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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsTypes.h"
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#include "plParticleMtl.h"
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#include "../resource.h"
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//extern ClassDesc2* GetMaxLayerDesc();
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#include "../Shaders.h"
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#include "iparamm2.h"
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#include "MaxMain/plPlasmaRefMsgs.h"
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#include "../plBMSampler.h"
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#include "stdmat.h"
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#include "../Layers/plLayerTex.h"
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#include "../Layers/plLayerTexBitmapPB.h"
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extern HINSTANCE hInstance;
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class plParticleMtlClassDesc : public ClassDesc2
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{
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public:
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int IsPublic() { return TRUE; }
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void* Create(BOOL loading) { return TRACKED_NEW plParticleMtl(loading); }
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const TCHAR* ClassName() { return GetString(IDS_PARTICLE_MTL); }
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SClass_ID SuperClassID() { return MATERIAL_CLASS_ID; }
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Class_ID ClassID() { return PARTICLE_MTL_CLASS_ID; }
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const TCHAR* Category() { return NULL; }
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const TCHAR* InternalName() { return _T("ParticleMaterial"); }
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HINSTANCE HInstance() { return hInstance; }
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};
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static plParticleMtlClassDesc plParticleMtlDesc;
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ClassDesc2* GetParticleMtlDesc() { return &plParticleMtlDesc; }
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// For initializing paramblock descriptor
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ParamBlockDesc2 *GetParticlePB();
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#include "plParticleMtlPBDec.h"
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const char *plParticleMtl::NormalStrings[] = // Make sure these match up in order with the Normal enum (in the header)
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{
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"Normal: View Facing",
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"Normal: Up",
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"Normal: Nearest Light",
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"Normal: From Center",
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"Normal: Vel x Up x Vel",
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"Emissive"
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};
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plParticleMtl::plParticleMtl(BOOL loading) : fBasicPB(NULL)//, fBM(NULL), fUVGen(NULL)
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{
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#if 0 // This wasn't working on load
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// Initialize the paramblock descriptors only once
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static bool descInit = false;
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if (!descInit)
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{
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descInit = true;
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GetParticlePB()->SetClassDesc(GetParticleMtlDesc());
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}
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#endif
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plParticleMtlDesc.MakeAutoParamBlocks(this);
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// if (!loading)
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{
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Reset();
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plLayerTex *tex = TRACKED_NEW plLayerTex;
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//tex->GetParamBlockByID(kBlkBasic)->SetValue(kBmpUseBitmap, 0, 1);
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fBasicPB->SetValue(kTexmap, 0, tex);
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}
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//fUVGen = GetNewDefaultUVGen();
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}
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void plParticleMtl::Reset()
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{
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fIValid.SetEmpty();
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}
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ParamDlg* plParticleMtl::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp)
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{
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fIMtlParams = imp;
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IAutoMParamDlg* masterDlg = plParticleMtlDesc.CreateParamDlgs(hwMtlEdit, imp, this);
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return (ParamDlg*)masterDlg;
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}
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BOOL plParticleMtl::SetDlgThing(ParamDlg* dlg)
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{
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return FALSE;
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}
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Interval plParticleMtl::Validity(TimeValue t)
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{
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#if 0 // mf horse
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Interval valid = FOREVER;
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/* for (int i = 0; i < fSubTexmap.Count(); i++)
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{
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if (fSubTexmap[i])
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valid &= fSubTexmap[i]->Validity(t);
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}
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*/
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// float u;
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// fPBlock->GetValue(pb_spin,t,u,valid);
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return valid;
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#else // mf horse
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const char* name = GetName();
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// mf horse - Hacking in something like real validity checking
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// to get material animations working. No warranty, this is just
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// better than nothing.
