/*==LICENSE==*
CyanWorlds . com Engine - MMOG client , server and tools
Copyright ( C ) 2011 Cyan Worlds , Inc .
This program is free software : you can redistribute it and / or modify
it under the terms of the GNU 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 General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program . If not , see < http : //www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program , or any covered work , by linking or
combining it with any of RAD Game Tools Bink SDK , Autodesk 3 ds Max SDK ,
NVIDIA PhysX SDK , Microsoft DirectX SDK , OpenSSL library , Independent
JPEG Group JPEG library , Microsoft Windows Media SDK , or Apple QuickTime SDK
( or a modified version of those libraries ) ,
containing parts covered by the terms of the Bink SDK EULA , 3 ds Max EULA ,
PhysX SDK EULA , DirectX SDK EULA , OpenSSL and SSLeay licenses , IJG
JPEG Library README , Windows Media SDK EULA , or QuickTime SDK EULA , the
licensors of this Program grant you additional
permission to convey the resulting work . Corresponding Source for a
non - source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work .
You can contact Cyan Worlds , Inc . by email legal @ cyan . com
or by snail mail at :
Cyan Worlds , Inc .
14617 N Newport Hwy
Mead , WA 99021
* = = LICENSE = = */
# include "HeadSpin.h"
# include "plgDispatch.h"
# include "hsExceptionStack.h"
# include "hsResMgr.h"
# include "hsStringTokenizer.h"
# include "hsTemplates.h"
# include "MaxComponent/plComponent.h"
# include <cmath>
# include <cfloat>
# include <commdlg.h>
# include <bmmlib.h>
# include <istdplug.h>
# include <pbbitmap.h>
# include <stdmat.h>
# include <texutil.h>
# pragma hdrstop
# include "hsMaterialConverter.h"
# include "plLayerConverter.h"
# include "MaxComponent/plMaxAnimUtils.h"
# include "plResMgr/plKeyFinder.h"
# include "pnKeyedObject/plUoid.h"
# include "hsMaxLayerBase.h"
# include "MaxExport/plErrorMsg.h"
# include "plSurface/hsGMaterial.h"
# include "pnSceneObject/plSceneObject.h"
# include "UserPropMgr.h"
# include "hsConverterUtils.h"
# include "hsControlConverter.h"
# include "MaxMain/plMaxNode.h"
# include "MaxMain/MaxCompat.h"
# include "plInterp/plController.h"
# include "plSurface/plLayerInterface.h"
# include "plSurface/plLayer.h"
# include "plSurface/plLayerAnimation.h"
# include "plGImage/plMipmap.h"
# include "pnMessage/plRefMsg.h"
# include "pnKeyedObject/plKey.h"
# include "pnKeyedObject/plKeyImp.h"
# include "plBitmapCreator.h"
# include "plMessage/plMatRefMsg.h"
# include "plMessage/plLayRefMsg.h"
# include "pnMessage/plObjRefMsg.h"
# include "pnMessage/plNodeRefMsg.h"
# include "pfMessage/plClothingMsg.h"
# include "MaxPlasmaMtls/Materials/plMultipassMtlPB.h"
# include "MaxPlasmaMtls/Materials/plCompositeMtlPB.h"
# include "MaxPlasmaMtls/Materials/plPassMtl.h"
# include "MaxPlasmaMtls/Materials/plMultipassMtl.h"
# include "MaxPlasmaMtls/Materials/plDecalMtl.h"
# include "MaxPlasmaMtls/Materials/plCompositeMtl.h"
# include "MaxPlasmaMtls/Materials/plParticleMtl.h"
# include "MaxPlasmaMtls/Materials/plBumpMtl.h"
# include "MaxPlasmaMtls/Materials/plPassMtlBase.h"
# include "MaxPlasmaMtls/Materials/plAnimStealthNode.h"
# include "MaxPlasmaMtls/Layers/plPlasmaMAXLayer.h"
# include "MaxPlasmaMtls/Layers/plLayerTex.h"
# include "MaxPlasmaMtls/Layers/plLayerTexBitmapPB.h"
# include "pfSurface/plLayerAVI.h"
# include "pfSurface/plLayerBink.h"
# include "MaxComponent/plLightMapComponent.h"
# include "plDrawable/plGeometrySpan.h"
# include "MaxPlasmaMtls/Materials/plClothingMtl.h"
# include "plAvatar/plAvatarClothing.h"
# include "plAvatar/plClothingLayout.h"
# include "plSDL/plSDL.h"
# include "plSDL/plSDLDescriptor.h"
extern UserPropMgr gUserPropMgr ;
static const char * kSecretBumpSign = " ~~~ " ;
namespace {
const int kDefaultDetailBias = 5 ;
void CopyMaterialLODToTextures ( hsGMaterial * mat )
{
int32_t i ;
for ( i = 0 ; i < mat - > GetNumLayers ( ) ; + + i )
{
plLayerInterface * layer = mat - > GetLayer ( i ) ;
/* Textures? What textures?
