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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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627 lines
16 KiB
C++
627 lines
16 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/material.h"
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#include "nel/3d/texture.h"
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#include "nel/3d/driver.h"
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#include "nel/misc/stream.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CMaterial::CMaterial()
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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_Touched= 0;
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_Flags= IDRV_MAT_ZWRITE;
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// Must init All the flags by default.
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_ShaderType= Normal;
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_SrcBlend= srcalpha;
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_DstBlend= invsrcalpha;
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_ZFunction= lessequal;
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_ZBias= 0;
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_Color.set(255,255,255,255);
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_StainedGlassWindow = false;
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_AlphaTestThreshold= 0.5f;
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_TexCoordGenMode= 0;
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_LightMapsMulx2= false;
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}
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// ***************************************************************************
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void CMaterial::initUnlit()
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{
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setShader(Normal);
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setLighting(false);
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setColor(CRGBA(255,255,255,255));
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for(uint32 i=0;i<IDRV_MAT_MAXTEXTURES;i++)
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setTexture((uint8)i ,NULL);
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setZBias(0);
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setZFunc(lessequal);
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setZWrite(true);
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setBlend(false);
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setAlphaTestThreshold(0.5f);
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}
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// ***************************************************************************
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void CMaterial::initLighted()
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{
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initUnlit();
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setLighting(true);
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}
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// ***************************************************************************
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CMaterial &CMaterial::operator=(const CMaterial &mat)
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{
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_ShaderType= mat._ShaderType;
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_Flags= mat._Flags;
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_SrcBlend= mat._SrcBlend;
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_DstBlend= mat._DstBlend;
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_ZFunction= mat._ZFunction;
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_ZBias= mat._ZBias;
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_Color= mat._Color;
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_Emissive= mat._Emissive;
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_Ambient= mat._Ambient;
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_Diffuse= mat._Diffuse;
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_Specular= mat._Specular;
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_Shininess= mat._Shininess;
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_AlphaTestThreshold= mat._AlphaTestThreshold;
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_TexCoordGenMode= mat._TexCoordGenMode;
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for(uint32 i=0;i<IDRV_MAT_MAXTEXTURES;i++)
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{
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_Textures[i]= mat._Textures[i];
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_TexEnvs[i]= mat._TexEnvs[i];
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_TexAddrMode[i] = mat._TexAddrMode[i];
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}
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// copy lightmaps.
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_LightMaps= mat._LightMaps;
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_LightMapsMulx2= mat._LightMapsMulx2;
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// copy texture matrix if there.
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if (mat._TexUserMat.get())
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{
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std::auto_ptr<CUserTexMat> texMatClone( new CUserTexMat(*(mat._TexUserMat))); // make cpy
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//std::swap(texMatClone, _TexUserMat); // swap with old
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_TexUserMat = texMatClone;
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}
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else
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{
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_TexUserMat.reset();
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}
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// Must do not copy drv info.
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// All states of material is modified.
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_Touched= IDRV_TOUCHED_ALL;
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return *this;
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}
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// ***************************************************************************
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CMaterial::~CMaterial()
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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// Must kill the drv mirror of this material.
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_MatDrvInfo.kill();
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}
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// ***************************************************************************
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void CMaterial::serial(NLMISC::IStream &f)
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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/*
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Version 9:
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- Added support for third operand (for Mad operator)
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Version 8:
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- Serial _TexCoordGenMode
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Version 7:
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- Lightmap color and Mulx2
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Version 6:
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- Texture matrix animation
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Version 5:
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- AlphaTest threshold
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Version 4:
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- Texture Addressing modes
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Version 3:
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- LightMaps.
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Version 2:
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- Shininess.
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Version 1:
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- texture environement.
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Version 0:
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- base version.
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*/
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sint ver= f.serialVersion(9);
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// For the version <=1:
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nlassert(IDRV_MAT_MAXTEXTURES==4);
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f.serialEnum(_ShaderType);
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f.serial(_Flags);
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f.serialEnum(_SrcBlend);
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f.serialEnum(_DstBlend);
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f.serialEnum(_ZFunction);
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f.serial(_ZBias);
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f.serial(_Color);
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f.serial(_Emissive, _Ambient, _Diffuse, _Specular);
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if(ver>=2)
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{
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f.serial(_Shininess);
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}
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if(ver>=5)
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{
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f.serial(_AlphaTestThreshold);
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}
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if(ver>=8)
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{
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f.serial(_TexCoordGenMode);
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}
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else
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_TexCoordGenMode = 0;
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for(uint32 i=0;i<IDRV_MAT_MAXTEXTURES;i++)
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{
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// Serial texture descriptor.
