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80 lines
2.5 KiB
C++
80 lines
2.5 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 "stdpch.h"
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#include "nel/3d/u_instance_material.h"
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#include "sky_material_setup.h"
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using namespace NL3D;
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H_AUTO_DECL(RZ_SkyMaterialSetup)
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//===================================================================================
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void CSkyMaterialSetup::buildFromInstance(NL3D::UInstance instance, uint stage)
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{
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H_AUTO_USE(RZ_SkyMaterialSetup)
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nlassert(stage < 2);
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if (instance.empty())
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{
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Setup.clear();
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return;
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}
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Setup.clear();
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CTexInfo ti;
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// take each texture at the given stage that is a texture file
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for(uint k = 0; k < instance.getNumMaterials(); ++k)
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{
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UInstanceMaterial im = instance.getMaterial(k);
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uint currStage;
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if (im.getLastTextureStage() >= (sint) stage) currStage = stage;
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else currStage = 0;
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if (im.isTextureFile(currStage))
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{
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ti.MatNum = k;
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ti.TexName = im.getTextureFileName(currStage);
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Setup.push_back(ti);
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}
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}
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}
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//===================================================================================
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void CSkyMaterialSetup::applyToInstance(NL3D::UInstance instance, uint stage, bool skipFirstMaterial /*= false*/)
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{
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H_AUTO_USE(RZ_SkyMaterialSetup)
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nlassert(stage < 2);
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if (instance.empty()) return;
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for(uint k = 0; k < Setup.size(); ++k)
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{
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if (skipFirstMaterial && Setup[k].MatNum == 0) continue;
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if (Setup[k].MatNum < instance.getNumMaterials())
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{
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NL3D::UInstanceMaterial im = instance.getMaterial(Setup[k].MatNum);
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uint currStage;
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if (im.getLastTextureStage() >= (sint) stage) currStage = stage;
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else currStage = 0;
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if (!im.isTextureFile(currStage)) continue;
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if (NLMISC::nlstricmp(Setup[k].TexName, im.getTextureFileName(currStage)) != 0) // must change name ?
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{
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im.setTextureFileName(Setup[k].TexName, currStage);
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}
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}
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}
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}
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