hkxMaterial.h
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- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HKSCENEDATA_MATERIAL_HKXMATERIAL_HKCLASS_H
- #define HKSCENEDATA_MATERIAL_HKXMATERIAL_HKCLASS_H
- #include <Common/SceneData/Attributes/hkxAttributeHolder.h>
- /// hkxMaterial meta information
- extern const class hkClass hkxMaterialClass;
- /// A serialization wrapper for the color and texture layers of a mesh section.
- class hkxMaterial : public hkxAttributeHolder
- {
- public:
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_SCENE_DATA, hkxMaterial );
- HK_DECLARE_REFLECTION();
-
- /// Used by textures to hint at their usage.
- enum TextureType
- {
- ///
- TEX_UNKNOWN,
- ///
- TEX_DIFFUSE,
- ///
- TEX_REFLECTION,
- ///
- TEX_BUMP,
- ///
- TEX_NORMAL,
- ///
- TEX_DISPLACEMENT,
- ///
- TEX_SPECULAR, // Specular Level map
- ///
- TEX_SPECULARANDGLOSS, // Specular Level map with the Gloss (power) in the Alpha channel
- ///
- TEX_OPACITY, // Opacity (transparency) map. Normally not used, just use the alpha channel in one of the diffuse maps instead.
- ///
- TEX_EMISSIVE, // Emissive (self illumination) map
- ///
- TEX_REFRACTION,
- ///
- TEX_GLOSS, // Specular Power map, normally not used (alpha in specmap quicker)
- ///
- TEX_NOTEXPORTED
- };
-
- /// The information needed to texture an object in the correct way. A stage contains
- /// just a texture map (one of two types, so a hkVariant) and some hint information.
- struct TextureStage
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_SCENE_DATA, hkxMaterial::TextureStage );
- HK_DECLARE_REFLECTION();
- /// The texture map. Usually an inplace or file texture pointer
- hkVariant m_texture;
-
- /// What the texture is meant for. Is it a normal map etc. An int so not assumed to
- /// be one of the default above enums.
- hkEnum< TextureType, hkInt32 > m_usageHint;
- /// Which of the texture coords it meant to use in the vertex buffer. Starts at 0. -1 for unknown.
- hkInt32 m_tcoordChannel; //+default(-1)
- };
-
- void sortTextureStageOrder();
-
- //
- // Members
- //
- public:
-
- /// The name of the material as seen in the modeler
- char* m_name;
- /// Ordered list of textures. Stages (or samplers) in a graphics engine.
- struct TextureStage* m_stages;
- hkInt32 m_numStages;
-
- /// Diffuse RGBA == the vector XYZW
- hkVector4 m_diffuseColor;
-
- /// Ambient RGB == the vector XYZ
- hkVector4 m_ambientColor;
-
- /// Specular RGB == the vector XYZ. Specular Power (shininess in ogl) is the W
- /// (0..20..100 are normal for the power)
- hkVector4 m_specularColor;
-
- /// Emissive RGB == the vector XYZ
- hkVector4 m_emissiveColor;
-
- /// Sub materials
- class hkxMaterial** m_subMaterials;
- hkInt32 m_numSubMaterials;
- /// extra material info such as a shader (FX file or whatever, usually a hkxMaterialEffect if it comes from our exporters, or a hkxMaterialShaderSet if specific single pass shader sets)
- hkVariant m_extraData;
- };
- #endif // HKSCENEDATA_MATERIAL_HKXMATERIAL_HKCLASS_H
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */