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openmw-tes3mp/components/nif/property.cpp

112 lines
2.3 KiB
C++

#include "property.hpp"
#include "data.hpp"
#include "controlled.hpp"
namespace Nif
{
void Property::read(NIFStream *nif)
{
Named::read(nif);
flags = nif->getUShort();
}
void NiTexturingProperty::Texture::read(NIFStream *nif)
{
inUse = !!nif->getInt();
if(!inUse) return;
texture.read(nif);
clamp = nif->getInt();
filter = nif->getInt();
uvSet = nif->getInt();
// I have no idea, but I think these are actually two
// PS2-specific shorts (ps2L and ps2K), followed by an unknown
// short.
nif->skip(6);
}
void NiTexturingProperty::Texture::post(NIFFile *nif)
{
texture.post(nif);
}
void NiTexturingProperty::read(NIFStream *nif)
{
Property::read(nif);
apply = nif->getInt();
// Unknown, always 7. Probably the number of textures to read
// below
nif->getInt();
textures[0].read(nif); // Base
textures[1].read(nif); // Dark
textures[2].read(nif); // Detail
textures[3].read(nif); // Gloss (never present)
textures[4].read(nif); // Glow
textures[5].read(nif); // Bump map
if(textures[5].inUse)
{
// Ignore these at the moment
/*float lumaScale =*/ nif->getFloat();
/*float lumaOffset =*/ nif->getFloat();
/*const Vector4 *lumaMatrix =*/ nif->getVector4();
}
textures[6].read(nif); // Decal
}
void NiTexturingProperty::post(NIFFile *nif)
{
Property::post(nif);
for(int i = 0;i < 7;i++)
textures[i].post(nif);
}
void NiFogProperty::read(NIFStream *nif)
{
Property::read(nif);
mFogDepth = nif->getFloat();
mColour = nif->getVector3();
}
void S_MaterialProperty::read(NIFStream *nif)
{
ambient = nif->getVector3();
diffuse = nif->getVector3();
specular = nif->getVector3();
emissive = nif->getVector3();
glossiness = nif->getFloat();
alpha = nif->getFloat();
}
void S_VertexColorProperty::read(NIFStream *nif)
{
vertmode = nif->getInt();
lightmode = nif->getInt();
}
void S_AlphaProperty::read(NIFStream *nif)
{
threshold = nif->getChar();
}
void S_StencilProperty::read(NIFStream *nif)
{
enabled = nif->getChar();
compareFunc = nif->getInt();
stencilRef = nif->getUInt();
stencilMask = nif->getUInt();
failAction = nif->getInt();
zFailAction = nif->getInt();
zPassAction = nif->getInt();
drawMode = nif->getInt();
}
}