Anim_Info(const W3dTextureInfoStruct * info)
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{
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if (info == NULL) {
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if (AnimInfo) {
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delete AnimInfo;
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AnimInfo = NULL;
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return;
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}
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} else {
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if (AnimInfo == NULL) {
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AnimInfo = new W3dTextureInfoStruct;
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}
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*AnimInfo = *info;
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}
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}
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void W3dMapClass::Set_Anim_Info(int framecount,float framerate)
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{
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if (AnimInfo == NULL) {
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AnimInfo = new W3dTextureInfoStruct;
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}
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AnimInfo->FrameCount = framecount;
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AnimInfo->FrameRate = framerate;
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}
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/*
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Implementation of W3dMaterialClass
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*/
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W3dMaterialClass::W3dMaterialClass(void)
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{
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PassCount = 0;
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SortLevel = SORT_LEVEL_NONE;
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for (int pass = 0; pass < MAX_PASSES; pass++) {
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Materials[pass] = NULL;
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W3d_Shader_Reset(&(Shaders[pass]));
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for (int stage = 0; stage < MAX_STAGES; stage++) {
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Textures[pass][stage] = NULL;
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MapChannel[pass][stage] = 1;
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MapperArgs[pass][stage] = NULL;
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}
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}
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}
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W3dMaterialClass::~W3dMaterialClass(void)
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{
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Free();
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}
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void W3dMaterialClass::Free(void)
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{
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for (int pass = 0; pass < MAX_PASSES; pass++) {
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if (Materials[pass]) {
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delete Materials[pass];
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Materials[pass] = NULL;
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}
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for (int stage = 0; stage < MAX_STAGES; stage++) {
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if (Textures[pass][stage]) {
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delete Textures[pass][stage];
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Textures[pass][stage] = NULL;
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}
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if (MapperArgs[pass][stage]) {
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delete [] MapperArgs[pass][stage];
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MapperArgs[pass][stage] = NULL;
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}
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}
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}
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}
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void W3dMaterialClass::Reset(void)
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{
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Free();
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SortLevel = SORT_LEVEL_NONE;
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for (int pass=0; pass < MAX_PASSES; pass++) {
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W3d_Shader_Reset(&(Shaders[pass]));
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for (int stage=0; stage < MAX_STAGES; stage++) {
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MapChannel[pass][stage] = 1;
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}
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}
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}
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void W3dMaterialClass::Set_Surface_Type(unsigned int type)
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{
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SurfaceType = type;
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}
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void W3dMaterialClass::Set_Sort_Level(int level)
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{
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assert(level <= MAX_SORT_LEVEL);
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SortLevel = level;
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}
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void W3dMaterialClass::Set_Pass_Count(int count)
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{
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assert(count >= 0);
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assert(count < MAX_PASSES);
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PassCount = count;
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}
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void W3dMaterialClass::Set_Vertex_Material(const W3dVertexMaterialStruct & vmat,int pass)
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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if (Materials[pass] == NULL) {
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Materials[pass] = new W3dVertexMaterialStruct;
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}
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*(Materials[pass]) = vmat;
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}
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void W3dMaterialClass::Set_Mapper_Args(const char *args_buffer, int pass, int stage)
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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assert(stage >= 0);
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assert(stage < MAX_STAGES);
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if (MapperArgs[pass][stage] != NULL) {
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delete [] MapperArgs[pass][stage];
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MapperArgs[pass][stage] = NULL;
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}
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if (args_buffer) {
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int len = strlen(args_buffer);
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MapperArgs[pass][stage] = new char [len + 1];
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strcpy(MapperArgs[pass][stage], args_buffer);
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}
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}
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void W3dMaterialClass::Set_Shader(const W3dShaderStruct & shader,int pass)
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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Shaders[pass] = shader;
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}
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void W3dMaterialClass::Set_Texture(const W3dMapClass & map,int pass,int stage)
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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if (Textures[pass][stage] == NULL) {
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Textures[pass][stage] = new W3dMapClass;
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}
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*(Textures[pass][stage]) = map;
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}
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void W3dMaterialClass::Set_Map_Channel(int pass,int stage,int channel)
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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MapChannel[pass][stage] = channel;
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}
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unsigned int W3dMaterialClass::Get_Surface_Type(void) const
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{
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return SurfaceType;
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}
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int W3dMaterialClass::Get_Sort_Level(void) const
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{
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return SortLevel;
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}
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int W3dMaterialClass::Get_Pass_Count(void) const
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{
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return PassCount;
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}
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W3dVertexMaterialStruct * W3dMaterialClass::Get_Vertex_Material(int pass ) const
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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return Materials[pass];
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}
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const char * W3dMaterialClass::Get_Mapper_Args(int pass, int stage) const
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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assert(stage >= 0);
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assert(stage < MAX_STAGES);
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return MapperArgs[pass][stage];
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}
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W3dShaderStruct W3dMaterialClass::Get_Shader(int pass) const
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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return Shaders[pass];
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}
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W3dMapClass * W3dMaterialClass::Get_Texture(int pass,int stage) const
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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assert(stage >= 0);
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assert(stage < MAX_STAGES);
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return Textures[pass][stage];
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}
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int W3dMaterialClass::Get_Map_Channel(int pass,int stage) const
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{
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assert(pass >= 0);
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assert(pass < PassCount);
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assert(stage >= 0);
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assert(stage < MAX_STAGES);
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return MapChannel[pass][stage];
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}
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void W3dMaterialClass::Init(Mtl * mtl, char *materialColorTexture)
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{
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bool ps2_mat = false;
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Reset();
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if (mtl->ClassID() == PS2GameMaterialClassID)
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{
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ps2_mat = true;
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}
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if ((mtl->ClassID() == GameMaterialClassID) || ps2_mat) {
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Init((GameMtl*)mtl, materialColorTexture); ///@todo: Fix this for substituted textures.