if ( layer - > GetTexture ( ) )
{
hsGTexture * texture = layer - > GetTexture ( ) ;
texture - > SetLOD ( texture - > GetLOD ( ) | mat - > GetLOD ( ) ) ;
}
*/
}
}
const char sWarnBaseTextureMissing [ ] = " The object \" %s \" 's material has a base layer that is assigned texture \" %s \" , but the texture file is missing. "
" This can cause unwanted effects during runtime. " ;
const char sWarnUpperTextureMissing [ ] = " The object \" %s \" 's material has an upper layer that is assigned texture \" %s \" , but the texture file is missing. "
" This is not supported in the engine, so the upper layer will be ignored. " ;
const char sWarnNoUpperTexture [ ] = " The object \" %s \" 's material has an uppper layer that is not assigned a texture. "
" This is not supported in the engine, so the upper layer will be disabled. " ;
}
static uint32_t MakeUInt32Color ( float r , float g , float b , float a )
{
return ( uint32_t ( a * 255.9f ) < < 24 )
| ( uint32_t ( r * 255.9f ) < < 16 )
| ( uint32_t ( g * 255.9f ) < < 8 )
| ( uint32_t ( b * 255.9f ) < < 0 ) ;
}
static bool failedRT = false ;
static bool failedNumUV = false ;
static bool failedAlphaLayer = false ;
static bool failedFade = false ;
static int dupCuzRT = 0 ;
static int dupCuzNumUV = 0 ;
static int dupCuzAlphaLayer = 0 ;
static int dupCuzFade = 0 ;
hsMaterialConverter & hsMaterialConverter : : Instance ( )
{
hsGuardBegin ( " hsMaterialConverter::Instance " ) ;
static hsMaterialConverter the_instance ;
return the_instance ;
hsGuardEnd ;
}
hsMaterialConverter : : hsMaterialConverter ( ) :
fSave ( true ) ,
fNodeName ( nil ) ,
fWarned ( 0 ) ,
fInterface ( nil ) ,
fConverterUtils ( hsConverterUtils : : Instance ( ) ) ,
fChangedTimes ( false )
{
hsGuardBegin ( " hsMaterialConverter::hsMaterialConverter " ) ;
hsGuardEnd ;
}
hsMaterialConverter : : ~ hsMaterialConverter ( )
{
hsGuardBegin ( " hsMaterialConverter::~hsMaterialConverter " ) ;
hsAssert ( fDoneMaterials . Count ( ) = = 0 , " FreeMaterialCache not called " ) ;
hsGuardEnd ;
}
void hsMaterialConverter : : Init ( bool save , plErrorMsg * msg )
{
hsGuardBegin ( " hsMaterialConverter::Init " ) ;
fInterface = GetCOREInterface ( ) ;
fSave = save ;
fErrorMsg = msg ;
fSubIndex = - 1 ;
fNodeName = nil ;
fWarned = true ;
fLastMaterial . fHsMaterial = nil ;
fLastMaterial . fMaxMaterial = nil ;
fLastMaterial . fMaxMaterial = nil ;
fLastMaterial . fSubMultiMat = false ;
fLastMaterial . fOwnedCopy = false ;
failedRT = false ;
failedNumUV = false ;
failedAlphaLayer = false ;
failedFade = false ;
dupCuzRT = 0 ;
dupCuzNumUV = 0 ;
dupCuzAlphaLayer = 0 ;
dupCuzFade = 0 ;
hsGuardEnd ;
}
void hsMaterialConverter : : FreeMaterialCache ( const char * path )
{
if ( path & & * path )
IGenMaterialReport ( path ) ;
for ( int i = 0 ; i < fDoneMaterials . Count ( ) ; i + + )
fDoneMaterials [ i ] . fHsMaterial - > GetKey ( ) - > UnRefObject ( ) ;
fDoneMaterials . Reset ( ) ;
}
bool hsMaterialConverter : : ForceNoUvsFlatten ( plMaxNode * node )
{
hsGuardBegin ( " hsMaterialConverter::ForceNoUvsFlatten " ) ;
return IsMultiMat ( GetBaseMtl ( node ) ) ;
hsGuardEnd ;
}
bool hsMaterialConverter : : PreserveUVOffset ( Mtl * mtl )
{
hsGuardBegin ( " hsMaterialConverter::PreserveUVOffset " ) ;
if ( ! mtl | | ( ! IsHsMaxMat ( mtl ) & & ! IsDecalMat ( mtl ) ) )
return true ;
//IParamBlock2 *pblock = mtl->GetParamBlockByID(plPassMtl::kBlkLayers);
//if (!pblock)
// return true;
plPassMtlBase * currMtl = ( plPassMtlBase * ) mtl ;
for ( int i = 0 ; i < mtl - > NumSubTexmaps ( ) ; i + + )
{
//if (i == 1 && !pblock->GetInt(kPassLayTopOn))
if ( i = = 1 & & ! currMtl - > GetTopLayerOn ( ) )
continue ;
Texmap * texMap = mtl - > GetSubTexmap ( i ) ;
if ( ! texMap | | texMap - > ClassID ( ) ! = LAYER_TEX_CLASS_ID )
continue ;
StdUVGen * uvGen = ( StdUVGen * ) ( ( plLayerTex * ) texMap ) - > GetTheUVGen ( ) ;
int tiling = uvGen - > GetTextureTiling ( ) ;
if ( ! ( tiling & U_WRAP ) | | ! ( tiling & V_WRAP ) )
return true ;
if ( IHasAnimatedControllers ( uvGen ) )
return true ;
// if (ITextureTransformIsAnimated(texMap))
// return true;
}
return false ;
hsGuardEnd ;
}
void AttachLinkMtlAnims ( plMaxNode * node , hsGMaterial * mat )
{
const int numKeys = 2 ;
float times [ ] = { 0.f , 1.5f } ;
