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			232 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			232 lines
		
	
	
	
		
			5.4 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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| 
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|   This file (property.h) is part of the OpenMW package.
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| 
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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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| 
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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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| 
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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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|  */
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| 
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| #ifndef _NIF_PROPERTY_H_
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| #define _NIF_PROPERTY_H_
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| 
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| #include "controlled.hpp"
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| 
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| namespace Nif
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| {
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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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| 
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|   void read(NIFFile *nif)
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|   {
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|     Named::read(nif);
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|     flags = nif->getShort();
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|   }
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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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| 
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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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| 
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|     int clamp, set, filter;
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|     short unknown2;
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| 
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|     void read(NIFFile *nif)
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|     {
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|       inUse = !!nif->getInt();
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|       if(!inUse) return;
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| 
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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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|       set = nif->getInt();
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| 
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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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|   };
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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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|   /*
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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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|   Texture textures[7];
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| 
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|   void read(NIFFile *nif)
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|   {
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|     Property::read(nif);
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|     apply = nif->getInt();
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| 
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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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| 
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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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| };
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| 
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| // These contain no other data than the 'flags' field in Property
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| typedef Property NiShadeProperty;
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| typedef Property NiDitherProperty;
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| typedef Property NiZBufferProperty;
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| typedef Property NiSpecularProperty;
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| typedef Property NiWireframeProperty;
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| 
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| // The rest are all struct-based
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| template <typename Struct>
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| struct StructPropT : Property
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| {
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|   const Struct* data;
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| 
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|   void read(NIFFile *nif)
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|   {
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|     Property::read(nif);
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|     data = nif->getPtr<Struct>();
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|   }
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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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|   Vector ambient, diffuse, specular, emissive;
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|   float glossiness, alpha;
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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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| 
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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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| };
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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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| 
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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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| 
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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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| 
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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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| 
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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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|     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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| 
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|   // Tested against when certain flags are set (see above.)
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|   unsigned char threshold;
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| };
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| 
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| typedef StructPropT<S_AlphaProperty> NiAlphaProperty;
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| typedef StructPropT<S_MaterialProperty> NiMaterialProperty;
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| typedef StructPropT<S_VertexColorProperty> NiVertexColorProperty;
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| 
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| } // Namespace
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| #endif
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