vertmaterial.cpp 29 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WW3D *
  23. * *
  24. * $Archive:: /Commando/Code/ww3d2/vertmaterial.cpp $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 2/11/02 9:38a $*
  29. * *
  30. * $Revision:: 43 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * Init -- init code *
  35. * Shutdown -- shutdown code *
  36. * Get_Preset -- retrieve presets *
  37. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  38. #include "vertmaterial.h"
  39. #include "realcrc.h"
  40. #include "wwdebug.h"
  41. #include "w3d_util.h"
  42. #include "chunkio.h"
  43. #include "w3derr.h"
  44. #include "ini.h"
  45. #include "xstraw.h"
  46. #include "dx8wrapper.h"
  47. #include <stdio.h>
  48. #include <string.h>
  49. static unsigned int unique=1;
  50. VertexMaterialClass* VertexMaterialClass::Presets[VertexMaterialClass::PRESET_COUNT];
  51. /*
  52. ** VertexMaterialClass Implementation
  53. */
  54. VertexMaterialClass::VertexMaterialClass(void):
  55. Material(NULL),
  56. Flags(0),
  57. AmbientColorSource(D3DMCS_MATERIAL),
  58. EmissiveColorSource(D3DMCS_MATERIAL),
  59. DiffuseColorSource(D3DMCS_MATERIAL),
  60. UseLighting(false),
  61. UniqueID(0),
  62. CRCDirty(true)
  63. {
  64. int i;
  65. for (i=0; i<MeshBuilderClass::MAX_STAGES; i++)
  66. {
  67. Mapper[i]=NULL;
  68. UVSource[i] = i;
  69. }
  70. Material=new D3DMATERIAL8;
  71. memset(Material,0,sizeof(D3DMATERIAL8));
  72. Set_Ambient(1.0f,1.0f,1.0f);
  73. Set_Diffuse(1.0f,1.0f,1.0f);
  74. Set_Opacity(1.0f);
  75. }
  76. VertexMaterialClass::VertexMaterialClass(const VertexMaterialClass & src) :
  77. Material(NULL),
  78. Flags(src.Flags),
  79. AmbientColorSource(src.AmbientColorSource),
  80. EmissiveColorSource(src.EmissiveColorSource),
  81. DiffuseColorSource(src.DiffuseColorSource),
  82. UseLighting(src.UseLighting),
  83. Name(src.Name),
  84. UniqueID(src.UniqueID),
  85. CRCDirty(true)
  86. {
  87. int i;
  88. for (i=0; i<MeshBuilderClass::MAX_STAGES; i++)
  89. {
  90. Mapper[i]=NULL;
  91. if (src.Mapper[i])
  92. {
  93. TextureMapperClass *mapper=src.Mapper[i]->Clone();
  94. Set_Mapper(mapper,i);
  95. mapper->Release_Ref();
  96. }
  97. UVSource[i] = src.UVSource[i];
  98. }
  99. Material=new D3DMATERIAL8;
  100. memcpy(Material,src.Material,sizeof(D3DMATERIAL8));
  101. }
  102. void VertexMaterialClass::Make_Unique()
  103. {
  104. CRCDirty=true;
  105. UniqueID=unique;
  106. unique++;
  107. }
  108. VertexMaterialClass::~VertexMaterialClass(void)
  109. {
  110. int i;
  111. for (i=0; i<MeshBuilderClass::MAX_STAGES; i++)
  112. {
  113. if (Mapper[i])
  114. {
  115. REF_PTR_RELEASE(Mapper[i]);
  116. Mapper[i]=NULL;
  117. }
  118. }
  119. delete Material;
  120. }
  121. VertexMaterialClass & VertexMaterialClass::operator = (const VertexMaterialClass &src)
  122. {
  123. if (this != &src) {
  124. Name=src.Name;
  125. Flags = src.Flags;
  126. AmbientColorSource = src.AmbientColorSource;
  127. EmissiveColorSource = src.EmissiveColorSource;
  128. DiffuseColorSource = src.DiffuseColorSource;
  129. UseLighting=src.UseLighting;
  130. UniqueID=src.UniqueID;
  131. CRCDirty=src.CRCDirty;
  132. int stage;
  133. for (stage=0;stage<MeshBuilderClass::MAX_STAGES;++stage) {
  134. if (Mapper[stage] != NULL) {
  135. Mapper[stage]->Release_Ref();
  136. Mapper[stage] = NULL;
  137. }
  138. }
  139. for (stage=0;stage<MeshBuilderClass::MAX_STAGES;++stage) {
  140. if (src.Mapper[stage]) {
  141. TextureMapperClass *mapper = src.Mapper[stage]->Clone();
  142. Set_Mapper(mapper,stage);
  143. mapper->Release_Ref();
  144. }