float values [ numKeys ] = { 100.f , 0.f } ;
bool leaving [ ] = { true , false } ;
char * animName = " _link_anim " ;
int k ;
for ( k = 0 ; k < mat - > GetNumLayers ( ) ; k + + )
{
plLayerInterface * oldLayer , * currLayer ;
oldLayer = currLayer = mat - > GetLayer ( k ) ;
plLeafController * opaCtl ;
plLayerLinkAnimation * animLayer ;
char suff [ 10 ] ;
sprintf ( suff , " %d " , k ) ;
opaCtl = new plLeafController ;
opaCtl - > QuickScalarController ( numKeys , times , values , sizeof ( float ) ) ;
animLayer = new plLayerLinkAnimation ;
animLayer - > SetLinkKey ( node - > GetAvatarSO ( ) - > GetKey ( ) ) ;
//animLayer->fLeavingAge = leaving[x];
plString fullAnimName = plString : : Format ( " %s_%s_%s " , oldLayer - > GetKeyName ( ) . c_str ( ) , animName , suff ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( fullAnimName , animLayer , node - > GetLocation ( ) ) ;
animLayer - > SetOpacityCtl ( opaCtl ) ;
animLayer - > GetTimeConvert ( ) . SetBegin ( times [ 0 ] ) ;
animLayer - > GetTimeConvert ( ) . SetEnd ( times [ 1 ] ) ;
animLayer - > GetTimeConvert ( ) . Stop ( true ) ;
animLayer - > AttachViaNotify ( currLayer ) ;
currLayer = animLayer ;
plMatRefMsg * msg = new plMatRefMsg ( mat - > GetKey ( ) , plRefMsg : : kOnReplace , k , plMatRefMsg : : kLayer ) ;
msg - > SetOldRef ( oldLayer ) ;
msg - > SetRef ( currLayer ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( msg , plRefFlags : : kActiveRef ) ;
}
}
uint32_t hsMaterialConverter : : ColorChannelsUseMask ( plMaxNode * node , int iSubMtl )
{
uint32_t usedChan = 0 ;
bool deleteIt = false ;
TriObject * triObj = node - > GetTriObject ( deleteIt ) ;
if ( triObj )
{
Mesh * mesh = & ( triObj - > mesh ) ;
UVVert * alphaMap = mesh - > mapVerts ( MAP_ALPHA ) ;
int numAlphaVerts = mesh - > getNumMapVerts ( MAP_ALPHA ) ;
UVVert * illumMap = mesh - > mapVerts ( MAP_SHADING ) ;
int numIllumVerts = mesh - > getNumMapVerts ( MAP_SHADING ) ;
Point3 * colorMap = mesh - > vertCol ;
int numColorVerts = mesh - > numCVerts ;
TVFace * colorFaces = mesh - > vcFace ;
TVFace * illumFaces = mesh - > mapFaces ( MAP_SHADING ) ;
TVFace * alphaFaces = mesh - > mapFaces ( MAP_ALPHA ) ;
int numFaces = mesh - > getNumFaces ( ) ;
int i ;
for ( i = 0 ; i < numFaces ; i + + )
{
Face * face = & mesh - > faces [ i ] ;
if ( ( iSubMtl > = 0 ) & & ( face - > getMatID ( ) ! = iSubMtl ) )
continue ;
if ( colorFaces & & colorMap )
{
TVFace * colorFace = colorFaces + i ;
usedChan | = ICheckPoints ( colorMap [ colorFace - > getTVert ( 0 ) ] ,
colorMap [ colorFace - > getTVert ( 1 ) ] ,
colorMap [ colorFace - > getTVert ( 2 ) ] ,
0 ,
kColorRedBlack , kColorRedGrey , kColorRedWhite ) ;
usedChan | = ICheckPoints ( colorMap [ colorFace - > getTVert ( 0 ) ] ,
colorMap [ colorFace - > getTVert ( 1 ) ] ,
colorMap [ colorFace - > getTVert ( 2 ) ] ,
1 ,
kColorGreenBlack , kColorGreenGrey , kColorGreenWhite ) ;
usedChan | = ICheckPoints ( colorMap [ colorFace - > getTVert ( 0 ) ] ,
colorMap [ colorFace - > getTVert ( 1 ) ] ,
colorMap [ colorFace - > getTVert ( 2 ) ] ,
2 ,
kColorBlueBlack , kColorBlueGrey , kColorBlueWhite ) ;
}
if ( illumFaces & & illumMap )
{
TVFace * illumFace = illumFaces + i ;
usedChan | = ICheckPoints ( illumMap [ illumFace - > getTVert ( 0 ) ] ,
illumMap [ illumFace - > getTVert ( 1 ) ] ,
illumMap [ illumFace - > getTVert ( 2 ) ] ,
0 ,
kIllumRedBlack , kIllumRedGrey , kIllumRedWhite ) ;
usedChan | = ICheckPoints ( illumMap [ illumFace - > getTVert ( 0 ) ] ,
illumMap [ illumFace - > getTVert ( 1 ) ] ,
illumMap [ illumFace - > getTVert ( 2 ) ] ,
1 ,
kIllumGreenBlack , kIllumGreenGrey , kIllumGreenWhite ) ;
usedChan | = ICheckPoints ( illumMap [ illumFace - > getTVert ( 0 ) ] ,
illumMap [ illumFace - > getTVert ( 1 ) ] ,
illumMap [ illumFace - > getTVert ( 2 ) ] ,
2 ,
kIllumBlueBlack , kIllumBlueGrey , kIllumBlueWhite ) ;
}
if ( alphaFaces & & alphaMap )
{
TVFace * alphaFace = alphaFaces + i ;
usedChan | = ICheckPoints ( alphaMap [ alphaFace - > getTVert ( 0 ) ] ,
alphaMap [ alphaFace - > getTVert ( 1 ) ] ,
alphaMap [ alphaFace - > getTVert ( 2 ) ] ,
0 ,
kAlphaBlack , kAlphaGrey , kAlphaWhite ) ;
}
}
if ( deleteIt )
triObj - > DeleteThis ( ) ;
}
return usedChan ;
}
