2016-03-27 13:09:38 -06:00

115 lines
5.0 KiB
C++

#ifndef MATERIAL_H
#define MATERIAL_H
#include "CMaterialPass.h"
#include "CTexture.h"
#include "EGame.h"
#include "TResPtr.h"
#include "Core/Resource/Model/EVertexAttribute.h"
#include "Core/Render/FRenderOptions.h"
#include "Core/OpenGL/CShader.h"
#include <Common/CColor.h>
#include <Common/Flags.h>
#include <Common/types.h>
#include <FileIO/IInputStream.h>
class CMaterialSet;
class CMaterial
{
public:
friend class CMaterialLoader;
friend class CMaterialCooker;
// Enums
enum EMaterialOption
{
eNoSettings = 0,
eKonst = 0x8,
eTransparent = 0x10,
ePunchthrough = 0x20,
eReflection = 0x40,
eDepthWrite = 0x80,
eSurfaceReflection = 0x100,
eOccluder = 0x200,
eIndStage = 0x400,
eLightmap = 0x800,
eShortTexCoord = 0x2000,
eAllMP1Settings = 0x2FF8,
eDrawWhiteAmbientDKCR = 0x80000
};
DECLARE_FLAGS(EMaterialOption, FMaterialOptions)
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;
FMaterialOptions mOptions; // See the EMaterialOptions enum above
FVertexDescription 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<CTexture> mpIndirectTexture; // Optional texture used for the indirect stage for reflections
std::vector<CMaterialPass*> mPasses;
public:
CMaterial();
CMaterial(EGame Version, FVertexDescription VtxDesc);
~CMaterial();
CMaterial* Clone();
void GenerateShader(bool AllowRegen = true);
bool SetCurrent(FRenderOptions Options);
u64 HashParameters();
void Update();
void SetNumPasses(u32 NumPasses);
// Accessors
inline TString Name() const { return mName; }
inline EGame Version() const { return mVersion; }
inline FMaterialOptions Options() const { return mOptions; }
inline FVertexDescription VtxDesc() const { return mVtxDesc; }
inline GLenum BlendSrcFac() const { return mBlendSrcFac; }
inline GLenum BlendDstFac() const { return mBlendDstFac; }
inline CColor Konst(u32 KIndex) const { return mKonstColors[KIndex]; }
inline CTexture* IndTexture() const { return mpIndirectTexture; }
inline bool IsLightingEnabled() const { return mLightingEnabled; }
inline u32 EchoesUnknownA() const { return mEchoesUnknownA; }
inline u32 EchoesUnknownB() const { return mEchoesUnknownB; }
inline u32 PassCount() const { return mPasses.size(); }
inline CMaterialPass* Pass(u32 PassIndex) const { return mPasses[PassIndex]; }
inline void SetName(const TString& rkName) { mName = rkName; }
inline void SetOptions(FMaterialOptions Options) { mOptions = Options; mRecalcHash = true; }
inline void SetVertexDescription(FVertexDescription Desc) { mVtxDesc = Desc; mRecalcHash = true; }
inline void SetBlendMode(GLenum SrcFac, GLenum DstFac) { mBlendSrcFac = SrcFac; mBlendDstFac = DstFac; mRecalcHash = true; }
inline void SetKonst(CColor& Konst, u32 KIndex) { mKonstColors[KIndex] = Konst; mRecalcHash = true; }
inline void SetIndTexture(CTexture *pTex) { mpIndirectTexture = pTex; }
inline void SetLightingEnabled(bool Enabled) { mLightingEnabled = Enabled; mRecalcHash = true; }
// Static
inline static void KillCachedMaterial() { sCurrentMaterial = 0; }
};
#endif // MATERIAL_H