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_Textures[i].serialPolyPtr(f);
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// Read texture environnement, or setup them.
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if(ver>=1)
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{
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_TexEnvs[i].serial(f, ver >= 9 ? 1 : 0);
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}
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else
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{
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// Else setup as default behavior, like before...
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if(f.isReading())
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_TexEnvs[i].setDefault();
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}
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}
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if(ver>=3)
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{
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if(ver>=7)
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{
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uint32 n;
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if (f.isReading())
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{
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f.serial(n);
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_LightMaps.resize(n);
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}
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else
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{
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n = (uint32)_LightMaps.size();
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f.serial(n);
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}
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for (uint32 i = 0; i < n; ++i)
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_LightMaps[i].serial2(f);
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f.serial(_LightMapsMulx2);
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}
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else
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{
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f.serialCont(_LightMaps);
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}
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}
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if (ver >= 4)
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{
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if (_Flags & IDRV_MAT_TEX_ADDR)
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{
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for(uint32 i=0;i<IDRV_MAT_MAXTEXTURES;i++)
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{
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f.serial(_TexAddrMode[i]);
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}
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}
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}
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if(f.isReading())
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{
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// Converte Deprecated DEFMAT to std Mat.
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if(_Flags & IDRV_MAT_DEFMAT)
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{
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setEmissive(CRGBA::Black);
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setAmbient(CRGBA::White);
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setDiffuse(CRGBA::White);
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setSpecular(CRGBA::Black);
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}
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// All states of material are modified.
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_Touched= IDRV_TOUCHED_ALL;
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if ((_Flags & IDRV_MAT_USER_TEX_MAT_ALL)) // are there user textrue coordinates matrix ?
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{
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std::auto_ptr<CUserTexMat> newPtr(new CUserTexMat); // create new
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//std::swap(_TexUserMat, newPtr); // replace old
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_TexUserMat = newPtr;
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}
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}
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if (ver >= 6)
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{
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for(uint i=0; i < IDRV_MAT_MAXTEXTURES; ++i)
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{
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if (isUserTexMatEnabled(i))
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{
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f.serial(_TexUserMat->TexMat[i]);
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}
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}
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}
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}
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// ***************************************************************************
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void CMaterial::setShader(TShader val)
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{
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// First, reset all textures.
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uint nTexts= IDRV_MAT_MAXTEXTURES;
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// If user color or lightmap, set only the 1st.
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if(_ShaderType==LightMap || _ShaderType==UserColor)
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nTexts=1;
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// reset all needed
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for(uint i=0;i<nTexts;i++)
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setTexture(i ,NULL);
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// If userColor, use TexEnv caps (we got it, so use it :) ).
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if(val== CMaterial::UserColor)
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{
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// force normal, to setup TexEnvMode correclty.
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_ShaderType=CMaterial::Normal;
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// First stage, interpolate Constant and texture with Alpha of texture.
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texEnvOpRGB(0, InterpolateTexture);
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texEnvArg0RGB(0, Texture, SrcColor);
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texEnvArg1RGB(0, Constant, SrcColor);
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// And just use Alpha Diffuse.
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texEnvOpAlpha(0, Replace);
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texEnvArg0Alpha(0, Previous, SrcAlpha);
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// Second stage, modulate result with diffuse color.
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texEnvOpRGB(1, Modulate);
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texEnvArg0RGB(1, Previous, SrcColor);
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texEnvArg1RGB(1, Diffuse, SrcColor);
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// And just use Alpha Diffuse.
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texEnvOpAlpha(1, Replace);
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texEnvArg0Alpha(1, Previous, SrcAlpha);
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}
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_ShaderType= val;
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_Touched|=IDRV_TOUCHED_SHADER;
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}
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// ***************************************************************************
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void CMaterial::setTexture(uint8 n, ITexture* ptex)
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{
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nlassert(n<IDRV_MAT_MAXTEXTURES);
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// User Color material?
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if( _ShaderType== CMaterial::UserColor)
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{
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// user color. Only texture 0 can be set.
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nlassert( n==0 );
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// Affect the 2 first textures.
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_Textures[0]=ptex;
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_Textures[1]=ptex;
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_Touched|=IDRV_TOUCHED_TEX[0];
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_Touched|=IDRV_TOUCHED_TEX[1];
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}
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else if( _ShaderType== CMaterial::LightMap)
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{
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// Only texture 0 can be set.