uint32_t hsMaterialConverter : : ICheckPoints ( const Point3 & p0 , const Point3 & p1 , const Point3 & p2 ,
int chan ,
uint32_t mBlack , uint32_t mGrey , uint32_t mWhite )
{
const float kSmall = 1.e-3 f ;
if ( ( p0 [ chan ] < kSmall ) & & ( p1 [ chan ] < kSmall ) & & ( p2 [ chan ] < kSmall ) )
return mBlack ;
if ( ( 1.f - p0 [ chan ] < kSmall ) & & ( 1.f - p1 [ chan ] < kSmall ) & & ( 1.f - p2 [ chan ] < kSmall ) )
return mWhite ;
return mGrey ;
}
uint32_t hsMaterialConverter : : ICheckPoints ( const Point3 & p0 , const Point3 & p1 , const Point3 & p2 , const Point3 & p3 ,
int chan ,
uint32_t mBlack , uint32_t mGrey , uint32_t mWhite )
{
const float kSmall = 1.e-3 f ;
if ( ( p0 [ chan ] < kSmall ) & & ( p1 [ chan ] < kSmall ) & & ( p2 [ chan ] < kSmall ) & & ( p3 [ chan ] < kSmall ) )
return mBlack ;
if ( ( 1.f - p0 [ chan ] < kSmall ) & & ( 1.f - p1 [ chan ] < kSmall ) & & ( 1.f - p2 [ chan ] < kSmall ) & & ( 1.f - p3 [ chan ] < kSmall ) )
return mWhite ;
return mGrey ;
}
int hsMaterialConverter : : NumVertexOpacityChannelsRequired ( plMaxNode * node , int iSubMtl )
{
uint32_t vtxChanMask = VertexChannelsRequiredMask ( node , iSubMtl ) ;
// Now count the bits.
int numChan ;
for ( numChan = 0 ; vtxChanMask ; vtxChanMask > > = 1 )
{
numChan + = ( vtxChanMask & 0x1 ) ;
}
return numChan ;
}
uint32_t hsMaterialConverter : : VertexChannelsRequiredMask ( plMaxNode * node , int iSubMtl )
{
Mtl * mtl = node - > GetMtl ( ) ;
if ( ! mtl )
return 0 ;
// We use iSubMtl < 0 here as a request for all submtls used by node.
if ( IsMultiMat ( mtl ) & & ( iSubMtl > = 0 ) )
{
if ( iSubMtl < 0 )
iSubMtl = 0 ;
while ( IsMultiMat ( mtl ) )
{
if ( iSubMtl > = mtl - > NumSubMtls ( ) )
iSubMtl = mtl - > NumSubMtls ( ) - 1 ;
mtl = mtl - > GetSubMtl ( iSubMtl ) ;
}
}
else
{
iSubMtl = - 1 ;
}
// Get the channels our materials will look at. These should all
// be of the grey variety, since a solid opaque can be drawn as is,
// and a solid transparent can be pitched.
uint32_t vtxChanReq = VertexChannelsRequestMask ( node , iSubMtl , mtl ) ;
// Or in vtx alpha. If it's been set, we need to respect it, if it hasn't,
// it'll and out to zero anyway when we & with the vtxChanUsed.
vtxChanReq | = kAlphaGrey ;
// Now figure out what's in all the channels, which are solid black, which
// actually have interesting values etc.
uint32_t vtxChanUsed = ColorChannelsUseMask ( node , iSubMtl ) ;
uint32_t vtxChanMask = vtxChanReq & vtxChanUsed ;
return vtxChanMask ;
}
uint32_t hsMaterialConverter : : VertexChannelsRequestMask ( plMaxNode * node , int iSubMtl , Mtl * mtl )
{
if ( ! mtl )
return 0 ;
uint32_t vtxChanMask = 0 ;
if ( IsMultiMat ( mtl ) & & ( iSubMtl > = 0 ) )
{
while ( IsMultiMat ( mtl ) )
{
if ( iSubMtl > = mtl - > NumSubMtls ( ) )
iSubMtl = mtl - > NumSubMtls ( ) - 1 ;
mtl = mtl - > GetSubMtl ( iSubMtl ) ;
}
}
if ( IsMultiMat ( mtl ) | | IsMultipassMat ( mtl ) )
{
int i ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
vtxChanMask | = VertexChannelsRequestMask ( node , iSubMtl , mtl - > GetSubMtl ( i ) ) ;
return vtxChanMask ;
}
if ( IsCompositeMat ( mtl ) )
{
vtxChanMask | = VertexChannelsRequestMask ( node , iSubMtl , mtl - > GetSubMtl ( 0 ) ) ;
int i ;
for ( i = 1 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
plCompositeMtl * comp = ( plCompositeMtl * ) mtl ;
int myBlend = comp - > GetBlendStyle ( i ) ;
switch ( myBlend )
{
case plCompositeMtl : : kCompBlendVertexAlpha :
case plCompositeMtl : : kCompBlendInverseVtxAlpha :
vtxChanMask | = kAlphaGrey ;
break ;
case plCompositeMtl : : kCompBlendVertexIllumRed :
case plCompositeMtl : : kCompBlendInverseVtxIllumRed :
vtxChanMask | = kIllumRedGrey ;
break ;
case plCompositeMtl : : kCompBlendVertexIllumGreen :
case plCompositeMtl : : kCompBlendInverseVtxIllumGreen :
vtxChanMask | = kIllumGreenGrey ;
break ;
case plCompositeMtl : : kCompBlendVertexIllumBlue :
case plCompositeMtl : : kCompBlendInverseVtxIllumBlue :
vtxChanMask | = kIllumBlueGrey ;
break ;
default :
hsAssert ( false , " Ooops, new composite blends? " ) ;
break ;
}
}
}
if ( IsHsMaxMat ( mtl ) )
{
plPassMtl * passMtl = ( plPassMtl * ) mtl ;
if ( plPassMtlBase : : kBlendAlpha = = passMtl - > GetOutputBlend ( ) )
vtxChanMask | = kAlphaGrey ;
}
return vtxChanMask ;
}
//
// What kind of material am I??
