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350 lines
8.4 KiB
C++
350 lines
8.4 KiB
C++
/*
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OpenMW - The completely unofficial reimplementation of Morrowind
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Copyright (C) 2008-2010 Nicolay Korslund
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Email: < korslund@gmail.com >
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WWW: http://openmw.sourceforge.net/
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This file (property.h) is part of the OpenMW package.
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OpenMW is distributed as free software: you can redistribute it
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and/or modify it under the terms of the GNU General Public License
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version 3, as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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version 3 along with this program. If not, see
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http://www.gnu.org/licenses/ .
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*/
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#ifndef OPENMW_COMPONENTS_NIF_PROPERTY_HPP
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#define OPENMW_COMPONENTS_NIF_PROPERTY_HPP
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#include "base.hpp"
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namespace Nif
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{
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class Property : public Named
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{
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public:
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// The meaning of these depends on the actual property type.
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int flags;
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void read(NIFStream *nif)
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{
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Named::read(nif);
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flags = nif->getUShort();
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}
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};
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class NiTexturingProperty : public Property
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{
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public:
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// A sub-texture
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struct Texture
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{
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/* Clamp mode
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0 - clampS clampT
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1 - clampS wrapT
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2 - wrapS clampT
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3 - wrapS wrapT
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*/
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/* Filter:
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0 - nearest
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1 - bilinear
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2 - trilinear
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3, 4, 5 - who knows
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*/
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bool inUse;
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NiSourceTexturePtr texture;
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int clamp, uvSet, filter;
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short unknown2;
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void read(NIFStream *nif)
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{
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inUse = !!nif->getInt();
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if(!inUse) return;
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texture.read(nif);
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clamp = nif->getInt();
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filter = nif->getInt();
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uvSet = nif->getInt();
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// I have no idea, but I think these are actually two
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// PS2-specific shorts (ps2L and ps2K), followed by an unknown
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// short.
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nif->skip(6);
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}
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void post(NIFFile *nif)
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{
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texture.post(nif);
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}
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};
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/* Apply mode:
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0 - replace
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1 - decal
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2 - modulate
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3 - hilight // These two are for PS2 only?
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4 - hilight2
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*/
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int apply;
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/*
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* The textures in this list are as follows:
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*
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* 0 - Base texture
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* 1 - Dark texture
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* 2 - Detail texture
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* 3 - Gloss texture (never used?)
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* 4 - Glow texture
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* 5 - Bump map texture
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* 6 - Decal texture
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*/
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enum TextureType
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{
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BaseTexture = 0,
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DarkTexture = 1,
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DetailTexture = 2,
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GlossTexture = 3,
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GlowTexture = 4,
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BumpTexture = 5,
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DecalTexture = 6
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};
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Texture textures[7];
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void read(NIFStream *nif)
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{
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Property::read(nif);
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apply = nif->getInt();
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// Unknown, always 7. Probably the number of textures to read
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// below
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nif->getInt();
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textures[0].read(nif); // Base
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textures[1].read(nif); // Dark
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textures[2].read(nif); // Detail
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textures[3].read(nif); // Gloss (never present)
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textures[4].read(nif); // Glow
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textures[5].read(nif); // Bump map
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if(textures[5].inUse)
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{
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// Ignore these at the moment
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/*float lumaScale =*/ nif->getFloat();
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/*float lumaOffset =*/ nif->getFloat();
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/*const Vector4 *lumaMatrix =*/ nif->getVector4();
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}
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textures[6].read(nif); // Decal
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}
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void post(NIFFile *nif)
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{
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Property::post(nif);
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for(int i = 0;i < 7;i++)
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textures[i].post(nif);
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}
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};
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class NiFogProperty : public Property
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{
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public:
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float mFogDepth;
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Ogre::Vector3 mColour;
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void read(NIFStream *nif)
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{
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Property::read(nif);
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mFogDepth = nif->getFloat();
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mColour = nif->getVector3();
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}
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};
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// These contain no other data than the 'flags' field in Property
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class NiShadeProperty : public Property { };
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class NiDitherProperty : public Property { };
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class NiZBufferProperty : public Property { };
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class NiSpecularProperty : public Property { };
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class NiWireframeProperty : public Property { };
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// The rest are all struct-based
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template <typename T>
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struct StructPropT : Property
