#ifndef MATERIAL_H #define MATERIAL_H #include "CMaterialPass.h" #include "CTexture.h" #include "EFormatVersion.h" #include "model/EVertexDescription.h" #include #include #include #include #include #include #include #include class CMaterialSet; class CMaterial { public: friend class CMaterialLoader; friend class CMaterialCooker; // Enums enum EMaterialOptions { eNoSettings = 0, eKonst = 0x8, eTransparent = 0x10, ePunchthrough = 0x20, eReflection = 0x40, eDepthWrite = 0x80, eSurfaceReflection = 0x100, eOccluder = 0x200, eIndStage = 0x400, eLightmap = 0x800, eShortTexCoord = 0x2000, eAllSettings = 0x2FF8 }; private: enum EShaderStatus { eNoShader, eShaderExists, eShaderFailed }; // Statics static u64 sCurrentMaterial; // The hash for the currently bound material static CColor sCurrentTint; // The tint for the currently bound material // Members TString mName; // Name of the material CShader *mpShader; // This material's generated shader. Created with GenerateShader(). EShaderStatus mShaderStatus; // A status variable so that PWE won't crash if a shader fails to compile. u64 mParametersHash; // A hash of all the parameters that can identify this TEV setup. bool mRecalcHash; // Indicates the hash needs to be recalculated. Set true when parameters are changed. bool mEnableBloom; // Bool that toggles bloom on or off. On by default on MP3 materials, off by default on MP1 materials. EGame mVersion; EMaterialOptions mOptions; // See the EMaterialOptions enum above EVertexDescription mVtxDesc; // Descriptor of vertex attributes used by this material CColor mKonstColors[4]; // Konst color values for TEV GLenum mBlendSrcFac; // Source blend factor GLenum mBlendDstFac; // Dest blend factor bool mLightingEnabled; // Color channel control flags; indicate whether lighting is enabled u32 mEchoesUnknownA; // First unknown value introduced in Echoes. Included for cooking. u32 mEchoesUnknownB; // Second unknown value introduced in Echoes. Included for cooking. TResPtr mpIndirectTexture; // Optional texture used for the indirect stage for reflections std::vector mPasses; public: CMaterial(); CMaterial(EGame version, EVertexDescription vtxDesc); ~CMaterial(); CMaterial* Clone(); void GenerateShader(); bool SetCurrent(ERenderOptions Options); u64 HashParameters(); void Update(); // Getters TString Name() const; EGame Version() const; EMaterialOptions Options() const; EVertexDescription VtxDesc() const; GLenum BlendSrcFac() const; GLenum BlendDstFac() const; CColor Konst(u32 KIndex) const; CTexture* IndTexture() const; bool IsLightingEnabled() const; u32 EchoesUnknownA() const; u32 EchoesUnknownB() const; u32 PassCount() const; CMaterialPass* Pass(u32 PassIndex) const; // Setters void SetName(const TString& name); void SetOptions(EMaterialOptions Options); void SetVertexDescription(EVertexDescription desc); void SetBlendMode(GLenum SrcFac, GLenum DstFac); void SetKonst(CColor& Konst, u32 KIndex); void SetIndTexture(CTexture *pTex); void SetLightingEnabled(bool Enabled); void SetNumPasses(u32 NumPasses); // Static static void KillCachedMaterial(); }; DEFINE_ENUM_FLAGS(CMaterial::EMaterialOptions) #endif // MATERIAL_H