Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
47 lines
1.0 KiB
C++
47 lines
1.0 KiB
C++
/**********************************************************************
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*<
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FILE: mtl.h
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DESCRIPTION: Material and texture class definitions
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CREATED BY: Don Brittain
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HISTORY:
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*> Copyright (c) 1994, All Rights Reserved.
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**********************************************************************/
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#if !defined(_MTL_H_)
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#define UVSOURCE_MESH 0 // use UVW coords
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#define UVSOURCE_XYZ 1 // compute UVW from object XYZ
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#define UVSOURCE_MESH2 2 // use UVW2 (vertexCol) coords
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#define _MTL_H_
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// main material class definition
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class Material {
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public:
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DllExport Material();
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DllExport ~Material();
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Point3 Ka;
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Point3 Kd;
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Point3 Ks;
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float shininess;
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float shinStrength;
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float opacity;
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float selfIllum;
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int dblSided;
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int shadeLimit;
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int useTex;
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int faceMap;
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DWORD textHandle; // texture handle
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int uvwSource;
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Matrix3 textTM; // texture transform
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UBYTE tiling[3]; // u,v,w tiling: GW_TEX_REPEAT, GW_TEX_MIRROR, or GW_TEX_NO_TILING
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};
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#endif // _MTL_H_
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