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return;
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}
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Texmap * tmap;
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PassCount = 1;
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tmap = mtl->GetSubTexmap(ID_RL);
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if (tmap && tmap->ClassID() == Class_ID(BMTEX_CLASS_ID,0)) {
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PassCount++;
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}
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W3dVertexMaterialStruct mat;
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W3dShaderStruct shader;
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W3dMapClass tex;
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/*
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** Setting up the diffuse color pass
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*/
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W3d_Shader_Reset(&shader);
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mat.Attributes = 0;
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mat.Emissive.R = mat.Emissive.G = mat.Emissive.B = 0; //(uint8)(255 .0f * mtl->GetSelfIllum());
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Color diffuse = mtl->GetDiffuse();
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mat.Diffuse.R = (uint8)(diffuse.r * 255.0f);
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mat.Diffuse.G = (uint8)(diffuse.g * 255.0f);
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mat.Diffuse.B = (uint8)(diffuse.b * 255.0f);
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mat.Ambient = mat.Diffuse;
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Color specular = mtl->GetSpecular();
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mat.Specular.R = (uint8)(specular.r * 255.0f);
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mat.Specular.G = (uint8)(specular.g * 255.0f);
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mat.Specular.B = (uint8)(specular.b * 255.0f);
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mat.Shininess = mtl->GetShininess();
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mat.Opacity = 1.0f - mtl->GetXParency();
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mat.Translucency = 0.0f;
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tmap = mtl->GetSubTexmap(ID_DI);
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if (tmap && tmap->ClassID() == Class_ID(BMTEX_CLASS_ID,0)) {
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char * tname = ((BitmapTex *)tmap)->GetMapName();
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if (tname) {
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tex.Set_Filename(tname);
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mat.Diffuse.R = mat.Diffuse.G = mat.Diffuse.B = 255;
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W3d_Shader_Set_Texturing(&shader,W3DSHADER_TEXTURING_ENABLE);
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Set_Texture(tex,0,0);
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}
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}
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if (materialColorTexture && !mtl->GetSubTexmap(ID_DI) && !mtl->GetSubTexmap(ID_RL))
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{ //no textures on material, substitute textures to improve rendering speed.
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tex.Set_Filename(materialColorTexture); ///@todo: Fix this to procedural name/path
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W3d_Shader_Set_Texturing(&shader,W3DSHADER_TEXTURING_ENABLE);
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//This texture will hold solid pixels of material color, don't need any filtering.
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// W3dTextureInfoStruct texinfo;
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// memset(&texinfo,0,sizeof(texinfo));
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// texinfo.Attributes = texinfo.Attributes | /*W3DTEXTURE_NO_LOD|*/W3DTEXTURE_CLAMP_U | W3DTEXTURE_CLAMP_V;
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// tex.Set_Anim_Info(&texinfo);
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Set_Texture(tex,0,0);
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}
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if (mat.Opacity != 1.0f) {
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W3d_Shader_Set_Dest_Blend_Func(&shader,W3DSHADER_DESTBLENDFUNC_ONE_MINUS_SRC_ALPHA);
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W3d_Shader_Set_Src_Blend_Func(&shader,W3DSHADER_SRCBLENDFUNC_SRC_ALPHA);
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}
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Set_Vertex_Material(mat,0);
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Set_Shader(shader,0);
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/*
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** Setting up the reflection pass (envmap)
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*/
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if (PassCount == 2) {
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W3d_Shader_Reset(&shader);
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if (ps2_mat)
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{
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W3d_Shader_Set_Pri_Gradient(&shader,PSS_PRIGRADIENT_MODULATE);
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}
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else
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{
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W3d_Shader_Set_Pri_Gradient(&shader,W3DSHADER_PRIGRADIENT_MODULATE);
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}
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W3d_Shader_Set_Sec_Gradient(&shader,W3DSHADER_SECGRADIENT_DISABLE);
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W3d_Shader_Set_Depth_Mask(&shader,W3DSHADER_DEPTHMASK_WRITE_DISABLE);
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W3d_Shader_Set_Dest_Blend_Func(&shader,W3DSHADER_DESTBLENDFUNC_ONE);
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W3d_Shader_Set_Src_Blend_Func(&shader,W3DSHADER_SRCBLENDFUNC_ONE);
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W3d_Shader_Set_Texturing(&shader,W3DSHADER_TEXTURING_ENABLE);
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// PS2 specific paramaters.
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W3d_Shader_Set_PS2_Param_A(&shader, PSS_SRC);
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||
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W3d_Shader_Set_PS2_Param_B(&shader, PSS_ZERO);
|
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W3d_Shader_Set_PS2_Param_B(&shader, PSS_ONE);
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W3d_Shader_Set_PS2_Param_B(&shader, PSS_DEST);
|
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||
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W3d_Vertex_Material_Reset(&mat);
|
||
|
mat.Diffuse.R = mat.Diffuse.G = mat.Diffuse.B = 128;
|
||
|
mat.Attributes &= W3DVERTMAT_STAGE0_MAPPING_MASK;
|
||
|
mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_ENVIRONMENT;
|
||
|
|
||
|
tmap = mtl->GetSubTexmap(ID_RL);
|
||
|
if (tmap && tmap->ClassID() == Class_ID(BMTEX_CLASS_ID,0)) {
|
||
|
|
||
|
char * tname = ((BitmapTex *)tmap)->GetMapName();
|
||
|
if (tname) {
|
||
|
tex.Set_Filename(tname);
|
||
|
Set_Texture(tex,1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Set_Vertex_Material(mat,1);
|
||
|
Set_Shader(shader,1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void W3dMaterialClass::Init(GameMtl * gamemtl, char *materialColorTexture)
|
||
|
{
|
||
|
Reset();
|
||
|
PassCount = gamemtl->Get_Pass_Count();
|
||
|
Set_Surface_Type (gamemtl->Get_Surface_Type ());
|
||
|
Set_Sort_Level(gamemtl->Get_Sort_Level());
|
||
|
|
||
|
for (int pass=0;pass<gamemtl->Get_Pass_Count(); pass++) {
|
||
|
|
||
|
/*
|
||
|
** set up the shader
|
||
|
*/
|
||
|
W3dShaderStruct shader;
|
||
|
W3d_Shader_Reset(&shader);
|
||
|
shader.DepthCompare = gamemtl->Get_Depth_Compare(pass);
|
||
|
shader.DepthMask = gamemtl->Get_Depth_Mask(pass);
|
||
|
shader.AlphaTest = gamemtl->Get_Alpha_Test(pass);
|
||
|
shader.DestBlend = gamemtl->Get_Dest_Blend(pass);
|
||
|
shader.PriGradient = gamemtl->Get_Pri_Gradient(pass);
|
||
|
shader.SecGradient = gamemtl->Get_Sec_Gradient(pass);
|
||
|
shader.SrcBlend = gamemtl->Get_Src_Blend(pass);
|
||
|
shader.DetailColorFunc = gamemtl->Get_Detail_Color_Func(pass);
|
||
|
shader.DetailAlphaFunc = gamemtl->Get_Detail_Alpha_Func(pass);
|
||
|
shader.Texturing = W3DSHADER_TEXTURING_DISABLE;
|
||
|
shader.PostDetailColorFunc = gamemtl->Get_Detail_Color_Func(pass); // (gth) set up the post-detail options
|
||
|
shader.PostDetailAlphaFunc = gamemtl->Get_Detail_Alpha_Func(pass);
|
||
|
|
||
|
// PS2 specific paramaters.