  145. UVSource[stage] = src.UVSource[stage];
  146. }
  147. *Material=*src.Material;
  148. }
  149. return *this;
  150. }
  151. unsigned long VertexMaterialClass::Compute_CRC(void) const
  152. {
  153. unsigned long crc = 0;
  154. // don't include the name when determining whether two vertex materials match
  155. // crc = CRC_Memory(reinterpret_cast<const unsigned char *>(Name.Peek_Buffer()),sizeof(char)*strlen(Name),crc);
  156. crc = CRC_Memory(reinterpret_cast<const unsigned char *>(Material),sizeof(D3DMATERIAL8),crc);
  157. crc = CRC_Memory(reinterpret_cast<const unsigned char *>(&Flags),sizeof(Flags),crc);
  158. crc = CRC_Memory(reinterpret_cast<const unsigned char *>(&DiffuseColorSource),sizeof(DiffuseColorSource),crc);
  159. crc = CRC_Memory(reinterpret_cast<const unsigned char *>(&AmbientColorSource),sizeof(AmbientColorSource),crc);
  160. crc = CRC_Memory(reinterpret_cast<const unsigned char *>(&EmissiveColorSource),sizeof(EmissiveColorSource),crc);
  161. crc = CRC_Memory(reinterpret_cast<const unsigned char *>(&UVSource),sizeof(UVSource),crc);
  162. crc = CRC_Memory(reinterpret_cast<const unsigned char *>(&UseLighting),sizeof(UseLighting),crc);
  163. crc = CRC_Memory(reinterpret_cast<const unsigned char *>(&UniqueID),sizeof(UniqueID),crc);
  164. int i;
  165. for (i=0; i<MeshBuilderClass::MAX_STAGES; i++)
  166. {
  167. if (Mapper[i]) crc = CRC_Memory(reinterpret_cast<const unsigned char *>(&(Mapper[i])),sizeof(TextureMapperClass*),crc);
  168. }
  169. return crc;
  170. }
  171. // Ambient Get and Sets
  172. void VertexMaterialClass::Get_Ambient(Vector3 * set) const
  173. {
  174. assert(set);
  175. *set=Vector3(Material->Ambient.r,Material->Ambient.g,Material->Ambient.b);
  176. }
  177. void VertexMaterialClass::Set_Ambient(const Vector3 & color)
  178. {
  179. CRCDirty=true;
  180. Material->Ambient.r=color.X;
  181. Material->Ambient.g=color.Y;
  182. Material->Ambient.b=color.Z;
  183. }
  184. void VertexMaterialClass::Set_Ambient(float r,float g,float b)
  185. {
  186. CRCDirty=true;
  187. Material->Ambient.r=r;
  188. Material->Ambient.g=g;
  189. Material->Ambient.b=b;
  190. }
  191. // Diffuse Get and Sets
  192. void VertexMaterialClass::Get_Diffuse(Vector3 * set) const
  193. {
  194. assert(set);
  195. *set=Vector3(Material->Diffuse.r,Material->Diffuse.g,Material->Diffuse.b);
  196. }
  197. void VertexMaterialClass::Set_Diffuse(const Vector3 & color)
  198. {
  199. CRCDirty=true;
  200. Material->Diffuse.r=color.X;
  201. Material->Diffuse.g=color.Y;
  202. Material->Diffuse.b=color.Z;
  203. }
  204. void VertexMaterialClass::Set_Diffuse(float r,float g,float b)
  205. {
  206. CRCDirty=true;
  207. Material->Diffuse.r=r;
  208. Material->Diffuse.g=g;
  209. Material->Diffuse.b=b;
  210. }
  211. // Specular Get and Sets
  212. void VertexMaterialClass::Get_Specular(Vector3 * set) const
  213. {
  214. assert(set);
  215. *set=Vector3(Material->Specular.r,Material->Specular.g,Material->Specular.b);
  216. }
  217. void VertexMaterialClass::Set_Specular(const Vector3 & color)
  218. {
  219. CRCDirty=true;
  220. Material->Specular.r=color.X;
  221. Material->Specular.g=color.Y;
  222. Material->Specular.b=color.Z;
  223. }
  224. void VertexMaterialClass::Set_Specular(float r,float g,float b)
  225. {
  226. CRCDirty=true;
  227. Material->Specular.r=r;
  228. Material->Specular.g=g;
  229. Material->Specular.b=b;
  230. }
  231. // Emissive Get and Sets
  232. void VertexMaterialClass::Get_Emissive(Vector3 * set) const
  233. {
  234. assert(set);
  235. *set=Vector3(Material->Emissive.r,Material->Emissive.g,Material->Emissive.b);