//
bool hsMaterialConverter : : IsMultiMat ( Mtl * m )
{
hsGuardBegin ( " hsMaterialConverter::IsMultiMat " ) ;
if ( m = = NULL )
{
return false ;
}
return ( m - > ClassID ( ) = = Class_ID ( MULTI_CLASS_ID , 0 ) ) ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsHsMaxMat ( Mtl * m )
{
hsGuardBegin ( " hsMaterialConverter::IsHsMaxMat " ) ;
if ( m = = NULL )
{
return false ;
}
return ( m - > ClassID ( ) = = PASS_MTL_CLASS_ID ) ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsMultipassMat ( Mtl * m )
{
hsGuardBegin ( " hsMaterialConverter::IsHsMaxMat " ) ;
if ( m = = NULL )
{
return false ;
}
return ( m - > ClassID ( ) = = MULTIMTL_CLASS_ID ) ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsDecalMat ( Mtl * m )
{
hsGuardBegin ( " hsMaterialConverter::IsDecalMat " ) ;
if ( m = = NULL )
{
return false ;
}
return ( m - > ClassID ( ) = = DECAL_MTL_CLASS_ID ) ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsCompositeMat ( Mtl * m )
{
hsGuardBegin ( " hsMaterialConverter::IsCompositeMat " ) ;
if ( m = = NULL )
{
return false ;
}
return ( m - > ClassID ( ) = = COMP_MTL_CLASS_ID ) ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsParticleMat ( Mtl * m )
{
hsGuardBegin ( " hsMaterialConverter::IsParticleMat " ) ;
if ( m = = NULL )
{
return false ;
}
return ( m - > ClassID ( ) = = PARTICLE_MTL_CLASS_ID ) ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsClothingMat ( Mtl * m )
{
hsGuardBegin ( " hsMaterialConverter::IsClothingMat " ) ;
if ( m = = NULL )
{
return false ;
}
return ( m - > ClassID ( ) = = CLOTHING_MTL_CLASS_ID ) ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsTwoSided ( Mtl * m , int iSubMtl )
{
if ( ! m )
return false ;
return 0 ! = ( m - > Requirements ( iSubMtl ) & MTLREQ_2SIDE ) ;
}
bool hsMaterialConverter : : HasAnimatedTextures ( Texmap * texMap )
{
hsGuardBegin ( " hsMaterialConverter::HasAnimatedTextures " ) ;
return false ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsAVILayer ( Texmap * texMap )
{
hsGuardBegin ( " hsMaterialConverter::IsAVILayer " ) ;
return false ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsQTLayer ( Texmap * texMap )
{
hsGuardBegin ( " hsMaterialConverter::IsQTLayer " ) ;
return false ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsBinkLayer ( Texmap * texMap )
{
hsGuardBegin ( " hsMaterialConverter::IsBinkLayer " ) ;
return false ;
hsGuardEnd ;
}
// MAXR3 broke GetCoordMapping, here's a work around which
// works for everything except "Texture - Planar from Object XYZ"
int hsMaterialConverter : : GetCoordMapping ( StdUVGen * uvgen )
{
hsGuardBegin ( " hsMaterialConverter::GetCoordMapping " ) ;
// Try Requirements, as StdUV does override this...
ULONG reqs = 0l ;
reqs = uvgen - > Requirements ( 0 ) ;
if ( reqs & MTLREQ_VIEW_DEP | | reqs = = 0 )
{
return ( uvgen - > GetCoordMapping ( 0 ) ) ;
}
else
{
return ( UVMAP_EXPLICIT ) ;
}
hsGuardEnd ;
}
static void IGetNodesByMaterialRecur ( plMaxNode * node , Mtl * mtl , hsTArray < plMaxNode * > & out )
{
if ( node )
{
if ( node - > GetMtl ( ) = = mtl )
out . Append ( node ) ;
int numChildren = node - > NumberOfChildren ( ) ;
for ( int i = 0 ; i < numChildren ; i + + )
{
IGetNodesByMaterialRecur ( ( plMaxNode * ) node - > GetChildNode ( i ) , mtl , out ) ;
}
}
}
void hsMaterialConverter : : GetNodesByMaterial ( Mtl * mtl , hsTArray < plMaxNode * > & out )
{
IGetNodesByMaterialRecur ( ( plMaxNode * ) GetCOREInterface ( ) - > GetRootNode ( ) , mtl , out ) ;
}
// Ok, Max gives us Multi-materials which it knows are just collections of independent materials. This function
// should never be called with a multi-mat. Instead, the multi-mat should call this for each one of its
// sub-materials, and build up an array of these arrays.
