/*
** Command & Conquer Generals(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 .
*/
/***************************************************************************
*** 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 : G *
* *
* $Archive:: /VSS_Sync/ww3d2/mapper.cpp $*
* *
* $Author:: Vss_sync $*
* *
* $Modtime:: 8/30/01 1:38a $*
* *
* $Revision:: 31 $*
* *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "mapper.h"
#include "ww3d.h"
#include "ini.h"
#include "chunkio.h"
#include "w3derr.h"
#include "meshmatdesc.h"
#include "dx8wrapper.h"
#include "wwdebug.h"
#include "matinfo.h"
#include "rendobj.h"
#include "mesh.h"
inline DWORD F2DW( FLOAT f ) { return *((DWORD*)&f); }
// HY 1/26/01
// Rewritten to use DX 8 texture matrices
TextureMapperClass::TextureMapperClass(unsigned int stage)
{
Stage = stage;
if (Stage >= MeshMatDescClass::MAX_TEX_STAGES) Stage = MeshMatDescClass::MAX_TEX_STAGES - 1;
}
LinearOffsetTextureMapperClass::LinearOffsetTextureMapperClass(const Vector2 &offset_per_sec, const Vector2 &scale, unsigned int stage) :
ScaleTextureMapperClass(scale, stage),
LastUsedSyncTime(WW3D::Get_Sync_Time())
{
CurrentUVOffset.X = 0.0f;
CurrentUVOffset.Y = 0.0f;
// HY 5/16/01
// This is horrible disgusting legacy from the unmentionable API we used before
// leaving it unchanged because the artists have worked around it
UVOffsetDeltaPerMS = offset_per_sec * -0.001f;
}
LinearOffsetTextureMapperClass::LinearOffsetTextureMapperClass(const INIClass &ini, const char *section, unsigned int stage) :
ScaleTextureMapperClass(ini,section,stage),
LastUsedSyncTime(WW3D::Get_Sync_Time())
{
CurrentUVOffset.X = 0.0f;
CurrentUVOffset.Y = 0.0f;
float u_offset_per_sec = ini.Get_Float(section, "UPerSec", 0.0f);
float v_offset_per_sec = ini.Get_Float(section, "VPerSec", 0.0f);
UVOffsetDeltaPerMS = Vector2(u_offset_per_sec, v_offset_per_sec) * -0.001f;
}
LinearOffsetTextureMapperClass::LinearOffsetTextureMapperClass(const LinearOffsetTextureMapperClass & src) :
ScaleTextureMapperClass(src),
UVOffsetDeltaPerMS(src.UVOffsetDeltaPerMS),
LastUsedSyncTime(WW3D::Get_Sync_Time())
{
CurrentUVOffset.X = 0.0f;
CurrentUVOffset.Y = 0.0f;
}
void LinearOffsetTextureMapperClass::Apply(int uv_array_index)
{
unsigned int delta = WW3D::Get_Sync_Time() - LastUsedSyncTime;
float del = (float)delta;
float offset_u = CurrentUVOffset.X + UVOffsetDeltaPerMS.X * del;
float offset_v = CurrentUVOffset.Y + UVOffsetDeltaPerMS.Y * del;
// ensure both coordinates of offset are in [0, 1] range:
offset_u = offset_u - WWMath::Floor(offset_u);
offset_v = offset_v - WWMath::Floor(offset_v);
// Set up the offset matrix
Matrix3D m(true);
// According to the docs this should work since its 2D
// otherwise change to translate
m[0].Z=offset_u;
m[0].X=Scale.X;
m[1].Z=offset_v;
m[1].Y=Scale.Y;
DX8Wrapper::Set_Transform((D3DTRANSFORMSTATETYPE) (D3DTS_TEXTURE0+Stage),m);
// Disable Texgen
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU | uv_array_index);
// Tell rasterizer to expect 2D texture coordinates
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2);
// Update state
CurrentUVOffset.X = offset_u;
CurrentUVOffset.Y = offset_v;
LastUsedSyncTime = WW3D::Get_Sync_Time();
}
