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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : ww3d *
- * *
- * $Archive:: /Commando/Code/ww3d2/matpass.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 5/13/01 11:25a $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef MATPASS_H
- #define MATPASS_H
- #ifndef REFCOUNT_H
- #include "refcount.h"
- #endif
- #ifndef SHADER_H
- #include "shader.h"
- #endif
- #ifndef WWDEBUG_H
- #include "wwdebug.h"
- #endif
- class TextureClass;
- class VertexMaterialClass;
- class MeshModelClass;
- class OBBoxClass;
- /**
- ** MaterialPassClass
- **
- ** This class wraps all of the data needed to describe an additional
- ** material pass for any object. The motivation for this class is to
- ** implement certain types of special effects. All data needed to
- ** apply the pass should be generated procedurally. Typically a
- ** vertex processor will be used to generate any needed u-v's or vertex
- ** colors. Alternatively, we could add the option to request to
- ** re-use the model's existing u-v's or vertex colors.
- **
- **
- */
- class MaterialPassClass : public RefCountClass
- {
- public:
- MaterialPassClass(void);
- ~MaterialPassClass(void);
- void Install_Materials(void) const;
- void Set_Texture(TextureClass * Texture,int stage = 0);
- void Set_Shader(ShaderClass shader);
- void Set_Material(VertexMaterialClass * mat);
- TextureClass * Get_Texture(int stage = 0) const;
- VertexMaterialClass * Get_Material(void) const;
- TextureClass * Peek_Texture(int stage = 0) const;
- ShaderClass Peek_Shader(void) const { return Shader; }
- VertexMaterialClass * Peek_Material(void) const { return Material; }
- void Set_Cull_Volume(OBBoxClass * volume) { CullVolume = volume; }
- OBBoxClass * Get_Cull_Volume(void) const { return CullVolume; }
-
- void Enable_On_Translucent_Meshes(bool onoff) { EnableOnTranslucentMeshes = onoff; }
- bool Is_Enabled_On_Translucent_Meshes(void) { return EnableOnTranslucentMeshes; }
- static void Enable_Per_Polygon_Culling(bool onoff) { EnablePerPolygonCulling = onoff; }
- static bool Is_Per_Polygon_Culling_Enabled(void) { return EnablePerPolygonCulling; }
- protected:
-
- enum { MAX_TEX_STAGES = 2 };
- TextureClass * Texture[MAX_TEX_STAGES];
- ShaderClass Shader;
- VertexMaterialClass * Material;
- bool EnableOnTranslucentMeshes;
- OBBoxClass * CullVolume;
- static bool EnablePerPolygonCulling;
- };
- inline TextureClass * MaterialPassClass::Peek_Texture(int stage) const
- {
- WWASSERT(stage >= 0);
- WWASSERT(stage < MAX_TEX_STAGES);
- return Texture[stage];
- }
- #endif // MATPASS_H
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