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Interval v = FOREVER;
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fBasicPB->GetValidity(t, v);
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return v;
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#endif // mf horse
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}
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/*===========================================================================*\
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| Subanim & References support
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\*===========================================================================*/
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int plParticleMtl::NumSubs()
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{
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return 2;
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}
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TSTR plParticleMtl::SubAnimName(int i)
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{
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switch (i)
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{
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case 0: return fBasicPB->GetLocalName();
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case 1: return "Texmap";
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}
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return "";
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}
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Animatable* plParticleMtl::SubAnim(int i)
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{
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switch (i)
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{
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case 0: return fBasicPB;
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case 1: return fBasicPB->GetTexmap(kTexmap);
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}
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return NULL;
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}
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int plParticleMtl::NumRefs()
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{
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return 1;
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}
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RefTargetHandle plParticleMtl::GetReference(int i)
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{
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switch (i)
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{
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case kRefBasic: return fBasicPB;
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}
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return NULL;
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}
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void plParticleMtl::SetReference(int i, RefTargetHandle rtarg)
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{
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if (i == kRefBasic)
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fBasicPB = (IParamBlock2 *)rtarg;
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}
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int plParticleMtl::NumParamBlocks()
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{
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return 1;
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}
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IParamBlock2* plParticleMtl::GetParamBlock(int i)
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{
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return (IParamBlock2*)GetReference(i);
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}
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IParamBlock2* plParticleMtl::GetParamBlockByID(BlockID id)
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{
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if (fBasicPB->ID() == id)
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return fBasicPB;
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return NULL;
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}
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RefResult plParticleMtl::NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message)
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{
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switch (message)
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{
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case REFMSG_CHANGE:
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fIValid.SetEmpty();
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// see if this message came from a changing parameter in the pblock,
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// if so, limit rollout update to the changing item
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if (hTarget == fBasicPB)
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{
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IParamBlock2 *pb = (IParamBlock2*)hTarget;
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ParamID changingParam = pb->LastNotifyParamID();
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pb->GetDesc()->InvalidateUI(changingParam);
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// And let the SceneWatcher know that the material on some of it's
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// referenced objects changed.
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NotifyDependents(FOREVER, PART_ALL, REFMSG_USER_MAT);
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}
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break;
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}
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return REF_SUCCEED;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Subtexmap access
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int plParticleMtl::NumSubTexmaps()
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{
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return 1;
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}
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Texmap* plParticleMtl::GetSubTexmap(int i)
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{
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if (i == 0)
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return fBasicPB->GetTexmap(kTexmap);
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return NULL;
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}
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void plParticleMtl::SetSubTexmap(int i, Texmap *m)
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{
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if (i == 0)
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fBasicPB->SetValue(kTexmap, 0, m);
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}
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TSTR plParticleMtl::GetSubTexmapSlotName(int i)
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{
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if (i == 0)
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return "Texmap";
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return "";
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}
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TSTR plParticleMtl::GetSubTexmapTVName(int i)
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{
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return GetSubTexmapSlotName(i);
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}
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/*===========================================================================*\
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| Standard IO
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\*===========================================================================*/
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#define MTL_HDR_CHUNK 0x4000
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IOResult plParticleMtl::Save(ISave *isave)
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{
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IOResult res;
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isave->BeginChunk(MTL_HDR_CHUNK);
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res = MtlBase::Save(isave);
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if (res!=IO_OK) return res;
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isave->EndChunk();