// Scale mapper
// HY 5/16/01
ScaleTextureMapperClass::ScaleTextureMapperClass(const Vector2 &scale, unsigned int stage) :
TextureMapperClass(stage),
Scale(scale)
{
}
ScaleTextureMapperClass::ScaleTextureMapperClass(unsigned int stage) :
TextureMapperClass(stage),
Scale(1.0f,1.0f)
{
}
ScaleTextureMapperClass::ScaleTextureMapperClass(const INIClass &ini, const char *section, unsigned int stage) :
TextureMapperClass(stage)
{
Scale.U = ini.Get_Float(section, "UScale", 1.0f);
Scale.V = ini.Get_Float(section, "VScale", 1.0f);
}
ScaleTextureMapperClass::ScaleTextureMapperClass(const ScaleTextureMapperClass & src) :
TextureMapperClass(src),
Scale(src.Scale)
{
}
void ScaleTextureMapperClass::Apply(int uv_array_index)
{
// Set up the scale matrix
Matrix3D m(true);
m[0].X=Scale.U;
m[1].Y=Scale.V;
DX8Wrapper::Set_Transform((D3DTRANSFORMSTATETYPE) (D3DTS_TEXTURE0+Stage),m);
// Disable Texgen
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU | uv_array_index);
// Tell rasterizer to expect 2D texture coordinates
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2);
}
// Grid Mapper
// HY 5/16/01
GridTextureMapperClass::GridTextureMapperClass(float fps, unsigned int gridwidth_log2, unsigned int stage) :
TextureMapperClass(stage)
{
LastFrame = 0;
initialize(fps, gridwidth_log2);
}
GridTextureMapperClass::GridTextureMapperClass(const INIClass &ini, const char *section, unsigned int stage) :
TextureMapperClass(stage)
{
float fps = ini.Get_Float(section,"FPS", 1.0f);
unsigned int gridwidth_log2 = ini.Get_Int(section,"Log2Width", 1);
LastFrame=ini.Get_Int(section,"Last",0);
initialize(fps, gridwidth_log2);
}
GridTextureMapperClass::GridTextureMapperClass(const GridTextureMapperClass & src) :
TextureMapperClass(src),
Sign(src.Sign),
MSPerFrame(src.MSPerFrame),
OOGridWidth(src.OOGridWidth),
GridWidthLog2(src.GridWidthLog2),
LastFrame(src.LastFrame)
{
Reset();
}
void GridTextureMapperClass::Apply(int uv_array_index)
{
update_temporal_state();
float u_offset, v_offset;
calculate_uv_offset(&u_offset, &v_offset);
// Set up the offset matrix
Matrix3D m(true);
// According to the docs this should work since its 2D
// otherwise change to translate
m[0].Z = u_offset;
m[1].Z = v_offset;
DX8Wrapper::Set_Transform((D3DTRANSFORMSTATETYPE) (D3DTS_TEXTURE0+Stage), m);
// Disable Texgen
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU | uv_array_index);
// Tell rasterizer to expect 2D texture coordinates
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
}
void GridTextureMapperClass::Reset(void)
{
Remainder = 0;
CurrentFrame = Sign == -1 ? (1 << (GridWidthLog2 + GridWidthLog2)) - 1 : 0;
LastUsedSyncTime = WW3D::Get_Sync_Time();
}
void GridTextureMapperClass::Set_Frame_Per_Second(float fps)
{
initialize(fps, GridWidthLog2);
}
void GridTextureMapperClass::initialize(float fps, unsigned int gridwidth_log2)
{
unsigned int grid_width = (1 << GridWidthLog2);
if (LastFrame == 0) LastFrame = (grid_width * grid_width);
LastUsedSyncTime = WW3D::Get_Sync_Time();
GridWidthLog2 = gridwidth_log2;
OOGridWidth = 1.0f / (float)(grid_width);
if (fps == 0.0f) {
// Value of MSPerFrame does not matter as long as it is not 0 - sign will multiply results,
// zeroing them out.