|
||
|
W3d_Shader_Set_PS2_Param_A(&shader, gamemtl->Get_PS2_Shader_Param_A(pass));
|
||
|
W3d_Shader_Set_PS2_Param_B(&shader, gamemtl->Get_PS2_Shader_Param_B(pass));
|
||
|
W3d_Shader_Set_PS2_Param_C(&shader, gamemtl->Get_PS2_Shader_Param_C(pass));
|
||
|
W3d_Shader_Set_PS2_Param_D(&shader, gamemtl->Get_PS2_Shader_Param_D(pass));
|
||
|
|
||
|
/*
|
||
|
** set up the vertex material
|
||
|
*/
|
||
|
W3dVertexMaterialStruct mat;
|
||
|
mat.Attributes = 0;
|
||
|
|
||
|
if (gamemtl->Get_Copy_Specular_To_Diffuse(pass)) {
|
||
|
mat.Attributes |= W3DVERTMAT_COPY_SPECULAR_TO_DIFFUSE;
|
||
|
}
|
||
|
|
||
|
// mapping type for stage 0
|
||
|
switch(gamemtl->Get_Mapping_Type(pass, 0))
|
||
|
{
|
||
|
case GAMEMTL_MAPPING_UV: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_UV; break;
|
||
|
case GAMEMTL_MAPPING_ENV: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_ENVIRONMENT; break;
|
||
|
case GAMEMTL_MAPPING_CHEAP_ENV: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_CHEAP_ENVIRONMENT; break;
|
||
|
case GAMEMTL_MAPPING_SCREEN: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_SCREEN; break;
|
||
|
case GAMEMTL_MAPPING_LINEAR_OFFSET: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_LINEAR_OFFSET; break;
|
||
|
case GAMEMTL_MAPPING_SILHOUETTE: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_SILHOUETTE; break;
|
||
|
|
||
|
case GAMEMTL_MAPPING_SCALE: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_SCALE; break;
|
||
|
case GAMEMTL_MAPPING_GRID: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_GRID; break;
|
||
|
case GAMEMTL_MAPPING_ROTATE: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_ROTATE; break;
|
||
|
case GAMEMTL_MAPPING_SINE_LINEAR_OFFSET: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_SINE_LINEAR_OFFSET; break;
|
||
|
case GAMEMTL_MAPPING_STEP_LINEAR_OFFSET: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_STEP_LINEAR_OFFSET; break;
|
||
|
case GAMEMTL_MAPPING_ZIGZAG_LINEAR_OFFSET: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_ZIGZAG_LINEAR_OFFSET; break;
|
||
|
case GAMEMTL_MAPPING_WS_CLASSIC_ENV: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_WS_CLASSIC_ENV; break;
|
||
|
case GAMEMTL_MAPPING_WS_ENVIRONMENT: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_WS_ENVIRONMENT; break;
|
||
|
case GAMEMTL_MAPPING_GRID_CLASSIC_ENV: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_GRID_CLASSIC_ENV; break;
|
||
|
case GAMEMTL_MAPPING_GRID_ENVIRONMENT: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_GRID_ENVIRONMENT; break;
|
||
|
case GAMEMTL_MAPPING_RANDOM: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_RANDOM; break;
|
||
|
case GAMEMTL_MAPPING_EDGE: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_EDGE; break;
|
||
|
case GAMEMTL_MAPPING_BUMPENV: mat.Attributes |= W3DVERTMAT_STAGE0_MAPPING_BUMPENV; break;
|
||
|
};
|
||
|
|
||
|
// mapping type for stage 1
|
||
|
switch(gamemtl->Get_Mapping_Type(pass, 1))
|
||
|
{
|
||
|
case GAMEMTL_MAPPING_UV: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_UV; break;
|
||
|
case GAMEMTL_MAPPING_ENV: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_ENVIRONMENT; break;
|
||
|
case GAMEMTL_MAPPING_CHEAP_ENV: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_CHEAP_ENVIRONMENT; break;
|
||
|
case GAMEMTL_MAPPING_SCREEN: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_SCREEN; break;
|
||
|
case GAMEMTL_MAPPING_LINEAR_OFFSET: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_LINEAR_OFFSET; break;
|
||
|
case GAMEMTL_MAPPING_SILHOUETTE: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_SILHOUETTE; break;
|
||
|
|
||
|
case GAMEMTL_MAPPING_SCALE: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_SCALE; break;
|
||
|
case GAMEMTL_MAPPING_GRID: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_GRID; break;
|
||
|
case GAMEMTL_MAPPING_ROTATE: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_ROTATE; break;
|
||
|
