mirror of
https://github.com/OpenMW/openmw.git
synced 2025-06-03 18:41:35 +00:00
Revise all FO3+ shader properties (attempt reading FO4, FO76 and Starfield properties) Use constants for most instances of property flags Drop invalid usage of non-existent double-sided flag for BSShader Make formatting more consistent, drop unnecessary comments
570 lines
15 KiB
C++
570 lines
15 KiB
C++
#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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struct Property : public NiObjectNET
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{
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};
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struct NiTexturingProperty : public Property
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{
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unsigned short flags{ 0u };
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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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bool inUse;
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NiSourceTexturePtr texture;
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unsigned int clamp, uvSet;
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void read(NIFStream* nif);
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void post(Reader& nif);
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bool wrapT() const { return clamp & 1; }
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bool wrapS() const { return (clamp >> 1) & 1; }
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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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unsigned int apply{ 0 };
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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
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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 : uint32_t
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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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std::vector<Texture> textures;
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std::vector<Texture> shaderTextures;
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osg::Vec2f envMapLumaBias;
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osg::Vec4f bumpMapMatrix;
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void read(NIFStream* nif) override;
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void post(Reader& nif) override;
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};
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struct NiFogProperty : public Property
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{
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unsigned short mFlags;
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float mFogDepth;
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osg::Vec3f mColour;
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void read(NIFStream* nif) override;
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};
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struct NiShadeProperty : public Property
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{
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uint16_t mFlags{ 0u };
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void read(NIFStream* nif) override
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{
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Property::read(nif);
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if (nif->getBethVersion() <= NIFFile::BethVersion::BETHVER_FO3)
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nif->read(mFlags);
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}
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};
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enum class BSShaderType : uint32_t
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{
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ShaderType_TallGrass = 0,
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ShaderType_Default = 1,
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ShaderType_Sky = 10,
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ShaderType_Skin = 14,
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ShaderType_Water = 17,
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ShaderType_Lighting30 = 29,
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ShaderType_Tile = 32,
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ShaderType_NoLighting = 33
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};
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enum BSShaderFlags1
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{
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BSSFlag1_Specular = 0x00000001,
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BSSFlag1_Decal = 0x04000000,
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};
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struct BSSPParallaxParams
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{
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float mMaxPasses;
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float mScale;
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void read(NIFStream* nif);
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};
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struct BSSPRefractionParams
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{
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float mStrength;
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int32_t mPeriod;
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void read(NIFStream* nif);
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};
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struct BSShaderProperty : public NiShadeProperty
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{
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uint32_t mType{ 0u }, mShaderFlags1{ 0u }, mShaderFlags2{ 0u };
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float mEnvMapScale{ 0.f };
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void read(NIFStream* nif) override;
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// These flags are shared between BSShader and BSLightingShader
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// Shader-specific flag methods must be handled on per-record basis
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bool specular() const { return mShaderFlags1 & BSSFlag1_Specular; }
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bool decal() const { return mShaderFlags1 & BSSFlag1_Decal; }
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};
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struct BSShaderLightingProperty : public BSShaderProperty
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{
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unsigned int mClamp{ 0u };
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void read(NIFStream* nif) override;
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bool wrapT() const { return mClamp & 1; }
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bool wrapS() const { return mClamp & 2; }
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};
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struct BSShaderPPLightingProperty : public BSShaderLightingProperty
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{
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BSShaderTextureSetPtr mTextureSet;
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BSSPRefractionParams mRefraction;
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BSSPParallaxParams mParallax;
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void read(NIFStream* nif) override;
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void post(Reader& nif) override;
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};
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struct BSShaderNoLightingProperty : public BSShaderLightingProperty
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{
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std::string mFilename;
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osg::Vec4f mFalloffParams;
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void read(NIFStream* nif) override;
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};
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enum class BSLightingShaderType : uint32_t
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{
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ShaderType_Default = 0,
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ShaderType_EnvMap = 1,
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ShaderType_Glow = 2,
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ShaderType_Parallax = 3,
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ShaderType_FaceTint = 4,
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ShaderType_SkinTint = 5,
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ShaderType_HairTint = 6,
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ShaderType_ParallaxOcc = 7,
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ShaderType_MultitexLand = 8,
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ShaderType_LODLand = 9,
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ShaderType_Snow = 10,
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ShaderType_MultiLayerParallax = 11,
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ShaderType_TreeAnim = 12,
