mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-24 04:09:15 +01:00
ca8bec90d1
-updated wiiflow to the latest devkitppc and latest libogc
255 lines
4.7 KiB
C++
255 lines
4.7 KiB
C++
/*
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Copyright (c) 2010 - Wii Banner Player Project
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Copyright (c) 2012 - Dimok and giantpune
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#ifndef WII_BNR_MATERIAL_H_
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#define WII_BNR_MATERIAL_H_
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#include "Animator.h"
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#include "BannerTexture.hpp"
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struct BannerResources;
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class Material : public Animator
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{
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public:
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typedef Animator Base;
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struct Header
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{
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char name[20];
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GXColorS10 color_regs[3];
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GXColor color_constants[4];
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u32 flags;
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} ATTRIBUTE_PACKED;
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Material();
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virtual ~Material() { };
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void Load(Material::Header *mat);
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void Apply(const BannerResources& resources, u8 render_alpha, bool modulate) const;
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const char *getName() const { return header->name; }
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const Material::Header *GetHeader() const { return header; }
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protected:
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void ProcessHermiteKey(const KeyType& type, float value);
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void ProcessStepKey(const KeyType& type, StepKeyHandler::KeyData data);
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private:
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void ApplyChannelControl(u8 render_alpha, bool &modulate_colors) const;
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void ApplyTevSwapTable(void) const;
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void ApplyTexCoordGens(void) const;
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void ApplyTevStages(bool modulate_colors) const;
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void ApplyIndStages(void) const;
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void ApplyTextures(const BannerResources& resources) const;
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enum
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{
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MAX_TEX_MAP = 8,
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MAX_TEX_SRT = 10,
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MAX_TEX_GEN = 8,
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MAX_IND_STAGES = 4,
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MAX_TEV_STAGES = 16,
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DEFAULT_PALETTE = 0xFF,
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};
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struct MatFlags
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{
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u32 pad2 : 4;
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u32 material_color : 1;
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u32 pad : 1;
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u32 channel_control : 1;
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u32 blend_mode : 1;
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u32 alpha_compare : 1;
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u32 tev_stages : 5;
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u32 ind_stage : 3;
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u32 ind_srt : 2;
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u32 tev_swap_table : 1;
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u32 texture_coord_gen : 4;
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u32 texture_srt : 4;
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u32 texture_map : 4;
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} ATTRIBUTE_PACKED;
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struct TextureMap
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{
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u16 tex_index;
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u8 wrap_s;
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u8 wrap_t;
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} ATTRIBUTE_PACKED;
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struct TextureSrt
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{
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f32 translate_x;
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f32 translate_y;
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f32 rotate;
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f32 scale_x;
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f32 scale_y;
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} ATTRIBUTE_PACKED;
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struct TextureCoordGen
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{
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u8 tgen_typ;
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u8 tgen_src;
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u8 mtxsrc;
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u8 pad;
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} ATTRIBUTE_PACKED;
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struct ChannelControl
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{
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u8 color_matsrc;
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u8 alpha_matsrc;
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u16 pad;
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} ATTRIBUTE_PACKED;
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struct IndSrt
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{
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f32 translate_x;
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f32 translate_y;
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f32 rotate;
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f32 scale_x;
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f32 scale_y;
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} ATTRIBUTE_PACKED;
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struct IndStage
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{
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u8 texcoord;
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u8 tex_map;
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u8 scale_s;
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u8 scale_t;
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} ATTRIBUTE_PACKED;
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struct BlendModes
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{
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u8 type, src_factor, dst_factor, logical_op;
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} ATTRIBUTE_PACKED;
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struct AlphaCompareModes
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{
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u8 compare, op, ref0, ref1;
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} ATTRIBUTE_PACKED;
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struct TevSwap
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{
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u32 a : 2;
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u32 b : 2;
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u32 g : 2;
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u32 r : 2;
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} ATTRIBUTE_PACKED;
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struct TevStage
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{
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u32 texcoord : 8;
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u32 color : 8;
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u32 tex_map : 8;
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u32 unk : 3;
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u32 tex_sel : 2;
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u32 ras_sel : 2;
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u32 lowBit : 1;
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struct
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{
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u32 b : 4;
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u32 a : 4;
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u32 d : 4;
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u32 c : 4;
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u32 tevscale : 2;
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u32 tevbias : 2;
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u32 tevop : 4;
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u32 sel : 5;
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u32 tevregid : 2;
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u32 clamp : 1;
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} ATTRIBUTE_PACKED color_in, ATTRIBUTE_PACKED alpha_in;
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struct
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{
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u32 unk1 : 6;
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u32 indtexid : 2;
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u32 unk2 : 1;
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u32 mtxid : 4;
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u32 bias : 3;
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u32 unk3 : 2;
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u32 wrap_t : 3;
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u32 wrap_s : 3;
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u32 unk4 : 2;
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u32 a : 2;
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u32 utclod : 1;
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u32 addprev : 1;
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u32 format : 2;
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} ATTRIBUTE_PACKED ind;
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} ATTRIBUTE_PACKED;
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// Material flags
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MatFlags *flags;
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// Texture
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TextureMap *texture_maps;
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TextureSrt *texture_srts;
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TextureCoordGen *texture_coord_gens;
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// Color channels
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ChannelControl *chan_control;
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// Material colors
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GXColor *mat_color;
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// Tev color swap
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TevSwap *tev_swap_table;
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// Indirect textures
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IndSrt *ind_srt;
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IndStage *ind_stage;
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// Texture environment
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TevStage *tev_stages;
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// Blending and alpha compare
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AlphaCompareModes *alpha_compare;
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BlendModes *blend_mode;
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// palette animation
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u8 palette_texture[MAX_TEX_MAP];
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//! Material header
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Material::Header *header;
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};
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class MaterialList : public std::vector<Material*>
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{
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public:
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static const u32 MAGIC = MAKE_FOURCC('m', 'a', 't', '1');
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};
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#endif
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