khanat-code-old/code/ryzom/client/src/sky_material_setup.cpp
2015-12-18 13:02:31 +01:00

80 lines
2.5 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "nel/3d/u_instance_material.h"
#include "sky_material_setup.h"
using namespace NL3D;
H_AUTO_DECL(RZ_SkyMaterialSetup)
//===================================================================================
void CSkyMaterialSetup::buildFromInstance(NL3D::UInstance instance, uint stage)
{
H_AUTO_USE(RZ_SkyMaterialSetup)
nlassert(stage < 2);
if (instance.empty())
{
Setup.clear();
return;
}
Setup.clear();
CTexInfo ti;
// take each texture at the given stage that is a texture file
for(uint k = 0; k < instance.getNumMaterials(); ++k)
{
UInstanceMaterial im = instance.getMaterial(k);
uint currStage;
if (im.getLastTextureStage() >= (sint) stage) currStage = stage;
else currStage = 0;
if (im.isTextureFile(currStage))
{
ti.MatNum = k;
ti.TexName = im.getTextureFileName(currStage);
Setup.push_back(ti);
}
}
}
//===================================================================================
void CSkyMaterialSetup::applyToInstance(NL3D::UInstance instance, uint stage, bool skipFirstMaterial /*= false*/)
{
H_AUTO_USE(RZ_SkyMaterialSetup)
nlassert(stage < 2);
if (instance.empty()) return;
for(uint k = 0; k < Setup.size(); ++k)
{
if (skipFirstMaterial && Setup[k].MatNum == 0) continue;
if (Setup[k].MatNum < instance.getNumMaterials())
{
NL3D::UInstanceMaterial im = instance.getMaterial(Setup[k].MatNum);
uint currStage;
if (im.getLastTextureStage() >= (sint) stage) currStage = stage;
else currStage = 0;
if (!im.isTextureFile(currStage)) continue;
if (NLMISC::nlstricmp(Setup[k].TexName, im.getTextureFileName(currStage)) != 0) // must change name ?
{
im.setTextureFileName(Setup[k].TexName, currStage);
}
}
}
}