83class DX8PolygonRendererAttachClass;
131 unsigned PolygonCount;
150 void Add_Polygon(
unsigned polygon_index,
unsigned vidx1,
unsigned vidx2,
unsigned vidx3);
165 void Reset(
int polycount,
int vertcount,
int passcount);
270 return CurMatDesc->Get_Texture_Array(pass,stage,create);
274 return CurMatDesc->Get_Material_Array(pass,create);
278 return CurMatDesc->Get_Shader_Array(pass,create);
#define W3DMPO_GLUE(ARGCLASS)
WWINLINE TextureClass ** Get_Texture_Array(int pass, int stage) const
WWINLINE VertexMaterialClass ** Get_Material_Array(int pass) const
void Add_Polygon(unsigned polygon_index, unsigned vidx1, unsigned vidx2, unsigned vidx3)
WWINLINE const TriIndex * Get_Polygon_Array() const
GapFillerClass(MeshModelClass *mmc)
WWINLINE ShaderClass * Get_Shader_Array(int pass) const
WWINLINE unsigned Get_Polygon_Count() const
void Set_Texture(int pidx, TextureClass *tex, int pass=0, int stage=0)
WW3DErrorType read_materials(ChunkLoadClass &cload, MeshLoadContextClass *context)
MeshModelClass & operator=(const MeshModelClass &that)
WW3DErrorType read_shader_ids(ChunkLoadClass &cload, MeshLoadContextClass *context)
MeshMatDescClass * DefMatDesc
GapFillerClass * GapFiller
friend class MeshDeformSetClass
WW3DErrorType read_per_tri_materials(ChunkLoadClass &cload, MeshLoadContextClass *context)
TextureClass * Peek_Texture(int pidx, int pass=0, int stage=0) const
bool Has_Shader_Array(int pass) const
WW3DErrorType read_per_face_texcoord_ids(ChunkLoadClass &cload, MeshLoadContextClass *context)
void Make_UV_Array_Unique(int pass=0, int stage=0)
unsigned * Get_DCG_Array(int pass)
unsigned * Get_Color_Array(int array_index, bool create=true)
void compute_static_sort_levels(void)
WW3DErrorType read_texture_stage(ChunkLoadClass &cload, MeshLoadContextClass *context)
void Set_Single_Texture(TextureClass *tex, int pass=0, int stage=0)
void Set_Material(int vidx, VertexMaterialClass *vmat, int pass=0)
void Make_Color_Array_Unique(int array_index=0)
bool Needs_Vertex_Normals(void)
MatBufferClass * Get_Material_Array(int pass, bool create=true)
WW3DErrorType read_prelit_material(ChunkLoadClass &cload, MeshLoadContextClass *context)
MaterialInfoClass * MatInfo
void install_materials(MeshLoadContextClass *loadinfo)
void Init_For_NPatch_Rendering()
WW3DErrorType read_scg(ChunkLoadClass &cload, MeshLoadContextClass *context)
void Reset(int polycount, int vertcount, int passcount)
const Vector2 * Get_UV_Array_By_Index(int index)
void Delete_Decal(uint32 decal_id)
void Create_Decal(DecalGeneratorClass *generator, MeshClass *parent)
void Enable_Alternate_Material_Description(bool onoff)
VertexMaterialClass * Peek_Material(int vidx, int pass=0) const
void install_alternate_material_desc(MeshLoadContextClass *context)
bool Has_Material_Array(int pass) const
void Register_For_Rendering()
bool Has_Polygon_Renderers(void)
int Get_Pass_Count(void) const
VertexMaterialClass::ColorSourceType Get_DIG_Source(int pass)
WW3DErrorType read_vertex_colors(ChunkLoadClass &cload, MeshLoadContextClass *context)
WW3DErrorType read_vertex_material_ids(ChunkLoadClass &cload, MeshLoadContextClass *context)