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return IO_OK;
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}
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IOResult plParticleMtl::Load(ILoad *iload)
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{
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IOResult res;
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int id;
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while (IO_OK==(res=iload->OpenChunk()))
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{
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switch(id = iload->CurChunkID())
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{
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case MTL_HDR_CHUNK:
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res = MtlBase::Load(iload);
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break;
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}
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iload->CloseChunk();
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if (res!=IO_OK)
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return res;
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}
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return IO_OK;
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}
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/*===========================================================================*\
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| Updating and cloning
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\*===========================================================================*/
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RefTargetHandle plParticleMtl::Clone(RemapDir &remap)
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{
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plParticleMtl *mnew = TRACKED_NEW plParticleMtl(FALSE);
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*((MtlBase*)mnew) = *((MtlBase*)this);
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mnew->ReplaceReference(kRefBasic, remap.CloneRef(fBasicPB));
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BaseClone(this, mnew, remap);
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mnew->fIValid.SetEmpty();
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return (RefTargetHandle)mnew;
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}
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void plParticleMtl::NotifyChanged()
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{
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NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);
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}
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void plParticleMtl::Update(TimeValue t, Interval& valid)
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{
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//StdUVGen *gen = (StdUVGen *)fUVGen;
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//gen->SetUScl(1.0f, t);
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//gen->SetVScl(1.0f, t);
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//gen->Update(t, fIValid);
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valid &= fIValid;
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}
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/*===========================================================================*\
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| Determine the characteristics of the material
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\*===========================================================================*/
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void plParticleMtl::SetAmbient(Color c, TimeValue t) {}
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void plParticleMtl::SetDiffuse(Color c, TimeValue t) {}
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void plParticleMtl::SetSpecular(Color c, TimeValue t) {}
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void plParticleMtl::SetShininess(float v, TimeValue t) {}
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Color plParticleMtl::GetAmbient(int mtlNum, BOOL backFace) { return Color(0,0,0); }
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Color plParticleMtl::GetDiffuse(int mtlNum, BOOL backFace) { return Color(0,0,0); }
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Color plParticleMtl::GetSpecular(int mtlNum, BOOL backFace) { return Color(0,0,0); }
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float plParticleMtl::GetXParency(int mtlNum, BOOL backFace)
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{
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int opacity = fBasicPB->GetInt( kOpacity, 0 );
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float alpha = 1.0f - ( (float)opacity / 100.0f );
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return alpha;
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}
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float plParticleMtl::GetShininess(int mtlNum, BOOL backFace) { return 0.0f; }
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float plParticleMtl::GetShinStr(int mtlNum, BOOL backFace) { return 0.0f; }
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float plParticleMtl::WireSize(int mtlNum, BOOL backFace) { return 0.0f; }
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/////////////////////////////////////////////////////////////////
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void plParticleMtl::SetupGfxMultiMaps(TimeValue t, Material *mtl, MtlMakerCallback &cb)
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{
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#if 0
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if (texHandleValid.InInterval(t)) {
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mtl->texture.SetCount(numTexHandlesUsed);
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for (int i=0; i<numTexHandlesUsed; i++) {
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if (texHandle[i]) {
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mtl->texture[i].textHandle = texHandle[i]->GetHandle();
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Texmap *tx = (*maps)[useSubForTex[i]].map;
|
|
|
|
cb.GetGfxTexInfoFromTexmap(t, mtl->texture[i], tx );
|
|
|
|
SetTexOps(mtl,i,texOpsType[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if 0 // WTF?!?!?!?
|
|
|
|
Texmap *tx[2];
|
|
|
|
int diffChan = stdIDToChannel[ ID_DI ];
|
|
|
|
int opacChan = stdIDToChannel[ ID_OP ];
|
|
|
|
tx[0] = (*maps)[diffChan].IsActive()?(*maps)[diffChan].map:NULL;
|
|
|
|
tx[1] = (*maps)[opacChan].IsActive()?(*maps)[opacChan].map:NULL;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
int nsupport = cb.NumberTexturesSupported();
|
|
|
|
#if 0
|
|
|
|
BITMAPINFO *bmi[NTEXHANDLES];
|
|
|
|
|
|
|
|
int nmaps=0;
|
|
|
|
for (int i=0; i<NTEXHANDLES; i++) {
|
|
|
|
if (tx[i]) nmaps ++;
|
|
|
|
bmi[i] = NULL;
|
|
|
|
}
|
|
|
|
mtl->texture.SetCount(nmaps);
|
|
|
|
if (nmaps==0)
|
|
|
|
return;
|
|
|
|
for (i=0; i<nmaps; i++)
|
|
|
|
mtl->texture[i].textHandle = NULL;
|
|
|
|
texHandleValid.SetInfinite();
|
|
|
|
Interval valid;
|
|
|
|
BOOL needDecal = FALSE;
|
|
|
|
int ntx = 0;
|
|
|
|
int op;
|
|
|
|
|
|
|
|
int forceW = 0;
|
|
|
|
int forceH = 0;
|
|
|
|
if (tx[0]) {
|
|
|
|
cb.GetGfxTexInfoFromTexmap(t, mtl->texture[0], tx[0]);
|
|
|
|
TextureInfo &ti = mtl->texture[0];
|
|
|
|
if (ti.tiling[0]==GW_TEX_NO_TILING||ti.tiling[1]==GW_TEX_NO_TILING)
|
|
|
|
needDecal = TRUE;
|
|
|
|
op = needDecal?TXOP_ALPHABLEND:TXOP_MODULATE;
|
|
|
|
bmi[0] = tx[0]->GetVPDisplayDIB(t,cb,valid,FALSE);
|
|
|
|
if (bmi[0]) {
|
|
|
|
texHandleValid &= valid;
|
|
|
|
useSubForTex[0] = diffChan;
|
|
|
|
ntx = 1;
|
|
|
|
forceW = bmi[0]->bmiHeader.biWidth;
|
|
|
|
forceH = bmi[0]->bmiHeader.biHeight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (tx[1]) {
|
|
|
|
cb.GetGfxTexInfoFromTexmap(t, mtl->texture[ntx], tx[1]);
|
|
|
|
if (nsupport>ntx) {
|
|
|
|
bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE);
|
|
|
|
if (bmi[1]) {
|
|
|
|
texHandleValid &= valid;
|
|
|
|
StuffAlpha(bmi[1], (*maps)[opacChan].amount, GetOpacity(t),ntx?whiteCol:pShader->GetDiffuseClr(t));
|
|
|
|
texHandle[ntx] = cb.MakeHandle(bmi[1]);
|
|
|
|
bmi[1] = NULL;
|
|
|
|
mtl->texture[ntx].textHandle = texHandle[ntx]->GetHandle();
|
|
|
|
SetTexOps(mtl,ntx,TXOP_OPACITY);
|
|
|
|
useSubForTex[ntx] = opacChan;
|
|
|
|
ntx++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (!needDecal) {
|
|
|
|
TextureInfo ti;
|
|
|
|
// if (SameUV(mtl->texture[0],mtl->texture[1])) {
|
|
|
|
// Not really correct to combine channels for different UV's but what the heck.
