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- /*
- ** Command & Conquer Generals Zero Hour(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 : WWSHADE *
- * *
- * $Archive:: wwshade/shdglossmask.cpp $*
- * *
- * $Org Author:: Kenny_m
- *
- * $Author:: Kenny_m
- *
- * $Modtime:: 8/01/02 11:39a $*
- * *
- * $Revision:: 1 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include <d3dx8math.h>
- #include "dx8fvf.h"
- #include "dx8wrapper.h"
- #include "assetmgr.h"
- #include "shdglossmask.h"
- #include "editable.h"
- #include "shdclassids.h"
- #include "shddeffactory.h"
- #include "shdinterface.h"
- #include "shdhwshader.h"
- #include "persistfactory.h"
- #include "wwhack.h"
- DECLARE_FORCE_LINK(GlossMaskShader);
- REGISTER_SHDDEF(ShdGlossMaskDefClass,SHDDEF_CLASSID_GLOSSMASK,"Gloss Mask");
- // Save-Load methods for ShdDefClass
- enum
- {
- CHUNKID_VARIABLES = 0x16490460,
- VARID_TEXTURE_NAME = 0x00,
- VARID_AMBIENT_COLOR,
- VARID_DIFFUSE_COLOR,
- VARID_SPECULAR_COLOR
- };
- ShdGlossMaskDefClass::ShdGlossMaskDefClass()
- : ShdDefClass(SHDDEF_CLASSID_GLOSSMASK),
- Ambient(1,1,1),
- Diffuse(1,1,1),
- Specular(1,1,1)
- {
- NAMED_TEXTURE_FILENAME_PARAM(ShdGlossMaskDefClass, TextureName, "Texture Name", "Targa Files", ".tga");
- NAMED_EDITABLE_PARAM(ShdGlossMaskDefClass, ParameterClass::TYPE_COLOR, Ambient, "Ambient");
- NAMED_EDITABLE_PARAM(ShdGlossMaskDefClass, ParameterClass::TYPE_COLOR, Diffuse, "Diffuse");
- NAMED_EDITABLE_PARAM(ShdGlossMaskDefClass, ParameterClass::TYPE_COLOR, Specular, "Specular");
- }
- ShdGlossMaskDefClass::ShdGlossMaskDefClass(const ShdGlossMaskDefClass& that)
- : ShdDefClass(that),
- Ambient(that.Ambient),
- Diffuse(that.Diffuse),
- Specular(that.Specular)
- {
- TextureName=that.TextureName;
- }
- ShdGlossMaskDefClass::~ShdGlossMaskDefClass()
- {
- }
- bool ShdGlossMaskDefClass::Is_Valid_Config(StringClass &message)
- {
- return true;
- }
- bool ShdGlossMaskDefClass::Save(ChunkSaveClass &csave)
- {
- ShdDefClass::Save(csave);
- csave.Begin_Chunk(CHUNKID_VARIABLES);
- bool retval = true;
-
- // only save the file name
- char fname[_MAX_PATH];
- _splitpath(TextureName,NULL,NULL,fname,NULL);
- strcat(fname,".tga");
- TextureName=fname;
- WRITE_MICRO_CHUNK_WWSTRING(csave, VARID_TEXTURE_NAME, TextureName);
- WRITE_MICRO_CHUNK(csave, VARID_AMBIENT_COLOR, Ambient);
- WRITE_MICRO_CHUNK(csave, VARID_DIFFUSE_COLOR, Diffuse);
- WRITE_MICRO_CHUNK(csave, VARID_SPECULAR_COLOR, Specular);
- csave.End_Chunk();
- return retval;
- }
- bool ShdGlossMaskDefClass::Load(ChunkLoadClass &cload)
- {
- ShdDefClass::Load(cload);
- // Loop through all the microchunks that define the variables
- while (cload.Open_Chunk()) {
- switch (cload.Cur_Chunk_ID())
- {
- case CHUNKID_VARIABLES:
- while (cload.Open_Micro_Chunk())
- {
- switch (cload.Cur_Micro_Chunk_ID())
- {
- READ_MICRO_CHUNK_WWSTRING(cload, VARID_TEXTURE_NAME, TextureName);
- READ_MICRO_CHUNK(cload, VARID_AMBIENT_COLOR, Ambient);
- READ_MICRO_CHUNK(cload, VARID_DIFFUSE_COLOR, Diffuse);
- READ_MICRO_CHUNK(cload, VARID_SPECULAR_COLOR, Specular);
- }
- cload.Close_Micro_Chunk();
- }
- break;
-
- default:
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
- void ShdGlossMaskDefClass::Init()
- {
- Shd6GlossMaskClass::Init();
- }
- void ShdGlossMaskDefClass::Shutdown()
- {
- Shd6GlossMaskClass::Shutdown();
- }
- ShdInterfaceClass* ShdGlossMaskDefClass::Create() const
- {
- return new Shd6GlossMaskClass(this);
- }
- Matrix4x4 Shd6GlossMaskClass::View_Projection_Matrix;
- Shd6GlossMaskClass::Shd6GlossMaskClass(const ShdDefClass* def)
- : ShdInterfaceClass(def,SHDDEF_CLASSID_GLOSSMASK),
- Texture(NULL)
- {
- ShdGlossMaskDefClass* Definition=(ShdGlossMaskDefClass*)def;
- Texture=WW3DAssetManager::Get_Instance()->Get_Texture
- (
- Definition->Get_Texture_Name()
- );
- const Vector3& a=Definition->Get_Ambient();
- Ambient.Set(a.X,a.Y,a.Z,1.0f);
