PrimeWorldEditor/Resource/CMaterial.h

108 lines
3.6 KiB
C++

#ifndef MATERIAL_H
#define MATERIAL_H
#include "CMaterialPass.h"
#include "CTexture.h"
#include "EFormatVersion.h"
#include "model/EVertexDescription.h"
#include <Common/CColor.h>
#include <Common/EnumUtil.h>
#include <Common/types.h>
#include <Core/CToken.h>
#include <Core/ERenderOptions.h>
#include <FileIO/CInputStream.h>
#include <OpenGL/CShader.h>
#include <Resource/CTexture.h>
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
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.
CTexture *mpIndirectTexture; // Optional texture used for the indirect stage for reflections
CToken mIndTextureToken; // Token for indirect texture
std::vector<CMaterialPass*> mPasses;
public:
CMaterial();
~CMaterial();
void GenerateShader();
bool SetCurrent(ERenderOptions Options);
u64 HashParameters();
void Update();
// Getters
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 SetOptions(EMaterialOptions Options);
void SetBlendMode(GLenum SrcFac, GLenum DstFac);
void SetKonst(CColor& Konst, u32 KIndex);
void SetIndTexture(CTexture *pTex);
void SetLightingEnabled(bool Enabled);
// Static
static void KillCachedMaterial();
};
DEFINE_ENUM_FLAGS(CMaterial::EMaterialOptions)
#endif // MATERIAL_H