case GAMEMTL_MAPPING_SINE_LINEAR_OFFSET: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_SINE_LINEAR_OFFSET; break;
|
||
|
case GAMEMTL_MAPPING_STEP_LINEAR_OFFSET: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_STEP_LINEAR_OFFSET; break;
|
||
|
case GAMEMTL_MAPPING_ZIGZAG_LINEAR_OFFSET: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_ZIGZAG_LINEAR_OFFSET; break;
|
||
|
case GAMEMTL_MAPPING_WS_CLASSIC_ENV: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_WS_CLASSIC_ENV; break;
|
||
|
case GAMEMTL_MAPPING_WS_ENVIRONMENT: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_WS_ENVIRONMENT; break;
|
||
|
case GAMEMTL_MAPPING_GRID_CLASSIC_ENV: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_GRID_CLASSIC_ENV; break;
|
||
|
case GAMEMTL_MAPPING_GRID_ENVIRONMENT: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_GRID_ENVIRONMENT; break;
|
||
|
case GAMEMTL_MAPPING_RANDOM: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_RANDOM; break;
|
||
|
case GAMEMTL_MAPPING_EDGE: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_EDGE; break;
|
||
|
case GAMEMTL_MAPPING_BUMPENV: mat.Attributes |= W3DVERTMAT_STAGE1_MAPPING_BUMPENV; break;
|
||
|
};
|
||
|
|
||
|
switch(gamemtl->Get_PSX_Translucency(pass))
|
||
|
{
|
||
|
case GAMEMTL_PSX_TRANS_NONE: mat.Attributes |= W3DVERTMAT_PSX_TRANS_NONE; break;
|
||
|
case GAMEMTL_PSX_TRANS_100: mat.Attributes |= W3DVERTMAT_PSX_TRANS_100; break;
|
||
|
case GAMEMTL_PSX_TRANS_50: mat.Attributes |= W3DVERTMAT_PSX_TRANS_50; break;
|
||
|
case GAMEMTL_PSX_TRANS_25: mat.Attributes |= W3DVERTMAT_PSX_TRANS_25; break;
|
||
|
case GAMEMTL_PSX_TRANS_MINUS_100:mat.Attributes |= W3DVERTMAT_PSX_TRANS_MINUS_100; break;
|
||
|
};
|
||
|
|
||
|
if (!gamemtl->Get_PSX_Lighting(pass)) {
|
||
|
mat.Attributes |= W3DVERTMAT_PSX_NO_RT_LIGHTING;
|
||
|
}
|
||
|
|
||
|
mat.Ambient = Color_To_W3d(gamemtl->Get_Ambient(pass,0));
|
||
|
mat.Diffuse = Color_To_W3d(gamemtl->Get_Diffuse(pass,0));
|
||
|
mat.Specular = Color_To_W3d(gamemtl->Get_Specular(pass,0));
|
||
|
mat.Emissive = Color_To_W3d(gamemtl->Get_Emissive(pass,0));
|
||
|
mat.Shininess = gamemtl->Get_Shininess(pass,0);
|
||
|
mat.Opacity = gamemtl->Get_Opacity(pass,0);
|
||
|
mat.Translucency = gamemtl->Get_Translucency(pass,0);
|
||
|
|
||
|
/*
|
||
|
** install the two textures if present
|
||
|
*/
|
||
|
W3dMapClass w3dmap;
|
||
|
BitmapTex * tex = NULL;
|
||
|
|
||
|
for (int stage=0; stage < MAX_STAGES; stage++) {
|
||
|
|
||
|
if (gamemtl->Get_Texture_Enable(pass,stage) && gamemtl->Get_Texture(pass,stage)) {
|
||
|
|
||
|
w3dmap.Reset();
|
||
|
|
||
|
// get the filename for the w3dmap texture
|
||
|
tex = (BitmapTex *)gamemtl->Get_Texture(pass,stage);
|
||
|
assert(tex->GetMapName());
|
||
|
w3dmap.Set_Filename(tex->GetMapName());
|
||
|
|
||
|
// get the animation and flags for the w3dmap texture
|
||
|
W3dTextureInfoStruct texinfo;
|
||
|
memset(&texinfo,0,sizeof(texinfo));
|
||
|
|
||
|
texinfo.AnimType = gamemtl->Get_Texture_Anim_Type(pass,stage);
|
||
|
|
||
|
if (gamemtl->Get_Texture_Publish(pass,stage)) {
|
||
|
texinfo.Attributes = texinfo.Attributes | W3DTEXTURE_PUBLISH;
|
||
|
}
|
||
|
if (gamemtl->Get_Texture_No_LOD(pass,stage)) {
|
||
|
texinfo.Attributes = texinfo.Attributes | W3DTEXTURE_NO_LOD;
|
||
|
}
|
||
|
if (gamemtl->Get_Texture_Clamp_U(pass,stage)) {
|
||
|
texinfo.Attributes = texinfo.Attributes | W3DTEXTURE_CLAMP_U;
|
||
|
}
|
||
|
if (gamemtl->Get_Texture_Clamp_V(pass,stage)) {
|
||
|
texinfo.Attributes = texinfo.Attributes | W3DTEXTURE_CLAMP_V;
|
||
|
}
|
||
|
if (gamemtl->Get_Texture_Alpha_Bitmap(pass,stage)) {
|
||
|
texinfo.Attributes = texinfo.Attributes | W3DTEXTURE_ALPHA_BITMAP;
|
||
|
}
|
||
|
texinfo.Attributes = texinfo.Attributes | (
|
||
|
(gamemtl->Get_Texture_Hint(pass,stage) << W3DTEXTURE_HINT_SHIFT)
|
||
|
& W3DTEXTURE_HINT_MASK);
|
||
|
|
||
|
// If the shader indicates bump-environment mapping mark this texture as a bumpmap.
