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openmw-tes3mp/components/nif/property.hpp

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C++

/*
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
This file (property.h) is part of the OpenMW package.
OpenMW is distributed as free software: you can redistribute it
and/or modify it under the terms of the GNU General Public License
version 3, as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
General Public License for more details.
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
*/
#ifndef OPENMW_COMPONENTS_NIF_PROPERTY_HPP
#define OPENMW_COMPONENTS_NIF_PROPERTY_HPP
#include "base.hpp"
namespace Nif
{
class Property : public Named
{
public:
// The meaning of these depends on the actual property type.
int flags;
void read(NIFStream *nif)
{
Named::read(nif);
flags = nif->getUShort();
}
};
class NiTexturingProperty : public Property
{
public:
// A sub-texture
struct Texture
{
/* Clamp mode
0 - clampS clampT
1 - clampS wrapT
2 - wrapS clampT
3 - wrapS wrapT
*/
/* Filter:
0 - nearest
1 - bilinear
2 - trilinear
3, 4, 5 - who knows
*/
bool inUse;
NiSourceTexturePtr texture;
int clamp, uvSet, filter;
short unknown2;
void 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 post(NIFFile *nif)
{
texture.post(nif);
}
};
/* Apply mode:
0 - replace
1 - decal
2 - modulate
3 - hilight // These two are for PS2 only?
4 - hilight2
*/
int apply;
/*
* The textures in this list are as follows:
*
* 0 - Base texture
* 1 - Dark texture
* 2 - Detail texture
* 3 - Gloss texture (never used?)
* 4 - Glow texture
* 5 - Bump map texture
* 6 - Decal texture
*/
enum TextureType
{
BaseTexture = 0,
DarkTexture = 1,
DetailTexture = 2,
GlossTexture = 3,
GlowTexture = 4,
BumpTexture = 5,
DecalTexture = 6
};
Texture textures[7];
void 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 post(NIFFile *nif)
{
Property::post(nif);
for(int i = 0;i < 7;i++)
textures[i].post(nif);
}
};
class NiFogProperty : public Property
{
public:
float mFogDepth;
Ogre::Vector3 mColour;
void read(NIFStream *nif)
{
Property::read(nif);
mFogDepth = nif->getFloat();
mColour = nif->getVector3();
}
};
// These contain no other data than the 'flags' field in Property
class NiShadeProperty : public Property { };
class NiDitherProperty : public Property { };
class NiZBufferProperty : public Property { };
class NiSpecularProperty : public Property { };
class NiWireframeProperty : public Property { };
// The rest are all struct-based
template <typename T>
struct StructPropT : Property
{
T data;
void read(NIFStream *nif)
{
Property::read(nif);
data.read(nif);
}
};
struct S_MaterialProperty
{
// The vector components are R,G,B
Ogre::Vector3 ambient, diffuse, specular, emissive;
float glossiness, alpha;
void read(NIFStream *nif)
{
ambient = nif->getVector3();
diffuse = nif->getVector3();
specular = nif->getVector3();
emissive = nif->getVector3();
glossiness = nif->getFloat();
alpha = nif->getFloat();
}
};
struct S_VertexColorProperty
{
/* Vertex mode:
0 - source ignore
1 - source emmisive
2 - source amb diff
Lighting mode
0 - lighting emmisive
1 - lighting emmisive ambient/diffuse
*/
int vertmode, lightmode;
void read(NIFStream *nif)
{
vertmode = nif->getInt();
lightmode = nif->getInt();
}
};
struct S_AlphaProperty
{
/*
In NiAlphaProperty, the flags have the following meaning:
Bit 0 : alpha blending enable
Bits 1-4 : source blend mode
Bits 5-8 : destination blend mode
Bit 9 : alpha test enable
Bit 10-12 : alpha test mode
Bit 13 : no sorter flag ( disables triangle sorting )
blend modes (glBlendFunc):
0000 GL_ONE
0001 GL_ZERO
0010 GL_SRC_COLOR
0011 GL_ONE_MINUS_SRC_COLOR
0100 GL_DST_COLOR
0101 GL_ONE_MINUS_DST_COLOR
0110 GL_SRC_ALPHA
0111 GL_ONE_MINUS_SRC_ALPHA
1000 GL_DST_ALPHA
1001 GL_ONE_MINUS_DST_ALPHA
1010 GL_SRC_ALPHA_SATURATE
test modes (glAlphaFunc):
000 GL_ALWAYS
001 GL_LESS
010 GL_EQUAL
011 GL_LEQUAL
100 GL_GREATER
101 GL_NOTEQUAL
110 GL_GEQUAL
111 GL_NEVER
Taken from:
http://niftools.sourceforge.net/doc/nif/NiAlphaProperty.html
Right now we only use standard alpha blending (see the Ogre code
that sets it up) and it appears that this is the only blending
used in the original game. Bloodmoon (along with several mods) do
however use other settings, such as discarding pixel values with
alpha < 1.0. This is faster because we don't have to mess with the
depth stuff like we did for blending. And OGRE has settings for
this too.
*/
// Tested against when certain flags are set (see above.)
unsigned char threshold;
void read(NIFStream *nif)
{
threshold = nif->getChar();
}
};
/*
Docs taken from:
http://niftools.sourceforge.net/doc/nif/NiStencilProperty.html
*/
struct S_StencilProperty
{
// Is stencil test enabled?
unsigned char enabled;
/*
0 TEST_NEVER
1 TEST_LESS
2 TEST_EQUAL
3 TEST_LESS_EQUAL
4 TEST_GREATER
5 TEST_NOT_EQUAL
6 TEST_GREATER_EQUAL
7 TEST_ALWAYS
*/
int compareFunc;
unsigned stencilRef;
unsigned stencilMask;
/*
Stencil test fail action, depth test fail action and depth test pass action:
0 ACTION_KEEP
1 ACTION_ZERO
2 ACTION_REPLACE
3 ACTION_INCREMENT
4 ACTION_DECREMENT
5 ACTION_INVERT
*/
int failAction;
int zFailAction;
int zPassAction;
/*
Face draw mode:
0 DRAW_CCW_OR_BOTH
1 DRAW_CCW [default]
2 DRAW_CW
3 DRAW_BOTH
*/
int drawMode;
void 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();
}
};
class NiAlphaProperty : public StructPropT<S_AlphaProperty> { };
class NiMaterialProperty : public StructPropT<S_MaterialProperty> { };
class NiVertexColorProperty : public StructPropT<S_VertexColorProperty> { };
class NiStencilProperty : public StructPropT<S_StencilProperty> { };
} // Namespace
#endif