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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 : Max2W3d *
- * *
- * $Archive:: /Commando/Code/Tools/max2w3d/w3dmtl.h $*
- * *
- * $Author:: Andre_a $*
- * *
- * $Modtime:: 12/07/00 2:47p $*
- * *
- * $Revision:: 15 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef W3DMTL_H
- #define W3DMTL_H
- #include "always.h"
- #include "w3d_file.h"
- #include "vector.h"
- class GameMtl;
- class Mtl;
- class ChunkSaveClass;
- /*
- ** W3dMapClass.
- ** This class simply ties together the map info and the map filename
- */
- class W3dMapClass
- {
- public:
- W3dMapClass(void) : Filename(NULL), AnimInfo(NULL) {};
- W3dMapClass(const W3dMapClass & that);
- ~W3dMapClass(void);
-
- W3dMapClass & operator = (const W3dMapClass & that);
- void Reset(void);
- void Set_Filename(const char * name);
- void Set_Anim_Info(const W3dTextureInfoStruct * info);
- void Set_Anim_Info(int framecount,float framerate);
- char * Filename;
- W3dTextureInfoStruct * AnimInfo;
- };
- /*
- ** W3dMaterialClass.
- ** This class ties together w3d structures for up to 'MAX_PASSES' material passes.
- ** It is typically plugged into the next class (W3dMaterialDescClass) so that
- ** duplicate members can detected and shared.
- */
- class W3dMaterialClass
- {
- public:
- W3dMaterialClass(void);
- ~W3dMaterialClass(void);
- enum { MAX_PASSES = 4, MAX_STAGES = 2 };
- void Reset(void);
- /*
- ** Construction from Max materials
- */
- void Init(Mtl * mtl);
- void Init(GameMtl * gamemtl);
- /*
- ** Manual Construction
- */
- void Set_Surface_Type(unsigned int type);
- void Set_Sort_Level(int level);
- void Set_Pass_Count(int count);
- void Set_Vertex_Material(const W3dVertexMaterialStruct & vmat,int pass = 0);
- void Set_Mapper_Args(const char *args_buffer, int pass = 0, int stage = 0);
- void Set_Shader(const W3dShaderStruct & shader,int pass = 0);
- void Set_Texture(const W3dMapClass & map,int pass = 0,int stage = 0);
- void Set_Map_Channel(int pass,int stage,int channel);
- /*
- ** Inspection
- */
- unsigned int Get_Surface_Type(void) const;
- int Get_Sort_Level(void) const;
- int Get_Pass_Count(void) const;
- W3dVertexMaterialStruct * Get_Vertex_Material(int pass = 0) const;
- const char * Get_Mapper_Args(int pass /*= 0*/, int stage /*= 0*/) const;
- W3dShaderStruct Get_Shader(int pass = 0) const;
- W3dMapClass * Get_Texture(int pass = 0,int stage = 0) const;
- int Get_Map_Channel(int pass = 0,int stage = 0) const;
- bool Is_Multi_Pass_Transparent(void) const;
- protected:
-
- void Free(void);
-
- unsigned int SurfaceType;
- int SortLevel;
- int PassCount;
-
- W3dShaderStruct Shaders[MAX_PASSES];
- W3dVertexMaterialStruct * Materials[MAX_PASSES];
- char * MapperArgs[MAX_PASSES][MAX_STAGES];
- W3dMapClass * Textures[MAX_PASSES][MAX_STAGES];
- int MapChannel[MAX_PASSES][MAX_STAGES];
- };
- /*
- ** W3dMaterialDescClass
- ** This class's purpose is to process the set of w3dmaterials used by a mesh into a set
- ** of surrender passes with shaders, vertexmaterials, textures. Part of its job is
- ** to detect duplicated shaders and vertex materials and remove them.
- */
- class W3dMaterialDescClass
- {
- public:
- typedef enum ErrorType
- {
- OK = 0, // material description was built successfully
- INCONSISTENT_PASSES, // material doesn't have same number of passes
- MULTIPASS_TRANSPARENT, // material is transparent and multi-pass (NO-NO!)
- INCONSISTENT_SORT_LEVEL, // material doesn't have the same sort level!
- };
- W3dMaterialDescClass(void);
- ~W3dMaterialDescClass(void);
-
- void Reset(void);
- /*
- ** Interface for adding a material description. The material will be assigned
- ** an index based on the order at which they are added. Add your materials in
- ** order, then use their indices to find the remapped vertex materials, textures,
- ** and shaders...
- */
- ErrorType Add_Material(const W3dMaterialClass & mat,const char * name = NULL);
-
- /*
- ** Global Information. These methods give access to all of the unique vertex materials,
- ** shaders, and textures being used.
- */
- int Material_Count(void);
- int Pass_Count(void);
- int Vertex_Material_Count(void);
- int Shader_Count(void);
- int Texture_Count(void);
- int Get_Sort_Level(void);
- W3dVertexMaterialStruct * Get_Vertex_Material(int vmat_index);
- const char * Get_Mapper_Args(int vmat_index, int stage);
- W3dShaderStruct * Get_Shader(int shader_index);
- W3dMapClass * Get_Texture(int texture_index);
- /*
- ** Per-Pass Information. These methods convert a material index and pass index pair into
- ** an index to the desired vertex material, texture or shader.