- const Vector3& d=Definition->Get_Diffuse();
- Diffuse.Set(d.X,d.Y,d.Z,1.0f);
- const Vector3& s=Definition->Get_Specular();
- Specular.Set(s.X,s.Y,s.Z,1.0f);
- Material=new D3DMATERIAL8;
- memset(Material,0,sizeof(D3DMATERIAL8));
- Material->Ambient.r=a.X; Material->Ambient.g=a.Y; Material->Ambient.b=a.Z;
- Material->Diffuse.r=d.X; Material->Diffuse.g=d.Y; Material->Diffuse.b=d.Z;
- Material->Specular.r=s.X; Material->Specular.g=s.Y; Material->Specular.b=s.Z;
- Material->Power=20;
- }
- Shd6GlossMaskClass::~Shd6GlossMaskClass()
- {
- REF_PTR_RELEASE(Texture);
- }
- void Shd6GlossMaskClass::Init()
- {
- }
- void Shd6GlossMaskClass::Shutdown()
- {
- }
- /**********************************************************************************************
- //! Apply shared states for 1 pass DX6
- /*! 7/12/02 3:39p KJM Created
- */
- void Shd6GlossMaskClass::Apply_Shared(int pass, RenderInfoClass& rinfo)
- {
- // fixed function uses pass through by default
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_PASSTHRU);
- // set vertex shader
- DX8Wrapper::Set_Vertex_Shader(DX8_FVF_XYZNDUV1);
- // set texture stage settings
- if (DX8Wrapper::Get_Current_Caps()->Support_ModAlphaAddClr())
- {
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG1, D3DTA_CURRENT );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLOROP, D3DTOP_MODULATEALPHA_ADDCOLOR);
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLORARG2, D3DTA_SPECULAR );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
- DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_COLOROP, D3DTOP_DISABLE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
- }
- else
- {
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_COLOROP, D3DTOP_DISABLE );
- DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
- }
- DX8Wrapper::Set_DX8_Render_State(D3DRS_LIGHTING, TRUE);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_AMBIENTMATERIALSOURCE,D3DMCS_MATERIAL);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_DIFFUSEMATERIALSOURCE,D3DMCS_MATERIAL);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_SPECULARMATERIALSOURCE,D3DMCS_MATERIAL);
- DX8Wrapper::Set_DX8_Render_State(D3DRS_EMISSIVEMATERIALSOURCE,D3DMCS_MATERIAL);
- DX8Wrapper::Set_DX8_Material(Material);
- }
- //**********************************************************************************************
- //! Apply per instance states for 1 pass DX6
- /*! 7/10/02 5:39p KJM Created
- */
- void Shd6GlossMaskClass::Apply_Instance(int cur_pass, RenderInfoClass& rinfo)
- {
- DX8Wrapper::Set_Texture(0, Texture);
- if (DX8Wrapper::Get_Current_Caps()->Support_ModAlphaAddClr())
- {
- DX8Wrapper::Set_Texture(1, Texture);
- }
- DX8Wrapper::Set_DX8_Material(Material);
- }
- unsigned Shd6GlossMaskClass::Get_Vertex_Stream_Count() const
- {
- return 1;
- }
- unsigned Shd6GlossMaskClass::Get_Vertex_Size(unsigned stream) const
- {
- return sizeof(VertexFormatXYZNDUV1);
- }
- void Shd6GlossMaskClass::Copy_Vertex_Stream
- (
- unsigned stream,
- void* dest_buffer,
- const VertexStreamStruct& vss,
- unsigned vertex_count
- )
- {
- VertexFormatXYZNDUV1* verts=(VertexFormatXYZNDUV1*)dest_buffer;
- for (unsigned i=0; i<vertex_count; ++i)
- {
- if (vss.Locations)
- {
- verts[i].x=vss.Locations[i][0];
- verts[i].y=vss.Locations[i][1];
- verts[i].z=vss.Locations[i][2];
- }
- else
- {
- verts[i].x=0.0f;
- verts[i].y=0.0f;
- verts[i].z=0.0f;
- }
- if (vss.DiffuseInt)
- {
- verts[i].diffuse=vss.DiffuseInt[i];
- }
- else
- {
- verts[i].diffuse=0xffffffff;
- }
-
- if (vss.Normals)
- {
- verts[i].nx=vss.Normals[i][0];
- verts[i].ny=vss.Normals[i][1];
- verts[i].nz=vss.Normals[i][2];
- }
- else
- {
- verts[i].nx=0.0f;
- verts[i].ny=0.0f;
- verts[i].nz=0.0f;
- }
- if (vss.UV[0])
- {
- verts[i].u1=vss.UV[0][i].U;
- verts[i].v1=vss.UV[0][i].V;
- }
- else
- {
- verts[i].u1=0.0f;
- verts[i].v1=0.0f;
- }
- }
- }
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