Sign = 0;
MSPerFrame = 1;
CurrentFrame = 0;
} else if (fps < 0.0f) {
Sign = -1;
MSPerFrame = (unsigned int)(1000.0f / fabs(fps));
CurrentFrame = LastFrame - 1;
} else {
Sign = 1;
MSPerFrame = (unsigned int)(1000.0f / fabs(fps));
CurrentFrame = 0;
}
Remainder = 0;
}
void GridTextureMapperClass::update_temporal_state(void)
{
unsigned int now = WW3D::Get_Sync_Time();
unsigned int delta = now - LastUsedSyncTime;
Remainder += delta;
int new_frame = (int)CurrentFrame + ((int)(Remainder / MSPerFrame) * Sign);
CurrentFrame = *((unsigned int *)&new_frame);
LastUsedSyncTime = now;
CurrentFrame = CurrentFrame % LastFrame;
Remainder = Remainder % MSPerFrame;
}
void GridTextureMapperClass::calculate_uv_offset(float * u_offset, float * v_offset)
{
unsigned int row_mask = ~(0xFFFFFFFF << GridWidthLog2);
unsigned int col_mask = row_mask << GridWidthLog2;
unsigned int x = CurrentFrame & row_mask;
unsigned int y = (CurrentFrame & col_mask) >> GridWidthLog2;
*u_offset = x * OOGridWidth;
*v_offset = y * OOGridWidth;
}
// Rotate Mapper
// HY 5/16/01
RotateTextureMapperClass::RotateTextureMapperClass(float rad_per_sec, const Vector2 ¢er, unsigned int stage) :
ScaleTextureMapperClass(stage),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
CurrentAngle(0.0f),
RadiansPerSec(rad_per_sec),
Center(center)
{
}
RotateTextureMapperClass::RotateTextureMapperClass(const INIClass &ini, const char *section, unsigned int stage) :
ScaleTextureMapperClass(ini,section,stage),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
CurrentAngle(0.0f)
{
RadiansPerSec=2*WWMATH_PI*ini.Get_Float(section,"Speed",0.1f);
Center.U=ini.Get_Float(section,"UCenter",0.0f);
Center.V=ini.Get_Float(section,"VCenter",0.0f);
}
RotateTextureMapperClass::RotateTextureMapperClass(const RotateTextureMapperClass & src) :
ScaleTextureMapperClass(src),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
RadiansPerSec(src.RadiansPerSec),
CurrentAngle(0.0f),
Center(src.Center)
{
}
void RotateTextureMapperClass::Apply(int uv_array_index)
{
unsigned int now = WW3D::Get_Sync_Time();
unsigned int delta = now - LastUsedSyncTime;
LastUsedSyncTime=now;
CurrentAngle+=RadiansPerSec * delta / 1000.0f;
CurrentAngle=fmodf(CurrentAngle,2*WWMATH_PI);
if (CurrentAngle<0.0f) CurrentAngle+=2*WWMATH_PI;
// Set up the rotation matrix
float c,s;
c=WWMath::Cos(CurrentAngle);
s=WWMath::Sin(CurrentAngle);
Matrix4 m(true);
// subtract center
// rotate
// add center
// then scale
m[0].Set(Scale.X*c,-Scale.X*s,-Scale.X*(c*Center.U-s*Center.V-Center.U),0.0f);
m[1].Set(Scale.Y*s,Scale.Y*c,-Scale.Y*(s*Center.U+c*Center.V-Center.V),0.0f);
DX8Wrapper::Set_Transform((D3DTRANSFORMSTATETYPE) (D3DTS_TEXTURE0+Stage),m);
// Disable Texgen
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU | uv_array_index);
// Tell rasterizer to expect 2D texture coordinates
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2);
}
// SineLinearOffset Mapper
// HY 5/16/01
SineLinearOffsetTextureMapperClass::SineLinearOffsetTextureMapperClass(const Vector3 &uafp, const Vector3 &vafp, unsigned int stage) :
TextureMapperClass(stage),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
UAFP(uafp),
VAFP(vafp),
CurrentAngle(0.0f)
{
}
SineLinearOffsetTextureMapperClass::SineLinearOffsetTextureMapperClass(const INIClass &ini, const char *section, unsigned int stage) :
TextureMapperClass(stage),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
CurrentAngle(0.0f)
{
UAFP.X = ini.Get_Float(section, "UAmp", 1.0f);
UAFP.Y = ini.Get_Float(section, "UFreq", 1.0f);
UAFP.Z = ini.Get_Float(section, "UPhase", 0.0f);
VAFP.X = ini.Get_Float(section, "VAmp", 1.0f);
VAFP.Y = ini.Get_Float(section, "VFreq", 1.0f);
VAFP.Z = ini.Get_Float(section, "VPhase", 0.0f);
}
SineLinearOffsetTextureMapperClass::SineLinearOffsetTextureMapperClass(const SineLinearOffsetTextureMapperClass & src) :