|
|
|
|
bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE, forceW, forceH);
|
|
|
|
if (bmi[1]) {
|
|
|
|
texHandleValid &= valid;
|
|
|
|
StuffAlphaInto(bmi[1], bmi[0], (*maps)[opacChan].amount, GetOpacity(t));
|
|
|
|
op = TXOP_OPACITY;
|
|
|
|
free(bmi[1]);
|
|
|
|
bmi[1] = NULL;
|
|
|
|
}
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (bmi[0]) {
|
|
|
|
texHandle[0] = cb.MakeHandle(bmi[0]);
|
|
|
|
bmi[0] = NULL;
|
|
|
|
mtl->texture[0].textHandle = texHandle[0]->GetHandle();
|
|
|
|
SetTexOps(mtl,0,op);
|
|
|
|
}
|
|
|
|
mtl->texture.SetCount(ntx);
|
|
|
|
numTexHandlesUsed = ntx;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/*===========================================================================*\
|
|
|
|
| Actual shading takes place
|
|
|
|
\*===========================================================================*/
|
|
|
|
|
|
|
|
void plParticleMtl::Shade(ShadeContext& sc)
|
|
|
|
{
|
|
|
|
// Get the background color
|
|
|
|
Color backColor, backTrans;
|
|
|
|
sc.GetBGColor(backColor, backTrans);
|
|
|
|
|
|
|
|
ShadeWithBackground(sc, backColor);
|
|
|
|
}
|
|
|
|
|
|
|
|
//// Requirements ////////////////////////////////////////////////////////////
|
|
|
|
// Tells MAX what we need to render ourselves properly, such as translucency,
|
|
|
|
// two-sidedness, etc. Flags are in imtl.h in the MAX SDK.
|
|
|
|
|
|
|
|
ULONG plParticleMtl::Requirements( int subMtlNum )
|
|
|
|
{
|
|
|
|
ULONG req = 0;
|
|
|
|
|
|
|
|
|
|
|
|
req = Mtl::Requirements( subMtlNum );
|
|
|
|
|
|
|
|
// Uncomment this to get the background color fed to our ShadeWithBackground()
|
|
|
|
// (slower processing tho)
|
|
|
|
// req |= MTLREQ_BGCOL;
|
|
|
|
|
|
|
|
int blendType = fBasicPB->GetInt( kBlend );
|
|
|
|
if( blendType == kBlendAdd )
|
|
|
|
req |= MTLREQ_ADDITIVE_TRANSP | MTLREQ_TRANSP;
|
|
|
|
else if( blendType == kBlendAlpha )
|
|
|
|
req |= MTLREQ_TRANSP;
|
|
|
|
else if( fBasicPB->GetInt( kOpacity, 0 ) != 100 )
|
|
|
|
req |= MTLREQ_TRANSP;
|
|
|
|
|
|
|
|
return req;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plParticleMtl::ShadeWithBackground(ShadeContext &sc, Color background)
|
|
|
|
{
|
|
|
|
#if 1
|
|
|
|
TimeValue t = sc.CurTime();
|
|
|
|
Color color(0, 0, 0);
|
|
|
|
float alpha = 0.0;
|
|
|
|
|
|
|
|
// Evaluate Base layer
|
|
|
|
Texmap *map = fBasicPB->GetTexmap(kTexmap);
|
|
|
|
if (map && map->ClassID() == LAYER_TEX_CLASS_ID)
|
|
|
|
{
|
|
|
|
plLayerTex *layer = (plLayerTex*)map;
|
|
|
|
AColor evalColor = layer->EvalColor(sc);
|
|
|
|
|
|
|
|
color = evalColor;
|
|
|
|
alpha = evalColor.a;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if 1
|
|
|
|
AColor black;
|
|
|
|
black.Black();
|
|
|
|
AColor white;
|
|
|
|
white.White();
|
|
|
|
|
|
|
|
|
|
|
|
SIllumParams ip;
|
|
|
|
if( fBasicPB->GetInt( kNormal ) == kEmissive )
|
|
|
|
{
|
|
|
|
// Emissive objects don't get shaded
|
|
|