- */
- int Get_Vertex_Material_Index(int mat_index,int pass);
- int Get_Shader_Index(int mat_index,int pass);
- int Get_Texture_Index(int mat_index,int pass,int stage);
- W3dVertexMaterialStruct * Get_Vertex_Material(int mat_index,int pass);
- const char * Get_Mapper_Args(int mat_index,int pass,int stage);
- W3dShaderStruct * Get_Shader(int mat_index,int pass);
- W3dMapClass * Get_Texture(int mat_index,int pass,int stage);
- int Get_Map_Channel(int mat_index,int pass,int stage);
- bool Stage_Needs_Texture_Coordinates(int pass,int stage);
- bool Pass_Uses_Vertex_Alpha(int pass);
- bool Pass_Uses_Alpha(int pass);
- /*
- ** Vertex Material Names. It will be useful to have named vertex materials. I'll keep
- ** the name of the first material which contained each vertex material as its name. Use
- ** these functions to get the name associated with a vertex material
- */
- const char * Get_Vertex_Material_Name(int mat_index,int pass);
- const char * Get_Vertex_Material_Name(int vmat_index);
- private:
- int Add_Vertex_Material(W3dVertexMaterialStruct * vmat,const char *mapper_args0,const char *mapper_args1,int pass,const char * name);
- int Add_Shader(const W3dShaderStruct & shader,int pass);
- int Add_Texture(W3dMapClass * map,int pass,int stage);
- unsigned long Compute_Crc(const W3dVertexMaterialStruct & vmat,const char *mapper_args0,const char *mapper_args1);
- unsigned long Compute_Crc(const W3dShaderStruct & shader);
- unsigned long Compute_Crc(const W3dMapClass & map);
- unsigned long Add_String_To_Crc(const char *str, unsigned long crc);
- /*
- ** MaterialRemapClass
- ** When the user supplies a W3dMaterial to this material description class,
- ** its sub-parts are installed and an instance of this class is created to
- ** re-index to each one.
- */
- class MaterialRemapClass
- {
- public:
- MaterialRemapClass(void);
- bool operator != (const MaterialRemapClass & that);
- bool operator == (const MaterialRemapClass & that);
- int PassCount;
- int VertexMaterialIdx[W3dMaterialClass::MAX_PASSES];
- int ShaderIdx[W3dMaterialClass::MAX_PASSES];
- int TextureIdx[W3dMaterialClass::MAX_PASSES][W3dMaterialClass::MAX_STAGES];
- int MapChannel[W3dMaterialClass::MAX_PASSES][W3dMaterialClass::MAX_STAGES];
- };
- /*
- ** VertMatClass
- ** This class encapsulates a vertex material structure and makes it extendable for
- ** any purposes needed by the plugin code. For example, the pass index is stored
- ** so that we can prevent "welding" of vertex materials in different passes (since
- ** this may not be desireable...)
- */
- class VertMatClass
- {
- public:
- VertMatClass(void);
- ~VertMatClass(void);
- VertMatClass & VertMatClass::operator = (const VertMatClass & that);
- bool operator != (const VertMatClass & that);
- bool operator == (const VertMatClass & that);
- void Set_Name(const char * name);
- void Set_Mapper_Args(const char * args, int stage);
- W3dVertexMaterialStruct Material;
- char * MapperArgs[W3dMaterialClass::MAX_STAGES]; // note: these strings are new'ed, not malloc'ed (unlike Name)
- int PassIndex; // using this to prevent joining of vertmats in different passes.
- int Crc; // crc, used for quick rejection when checking for matches.
- char * Name; // material name associated with the first occurence of this vmat.
- };
- /*
- ** ShadeClass
- ** Again, simply here to make the shader extendable for any purposes needed by this
- ** pre-processing code...
- */
- class ShadeClass
- {
- public:
- ShadeClass & operator = (const ShadeClass & that) { Shader = that.Shader; Crc = that.Crc; return *this;}
- bool operator != (const ShadeClass & that) { return !(*this == that); }
- bool operator == (const ShadeClass & that) { assert(0); return false; }
- W3dShaderStruct Shader;
- int Crc;
- };
-
- /*
- ** TexClass
- ** Simply here to allow extra info to be stored with each texture, as needed by this
- ** pre-processing code...
- */
- class TexClass
- {
- public:
- TexClass & operator = (const TexClass & that) { Map = that.Map; Crc = that.Crc; return *this; }
- bool operator != (const TexClass & that) { return !(*this == that); }
- bool operator == (const TexClass & that) { assert(0); return false; }
- W3dMapClass Map;
- int Crc;
- };
-
- int PassCount;
- int SortLevel;
- DynamicVectorClass < MaterialRemapClass > MaterialRemaps;
- DynamicVectorClass < ShadeClass > Shaders;
- DynamicVectorClass < VertMatClass > VertexMaterials;
- DynamicVectorClass < TexClass > Textures;
- };
- #endif
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