// This function should be called on anything that Max thinks is a single material, even if the exporter
// wants to generate several materials from it (like composites).
hsTArray < plExportMaterialData > *
hsMaterialConverter : : CreateMaterialArray ( Mtl * maxMaterial , plMaxNode * node , uint32_t multiIndex )
{
hsTArray < plExportMaterialData > * ourMaterials = new hsTArray < plExportMaterialData > ;
const char * dbgNodeName = node - > GetName ( ) ;
int numUVChannels = node - > NumUVWChannels ( ) ;
bool makeAlphaLayer = node - > AlphaHackLayersNeeded ( multiIndex ) > 0 ;
bool enviro = fConverterUtils . IsEnvironHolder ( node ) ;
plString name ;
if ( maxMaterial )
name = plString : : FromUtf8 ( maxMaterial - > GetName ( ) ) ;
else
name = " nil " ;
/// Get the material
bool isMultiMat = IsMultiMat ( maxMaterial ) ;
if ( isMultiMat )
{
if ( fErrorMsg - > Set ( ! ( fWarned & kWarnedSubMulti ) , node - > GetName ( ) , " Multi-material in CreateMaterialArray (Multi child of multi?) on mat %s. Using the first sub-material instead. " ,
maxMaterial - > GetName ( ) ) . CheckAskOrCancel ( ) )
fWarned | = kWarnedSubMulti ;
maxMaterial = maxMaterial - > GetSubMtl ( 0 ) ;
}
bool isMultipassMat = IsMultipassMat ( maxMaterial ) ;
bool isComposite = IsCompositeMat ( maxMaterial ) ;
int i ;
int numMaterials = 1 ;
int numBlendChannels = 0 ;
if ( isComposite )
{
int numBlendMaterials = maxMaterial - > NumSubMtls ( ) - 1 ; // no blend for the base Mtl
// This will be one or zero, depending on blend modes, and whether we can use the lighting equation
// with vertex alpha.
int maxBlendChannel = plGeometrySpan : : kMaxNumUVChannels - 1 - numUVChannels ;
IParamBlock2 * pb = maxMaterial - > GetParamBlockByID ( plCompositeMtl : : kBlkPasses ) ;
for ( i = 0 ; i < numBlendMaterials ; i + + )
{
int curr = 0 ;
if ( curr > maxBlendChannel )
{
curr = maxBlendChannel ;
}
pb - > SetValue ( kCompUVChannels , 0 , ( int ) ( numUVChannels + curr ) , i ) ; // label each layer's opacity UV mapping
}
numMaterials = ( 1 < < maxMaterial - > NumSubMtls ( ) ) - 1 ; // 2^n - 1 possibilites
ourMaterials - > Reset ( ) ;
for ( i = 0 ; i < numMaterials ; i + + ) // would be smarter to only create the materials we'll actually use
{
plExportMaterialData emd ;
emd . fMaterial = ICreateMaterial ( maxMaterial , node , name , i + 1 , numUVChannels , makeAlphaLayer ) ;
emd . fNumBlendChannels = ( emd . fMaterial ! = nil & & emd . fMaterial - > NeedsBlendChannel ( ) ? 1 : 0 ) ;
// A bump layer requires 2 generated uv channels
if ( HasBumpLayer ( node , maxMaterial ) )
emd . fNumBlendChannels + = 2 ;
if ( numBlendChannels < emd . fNumBlendChannels )
numBlendChannels = emd . fNumBlendChannels ;
ourMaterials - > Append ( emd ) ;
}
}
else // plPassMtl, plDecalMat, plMultiPassMtl, plParticleMtl
{
hsGMaterial * mat = ICreateMaterial ( maxMaterial , node , name , - 1 , numUVChannels , makeAlphaLayer ) ;
int maxLayer = ( mat = = nil ? 0 : mat - > GetNumLayers ( ) ) ;
numBlendChannels = ( mat ! = nil & & mat - > NeedsBlendChannel ( ) ? 1 : 0 ) ;
// A bump layer requires 2 generated uv channels
if ( HasBumpLayer ( node , maxMaterial ) )
numBlendChannels + = 2 ;
plExportMaterialData emd ;
emd . fMaterial = mat ;
emd . fNumBlendChannels = numBlendChannels ;
ourMaterials - > Reset ( ) ;
ourMaterials - > Append ( emd ) ;
}
// We've already handled it... just letting them know.