|
ip.diffIllum = fBasicPB->GetColor(kColorAmb, t) * color;
|
|
|
|
ip.diffIllum.ClampMinMax();
|
|
|
|
ip.specIllum = black;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//
|
|
|
|
// Shading setup
|
|
|
|
//
|
|
|
|
|
|
|
|
// Setup the parameters for the shader
|
|
|
|
ip.amb = black;
|
|
|
|
ip.diff = fBasicPB->GetColor(kColor, t) * color;
|
|
|
|
ip.spec = white;
|
|
|
|
ip.diffIllum = black;
|
|
|
|
ip.specIllum = black;
|
|
|
|
ip.N = sc.Normal();
|
|
|
|
ip.V = sc.V();
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// Specularity
|
|
|
|
//
|
|
|
|
ip.sh_str = 0;
|
|
|
|
ip.ph_exp = 0;
|
|
|
|
ip.shine = 0;
|
|
|
|
|
|
|
|
ip.softThresh = 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Do the shading
|
|
|
|
Shader *myShader = GetShader(SHADER_BLINN);
|
|
|
|
myShader->Illum(sc, ip);
|
|
|
|
|
|
|
|
ip.diffIllum.ClampMinMax();
|
|
|
|
ip.specIllum.ClampMinMax();
|
|
|
|
ip.diffIllum = ip.amb * sc.ambientLight + ip.diff * ip.diffIllum;
|
|
|
|
}
|
|
|
|
|
|
|
|
// AColor returnColor = AColor(opac * ip.diffIllum + ip.specIllum, opac)
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// Get opacity and combine with alpha
|
|
|
|
float opac = float(fBasicPB->GetInt(kOpacity, t)) / 100.0f;
|
|
|
|
//float opac = 1.0f;
|
|
|
|
alpha *= opac;
|
|
|
|
|
|
|
|
// MAX will do the additive/alpha/no blending for us based on what Requirements()
|
|
|
|
// we tell it. However, since MAX's formula is bgnd*sc.out.t + sc.out.c,
|
|
|
|
// we have to multiply our output color by the alpha.
|
|
|
|
// If we ever need a more complicated blending function, you can request the
|
|
|
|
// background color via Requirements() (otherwise it's just black) and then do
|
|
|
|
// the blending yourself; however, if the transparency isn't set, the shadows
|
|
|
|
// will be opaque, so be careful.
|
|
|
|
Color outC = ip.diffIllum + ip.specIllum;
|
|
|
|
|
|
|
|
sc.out.c = ( outC * alpha );
|
|
|
|
sc.out.t = Color( 1.f - alpha, 1.f - alpha, 1.f - alpha );
|
|
|
|
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
float plParticleMtl::EvalDisplacement(ShadeContext& sc)
|
|
|
|
{
|
|
|
|
return 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
Interval plParticleMtl::DisplacementValidity(TimeValue t)
|
|
|
|
{
|
|
|
|
Interval iv;
|
|
|
|
iv.SetInfinite();
|
|
|
|
|
|
|
|
return iv;
|
|
|
|
}
|
|
|
|
|
|
|
|
Control *plParticleMtl::GetAmbColorController() { return fBasicPB->GetController(ParamID(kColorAmb)); }
|
|
|
|
Control *plParticleMtl::GetColorController() { return fBasicPB->GetController(ParamID(kColor)); }
|
|
|
|
Control *plParticleMtl::GetOpacityController() { return fBasicPB->GetController(ParamID(kOpacity)); }
|
|
|
|
Control *plParticleMtl::GetWidthController() { return fBasicPB->GetController(ParamID(kWidth)); }
|
|
|
|
Control *plParticleMtl::GetHeightController() { return fBasicPB->GetController(ParamID(kHeight)); }
|