  236. }
  237. void VertexMaterialClass::Set_Emissive(const Vector3 & color)
  238. {
  239. CRCDirty=true;
  240. Material->Emissive.r=color.X;
  241. Material->Emissive.g=color.Y;
  242. Material->Emissive.b=color.Z;
  243. }
  244. void VertexMaterialClass::Set_Emissive(float r,float g,float b)
  245. {
  246. CRCDirty=true;
  247. Material->Emissive.r=r;
  248. Material->Emissive.g=g;
  249. Material->Emissive.b=b;
  250. }
  251. float VertexMaterialClass::Get_Shininess(void) const
  252. {
  253. return Material->Power;
  254. }
  255. void VertexMaterialClass::Set_Shininess(float shin)
  256. {
  257. CRCDirty=true;
  258. Material->Power=shin;
  259. }
  260. float VertexMaterialClass::Get_Opacity(void) const
  261. {
  262. return Material->Diffuse.a;
  263. }
  264. void VertexMaterialClass::Set_Opacity(float o)
  265. {
  266. CRCDirty=true;
  267. Material->Diffuse.a=o;
  268. }
  269. void VertexMaterialClass::Set_Ambient_Color_Source(ColorSourceType src)
  270. {
  271. CRCDirty=true;
  272. switch (src)
  273. {
  274. case COLOR1: AmbientColorSource = D3DMCS_COLOR1; break;
  275. case COLOR2: AmbientColorSource = D3DMCS_COLOR2; break;
  276. default: AmbientColorSource = D3DMCS_MATERIAL; break;
  277. }
  278. }
  279. void VertexMaterialClass::Set_Emissive_Color_Source(ColorSourceType src)
  280. {
  281. CRCDirty=true;
  282. switch (src)
  283. {
  284. case COLOR1: EmissiveColorSource = D3DMCS_COLOR1; break;
  285. case COLOR2: EmissiveColorSource = D3DMCS_COLOR2; break;
  286. default: EmissiveColorSource = D3DMCS_MATERIAL; break;
  287. }
  288. }
  289. void VertexMaterialClass::Set_Diffuse_Color_Source(ColorSourceType src)
  290. {
  291. CRCDirty=true;
  292. switch (src)
  293. {
  294. case COLOR1: DiffuseColorSource = D3DMCS_COLOR1; break;
  295. case COLOR2: DiffuseColorSource = D3DMCS_COLOR2; break;
  296. default: DiffuseColorSource = D3DMCS_MATERIAL; break;
  297. }
  298. }
  299. VertexMaterialClass::ColorSourceType
  300. VertexMaterialClass::Get_Ambient_Color_Source(void)
  301. {
  302. switch(AmbientColorSource)
  303. {
  304. case D3DMCS_COLOR1: return COLOR1;
  305. case D3DMCS_COLOR2: return COLOR2;
  306. default: return MATERIAL;
  307. }
  308. }
  309. VertexMaterialClass::ColorSourceType
  310. VertexMaterialClass::Get_Emissive_Color_Source(void)
  311. {
  312. switch(EmissiveColorSource)
  313. {
  314. case D3DMCS_COLOR1: return COLOR1;
  315. case D3DMCS_COLOR2: return COLOR2;
  316. default: return MATERIAL;
  317. }
  318. }
  319. VertexMaterialClass::ColorSourceType
  320. VertexMaterialClass::Get_Diffuse_Color_Source(void)
  321. {
  322. switch(DiffuseColorSource)
  323. {
  324. case D3DMCS_COLOR1: return COLOR1;
  325. case D3DMCS_COLOR2: return COLOR2;
  326. default: return MATERIAL;
  327. }
  328. }
  329. void VertexMaterialClass::Set_UV_Source(int stage,int array_index)
  330. {
  331. WWASSERT(stage >= 0);
  332. WWASSERT(stage < MeshBuilderClass::MAX_STAGES);
  333. WWASSERT(array_index >= 0);
  334. WWASSERT(array_index < 8);
  335. CRCDirty=true;
  336. UVSource[stage] = array_index;
  337. }
  338. int VertexMaterialClass::Get_UV_Source(int stage)
  339. {
  340. WWASSERT(stage >= 0);
  341. WWASSERT(stage < MeshBuilderClass::MAX_STAGES);
  342. return UVSource[stage];
  343. }
  344. void VertexMaterialClass::Init_From_Material3(const W3dMaterial3Struct & mat3)
  345. {
  346. Vector3 tmp0,tmp1,tmp2;
  347. W3dUtilityClass::Convert_Color(mat3.DiffuseColor,&tmp0);
  348. W3dUtilityClass::Convert_Color(mat3.DiffuseCoefficients,&tmp1);
  349. tmp2.X = tmp0.X * tmp1.X;
  350. tmp2.Y = tmp0.Y * tmp1.Y;