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{
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T data;
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void read(NIFStream *nif)
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{
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Property::read(nif);
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data.read(nif);
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}
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};
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struct S_MaterialProperty
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{
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// The vector components are R,G,B
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Ogre::Vector3 ambient, diffuse, specular, emissive;
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float glossiness, alpha;
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void read(NIFStream *nif)
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{
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ambient = nif->getVector3();
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diffuse = nif->getVector3();
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specular = nif->getVector3();
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emissive = nif->getVector3();
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glossiness = nif->getFloat();
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alpha = nif->getFloat();
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}
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};
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struct S_VertexColorProperty
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{
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/* Vertex mode:
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0 - source ignore
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1 - source emmisive
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2 - source amb diff
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Lighting mode
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0 - lighting emmisive
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1 - lighting emmisive ambient/diffuse
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*/
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int vertmode, lightmode;
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void read(NIFStream *nif)
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{
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vertmode = nif->getInt();
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lightmode = nif->getInt();
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}
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};
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struct S_AlphaProperty
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{
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/*
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In NiAlphaProperty, the flags have the following meaning:
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Bit 0 : alpha blending enable
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Bits 1-4 : source blend mode
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Bits 5-8 : destination blend mode
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Bit 9 : alpha test enable
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Bit 10-12 : alpha test mode
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Bit 13 : no sorter flag ( disables triangle sorting )
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blend modes (glBlendFunc):
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0000 GL_ONE
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0001 GL_ZERO
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0010 GL_SRC_COLOR
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0011 GL_ONE_MINUS_SRC_COLOR
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0100 GL_DST_COLOR
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0101 GL_ONE_MINUS_DST_COLOR
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0110 GL_SRC_ALPHA
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0111 GL_ONE_MINUS_SRC_ALPHA
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1000 GL_DST_ALPHA
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1001 GL_ONE_MINUS_DST_ALPHA
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1010 GL_SRC_ALPHA_SATURATE
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test modes (glAlphaFunc):
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000 GL_ALWAYS
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001 GL_LESS
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010 GL_EQUAL
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011 GL_LEQUAL
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100 GL_GREATER
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101 GL_NOTEQUAL
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110 GL_GEQUAL
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111 GL_NEVER
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Taken from:
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http://niftools.sourceforge.net/doc/nif/NiAlphaProperty.html
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Right now we only use standard alpha blending (see the Ogre code
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that sets it up) and it appears that this is the only blending
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used in the original game. Bloodmoon (along with several mods) do
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however use other settings, such as discarding pixel values with
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alpha < 1.0. This is faster because we don't have to mess with the
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depth stuff like we did for blending. And OGRE has settings for
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this too.
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*/
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// Tested against when certain flags are set (see above.)
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unsigned char threshold;
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void read(NIFStream *nif)
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{
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threshold = nif->getChar();
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}
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};
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/*
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Docs taken from:
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http://niftools.sourceforge.net/doc/nif/NiStencilProperty.html
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*/
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struct S_StencilProperty
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{
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// Is stencil test enabled?
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unsigned char enabled;
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/*
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0 TEST_NEVER
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1 TEST_LESS
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2 TEST_EQUAL
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3 TEST_LESS_EQUAL
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4 TEST_GREATER
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5 TEST_NOT_EQUAL
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6 TEST_GREATER_EQUAL
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7 TEST_ALWAYS
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*/
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int compareFunc;
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unsigned stencilRef;
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unsigned stencilMask;
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/*
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Stencil test fail action, depth test fail action and depth test pass action:
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0 ACTION_KEEP
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1 ACTION_ZERO
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2 ACTION_REPLACE
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3 ACTION_INCREMENT
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4 ACTION_DECREMENT
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5 ACTION_INVERT
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*/
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int failAction;
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int zFailAction;
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int zPassAction;
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/*
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Face draw mode:
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0 DRAW_CCW_OR_BOTH
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1 DRAW_CCW [default]
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2 DRAW_CW
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3 DRAW_BOTH
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*/
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int drawMode;
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void read(NIFStream *nif)
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{
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enabled = nif->getChar();
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compareFunc = nif->getInt();
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stencilRef = nif->getUInt();
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stencilMask = nif->getUInt();
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failAction = nif->getInt();
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zFailAction = nif->getInt();
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zPassAction = nif->getInt();
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drawMode = nif->getInt();
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}
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};
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class NiAlphaProperty : public StructPropT<S_AlphaProperty> { };
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class NiMaterialProperty : public StructPropT<S_MaterialProperty> { };
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class NiVertexColorProperty : public StructPropT<S_VertexColorProperty> { };
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class NiStencilProperty : public StructPropT<S_StencilProperty> { };
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} // Namespace
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#endif
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