115 lines
3.9 KiB
C++
115 lines
3.9 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 "EFormatVersion.h"
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#include "model/EVertexDescription.h"
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#include <Common/CColor.h>
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#include <Common/EnumUtil.h>
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#include <Common/types.h>
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#include <Core/CToken.h>
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#include <Core/ERenderOptions.h>
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#include <FileIO/CInputStream.h>
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#include <OpenGL/CShader.h>
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#include <Resource/CTexture.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 EMaterialOptions
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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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eAllSettings = 0x2FF8
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};
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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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EMaterialOptions mOptions; // See the EMaterialOptions enum above
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EVertexDescription 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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CTexture *mpIndirectTexture; // Optional texture used for the indirect stage for reflections
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CToken mIndTextureToken; // Token for indirect texture
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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, EVertexDescription vtxDesc);
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~CMaterial();
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CMaterial* Clone();
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void GenerateShader();
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bool SetCurrent(ERenderOptions Options);
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u64 HashParameters();
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void Update();
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// Getters
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TString Name() const;
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EGame Version() const;
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EMaterialOptions Options() const;
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EVertexDescription VtxDesc() const;
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GLenum BlendSrcFac() const;
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GLenum BlendDstFac() const;
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CColor Konst(u32 KIndex) const;
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CTexture* IndTexture() const;
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bool IsLightingEnabled() const;
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u32 EchoesUnknownA() const;
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u32 EchoesUnknownB() const;
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u32 PassCount() const;
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CMaterialPass* Pass(u32 PassIndex) const;
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// Setters
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void SetName(const TString& name);
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void SetOptions(EMaterialOptions Options);
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void SetVertexDescription(EVertexDescription desc);
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void SetBlendMode(GLenum SrcFac, GLenum DstFac);
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void SetKonst(CColor& Konst, u32 KIndex);
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void SetIndTexture(CTexture *pTex);
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void SetLightingEnabled(bool Enabled);
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void SetNumPasses(u32 NumPasses);
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// Static
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static void KillCachedMaterial();
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};
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DEFINE_ENUM_FLAGS(CMaterial::EMaterialOptions)
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#endif // MATERIAL_H
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