  351. tmp2.Z = tmp0.Z * tmp1.Z;
  352. Set_Diffuse(tmp2);
  353. W3dUtilityClass::Convert_Color(mat3.SpecularColor,&tmp0);
  354. W3dUtilityClass::Convert_Color(mat3.SpecularCoefficients,&tmp1);
  355. tmp2.X = tmp0.X * tmp1.X;
  356. tmp2.Y = tmp0.Y * tmp1.Y;
  357. tmp2.Z = tmp0.Z * tmp1.Z;
  358. Set_Specular(tmp2);
  359. W3dUtilityClass::Convert_Color(mat3.EmissiveCoefficients,&tmp0);
  360. Set_Emissive(tmp0);
  361. W3dUtilityClass::Convert_Color(mat3.AmbientCoefficients,&tmp0);
  362. Set_Ambient(tmp0);
  363. Set_Shininess(mat3.Shininess);
  364. Set_Opacity(mat3.Opacity);
  365. }
  366. WW3DErrorType VertexMaterialClass::Load_W3D(ChunkLoadClass & cload)
  367. {
  368. char name[256];
  369. W3dVertexMaterialStruct vmat;
  370. bool hasname = false;
  371. char *mapping0_arg_buffer = NULL;
  372. char *mapping1_arg_buffer = NULL;
  373. unsigned int mapping0_arg_len = 0U;
  374. unsigned int mapping1_arg_len = 0U;
  375. while (cload.Open_Chunk()) {
  376. switch (cload.Cur_Chunk_ID()) {
  377. case W3D_CHUNK_VERTEX_MATERIAL_NAME:
  378. cload.Read(&name,cload.Cur_Chunk_Length());
  379. hasname = true;
  380. break;
  381. case W3D_CHUNK_VERTEX_MATERIAL_INFO:
  382. if (cload.Read(&vmat,sizeof(vmat)) != sizeof(vmat)) {
  383. return WW3D_ERROR_LOAD_FAILED;
  384. }
  385. break;
  386. case W3D_CHUNK_VERTEX_MAPPER_ARGS0:
  387. mapping0_arg_len = cload.Cur_Chunk_Length();
  388. mapping0_arg_buffer = new char[mapping0_arg_len];
  389. if (cload.Read(mapping0_arg_buffer, mapping0_arg_len) != mapping0_arg_len) {
  390. return WW3D_ERROR_LOAD_FAILED;
  391. }
  392. break;
  393. case W3D_CHUNK_VERTEX_MAPPER_ARGS1:
  394. mapping1_arg_len = cload.Cur_Chunk_Length();
  395. mapping1_arg_buffer = new char[mapping1_arg_len];
  396. if (cload.Read(mapping1_arg_buffer, mapping1_arg_len) != mapping1_arg_len) {
  397. return WW3D_ERROR_LOAD_FAILED;
  398. }
  399. break;
  400. };
  401. cload.Close_Chunk();
  402. }
  403. if (hasname) {
  404. Set_Name(name);
  405. }
  406. // Read an INIClass from the mapping argument buffer - this will be used
  407. // to initialize any special mappers used.
  408. INIClass mapping0_arg_ini;
  409. if (mapping0_arg_buffer) {
  410. char *extended_arg_buffer = new char[mapping0_arg_len + 10];
  411. sprintf(extended_arg_buffer, "[Args]\n%s", mapping0_arg_buffer);
  412. mapping0_arg_len = strlen(extended_arg_buffer) + 1;
  413. delete [] mapping0_arg_buffer;
  414. mapping0_arg_buffer = NULL;
  415. BufferStraw map_arg_buf_straw((void *)extended_arg_buffer, mapping0_arg_len);
  416. mapping0_arg_ini.Load(map_arg_buf_straw);
  417. delete [] extended_arg_buffer;
  418. extended_arg_buffer = NULL;
  419. }
  420. INIClass mapping1_arg_ini;
  421. if (mapping1_arg_buffer) {
  422. char *extended_arg_buffer = new char[mapping1_arg_len + 20];
  423. sprintf(extended_arg_buffer, "[Args]\n%s", mapping1_arg_buffer);
  424. mapping1_arg_len = strlen(extended_arg_buffer) + 1;
  425. delete [] mapping1_arg_buffer;
  426. mapping1_arg_buffer = NULL;
  427. BufferStraw map_arg_buf_straw((void *)extended_arg_buffer, mapping1_arg_len);
  428. mapping1_arg_ini.Load(map_arg_buf_straw);
  429. delete [] extended_arg_buffer;
  430. extended_arg_buffer = NULL;
  431. }
  432. if (vmat.Attributes & W3DVERTMAT_USE_DEPTH_CUE) {
  433. Set_Flag(VertexMaterialClass::DEPTH_CUE,true);
  434. }
  435. if (vmat.Attributes & W3DVERTMAT_COPY_SPECULAR_TO_DIFFUSE) {
  436. Set_Flag(VertexMaterialClass::COPY_SPECULAR_TO_DIFFUSE,true);
  437. }
  438. // Set up the vertex mapper. If it is one of the simple
  439. // ones, set the pointer to one of the global instances.