|
||
|
if ((stage == 0) && (gamemtl->Get_Pri_Gradient (pass) == W3DSHADER_PRIGRADIENT_BUMPENVMAP)) {
|
||
|
texinfo.Attributes |= W3DTEXTURE_TYPE_BUMPMAP;
|
||
|
}
|
||
|
|
||
|
texinfo.FrameCount = gamemtl->Get_Texture_Frame_Count(pass,stage);
|
||
|
texinfo.FrameRate = gamemtl->Get_Texture_Frame_Rate(pass,stage);
|
||
|
|
||
|
if ((texinfo.FrameCount > 1) || (texinfo.Attributes != 0)) {
|
||
|
w3dmap.Set_Anim_Info(&texinfo);
|
||
|
}
|
||
|
|
||
|
// plug it in and turn on texturing in the shader
|
||
|
Set_Texture(w3dmap,pass,stage);
|
||
|
shader.Texturing = W3DSHADER_TEXTURING_ENABLE;
|
||
|
|
||
|
// copy over the mapping channel
|
||
|
Set_Map_Channel(pass,stage,gamemtl->Get_Map_Channel(pass,stage));
|
||
|
|
||
|
// copy over the mapper args
|
||
|
Set_Mapper_Args(gamemtl->Get_Mapping_Arg_Buffer(pass, stage), pass, stage);
|
||
|
|
||
|
} else {
|
||
|
if (materialColorTexture)
|
||
|
{ //no textures on material, substitute textures to improve rendering speed.
|
||
|
w3dmap.Reset();
|
||
|
w3dmap.Set_Filename(materialColorTexture);
|
||
|
|
||
|
// plug it in and turn on texturing in the shader
|
||
|
Set_Texture(w3dmap,pass,stage);
|
||
|
shader.Texturing = W3DSHADER_TEXTURING_ENABLE;
|
||
|
}
|
||
|
break; // break out of the loop (and dont put in stage 1 if stage 0 is missing...)
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Set_Shader(shader,pass);
|
||
|
Set_Vertex_Material(mat,pass);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool W3dMaterialClass::Is_Multi_Pass_Transparent(void) const
|
||
|
{
|
||
|
return ((PassCount >= 2) && (Get_Shader(0).DestBlend != W3DSHADER_DESTBLENDFUNC_ZERO));
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
|
||
|
|
||
|
Implementation of W3dMaterialDescClass::VertClass
|
||
|
|
||
|
|
||
|
*/
|
||
|
W3dMaterialDescClass::VertMatClass::VertMatClass(void) :
|
||
|
PassIndex(-1),
|
||
|
Crc(0),
|
||
|
Name(NULL)
|
||
|
{
|
||
|
for (int stage=0; stage < W3dMaterialClass::MAX_STAGES; ++stage) {
|
||
|
MapperArgs[stage] = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
W3dMaterialDescClass::VertMatClass::~VertMatClass(void)
|
||
|
{
|
||
|
if (Name) free(Name);
|
||
|
|
||
|
for (int stage=0; stage < W3dMaterialClass::MAX_STAGES; ++stage) {
|
||
|
if (MapperArgs[stage]) {
|
||
|
delete [] (MapperArgs[stage]);
|
||
|
MapperArgs[stage] = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
W3dMaterialDescClass::VertMatClass &
|
||
|
W3dMaterialDescClass::VertMatClass::operator = (const VertMatClass & that)
|
||
|
{
|
||
|
if (this != &that) {
|
||
|
Material = that.Material;
|
||
|
PassIndex = that.PassIndex;
|
||
|
Crc = that.Crc;
|
||
|
Set_Name(that.Name);
|
||
|
for (int stage=0; stage < W3dMaterialClass::MAX_STAGES; stage++) {
|
||
|
Set_Mapper_Args(that.MapperArgs[stage], stage);
|
||
|
}
|
||
|
}
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
bool W3dMaterialDescClass::VertMatClass::operator != (const VertMatClass & that)
|
||
|
{
|
||
|
return !(*this == that);
|
||
|
}
|
||
|
|
||
|
bool W3dMaterialDescClass::VertMatClass::operator == (const VertMatClass & that)
|
||
|
{
|
||
|
assert(0); return false;
|
||
|
}
|
||
|
|
||
|
void W3dMaterialDescClass::VertMatClass::Set_Name(const char * name)
|
||
|
{
|
||
|
if (Name) free(Name);
|
||
|
|
||
|
if (name) {
|
||
|
Name = strdup(name);
|
||
|
} else {
|
||
|
Name = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void W3dMaterialDescClass::VertMatClass::Set_Mapper_Args(const char * args, int stage)
|
||
|
{
|
||
|
if (MapperArgs[stage]) {
|
||
|
delete [] (MapperArgs[stage]);
|
||
|
MapperArgs[stage] = NULL;
|
||
|
}
|
||
|
|
||
|
if (args) {
|
||
|
int len = strlen(args);
|
||
|
MapperArgs[stage] = new char [len + 1];
|
||
|
strcpy(MapperArgs[stage], args);
|
||
|
} else {
|
||
|
MapperArgs[stage] = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
|
||
|
|
||
|
Implementation of W3dMaterialDescClass
|
||
|
|
||
|
|
||
|
*/
|
||
|
W3dMaterialDescClass::MaterialRemapClass::MaterialRemapClass(void)
|
||
|
{
|
||
|
PassCount = -1;
|
||
|
for (int pass=0; pass<W3dMaterialClass::MAX_PASSES; pass++) {
|
||
|
VertexMaterialIdx[pass] = -1;
|
||
|
ShaderIdx[pass] = -1;
|
||
|
for (int stage=0; stage<W3dMaterialClass::MAX_STAGES; stage++) {
|
||
|
TextureIdx[pass][stage] = -1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool W3dMaterialDescClass::MaterialRemapClass::operator != (const MaterialRemapClass & that)
|
||
|
{
|
||
|
return !(*this == that);
|
||
|
}
|
||
|
|
||
|
bool W3dMaterialDescClass::MaterialRemapClass::operator == (const MaterialRemapClass & that)
|
||
|
{
|
||
|
for (int pass=0; pass<W3dMaterialClass::MAX_PASSES; pass++) {
|
||
|
|
||
|
if (VertexMaterialIdx[pass] != that.VertexMaterialIdx[pass]) return false;
|
||
|
if (ShaderIdx[pass] != that.ShaderIdx[pass]) return false;
|
||
|
|
||
|
for (int stage=0; stage<W3dMaterialClass::MAX_STAGES; stage++) {
|
||
|
|
||
|
if (TextureIdx[pass][stage] != that.TextureIdx[pass][stage]) return false;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
W3dMaterialDescClass::W3dMaterialDescClass(void)
|
||
|
{
|
||
|
Reset();
|
||
|
}
|
||
|
|
||
|
W3dMaterialDescClass::~W3dMaterialDescClass(void)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void W3dMaterialDescClass::Reset(void)
|
||
|
{
|
||
|
PassCount = -1;
|
||
|
SortLevel = -1;
|
||
|
MaterialRemaps.Clear();
|
||
|
Shaders.Clear();
|
||
|
VertexMaterials.Clear();
|
||
|
Textures.Clear();
|
||
|
}
|
||
|
|
||
|
|
||
|
W3dMaterialDescClass::ErrorType W3dMaterialDescClass::Add_Material(const W3dMaterialClass & mat,const char * name)