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ShaderType_LODObjects = 13,
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ShaderType_SparkleSnow = 14,
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ShaderType_LODObjectsHD = 15,
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ShaderType_EyeEnvmap = 16,
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ShaderType_Cloud = 17,
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ShaderType_LODNoise = 18,
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ShaderType_MultitexLandLODBlend = 19,
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ShaderType_Dismemberment = 20
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};
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enum BSLightingShaderFlags1
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{
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BSLSFlag1_Falloff = 0x00000040,
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};
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enum BSLightingShaderFlags2
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{
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BSLSFlag2_DoubleSided = 0x00000010,
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BSLSFlag2_TreeAnim = 0x20000000,
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};
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struct BSSPLuminanceParams
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{
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float mLumEmittance;
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float mExposureOffset;
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float mFinalExposureMin, mFinalExposureMax;
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void read(NIFStream* nif);
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};
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struct BSSPWetnessParams
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{
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float mSpecScale;
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float mSpecPower;
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float mMinVar;
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float mEnvMapScale;
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float mFresnelPower;
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float mMetalness;
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void read(NIFStream* nif);
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};
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struct BSSPMLParallaxParams
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{
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float mInnerLayerThickness;
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float mRefractionScale;
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osg::Vec2f mInnerLayerTextureScale;
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float mEnvMapScale;
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void read(NIFStream* nif);
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};
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struct BSSPTranslucencyParams
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{
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osg::Vec3f mSubsurfaceColor;
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float mTransmissiveScale;
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float mTurbulence;
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bool mThickObject;
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bool mMixAlbedo;
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void read(NIFStream* nif);
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};
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struct BSLightingShaderProperty : public BSShaderProperty
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{
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std::vector<uint32_t> mShaderFlags1Hashes, mShaderFlags2Hashes;
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osg::Vec2f mUVOffset, mUVScale;
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BSShaderTextureSetPtr mTextureSet;
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osg::Vec3f mEmissive;
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float mEmissiveMult;
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std::string mRootMaterial;
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uint32_t mClamp;
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float mAlpha;
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float mRefractionStrength;
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float mGlossiness{ 80.f };
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float mSmoothness{ 1.f };
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osg::Vec3f mSpecular;
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float mSpecStrength;
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std::array<float, 2> mLightingEffects;
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float mSubsurfaceRolloff;
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float mRimlightPower;
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float mBacklightPower;
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float mGrayscaleToPaletteScale{ 1.f };
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float mFresnelPower{ 5.f };
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BSSPWetnessParams mWetness;
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bool mDoTranslucency{ false };
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BSSPTranslucencyParams mTranslucency;
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std::vector<std::vector<std::string>> mTextureArrays;
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BSSPLuminanceParams mLuminance;
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bool mUseSSR;
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bool mWetnessUseSSR;
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osg::Vec4f mSkinTintColor;
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osg::Vec3f mHairTintColor;
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BSSPParallaxParams mParallax;
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BSSPMLParallaxParams mMultiLayerParallax;
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osg::Vec4f mSparkle;
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float mCubeMapScale;
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osg::Vec3f mLeftEyeReflectionCenter;
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osg::Vec3f mRightEyeReflectionCenter;
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void read(NIFStream* nif) override;
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void post(Reader& nif) override;
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bool doubleSided() const { return mShaderFlags2 & BSLSFlag2_DoubleSided; }
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bool treeAnim() const { return mShaderFlags2 & BSLSFlag2_TreeAnim; }
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};
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struct BSEffectShaderProperty : public BSShaderProperty
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{
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std::vector<uint32_t> mShaderFlags1Hashes, mShaderFlags2Hashes;
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osg::Vec2f mUVOffset, mUVScale;
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std::string mSourceTexture;
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uint8_t mClamp;
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uint8_t mLightingInfluence;
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uint8_t mEnvMapMinLOD;
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osg::Vec4f mFalloffParams;
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float mRefractionPower;
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osg::Vec4f mBaseColor;
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float mBaseColorScale;
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float mFalloffDepth;
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std::string mGreyscaleTexture;
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std::string mEnvMapTexture;
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std::string mNormalTexture;
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std::string mEnvMaskTexture;
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float mEnvMapScale;
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std::string mReflectanceTexture;
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std::string mLightingTexture;
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osg::Vec3f mEmittanceColor;
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std::string mEmitGradientTexture;
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BSSPLuminanceParams mLuminance;
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void read(NIFStream* nif) override;
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bool useFalloff() const { return mShaderFlags1 & BSLSFlag1_Falloff; }
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bool doubleSided() const { return mShaderFlags2 & BSLSFlag2_DoubleSided; }
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bool treeAnim() const { return mShaderFlags2 & BSLSFlag2_TreeAnim; }
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};
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struct NiDitherProperty : public Property
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{