TextureMapperClass(src),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
UAFP(src.UAFP),
VAFP(src.VAFP),
CurrentAngle(0.0f)
{
}
void SineLinearOffsetTextureMapperClass::Apply(int uv_array_index)
{
unsigned int now = WW3D::Get_Sync_Time();
unsigned int delta = now - LastUsedSyncTime;
LastUsedSyncTime=now;
CurrentAngle+=(delta / 1000.0f)*WWMATH_PI*2;
float offset_u=UAFP.X*sin(UAFP.Y*CurrentAngle+UAFP.Z*WWMATH_PI);
float offset_v=VAFP.X*sin(VAFP.Y*CurrentAngle+VAFP.Z*WWMATH_PI);
// ensure both coordinates of offset are in [0, 1] range:
offset_u = offset_u - WWMath::Floor(offset_u);
offset_v = offset_v - WWMath::Floor(offset_v);
// Set up the offset matrix
Matrix3D m(true);
// According to the docs this should work since its 2D
// otherwise change to translate
m[0].Z=offset_u;
m[1].Z=offset_v;
DX8Wrapper::Set_Transform((D3DTRANSFORMSTATETYPE) (D3DTS_TEXTURE0+Stage),m);
// Disable Texgen
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU | uv_array_index);
// Tell rasterizer to expect 2D texture coordinates
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2);
}
// StepLinearOffset Mapper
// HY 5/16/01
StepLinearOffsetTextureMapperClass::StepLinearOffsetTextureMapperClass(const Vector2 &step, float steps_per_sec, unsigned int stage) :
TextureMapperClass(stage),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
Step(step),
StepsPerSec(steps_per_sec),
CurrentStep(0.0f,0.0f)
{
}
StepLinearOffsetTextureMapperClass::StepLinearOffsetTextureMapperClass(const INIClass &ini, const char *section, unsigned int stage) :
TextureMapperClass(stage),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
CurrentStep(0.0f,0.0f)
{
Step.U = ini.Get_Float(section, "UStep", 0.0f);
Step.V = ini.Get_Float(section, "VStep", 0.0f);
StepsPerSec = ini.Get_Float(section, "SPS", 0.0f);
}
StepLinearOffsetTextureMapperClass::StepLinearOffsetTextureMapperClass(const StepLinearOffsetTextureMapperClass & src) :
TextureMapperClass(src),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
Step(src.Step),
StepsPerSec(src.StepsPerSec),
CurrentStep(0.0f,0.0f)
{
}
void StepLinearOffsetTextureMapperClass::Apply(int uv_array_index)
{
unsigned int now = WW3D::Get_Sync_Time();
unsigned int delta = now - LastUsedSyncTime;
float ms_per_step=1000.0f / StepsPerSec;
if (delta>ms_per_step)
{
LastUsedSyncTime=now;
CurrentStep+=Step*StepsPerSec;
}
// ensure both coordinates of offset are in [0, 1] range:
CurrentStep.U -= WWMath::Floor(CurrentStep.U);
CurrentStep.V -= WWMath::Floor(CurrentStep.V);
// Set up the offset matrix
Matrix3D m(true);
// According to the docs this should work since its 2D
// otherwise change to translate
m[0].Z=CurrentStep.U;
m[1].Z=CurrentStep.V;
DX8Wrapper::Set_Transform((D3DTRANSFORMSTATETYPE) (D3DTS_TEXTURE0+Stage),m);
// Disable Texgen
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU | uv_array_index);
// Tell rasterizer to expect 2D texture coordinates
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2);
}
void StepLinearOffsetTextureMapperClass::Reset(void)
{
LastUsedSyncTime = WW3D::Get_Sync_Time();
CurrentStep.Set(0.0f,0.0f);
}
// ZigZagLinearOffset Mapper
// HY 5/16/01
ZigZagLinearOffsetTextureMapperClass::ZigZagLinearOffsetTextureMapperClass(const Vector2 &speed, float period, unsigned int stage) :
TextureMapperClass(stage),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
Speed(speed),
Period(period)
{
}
ZigZagLinearOffsetTextureMapperClass::ZigZagLinearOffsetTextureMapperClass(const INIClass &ini, const char *section, unsigned int stage) :
TextureMapperClass(stage),
LastUsedSyncTime(WW3D::Get_Sync_Time())
{
Speed.U = ini.Get_Float(section, "UPerSec", 0.0f);
Speed.V = ini.Get_Float(section, "VPerSec", 0.0f);
Period = ini.Get_Float(section, "Period", 0.0f);
}