  440. int mapping = vmat.Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK;
  441. switch(mapping) {
  442. case W3DVERTMAT_STAGE0_MAPPING_UV:
  443. break;
  444. case W3DVERTMAT_STAGE0_MAPPING_ENVIRONMENT:
  445. {
  446. EnvironmentMapperClass *mapper = NEW_REF(EnvironmentMapperClass,(0));
  447. Set_Mapper(mapper);
  448. mapper->Release_Ref();
  449. }
  450. break;
  451. case W3DVERTMAT_STAGE0_MAPPING_CHEAP_ENVIRONMENT:
  452. {
  453. ClassicEnvironmentMapperClass *mapper = NEW_REF(ClassicEnvironmentMapperClass,(0));
  454. Set_Mapper(mapper);
  455. mapper->Release_Ref();
  456. }
  457. break;
  458. case W3DVERTMAT_STAGE0_MAPPING_LINEAR_OFFSET:
  459. {
  460. LinearOffsetTextureMapperClass *mapper =
  461. NEW_REF(LinearOffsetTextureMapperClass,(mapping0_arg_ini, "Args", 0));
  462. Set_Mapper(mapper);
  463. mapper->Release_Ref();
  464. }
  465. break;
  466. case W3DVERTMAT_STAGE0_MAPPING_SCREEN:
  467. {
  468. ScreenMapperClass *mapper =
  469. NEW_REF(ScreenMapperClass,(mapping0_arg_ini, "Args", 0));
  470. Set_Mapper(mapper);
  471. mapper->Release_Ref();
  472. }
  473. break;
  474. case W3DVERTMAT_STAGE0_MAPPING_SCALE:
  475. {
  476. ScaleTextureMapperClass *mapper =
  477. NEW_REF(ScaleTextureMapperClass,(mapping0_arg_ini, "Args", 0));
  478. Set_Mapper(mapper);
  479. mapper->Release_Ref();
  480. }
  481. break;
  482. case W3DVERTMAT_STAGE0_MAPPING_GRID:
  483. {
  484. GridTextureMapperClass *mapper =
  485. NEW_REF(GridTextureMapperClass,(mapping0_arg_ini, "Args", 0));
  486. Set_Mapper(mapper,0);
  487. mapper->Release_Ref();
  488. }
  489. break;
  490. case W3DVERTMAT_STAGE0_MAPPING_ROTATE:
  491. {
  492. RotateTextureMapperClass *mapper =
  493. NEW_REF(RotateTextureMapperClass,(mapping0_arg_ini, "Args", 0));
  494. Set_Mapper(mapper,0);
  495. mapper->Release_Ref();
  496. }
  497. break;
  498. case W3DVERTMAT_STAGE0_MAPPING_SINE_LINEAR_OFFSET:
  499. {
  500. SineLinearOffsetTextureMapperClass *mapper =
  501. NEW_REF(SineLinearOffsetTextureMapperClass,(mapping0_arg_ini, "Args", 0));
  502. Set_Mapper(mapper,0);
  503. mapper->Release_Ref();
  504. }
  505. break;
  506. case W3DVERTMAT_STAGE0_MAPPING_STEP_LINEAR_OFFSET:
  507. {
  508. StepLinearOffsetTextureMapperClass *mapper =
  509. NEW_REF(StepLinearOffsetTextureMapperClass,(mapping0_arg_ini, "Args", 0));
  510. Set_Mapper(mapper,0);
  511. mapper->Release_Ref();
  512. }
  513. break;
  514. case W3DVERTMAT_STAGE0_MAPPING_ZIGZAG_LINEAR_OFFSET:
  515. {
  516. ZigZagLinearOffsetTextureMapperClass *mapper =
  517. NEW_REF(ZigZagLinearOffsetTextureMapperClass,(mapping0_arg_ini, "Args", 0));
  518. Set_Mapper(mapper,0);
  519. mapper->Release_Ref();
  520. }
  521. break;
  522. case W3DVERTMAT_STAGE0_MAPPING_WS_CLASSIC_ENV:
  523. {
  524. WSClassicEnvironmentMapperClass *mapper = NEW_REF(WSClassicEnvironmentMapperClass,(0));
  525. Set_Mapper(mapper,0);
  526. mapper->Release_Ref();
  527. }
  528. break;
  529. case W3DVERTMAT_STAGE0_MAPPING_WS_ENVIRONMENT:
  530. {
  531. WSEnvironmentMapperClass *mapper = NEW_REF(WSEnvironmentMapperClass,(0));
  532. Set_Mapper(mapper,0);
  533. mapper->Release_Ref();
  534. }
  535. break;
  536. case W3DVERTMAT_STAGE0_MAPPING_GRID_CLASSIC_ENV:
  537. {
  538. GridClassicEnvironmentMapperClass *mapper =
  539. NEW_REF(GridClassicEnvironmentMapperClass,(mapping0_arg_ini, "Args", 0));
  540. Set_Mapper(mapper,0);
  541. mapper->Release_Ref();