WW3DErrorType read_vertex_materials(ChunkLoadClass &cload, MeshLoadContextClass *context)
WW3DErrorType read_v2_materials(ChunkLoadClass &cload, MeshLoadContextClass *context)
ShaderClass * Get_Shader_Array(int pass, bool create=true)
friend class DX8SkinFVFCategoryContainer
TextureClass * Get_Texture(int pidx, int pass=0, int stage=0) const
VertexMaterialClass * Get_Single_Material(int pass=0) const
void Set_Pass_Count(int passes)
bool Has_Texture_Array(int pass, int stage) const
DX8PolygonRendererList PolygonRendererList
bool Is_Alternate_Material_Description_Enabled(void)
DX8FVFCategoryContainer * Peek_FVF_Category_Container()
WW3DErrorType read_material_info(ChunkLoadClass &cload, MeshLoadContextClass *context)
WW3DErrorType read_material_pass(ChunkLoadClass &cload, MeshLoadContextClass *context)
WW3DErrorType read_textures(ChunkLoadClass &cload, MeshLoadContextClass *context)
WW3DErrorType read_texture_ids(ChunkLoadClass &cload, MeshLoadContextClass *context)
friend class MeshDeformClass
MeshMatDescClass * AlternateMatDesc
unsigned int get_sort_flags(void) const
WW3DErrorType read_texcoords(ChunkLoadClass &cload, MeshLoadContextClass *context)
friend class DX8MeshRendererClass
TextureClass * Get_Single_Texture(int pass=0, int stage=0) const
void Set_Single_Shader(ShaderClass shader, int pass=0)
WW3DErrorType read_shaders(ChunkLoadClass &cload, MeshLoadContextClass *context)
void Set_Shader(int pidx, ShaderClass shader, int pass=0)
WW3DErrorType Load_W3D(ChunkLoadClass &cload)
WW3DErrorType read_dig(ChunkLoadClass &cload, MeshLoadContextClass *context)
void post_process_fog(void)
VertexMaterialClass * Get_Material(int vidx, int pass=0) const
int Get_UV_Array_Count(void)
void Shadow_Render(SpecialRenderInfoClass &rinfo, const Matrix3D &tm, const HTreeClass *htree)
void Set_HTree(const HTreeClass *htree)
void Set_Single_Material(VertexMaterialClass *vmat, int pass=0)
friend class MeshLoadContextClass
MeshMatDescClass * CurMatDesc
friend class DX8PolygonRendererClass
TexBufferClass * Get_Texture_Array(int pass, int stage, bool create=true)
const Vector2 * Get_UV_Array(int pass=0, int stage=0)
void modify_for_overbright(void)
void Replace_Texture(TextureClass *texture, TextureClass *new_texture)
VertexMaterialClass * Peek_Single_Material(int pass=0) const
unsigned * Get_DIG_Array(int pass)
WW3DErrorType read_stage_texcoords(ChunkLoadClass &cload, MeshLoadContextClass *context)
void Replace_VertexMaterial(VertexMaterialClass *vmat, VertexMaterialClass *new_vmat)
WW3DErrorType read_v3_materials(ChunkLoadClass &cload, MeshLoadContextClass *context)
void Make_Geometry_Unique()
WW3DErrorType read_chunks(ChunkLoadClass &cload, MeshLoadContextClass *context)
WW3DErrorType read_dcg(ChunkLoadClass &cload, MeshLoadContextClass *context)
const GapFillerClass * Get_Gap_Filler() const
ShaderClass Get_Shader(int pidx, int pass=0) const
ShaderClass Get_Single_Shader(int pass=0) const
void clone_materials(const MeshModelClass &srcmesh)
VertexMaterialClass::ColorSourceType Get_DCG_Source(int pass)
TextureClass * Peek_Single_Texture(int pass=0, int stage=0) const
MultiListClass< DX8PolygonRendererClass > DX8PolygonRendererList