|
||
|
{
|
||
|
/*
|
||
|
** If passes hasn't been set yet, set it.
|
||
|
*/
|
||
|
if (PassCount == -1) {
|
||
|
PassCount = mat.Get_Pass_Count();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Same for sort level.
|
||
|
*/
|
||
|
if (SortLevel == -1) {
|
||
|
SortLevel = mat.Get_Sort_Level();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Verify that this material uses the same number of passes that any
|
||
|
** other materials we have use.
|
||
|
*/
|
||
|
if (mat.Get_Pass_Count() != PassCount) {
|
||
|
return INCONSISTENT_PASSES;
|
||
|
}
|
||
|
|
||
|
if (mat.Is_Multi_Pass_Transparent()) {
|
||
|
char msg[100];
|
||
|
sprintf(msg,"Enable Multipass-Transparency?");
|
||
|
HWND window=GetForegroundWindow();
|
||
|
if (IDYES!=MessageBox(window,msg,"Confirmation",MB_YESNO|MB_ICONINFORMATION|MB_TASKMODAL))
|
||
|
return MULTIPASS_TRANSPARENT;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Verify that this material uses the same sort level as all other
|
||
|
** materials used on this mesh.
|
||
|
*/
|
||
|
if (mat.Get_Sort_Level() != SortLevel) {
|
||
|
return INCONSISTENT_SORT_LEVEL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
** Ok, lets re-index this material and store the unique parts
|
||
|
*/
|
||
|
MaterialRemapClass remap;
|
||
|
|
||
|
for (int pass=0; pass<PassCount; pass++) {
|
||
|
|
||
|
remap.VertexMaterialIdx[pass] = Add_Vertex_Material(
|
||
|
mat.Get_Vertex_Material(pass),mat.Get_Mapper_Args(pass, 0),mat.Get_Mapper_Args(pass, 1),pass,name);
|
||
|
|
||
|
remap.ShaderIdx[pass] = Add_Shader(mat.Get_Shader(pass),pass);
|
||
|
|
||
|
for (int stage=0; stage<W3dMaterialClass::MAX_STAGES; stage++) {
|
||
|
|
||
|
remap.TextureIdx[pass][stage] = Add_Texture(mat.Get_Texture(pass,stage),pass,stage);
|
||
|
remap.MapChannel[pass][stage] = mat.Get_Map_Channel(pass,stage);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
MaterialRemaps.Add(remap);
|
||
|
return OK;
|
||
|
}
|
||
|
|
||
|
|
||
|
int W3dMaterialDescClass::Material_Count(void)
|
||
|
{
|
||
|
return MaterialRemaps.Count();
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Pass_Count(void)
|
||
|
{
|
||
|
return PassCount;
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Vertex_Material_Count(void)
|
||
|
{
|
||
|
return VertexMaterials.Count();
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Shader_Count(void)
|
||
|
{
|
||
|
return Shaders.Count();
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Texture_Count(void)
|
||
|
{
|
||
|
return Textures.Count();
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Get_Sort_Level(void)
|
||
|
{
|
||
|
return SortLevel;
|
||
|
}
|
||
|
|
||
|
W3dVertexMaterialStruct * W3dMaterialDescClass::Get_Vertex_Material(int vmat_index)
|
||
|
{
|
||
|
assert(vmat_index >= 0);
|
||
|
assert(vmat_index < VertexMaterials.Count());
|
||
|
return &(VertexMaterials[vmat_index].Material);
|
||
|
}
|
||
|
|
||
|
const char * W3dMaterialDescClass::Get_Mapper_Args(int vmat_index, int stage)
|
||
|
{
|
||
|
assert(vmat_index >= 0);
|
||
|
assert(vmat_index < VertexMaterials.Count());
|
||
|
assert(stage >= 0);
|
||
|
assert(stage < W3dMaterialClass::MAX_STAGES);
|
||
|
return VertexMaterials[vmat_index].MapperArgs[stage];
|
||
|
}
|
||
|
|
||
|
W3dShaderStruct * W3dMaterialDescClass::Get_Shader(int shader_index)
|
||
|
{
|
||
|
assert(shader_index >= 0);
|
||
|
assert(shader_index < Shaders.Count());
|
||
|
return &(Shaders[shader_index].Shader);
|
||
|
}
|
||
|
|
||
|
W3dMapClass * W3dMaterialDescClass::Get_Texture(int texture_index)
|
||
|
{
|
||
|
assert(texture_index >= 0);
|
||
|
assert(texture_index < Textures.Count());
|
||
|
return &(Textures[texture_index].Map);
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Get_Vertex_Material_Index(int mat_index,int pass)
|
||
|
{
|
||
|
assert(mat_index >= 0);
|
||
|
assert(mat_index < MaterialRemaps.Count());
|
||
|
assert(pass >= 0);
|
||
|
assert(pass < PassCount);
|
||
|
return MaterialRemaps[mat_index].VertexMaterialIdx[pass];
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Get_Shader_Index(int mat_index,int pass)
|
||
|
{
|
||
|
assert(mat_index >= 0);
|
||
|
assert(mat_index < MaterialRemaps.Count());
|
||
|
assert(pass >= 0);
|
||
|
assert(pass < PassCount);
|
||
|
return MaterialRemaps[mat_index].ShaderIdx[pass];
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Get_Texture_Index(int mat_index,int pass,int stage)
|
||
|
{
|
||
|
assert(mat_index >= 0);
|
||
|
assert(mat_index < MaterialRemaps.Count());