  542. }
  543. break;
  544. case W3DVERTMAT_STAGE0_MAPPING_GRID_ENVIRONMENT:
  545. {
  546. GridEnvironmentMapperClass *mapper =
  547. NEW_REF(GridEnvironmentMapperClass,(mapping0_arg_ini, "Args", 0));
  548. Set_Mapper(mapper,0);
  549. mapper->Release_Ref();
  550. }
  551. break;
  552. case W3DVERTMAT_STAGE0_MAPPING_RANDOM:
  553. {
  554. RandomTextureMapperClass *mapper =
  555. NEW_REF(RandomTextureMapperClass,(mapping0_arg_ini, "Args", 0));
  556. Set_Mapper(mapper,0);
  557. mapper->Release_Ref();
  558. }
  559. break;
  560. case W3DVERTMAT_STAGE0_MAPPING_EDGE:
  561. {
  562. EdgeMapperClass *mapper =
  563. NEW_REF(EdgeMapperClass,(mapping0_arg_ini, "Args", 0));
  564. Set_Mapper(mapper,0);
  565. mapper->Release_Ref();
  566. }
  567. break;
  568. case W3DVERTMAT_STAGE0_MAPPING_BUMPENV:
  569. {
  570. BumpEnvTextureMapperClass *mapper =
  571. NEW_REF(BumpEnvTextureMapperClass,(mapping0_arg_ini, "Args", 0));
  572. Set_Mapper(mapper,0);
  573. mapper->Release_Ref();
  574. }
  575. break;
  576. default:
  577. WWDEBUG_SAY(("Unsupported mapper in %s\n",name));
  578. break;
  579. }
  580. // Same setup for stage 1's mapper.
  581. mapping = vmat.Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK;
  582. switch(mapping) {
  583. case W3DVERTMAT_STAGE1_MAPPING_UV:
  584. break;
  585. case W3DVERTMAT_STAGE1_MAPPING_ENVIRONMENT:
  586. {
  587. EnvironmentMapperClass *mapper = new EnvironmentMapperClass(1);
  588. Set_Mapper(mapper, 1);
  589. mapper->Release_Ref();
  590. }
  591. break;
  592. case W3DVERTMAT_STAGE1_MAPPING_CHEAP_ENVIRONMENT:
  593. {
  594. ClassicEnvironmentMapperClass *mapper = new ClassicEnvironmentMapperClass(1);
  595. Set_Mapper(mapper, 1);
  596. mapper->Release_Ref();
  597. }
  598. break;
  599. case W3DVERTMAT_STAGE1_MAPPING_LINEAR_OFFSET:
  600. {
  601. LinearOffsetTextureMapperClass *mapper =
  602. new LinearOffsetTextureMapperClass(mapping1_arg_ini, "Args", 1);
  603. Set_Mapper(mapper, 1);
  604. mapper->Release_Ref();
  605. }
  606. break;
  607. case W3DVERTMAT_STAGE1_MAPPING_SCREEN:
  608. {
  609. ScreenMapperClass *mapper =
  610. new ScreenMapperClass(mapping1_arg_ini, "Args", 1);
  611. Set_Mapper(mapper, 1);
  612. mapper->Release_Ref();
  613. }
  614. break;
  615. case W3DVERTMAT_STAGE1_MAPPING_SCALE:
  616. {
  617. ScaleTextureMapperClass *mapper =
  618. NEW_REF(ScaleTextureMapperClass,(mapping1_arg_ini, "Args", 1));
  619. Set_Mapper(mapper,1);
  620. mapper->Release_Ref();
  621. }
  622. break;
  623. case W3DVERTMAT_STAGE1_MAPPING_GRID:
  624. {
  625. GridTextureMapperClass *mapper =
  626. NEW_REF(GridTextureMapperClass,(mapping1_arg_ini, "Args", 1));
  627. Set_Mapper(mapper,1);
  628. mapper->Release_Ref();
  629. }
  630. break;
  631. case W3DVERTMAT_STAGE1_MAPPING_ROTATE:
  632. {
  633. RotateTextureMapperClass *mapper =
  634. NEW_REF(RotateTextureMapperClass,(mapping1_arg_ini, "Args", 1));
  635. Set_Mapper(mapper,1);
  636. mapper->Release_Ref();
  637. }
  638. break;
  639. case W3DVERTMAT_STAGE1_MAPPING_SINE_LINEAR_OFFSET:
  640. {
  641. SineLinearOffsetTextureMapperClass *mapper =
  642. NEW_REF(SineLinearOffsetTextureMapperClass,(mapping1_arg_ini, "Args", 1));
  643. Set_Mapper(mapper,1);
  644. mapper->Release_Ref();
  645. }
  646. break;
  647. case W3DVERTMAT_STAGE1_MAPPING_STEP_LINEAR_OFFSET:
  648. {
  649. StepLinearOffsetTextureMapperClass *mapper =