if ( fErrorMsg - > Set ( ( numUVChannels + numBlendChannels > plGeometrySpan : : kMaxNumUVChannels ) & & ! ( fWarned & kWarnedTooManyUVs ) , node - > GetName ( ) ,
" Material wants %d UV channels for textures and blending, but only %d are available. "
" Some layers will have incorrect channels assigned. " ,
numUVChannels + numBlendChannels , plGeometrySpan : : kMaxNumUVChannels ) . CheckAskOrCancel ( ) )
fWarned | = kWarnedTooManyUVs ;
return ourMaterials ;
}
int hsMaterialConverter : : MaxUsedUVWSrc ( plMaxNode * node , Mtl * mtl )
{
const char * dbgNodeName = node - > GetName ( ) ;
if ( ! mtl )
return 0 ;
if ( IsMultiMat ( mtl ) | | IsMultipassMat ( mtl ) | | IsCompositeMat ( mtl ) )
{
int i ;
int numUVWs = 0 ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
int num = MaxUsedUVWSrc ( node , mtl - > GetSubMtl ( i ) ) ;
if ( num > numUVWs )
numUVWs = num ;
}
return numUVWs ;
}
if ( IsParticleMat ( mtl ) )
{
return 1 ;
}
if ( IsHsMaxMat ( mtl ) | | IsDecalMat ( mtl ) | | IsBumpMtl ( mtl ) )
{
plPassMtlBase * passMtl = ( plPassMtlBase * ) mtl ;
int numUVWs = 0 ;
Texmap * tex = passMtl - > GetBaseLayer ( ) ;
if ( tex )
{
if ( tex - > GetUVWSource ( ) = = UVWSRC_EXPLICIT )
{
if ( tex - > GetMapChannel ( ) > numUVWs )
numUVWs = tex - > GetMapChannel ( ) ;
if ( passMtl - > GetTopLayerOn ( ) & & passMtl - > GetTopLayer ( ) )
{
tex = passMtl - > GetTopLayer ( ) ;
if ( tex - > GetMapChannel ( ) > numUVWs )
numUVWs = tex - > GetMapChannel ( ) ;
}
}
}
return numUVWs ;
}
return 0 ;
}
hsGMaterial * hsMaterialConverter : : NonAlphaHackPrint ( plMaxNode * node , Texmap * baseTex , uint32_t blendFlags )
{
// Bogus input, I hope they choke on the nil pointer I'm returning.
if ( ! ( baseTex & & node ) )
return nil ;
plString name = plString : : Format ( " %s_%s_%d " , node - > GetName ( ) , baseTex - > GetName ( ) , 0 ) ;
// Search done materials for it
hsGMaterial * mat = new hsGMaterial ;
hsgResMgr : : ResMgr ( ) - > NewKey ( name , mat , node - > GetLocation ( ) ) ;
// If plasmaLayer is nil, the artist has some other wierd (unsupported) layer type in the slot.
// Should warn them here.
plPlasmaMAXLayer * plasmaLayer = plPlasmaMAXLayer : : GetPlasmaMAXLayer ( baseTex ) ;
if ( ! plasmaLayer )
return nil ;
plLayerInterface * layerIFace = plLayerConverter : : Instance ( ) . ConvertTexmap ( baseTex , node , 0 , false , false ) ;
plLayer * baseLay = plLayer : : ConvertNoRef ( layerIFace - > BottomOfStack ( ) ) ;
if ( ! baseLay )
return nil ;
baseLay - > SetTransform ( hsMatrix44 : : IdentityMatrix ( ) ) ;
baseLay - > SetUVWSrc ( 0 ) ;
baseLay - > SetBlendFlags ( blendFlags ) ;
baseLay - > SetZFlags ( hsGMatState : : kZNoZWrite | hsGMatState : : kZIncLayer ) ;
baseLay - > SetShadeFlags ( 0 ) ;
baseLay - > SetClampFlags ( hsGMatState : : kClampTexture ) ;
baseLay - > SetMiscFlags ( 0 ) ;
baseLay - > SetAmbientColor ( hsColorRGBA ( ) . Set ( 0.f , 0.f , 0.f , 1.f ) ) ;
baseLay - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( 1.f , 1.f , 1.f , 1.f ) ) ;
baseLay - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( 0.f , 0.f , 0.f , 1.f ) ) ;
IAddLayerToMaterial ( mat , layerIFace ) ;
return mat ;
}
hsGMaterial * hsMaterialConverter : : AlphaHackPrint ( plMaxNode * node , Texmap * baseTex , uint32_t blendFlags )
{
// Bogus input, I hope they choke on the nil pointer I'm returning.
if ( ! ( baseTex & & node ) )
return nil ;
plString name = plString : : Format ( " %s_%s_%d_AH " , node - > GetName ( ) , baseTex - > GetName ( ) , 0 ) ;
// Search done materials for it
hsGMaterial * mat = new hsGMaterial ;
hsgResMgr : : ResMgr ( ) - > NewKey ( name , mat , node - > GetLocation ( ) ) ;
// If plasmaLayer is nil, the artist has some other wierd (unsupported) layer type in the slot.
// Should warn them here.
