100 lines
3.6 KiB
C++
100 lines
3.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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 General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef WATCHMAKER_MATERIAL_H
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#define WATCHMAKER_MATERIAL_H
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#include "common/array.h"
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#include "common/ptr.h"
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#include "watchmaker/3d/texture.h"
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#include "watchmaker/3d/movie.h"
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#include "watchmaker/3d/vertex.h"
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namespace Watchmaker {
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struct gMaterial;
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typedef Common::SharedPtr<gMaterial> MaterialPtr;
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typedef Common::Array<MaterialPtr> MaterialTable;
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struct VertexBuffer;
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// Material definition
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struct gMaterial {
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gTexture *Texture = nullptr; // pointer to texture struct
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Common::SharedPtr<gMovie> Movie; // pointer to movie struct
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unsigned int Flags = 0; // material flags
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int NumFaces() {
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return FacesList.size();
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}; // current number of faces to be processed
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void addFace(uint16 face) {
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FacesList.push_back(face);
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}
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uint16 getFace(int index) const {
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return FacesList[index];
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}
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void clearFaceList() {
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FacesList.clear();
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}
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void emptyFacesList() {
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FacesList.resize(0);
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}
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Common::Array<uint16> getFacesList() {
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return FacesList;
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}
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private:
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Common::Array<uint16> FacesList; // list of verts indices
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public:
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Common::Array<gVertex *> VertsList; // pointers to pointers to verts
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int NumAllocatedVerts() {
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return this->VertsList.size();
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}; // number of allocated vertex in mat VB
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Common::SharedPtr<VertexBuffer> VBO = nullptr;
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// LPDIRECT3DVERTEXBUFFER7 VB; // mat VB struct
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int NumAllocatedMesh = 0; // num mesh to check for modifications
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Common::Array<unsigned int *> FlagsList; // vector of pointer to mesh flags
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unsigned char r, g, b; // default material color
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int NumAddictionalMaterial = 0; // number of addictional material (lightmaps)
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MaterialTable AddictionalMaterial; // pointer to addictional material struct
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public:
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gMaterial() : r(0), g(0), b(0) {
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}
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void addColor(unsigned char r, unsigned char g, unsigned char b);
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void addProperty(int flag);
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bool hasFlag(int flag);
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void clearFlag(int flag);
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bool addNumFaces(unsigned int num);
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bool addNumFacesAdditionalMaterial(MaterialPtr am, unsigned int num);
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void clear();
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};
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MaterialPtr rAddMaterial(MaterialTable &MList, const Common::String &TextName, int NumFaces, unsigned int LoaderFlags);
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MaterialPtr rAddMaterial(gMaterial &Material, const Common::String &TextName, int NumFaces, unsigned int LoaderFlags);
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void rRemoveMaterial(MaterialPtr &m);
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void rRemoveMaterials(MaterialTable &m);
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void rCopyMaterialList(MaterialTable &dst, MaterialTable &src, uint count);
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MaterialPtr rMergeMaterial(MaterialPtr Mat1, MaterialPtr Mat2);
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void rAddToMaterialList(gMaterial &mat, signed short int ViewMatrixNum);
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} // End of namespace Watchmaker
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#endif // WATCHMAKER_MATERIAL_H
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