  650. NEW_REF(StepLinearOffsetTextureMapperClass,(mapping1_arg_ini, "Args", 1));
  651. Set_Mapper(mapper,1);
  652. mapper->Release_Ref();
  653. }
  654. break;
  655. case W3DVERTMAT_STAGE1_MAPPING_ZIGZAG_LINEAR_OFFSET:
  656. {
  657. ZigZagLinearOffsetTextureMapperClass *mapper =
  658. NEW_REF(ZigZagLinearOffsetTextureMapperClass,(mapping1_arg_ini, "Args", 1));
  659. Set_Mapper(mapper,1);
  660. mapper->Release_Ref();
  661. }
  662. break;
  663. case W3DVERTMAT_STAGE1_MAPPING_WS_CLASSIC_ENV:
  664. {
  665. WSClassicEnvironmentMapperClass *mapper = NEW_REF(WSClassicEnvironmentMapperClass,(1));
  666. Set_Mapper(mapper,1);
  667. mapper->Release_Ref();
  668. }
  669. break;
  670. case W3DVERTMAT_STAGE1_MAPPING_WS_ENVIRONMENT:
  671. {
  672. WSEnvironmentMapperClass *mapper = NEW_REF(WSEnvironmentMapperClass,(1));
  673. Set_Mapper(mapper,1);
  674. mapper->Release_Ref();
  675. }
  676. break;
  677. case W3DVERTMAT_STAGE1_MAPPING_GRID_CLASSIC_ENV:
  678. {
  679. GridClassicEnvironmentMapperClass *mapper =
  680. NEW_REF(GridClassicEnvironmentMapperClass,(mapping1_arg_ini, "Args", 1));
  681. Set_Mapper(mapper,1);
  682. mapper->Release_Ref();
  683. }
  684. break;
  685. case W3DVERTMAT_STAGE1_MAPPING_GRID_ENVIRONMENT:
  686. {
  687. GridEnvironmentMapperClass *mapper =
  688. NEW_REF(GridEnvironmentMapperClass,(mapping1_arg_ini, "Args", 1));
  689. Set_Mapper(mapper,1);
  690. mapper->Release_Ref();
  691. }
  692. break;
  693. case W3DVERTMAT_STAGE1_MAPPING_RANDOM:
  694. {
  695. RandomTextureMapperClass *mapper =
  696. NEW_REF(RandomTextureMapperClass,(mapping1_arg_ini, "Args", 1));
  697. Set_Mapper(mapper,1);
  698. mapper->Release_Ref();
  699. }
  700. break;
  701. case W3DVERTMAT_STAGE1_MAPPING_EDGE:
  702. {
  703. EdgeMapperClass *mapper =
  704. NEW_REF(EdgeMapperClass,(mapping1_arg_ini, "Args", 1));
  705. Set_Mapper(mapper,1);
  706. mapper->Release_Ref();
  707. }
  708. break;
  709. case W3DVERTMAT_STAGE1_MAPPING_BUMPENV:
  710. {
  711. BumpEnvTextureMapperClass *mapper =
  712. NEW_REF(BumpEnvTextureMapperClass,(mapping1_arg_ini, "Args", 1));
  713. Set_Mapper(mapper,1);
  714. mapper->Release_Ref();
  715. }
  716. break;
  717. default:
  718. WWDEBUG_SAY(("Unsupported mapper in %s\n",name));
  719. break;
  720. }
  721. Vector3 tmp;
  722. W3dUtilityClass::Convert_Color(vmat.Ambient,&tmp);
  723. Set_Ambient(tmp);
  724. W3dUtilityClass::Convert_Color(vmat.Diffuse,&tmp);
  725. Set_Diffuse(tmp);
  726. W3dUtilityClass::Convert_Color(vmat.Specular,&tmp);
  727. Set_Specular(tmp);
  728. W3dUtilityClass::Convert_Color(vmat.Emissive,&tmp);
  729. Set_Emissive(tmp);
  730. Set_Shininess(vmat.Shininess);
  731. Set_Opacity(vmat.Opacity);
  732. return WW3D_ERROR_OK;
  733. }
  734. WW3DErrorType VertexMaterialClass::Save_W3D(ChunkSaveClass & csave)
  735. {
  736. WWASSERT(0);
  737. return WW3D_ERROR_OK;
  738. }
  739. void VertexMaterialClass::Apply(void) const
  740. {
  741. int i;
  742. DX8Wrapper::Set_DX8_Material(Material);
  743. DX8Wrapper::Set_DX8_Render_State(D3DRS_LIGHTING,UseLighting);
  744. DX8Wrapper::Set_DX8_Render_State(D3DRS_AMBIENTMATERIALSOURCE,AmbientColorSource);
  745. DX8Wrapper::Set_DX8_Render_State(D3DRS_DIFFUSEMATERIALSOURCE,DiffuseColorSource);
  746. DX8Wrapper::Set_DX8_Render_State(D3DRS_EMISSIVEMATERIALSOURCE,EmissiveColorSource);
  747. // set to default values if no mappers
  748. for (i=0; i<MeshBuilderClass::MAX_STAGES; i++) {