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nlassert( n==0 );
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_Textures[n]=ptex;
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_Touched|=IDRV_TOUCHED_TEX[n];
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}
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// Normal material?
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else
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{
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_Textures[n]=ptex;
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_Touched|=IDRV_TOUCHED_TEX[n];
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}
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}
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// ***************************************************************************
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void CMaterial::flushTextures (IDriver &driver, uint selectedTexture)
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{
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// For each textures
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for (uint tex=0; tex<IDRV_MAT_MAXTEXTURES; tex++)
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{
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// Texture exist ?
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if (_Textures[tex])
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{
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// Select the good texture
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_Textures[tex]->selectTexture (selectedTexture);
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// Force setup texture
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driver.setupTexture (*_Textures[tex]);
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}
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}
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// If Lightmap material
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if(_ShaderType==LightMap)
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{
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// For each lightmap
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for (uint lmap=0; lmap<_LightMaps.size(); lmap++)
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{
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// Texture exist?
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if(_LightMaps[lmap].Texture)
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{
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// Force setup texture
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driver.setupTexture (*_LightMaps[lmap].Texture);
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}
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}
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}
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}
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// ***************************************************************************
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void CMaterial::setLightMap(uint lmapId, ITexture *lmap)
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{
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nlassert(_ShaderType==CMaterial::LightMap);
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if(lmapId>=_LightMaps.size())
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_LightMaps.resize(lmapId+1);
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_LightMaps[lmapId].Texture= lmap;
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_Touched|=IDRV_TOUCHED_LIGHTMAP;
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}
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// ***************************************************************************
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ITexture *CMaterial::getLightMap(uint lmapId) const
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{
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nlassert(_ShaderType==CMaterial::LightMap);
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if(lmapId<_LightMaps.size())
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return _LightMaps[lmapId].Texture;
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else
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return NULL;
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}
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// ***************************************************************************
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void CMaterial::setLightMapFactor(uint lmapId, CRGBA factor)
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{
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if (_ShaderType==CMaterial::LightMap)
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{
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if(lmapId>=_LightMaps.size())
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_LightMaps.resize(lmapId+1);
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_LightMaps[lmapId].Factor= factor;
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_Touched|=IDRV_TOUCHED_LIGHTMAP;
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}
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}
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// ***************************************************************************
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void CMaterial::setLMCColors(uint lmapId, CRGBA ambColor, CRGBA diffColor)
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{
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if (_ShaderType==CMaterial::LightMap)
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{
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if(lmapId>=_LightMaps.size())
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_LightMaps.resize(lmapId+1);
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_LightMaps[lmapId].LMCAmbient= ambColor;
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_LightMaps[lmapId].LMCDiffuse= diffColor;
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_Touched|=IDRV_TOUCHED_LIGHTMAP;
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}
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}
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// ***************************************************************************
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// DEPRECATED VERSION
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void CMaterial::CLightMap::serial(NLMISC::IStream &f)
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{
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f.serial(Factor);
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// Serial texture descriptor.
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Texture.serialPolyPtr(f);
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}
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// ***************************************************************************
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void CMaterial::CLightMap::serial2(NLMISC::IStream &f)
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{
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sint ver= f.serialVersion(1);
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f.serial(Factor);
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f.serial(LMCDiffuse);
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if(ver>=1)
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f.serial(LMCAmbient);
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// Serial texture descriptor.
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Texture.serialPolyPtr(f);
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}
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// ***************************************************************************
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void CMaterial::enableTexAddrMode(bool enable /*= true*/)
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{
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if (enable)
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{
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if (!(_Flags & IDRV_MAT_TEX_ADDR))
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{
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_Flags |= IDRV_MAT_TEX_ADDR;
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for (uint32 k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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_TexAddrMode[k] = (uint8) TextureOff;
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}
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}
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}
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else
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{
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_Flags &= ~IDRV_MAT_TEX_ADDR;
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}
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}
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// ***************************************************************************
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bool CMaterial::texAddrEnabled() const
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{
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return( _Flags & IDRV_MAT_TEX_ADDR) != 0;
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}
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// ***************************************************************************
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void CMaterial::setTexAddressingMode(uint8 stage, TTexAddressingMode mode)
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{
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nlassert(_Flags & IDRV_MAT_TEX_ADDR);
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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nlassert(mode < TexAddrCount);
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_TexAddrMode[stage] = (uint8) mode;
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}
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// ***************************************************************************
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CMaterial::TTexAddressingMode CMaterial::getTexAddressingMode(uint8 stage)
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{
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nlassert(_Flags & IDRV_MAT_TEX_ADDR);
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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return (TTexAddressingMode) _TexAddrMode[stage];
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}
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// ***************************************************************************
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void CMaterial::decompUserTexMat(uint stage, float &uTrans, float &vTrans, float &wRot, float &uScale, float &vScale)
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{
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nlassert(stage < IDRV_MAT_MAXTEXTURES);
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nlassert(isUserTexMatEnabled(stage)); // must activate animated texture matrix for this stage
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CMatrix convMat; // exported v are already inverted (todo: optim this...)