|
||
|
assert(pass >= 0);
|
||
|
assert(pass < PassCount);
|
||
|
assert(stage >= 0);
|
||
|
assert(stage < W3dMaterialClass::MAX_STAGES);
|
||
|
return MaterialRemaps[mat_index].TextureIdx[pass][stage];
|
||
|
}
|
||
|
|
||
|
W3dVertexMaterialStruct * W3dMaterialDescClass::Get_Vertex_Material(int mat_index,int pass)
|
||
|
{
|
||
|
int index = Get_Vertex_Material_Index(mat_index,pass);
|
||
|
if (index == -1) {
|
||
|
return NULL;
|
||
|
} else {
|
||
|
return Get_Vertex_Material(index);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const char * W3dMaterialDescClass::Get_Mapper_Args(int mat_index,int pass,int stage)
|
||
|
{
|
||
|
int index = Get_Vertex_Material_Index(mat_index,pass);
|
||
|
if (index == -1) {
|
||
|
return NULL;
|
||
|
} else {
|
||
|
return Get_Mapper_Args(index,stage);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
W3dShaderStruct * W3dMaterialDescClass::Get_Shader(int mat_index,int pass)
|
||
|
{
|
||
|
int index = Get_Shader_Index(mat_index,pass);
|
||
|
if (index == -1) {
|
||
|
return NULL;
|
||
|
} else {
|
||
|
return Get_Shader(index);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
W3dMapClass * W3dMaterialDescClass::Get_Texture(int mat_index,int pass,int stage)
|
||
|
{
|
||
|
int index = Get_Texture_Index(mat_index,pass,stage);
|
||
|
if (index == -1) {
|
||
|
return NULL;
|
||
|
} else {
|
||
|
return Get_Texture(index);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Get_Map_Channel(int mat_index,int pass,int stage)
|
||
|
{
|
||
|
return MaterialRemaps[mat_index].MapChannel[pass][stage];
|
||
|
}
|
||
|
|
||
|
const char * W3dMaterialDescClass::Get_Vertex_Material_Name(int mat_index,int pass)
|
||
|
{
|
||
|
int index = Get_Vertex_Material_Index(mat_index,pass);
|
||
|
if (index == -1) {
|
||
|
return NULL;
|
||
|
} else {
|
||
|
return VertexMaterials[index].Name;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const char * W3dMaterialDescClass::Get_Vertex_Material_Name(int vmat_index)
|
||
|
{
|
||
|
return VertexMaterials[vmat_index].Name;
|
||
|
}
|
||
|
|
||
|
bool W3dMaterialDescClass::Stage_Needs_Texture_Coordinates(int pass,int stage)
|
||
|
{
|
||
|
for (int mi=0; mi<MaterialRemaps.Count();mi++) {
|
||
|
W3dShaderStruct * shader = Get_Shader(mi,pass);
|
||
|
|
||
|
if (shader) {
|
||
|
if (stage == 0) {
|
||
|
if (W3d_Shader_Get_Texturing(shader) == W3DSHADER_TEXTURING_ENABLE) return true;
|
||
|
}
|
||
|
|
||
|
if (stage == 1) {
|
||
|
if ((W3d_Shader_Get_Detail_Color_Func(shader) != W3DSHADER_DETAILCOLORFUNC_DISABLE) ||
|
||
|
(W3d_Shader_Get_Detail_Alpha_Func(shader) != W3DSHADER_DETAILALPHAFUNC_DISABLE)) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool W3dMaterialDescClass::Pass_Uses_Vertex_Alpha(int pass)
|
||
|
{
|
||
|
/*
|
||
|
** Only the last alpha pass gets vertex alpha
|
||
|
*/
|
||
|
int max_alpha_pass = -1;
|
||
|
for (int pi=0; pi<Pass_Count(); pi++) {
|
||
|
if (Pass_Uses_Alpha(pi)) {
|
||
|
max_alpha_pass = pi;
|
||
|
}
|
||
|
}
|
||
|
return (max_alpha_pass == pass);
|
||
|
}
|
||
|
|
||
|
|
||
|
bool W3dMaterialDescClass::Pass_Uses_Alpha(int pass)
|
||
|
{
|
||
|
for (int mi=0; mi<MaterialRemaps.Count(); mi++) {
|
||
|
|
||
|
W3dShaderStruct * shader = Get_Shader(mi,pass);
|
||
|
|
||
|
int dst_blend = W3d_Shader_Get_Dest_Blend_Func(shader);
|
||
|
int src_blend = W3d_Shader_Get_Src_Blend_Func(shader);
|
||
|
int alpha_test = W3d_Shader_Get_Alpha_Test(shader);
|
||
|
|
||
|
if ( (dst_blend == W3DSHADER_DESTBLENDFUNC_SRC_ALPHA) ||
|
||
|
(dst_blend == W3DSHADER_DESTBLENDFUNC_ONE_MINUS_SRC_ALPHA) ||
|
||
|
(src_blend == W3DSHADER_SRCBLENDFUNC_SRC_ALPHA) ||
|
||
|
(src_blend == W3DSHADER_SRCBLENDFUNC_ONE_MINUS_SRC_ALPHA) ||
|
||
|
(alpha_test != 0) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Add_Vertex_Material(W3dVertexMaterialStruct * vmat,
|
||
|
const char *mapper_args0,const char *mapper_args1,int pass,const char * name)
|
||
|
{
|
||
|
if (vmat == NULL) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
int crc = Compute_Crc(*vmat, mapper_args0, mapper_args1);
|
||
|
for (int vi=0; vi<VertexMaterials.Count(); vi++) {
|
||
|
if ((crc == VertexMaterials[vi].Crc) && (pass == VertexMaterials[vi].PassIndex)) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (vi == VertexMaterials.Count()) {
|
||
|
VertMatClass vm;
|
||
|
vm.Material = *vmat;
|
||
|
vm.Crc = crc;
|
||
|
vm.PassIndex = pass;
|
||
|
vm.Set_Name(name);
|
||
|
vm.Set_Mapper_Args(mapper_args0, 0);
|
||
|
vm.Set_Mapper_Args(mapper_args1, 1);