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unsigned short flags;
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void read(NIFStream* nif) override
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{
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Property::read(nif);
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flags = nif->getUShort();
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}
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};
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struct NiZBufferProperty : public Property
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{
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unsigned short flags;
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unsigned int testFunction;
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void read(NIFStream* nif) override
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{
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Property::read(nif);
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flags = nif->getUShort();
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testFunction = (flags >> 2) & 0x7;
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if (nif->getVersion() >= NIFStream::generateVersion(4, 1, 0, 12)
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&& nif->getVersion() <= NIFFile::NIFVersion::VER_OB)
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testFunction = nif->getUInt();
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}
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bool depthTest() const { return flags & 1; }
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bool depthWrite() const { return flags & 2; }
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};
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struct NiSpecularProperty : public Property
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{
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unsigned short flags;
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void read(NIFStream* nif) override
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{
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Property::read(nif);
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flags = nif->getUShort();
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}
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bool isEnabled() const { return flags & 1; }
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};
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struct NiWireframeProperty : public Property
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{
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unsigned short flags;
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void read(NIFStream* nif) override
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{
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Property::read(nif);
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flags = nif->getUShort();
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}
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bool isEnabled() const { return flags & 1; }
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};
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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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unsigned short flags;
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void read(NIFStream* nif) override
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{
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Property::read(nif);
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flags = nif->getUShort();
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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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osg::Vec3f ambient{ 1.f, 1.f, 1.f }, diffuse{ 1.f, 1.f, 1.f };
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osg::Vec3f specular, emissive;
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float glossiness{ 0.f }, alpha{ 0.f }, emissiveMult{ 1.f };
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void read(NIFStream* nif);
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};
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struct S_AlphaProperty
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{
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/*
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NiAlphaProperty 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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*/
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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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/*
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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_NEVER (though nifskope comment says TEST_ALWAYS, but ingame it is TEST_NEVER)
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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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struct NiAlphaProperty : public StructPropT<S_AlphaProperty>
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{
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enum Flags
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{
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Flag_Blending = 0x0001,
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Flag_Testing = 0x0200,
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Flag_NoSorter = 0x2000,
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};
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bool useAlphaBlending() const { return flags & Flag_Blending; }
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bool useAlphaTesting() const { return flags & Flag_Testing; }
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bool noSorter() const { return flags & Flag_NoSorter; }
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int sourceBlendMode() const { return (flags >> 1) & 0xF; }
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int destinationBlendMode() const { return (flags >> 5) & 0xF; }
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int alphaTestMode() const { return (flags >> 10) & 0x7; }
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};
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struct NiVertexColorProperty : public Property
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{
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enum class VertexMode : unsigned int
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{
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VertMode_SrcIgnore = 0,
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VertMode_SrcEmissive = 1,
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VertMode_SrcAmbDif = 2
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};
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enum class LightMode : unsigned int
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{
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LightMode_Emissive = 0,
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LightMode_EmiAmbDif = 1
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};
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unsigned short mFlags;
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VertexMode mVertexMode;
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LightMode mLightingMode;
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void read(NIFStream* nif) override;
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};
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struct NiStencilProperty : public Property
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{
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S_StencilProperty data;
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unsigned short flags{ 0u };
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void read(NIFStream* nif) override
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{
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Property::read(nif);
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if (nif->getVersion() <= NIFFile::NIFVersion::VER_OB_OLD)
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flags = nif->getUShort();
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data.read(nif);
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}
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};
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struct NiMaterialProperty : public Property
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{
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S_MaterialProperty data;
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unsigned short flags{ 0u };
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void read(NIFStream* nif) override
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{
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Property::read(nif);
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if (nif->getVersion() >= NIFStream::generateVersion(3, 0, 0, 0)
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&& nif->getVersion() <= NIFFile::NIFVersion::VER_OB_OLD)
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flags = nif->getUShort();
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data.read(nif);
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}
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};
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}
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#endif
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