ZigZagLinearOffsetTextureMapperClass::ZigZagLinearOffsetTextureMapperClass(const ZigZagLinearOffsetTextureMapperClass & src) :
TextureMapperClass(src),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
Speed(src.Speed),
Period(src.Period)
{
}
void ZigZagLinearOffsetTextureMapperClass::Apply(int uv_array_index)
{
unsigned int now = WW3D::Get_Sync_Time();
unsigned int delta = now - LastUsedSyncTime;
float time=delta/1000.0f;
if (time>Period)
{
LastUsedSyncTime=now;
}
float offset_u,offset_v;
float half_period=0.5f*Period;
if (timems_per_frame)
{
LastUsedSyncTime=now;
CurrentAngle=WWMATH_PI*(rand() & 2047)/1024.0f;
Center.U=(rand() & 2047)/2048.0f;
Center.V=(rand() & 2047)/2048.0f;
}
}
m.Rotate_Z(CurrentAngle);
float uoff=Center.U + delta*Speed.U*0.001f;
float voff=Center.V + delta*Speed.V*0.001f;
uoff=fmodf(uoff,1.0f);
voff=fmodf(voff,1.0f);
m[0].Z=uoff;
m[1].Z=voff;
DX8Wrapper::Set_Transform((D3DTRANSFORMSTATETYPE) (D3DTS_TEXTURE0+Stage),m);
// Disable Texgen
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU | uv_array_index);
// Tell rasterizer to expect 2D texture coordinates
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2);
}
// BumpEnv Mapper
// GTH 8/22/01
BumpEnvTextureMapperClass::BumpEnvTextureMapperClass(float rad_per_sec, float scale_factor, const Vector2 & offset_per_sec, const Vector2 &scale, unsigned int stage) :
LinearOffsetTextureMapperClass(offset_per_sec,scale, stage),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
CurrentAngle(0.0f),
RadiansPerSecond(rad_per_sec),
ScaleFactor(scale_factor)
{
}
BumpEnvTextureMapperClass::BumpEnvTextureMapperClass(INIClass &ini, char *section, unsigned int stage) :
LinearOffsetTextureMapperClass(ini,section,stage),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
CurrentAngle(0.0f)
{
RadiansPerSecond = 2*WWMATH_PI*ini.Get_Float(section,"BumpRotation",0.0f);
ScaleFactor = ini.Get_Float(section,"BumpScale",1.0f);
}
BumpEnvTextureMapperClass::BumpEnvTextureMapperClass(const BumpEnvTextureMapperClass & src) :
LinearOffsetTextureMapperClass(src),
LastUsedSyncTime(WW3D::Get_Sync_Time()),
CurrentAngle(0.0f),
RadiansPerSecond(src.RadiansPerSecond),
ScaleFactor(src.ScaleFactor)
{
}
void BumpEnvTextureMapperClass::Apply(int uv_array_index)
{
LinearOffsetTextureMapperClass::Apply(uv_array_index);
unsigned int now = WW3D::Get_Sync_Time();
unsigned int delta = now - LastUsedSyncTime;
LastUsedSyncTime=now;
CurrentAngle+=RadiansPerSecond * delta * 0.001f;
CurrentAngle=fmodf(CurrentAngle,2*WWMATH_PI);
// Compute the sine and cosine for the bump matrix
float c,s;
c=ScaleFactor * WWMath::Fast_Cos(CurrentAngle);
s=ScaleFactor * WWMath::Fast_Sin(CurrentAngle);
// Set the Bump Environment Matrix
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_BUMPENVMAT00, F2DW(c));
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_BUMPENVMAT01, F2DW(-s));
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_BUMPENVMAT10, F2DW(s));
DX8Wrapper::Set_DX8_Texture_Stage_State(Stage,D3DTSS_BUMPENVMAT11, F2DW(c));
}
void RandomTextureMapperClass::Reset(void)
{
LastUsedSyncTime = WW3D::Get_Sync_Time();
}
/*
** Utility functions
*/
void Reset_All_Texture_Mappers(RenderObjClass *robj, bool make_unique)
{
if (robj->Class_ID()==RenderObjClass::CLASSID_MESH) {
MeshClass *mesh=(MeshClass*) robj;
MaterialInfoClass *minfo = robj->Get_Material_Info();
if (minfo && minfo->Has_Time_Variant_Texture_Mappers()) {
if (make_unique) {
mesh->Make_Unique();
minfo->Make_Vertex_Materials_Unique();
}
minfo->Reset_Texture_Mappers();
minfo->Release_Ref();
}
} else {
int num_obj = robj->Get_Num_Sub_Objects();
RenderObjClass *sub_obj;
for (int i = 0; i < num_obj; i++) {
sub_obj = robj->Get_Sub_Object(i);
if (sub_obj) {
Reset_All_Texture_Mappers(sub_obj, make_unique);
sub_obj->Release_Ref();
}
}
}
}