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convMat.setRot(CVector::I, -CVector::J, CVector::K);
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convMat.setPos(CVector::J);
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const NLMISC::CMatrix texMat = convMat * _TexUserMat->TexMat[stage] * convMat;
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/// find the rotation around w
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NLMISC::CVector i = texMat.getI();
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NLMISC::CVector j = texMat.getJ();
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uScale = sqrtf(i.x * i.x + j.x * j.x);
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vScale = sqrtf(i.y * i.y + j.y * j.y);
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//
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i.normalize();
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//
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float angle = acosf(i.x / i.norm());
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if (i.y < 0)
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{
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angle = 2.f * (float) NLMISC::Pi - angle;
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}
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wRot = angle;
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// compute position
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CMatrix InvSR;
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InvSR.setRot(texMat.getI(), texMat.getJ(), texMat.getK());
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InvSR.invert();
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CVector half(0.5f, 0.5f, 0.f);
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CVector offset = half + InvSR * (texMat.getPos() -half);
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uTrans = - offset.x;
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vTrans = - offset.y;
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}
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// ***************************************************************************
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void CMaterial::selectTextureSet(uint index)
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{
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for (uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
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{
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if (_Textures[k] != NULL) _Textures[k]->selectTexture(index);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
IMaterialDrvInfos::~IMaterialDrvInfos()
|
|
{
|
|
_Driver->removeMatDrvInfoPtr(_DriverIterator);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CMaterial::getNumUsedTextureStages() const
|
|
{
|
|
for(uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
|
|
{
|
|
if (!_Textures[k]) return k;
|
|
}
|
|
return IDRV_MAT_MAXTEXTURES;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CMaterial::isSupportedByDriver(IDriver &drv, bool forceBaseCaps) const
|
|
{
|
|
uint numTexStages = drv.getNbTextureStages();
|
|
// special case for radeon : though 3 stages are supported, do as if there were only 2, because of the texEnvColor feature
|
|
// not managed in Direct3D : emulation is provided, but for no more than 2 constants (and if diffuse is not used)
|
|
if (numTexStages == 3) numTexStages = 2;
|
|
if (forceBaseCaps) numTexStages = std::min(numTexStages, (uint) 2);
|
|
switch(getShader())
|
|
{
|
|
case Normal:
|
|
{
|
|
if (getNumUsedTextureStages() > numTexStages) return false;
|
|
// see if each tex env is supported
|
|
for(uint k = 0; k < IDRV_MAT_MAXTEXTURES; ++k)
|
|
{
|
|
if (getTexture(k))
|
|
{
|
|
switch(getTexEnvOpRGB(k))
|
|
{
|
|
case InterpolateConstant: if (!drv.supportBlendConstantColor()) return false;
|
|
case EMBM: if (forceBaseCaps || !drv.supportEMBM() || !drv.isEMBMSupportedAtStage(k)) return false;
|
|
case Mad: if (!drv.supportMADOperator()) return false;
|
|
default: break;
|
|
}
|
|
switch(getTexEnvOpAlpha(k))
|
|
{
|
|
case InterpolateConstant: if (!drv.supportBlendConstantColor()) return false;
|
|
case EMBM: if (forceBaseCaps || !drv.supportEMBM() || !drv.isEMBMSupportedAtStage(k)) return false;
|
|
case Mad: if (!drv.supportMADOperator()) return false;
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
break;
|
|
case Bump: return false; // not impl.
|
|
case UserColor: return true;
|
|
case LightMap: return true;
|
|
case Specular: return true;
|
|
case Caustics: return false;
|
|
case PerPixelLighting: return drv.supportPerPixelLighting(true);
|
|
case PerPixelLightingNoSpec: return drv.supportPerPixelLighting(false);
|
|
case Cloud: return true;
|
|
case Water: return true;
|
|
default:
|
|
nlassert(0); // unknown shader, must complete
|
|
}
|
|
return false;
|
|
}
|
|
|
|
}
|
|
|