|
||
|
VertexMaterials.Add(vm);
|
||
|
}
|
||
|
|
||
|
return vi;
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Add_Shader(const W3dShaderStruct & shader,int pass)
|
||
|
{
|
||
|
int crc = Compute_Crc(shader);
|
||
|
for (int si=0; si<Shaders.Count(); si++) {
|
||
|
if (crc == Shaders[si].Crc) break;
|
||
|
}
|
||
|
|
||
|
if (si == Shaders.Count()) {
|
||
|
ShadeClass s;
|
||
|
s.Shader = shader;
|
||
|
s.Crc = crc;
|
||
|
Shaders.Add(s);
|
||
|
}
|
||
|
|
||
|
return si;
|
||
|
}
|
||
|
|
||
|
int W3dMaterialDescClass::Add_Texture(W3dMapClass * map,int pass,int stage)
|
||
|
{
|
||
|
if ((map == NULL) || (map->Filename == NULL)) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
int crc = Compute_Crc(*map);
|
||
|
for (int ti=0; ti<Textures.Count(); ti++) {
|
||
|
if (crc == Textures[ti].Crc) {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (ti == Textures.Count()) {
|
||
|
TexClass tex;
|
||
|
tex.Map = *map;
|
||
|
tex.Crc = crc;
|
||
|
Textures.Add(tex);
|
||
|
}
|
||
|
|
||
|
return ti;
|
||
|
}
|
||
|
|
||
|
unsigned long W3dMaterialDescClass::Compute_Crc(const W3dVertexMaterialStruct & vmat,
|
||
|
const char *mapper_args0,
|
||
|
const char *mapper_args1)
|
||
|
{
|
||
|
unsigned long crc = 0;
|
||
|
crc = CRC_Memory((const unsigned char *)&vmat.Attributes,sizeof(vmat.Attributes),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&vmat.Ambient,sizeof(vmat.Ambient),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&vmat.Diffuse,sizeof(vmat.Diffuse),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&vmat.Specular,sizeof(vmat.Specular),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&vmat.Emissive,sizeof(vmat.Emissive),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&vmat.Shininess,sizeof(vmat.Shininess),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&vmat.Opacity,sizeof(vmat.Opacity),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&vmat.Translucency,sizeof(vmat.Translucency),crc);
|
||
|
|
||
|
// Add mapper args string to crc. We are stripping out spaces, tabs, and
|
||
|
// leading/trailing newlines before computing the CRC so two strings will
|
||
|
// only differ if they have visible differences.
|
||
|
crc = Add_String_To_Crc(mapper_args0, crc);
|
||
|
crc = Add_String_To_Crc(mapper_args1, crc);
|
||
|
|
||
|
return crc;
|
||
|
}
|
||
|
|
||
|
unsigned long W3dMaterialDescClass::Compute_Crc(const W3dShaderStruct & shader)
|
||
|
{
|
||
|
unsigned long crc = 0;
|
||
|
crc = CRC_Memory((const unsigned char *)&shader,sizeof(shader),crc);
|
||
|
return crc;
|
||
|
}
|
||
|
|
||
|
unsigned long W3dMaterialDescClass::Compute_Crc(const W3dMapClass & map)
|
||
|
{
|
||
|
unsigned long crc = 0;
|
||
|
if (map.AnimInfo != NULL) {
|
||
|
crc = CRC_Memory((const unsigned char *)&map.AnimInfo->Attributes,sizeof(map.AnimInfo->Attributes),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&map.AnimInfo->AnimType,sizeof(map.AnimInfo->AnimType),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&map.AnimInfo->FrameCount,sizeof(map.AnimInfo->FrameCount),crc);
|
||
|
crc = CRC_Memory((const unsigned char *)&map.AnimInfo->FrameRate,sizeof(map.AnimInfo->FrameRate),crc);
|
||
|
}
|
||
|
crc = CRC_Stringi(map.Filename, crc);
|
||
|
return crc;
|
||
|
}
|
||
|
|
||
|
unsigned long W3dMaterialDescClass::Add_String_To_Crc(const char *str, unsigned long in_crc)
|
||
|
{
|
||
|
unsigned long out_crc = in_crc;
|
||
|
if (str) {
|
||
|
int len = strlen(str);
|
||
|
char *temp = new char[len + 1];
|
||
|
const char *p_in = str;
|
||
|
|
||
|
// skip leading spaces, tabs, newlines
|
||
|
for (; *p_in == ' ' || *p_in == '\t' || *p_in == '\r' || *p_in == '\n'; p_in++);
|
||
|
|
||
|
// copy string, skipping spaces and tabs
|
||
|
char * p_out = temp;
|
||
|
int count = 0;
|
||
|
for (; *p_in; p_in++) {
|
||
|
for (; *p_in == ' ' || *p_in == '\t'; p_in++);
|
||
|
if (!(*p_in)) break;
|
||
|
*p_out = *p_in;
|
||
|
p_out++;
|
||
|
count++;
|
||
|
}
|
||
|
*p_out = 0;
|
||
|
|
||
|
// Erase any trailing newlines:
|
||
|
if (count) {
|
||
|
// p_out now points to the ending null - make it point to the
|
||
|
// character before it (the last character of the string proper)
|
||
|
p_out--;
|
||
|
|
||
|
for (; *p_out == '\r' || *p_out == '\n'; p_out--) {
|
||
|
*p_out = '\000';
|
||
|
count--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
out_crc = CRC_Memory((const unsigned char *)temp,count,in_crc);
|
||
|
delete [] temp;
|
||
|
}
|
||
|
return out_crc;
|
||
|
}
|
||
|
|
||
|
|