  749. if (Mapper[i]) {
  750. Mapper[i]->Apply(UVSource[i]);
  751. } else {
  752. DX8Wrapper::Set_DX8_Texture_Stage_State(i,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU | UVSource[i]);
  753. DX8Wrapper::Set_DX8_Texture_Stage_State(i,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE);
  754. }
  755. }
  756. }
  757. void VertexMaterialClass::Apply_Null(void)
  758. {
  759. int i;
  760. static D3DMATERIAL8 default_settings =
  761. {
  762. { 1.0f, 1.0f, 1.0f, 1.0f }, // diffuse
  763. { 1.0f, 1.0f, 1.0f, 1.0f }, // ambient
  764. { 0.0f, 0.0f, 0.0f, 0.0f }, // specular
  765. { 0.0f, 0.0f, 0.0f, 0.0f }, // emissive
  766. 1.0f // power
  767. };
  768. DX8Wrapper::Set_DX8_Render_State(D3DRS_LIGHTING,FALSE);
  769. DX8Wrapper::Set_DX8_Material(&default_settings);
  770. DX8Wrapper::Set_DX8_Render_State(D3DRS_AMBIENTMATERIALSOURCE,D3DMCS_MATERIAL);
  771. DX8Wrapper::Set_DX8_Render_State(D3DRS_DIFFUSEMATERIALSOURCE,D3DMCS_MATERIAL);
  772. DX8Wrapper::Set_DX8_Render_State(D3DRS_EMISSIVEMATERIALSOURCE,D3DMCS_MATERIAL);
  773. // set to default values if no mappers
  774. for (i=0; i<MeshBuilderClass::MAX_STAGES; i++) {
  775. DX8Wrapper::Set_DX8_Texture_Stage_State(i,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU | i);
  776. DX8Wrapper::Set_DX8_Texture_Stage_State(i,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE);
  777. }
  778. }
  779. /***********************************************************************************************
  780. * Init -- init code *
  781. * *
  782. * *
  783. * *
  784. * *
  785. * INPUT: *
  786. * *
  787. * OUTPUT: *
  788. * *
  789. * WARNINGS: *
  790. * *
  791. * HISTORY: *
  792. * 2/14/2001 hy : Created. *
  793. *=============================================================================================*/
  794. void VertexMaterialClass::Init()
  795. {
  796. int i;
  797. for (i=0; i<PRESET_COUNT;i++)
  798. Presets[i]=NEW_REF(VertexMaterialClass,());
  799. // Set up presets
  800. Presets[PRELIT_DIFFUSE]->Set_Diffuse_Color_Source(VertexMaterialClass::COLOR1);
  801. Presets[PRELIT_DIFFUSE]->Set_Lighting(false);
  802. Presets[PRELIT_NODIFFUSE]->Set_Lighting(false);
  803. }
  804. /***********************************************************************************************
  805. * Shutdown -- shutdown code *
  806. * *
  807. * *
  808. * *
  809. * *
  810. * INPUT: *
  811. * *
  812. * OUTPUT: *
  813. * *
  814. * WARNINGS: *
  815. * *
  816. * HISTORY: *
  817. * 2/14/2001 hy : Created. *
  818. *=============================================================================================*/
  819. void VertexMaterialClass::Shutdown()
  820. {
  821. int i;
  822. for (i=0; i<PRESET_COUNT;i++)
  823. REF_PTR_RELEASE(Presets[i]);
  824. }
  825. /***********************************************************************************************
  826. * Get_Preset -- retrieve presets *
  827. * *
  828. * *
  829. * *
  830. * *
  831. * INPUT: *
  832. * *
  833. * OUTPUT: *
  834. * *
  835. * WARNINGS: *
  836. * *
  837. * HISTORY: *
  838. * 2/14/2001 hy : Created. *
  839. *=============================================================================================*/
  840. VertexMaterialClass * VertexMaterialClass::Get_Preset(PresetType type)
  841. {
  842. WWASSERT(type<PRESET_COUNT);
  843. Presets[type]->Add_Ref();
  844. return Presets[type];
  845. }