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115 lines
5.0 KiB
C++
115 lines
5.0 KiB
C++
#ifndef MATERIAL_H
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#define MATERIAL_H
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#include "CMaterialPass.h"
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#include "CTexture.h"
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#include "EGame.h"
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#include "TResPtr.h"
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#include "Core/Resource/Model/EVertexAttribute.h"
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#include "Core/Render/FRenderOptions.h"
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#include "Core/OpenGL/CShader.h"
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#include <Common/CColor.h>
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#include <Common/Flags.h>
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#include <Common/types.h>
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#include <FileIO/IInputStream.h>
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class CMaterialSet;
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class CMaterial
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{
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public:
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friend class CMaterialLoader;
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friend class CMaterialCooker;
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// Enums
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enum EMaterialOption
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{
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eNoSettings = 0,
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eKonst = 0x8,
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eTransparent = 0x10,
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ePunchthrough = 0x20,
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eReflection = 0x40,
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eDepthWrite = 0x80,
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eSurfaceReflection = 0x100,
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eOccluder = 0x200,
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eIndStage = 0x400,
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eLightmap = 0x800,
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eShortTexCoord = 0x2000,
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eAllMP1Settings = 0x2FF8,
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eDrawWhiteAmbientDKCR = 0x80000
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};
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DECLARE_FLAGS(EMaterialOption, FMaterialOptions)
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private:
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enum EShaderStatus
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{
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eNoShader, eShaderExists, eShaderFailed
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};
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// Statics
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static u64 sCurrentMaterial; // The hash for the currently bound material
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static CColor sCurrentTint; // The tint for the currently bound material
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// Members
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TString mName; // Name of the material
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CShader *mpShader; // This material's generated shader. Created with GenerateShader().
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EShaderStatus mShaderStatus; // A status variable so that PWE won't crash if a shader fails to compile.
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u64 mParametersHash; // A hash of all the parameters that can identify this TEV setup.
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bool mRecalcHash; // Indicates the hash needs to be recalculated. Set true when parameters are changed.
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bool mEnableBloom; // Bool that toggles bloom on or off. On by default on MP3 materials, off by default on MP1 materials.
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EGame mVersion;
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FMaterialOptions mOptions; // See the EMaterialOptions enum above
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FVertexDescription mVtxDesc; // Descriptor of vertex attributes used by this material
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CColor mKonstColors[4]; // Konst color values for TEV
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GLenum mBlendSrcFac; // Source blend factor
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GLenum mBlendDstFac; // Dest blend factor
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bool mLightingEnabled; // Color channel control flags; indicate whether lighting is enabled
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u32 mEchoesUnknownA; // First unknown value introduced in Echoes. Included for cooking.
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u32 mEchoesUnknownB; // Second unknown value introduced in Echoes. Included for cooking.
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TResPtr<CTexture> mpIndirectTexture; // Optional texture used for the indirect stage for reflections
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std::vector<CMaterialPass*> mPasses;
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public:
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CMaterial();
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CMaterial(EGame Version, FVertexDescription VtxDesc);
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~CMaterial();
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CMaterial* Clone();
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void GenerateShader(bool AllowRegen = true);
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bool SetCurrent(FRenderOptions Options);
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u64 HashParameters();
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void Update();
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void SetNumPasses(u32 NumPasses);
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// Accessors
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inline TString Name() const { return mName; }
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inline EGame Version() const { return mVersion; }
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inline FMaterialOptions Options() const { return mOptions; }
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inline FVertexDescription VtxDesc() const { return mVtxDesc; }
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inline GLenum BlendSrcFac() const { return mBlendSrcFac; }
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inline GLenum BlendDstFac() const { return mBlendDstFac; }
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inline CColor Konst(u32 KIndex) const { return mKonstColors[KIndex]; }
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inline CTexture* IndTexture() const { return mpIndirectTexture; }
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inline bool IsLightingEnabled() const { return mLightingEnabled; }
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inline u32 EchoesUnknownA() const { return mEchoesUnknownA; }
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inline u32 EchoesUnknownB() const { return mEchoesUnknownB; }
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inline u32 PassCount() const { return mPasses.size(); }
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inline CMaterialPass* Pass(u32 PassIndex) const { return mPasses[PassIndex]; }
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inline void SetName(const TString& rkName) { mName = rkName; }
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inline void SetOptions(FMaterialOptions Options) { mOptions = Options; mRecalcHash = true; }
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inline void SetVertexDescription(FVertexDescription Desc) { mVtxDesc = Desc; mRecalcHash = true; }
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inline void SetBlendMode(GLenum SrcFac, GLenum DstFac) { mBlendSrcFac = SrcFac; mBlendDstFac = DstFac; mRecalcHash = true; }
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inline void SetKonst(CColor& Konst, u32 KIndex) { mKonstColors[KIndex] = Konst; mRecalcHash = true; }
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inline void SetIndTexture(CTexture *pTex) { mpIndirectTexture = pTex; }
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inline void SetLightingEnabled(bool Enabled) { mLightingEnabled = Enabled; mRecalcHash = true; }
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// Static
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inline static void KillCachedMaterial() { sCurrentMaterial = 0; }
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};
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#endif // MATERIAL_H
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