plPlasmaMAXLayer * plasmaLayer = plPlasmaMAXLayer : : GetPlasmaMAXLayer ( baseTex ) ;
if ( ! plasmaLayer )
return nil ;
plLayerInterface * layerIFace = plLayerConverter : : Instance ( ) . ConvertTexmap ( baseTex , node , 0 , false , false ) ;
plLayer * baseLay = plLayer : : ConvertNoRef ( layerIFace - > BottomOfStack ( ) ) ;
if ( ! baseLay )
return nil ;
baseLay - > SetTransform ( hsMatrix44 : : IdentityMatrix ( ) ) ;
baseLay - > SetUVWSrc ( 0 ) ;
baseLay - > SetBlendFlags ( blendFlags ) ;
baseLay - > SetZFlags ( hsGMatState : : kZNoZWrite | hsGMatState : : kZIncLayer ) ;
baseLay - > SetShadeFlags ( 0 ) ;
baseLay - > SetClampFlags ( hsGMatState : : kClampTexture ) ;
baseLay - > SetMiscFlags ( 0 ) ;
baseLay - > SetAmbientColor ( hsColorRGBA ( ) . Set ( 0.f , 0.f , 0.f , 1.f ) ) ;
baseLay - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( 1.f , 1.f , 1.f , 1.f ) ) ;
baseLay - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( 1.f , 1.f , 1.f , 1.f ) ) ;
IAddLayerToMaterial ( mat , layerIFace ) ;
plMipmap * texture = IGetUVTransTexture ( node ) ;
IInsertSingleBlendLayer ( texture , mat , node , 1 , 1 ) ;
return mat ;
}
hsGMaterial * hsMaterialConverter : : NonAlphaHackVersion ( plMaxNode * node , Mtl * mtl , int subIndex )
{
if ( ! mtl )
return nil ;
if ( IsMultiMat ( mtl ) )
{
return nil ;
}
plString name = plString : : Format ( " %s_%s_%d " , node - > GetName ( ) , mtl - > GetName ( ) , subIndex ) ;
return ICreateMaterial ( mtl , node , name , subIndex , 1 , false ) ;
}
hsGMaterial * hsMaterialConverter : : AlphaHackVersion ( plMaxNode * node , Mtl * mtl , int subIndex )
{
if ( ! mtl )
return nil ;
if ( IsMultiMat ( mtl ) )
{
return nil ;
}
plString name = plString : : Format ( " %s_%s_%d_AH " , node - > GetName ( ) , mtl - > GetName ( ) , subIndex ) ;
return ICreateMaterial ( mtl , node , name , subIndex , 1 , true ) ;
}
//
// Big kahuna converter function
// (Though meshConverter should be calling CreateMaterialArray instead)
//
hsGMaterial * hsMaterialConverter : : ICreateMaterial ( Mtl * mtl , plMaxNode * node , const plString & name , int subIndex ,
int numUVChannels , bool makeAlphaLayer )
{
hsGuardBegin ( " hsMaterialConverter::ICreateMaterial " ) ;
char * nodeName = node - > GetName ( ) ;
fSubIndex = subIndex ;
fNodeName = nodeName ;
Object * obj = node - > EvalWorldState ( fConverterUtils . GetTime ( fInterface ) ) . obj ;
if ( obj & & ( obj - > SuperClassID ( ) = = SClass_ID ( LIGHT_CLASS_ID ) ) )
{
return ICheckForProjectedTexture ( node ) ;
}
else
{
bool forceCopy = hsControlConverter : : Instance ( ) . OwnsMaterialCopy ( node ) ;
if ( ! forceCopy )
forceCopy = node - > GetForceMaterialCopy ( ) ;
if ( ! forceCopy )
forceCopy = IMustBeUniqueMaterial ( mtl ) ;
bool runtimeLit = node - > GetRunTimeLight ( ) ;
Mtl * bMtl = GetBaseMtl ( node ) ;
bool isMultiMat = IsMultiMat ( bMtl ) ; // || IsPortalMat(bMtl);
hsGMaterial * mat ;
if ( mtl )
{
if ( IsMatchingDoneMaterial ( & fLastMaterial , mtl , isMultiMat , subIndex , forceCopy , runtimeLit ,
node , numUVChannels , makeAlphaLayer ) )
{
mat = fLastMaterial . fHsMaterial ;
CopyMaterialLODToTextures ( mat ) ;
//hsRefCnt_SafeRef(mat);
return mat ;
}
int32_t i ;
int32_t index ( - 1 ) ;
for ( i = 0 ; i < fDoneMaterials . Count ( ) ; i + + )
{
if ( IsMatchingDoneMaterial ( & fDoneMaterials [ i ] , mtl , isMultiMat , subIndex , forceCopy , runtimeLit ,
node , numUVChannels , makeAlphaLayer ) )
{
index = i ;
break ;
}
}
if ( index ! = - 1 )
{
mat = fDoneMaterials [ index ] . fHsMaterial ;
fLastMaterial = fDoneMaterials [ index ] ;
CopyMaterialLODToTextures ( mat ) ;
//hsRefCnt_SafeRef(mat);
return mat ;
}
}
// Guess we haven't converted this one before. Bummer.
// Get material
/* // CreateMaterial is not called on MultiMats (if CreateMaterialArray is doing its job)
if ( IsMultiMat ( mtl ) )
{
mat = IProcessMaterial ( mtl - > GetSubMtl ( subIndex ) , node , numUVChannels ) ;
}
*/
if ( IsCompositeMat ( mtl ) )
{
mat = IProcessMaterial ( mtl , node , name , numUVChannels , subIndex ) ;
IInsertCompBlendingLayers ( mtl , node , mat , subIndex , numUVChannels , makeAlphaLayer ) ;
}
else if ( IsMultipassMat ( mtl ) )
{
mat = IProcessMaterial ( mtl , node , name , numUVChannels ) ;
IInsertMultipassBlendingLayers ( mtl , node , mat , numUVChannels , makeAlphaLayer ) ;
}
else if ( IsHsMaxMat ( mtl ) | | IsDecalMat ( mtl ) )
{
mat = IProcessMaterial ( mtl , node , name , numUVChannels ) ;
IInsertAlphaBlendingLayers ( mtl , node , mat , numUVChannels , makeAlphaLayer ) ;
}
else if ( IsClothingMat ( mtl ) )
{
mat = nil ; // clothing materials do not generate an hsGMaterial object
}
else { // Particle materials hit this. No need for blending layers, ever.
mat = IProcessMaterial ( mtl , node , name , numUVChannels ) ;
}
if ( mat & & HasBumpLayer ( node , mtl ) )
IInsertBumpLayers ( node , mat ) ;
if ( mat )
mat = IInsertDoneMaterial ( mtl , mat , node , isMultiMat , forceCopy , runtimeLit , subIndex , numUVChannels , makeAlphaLayer ) ;
return mat ;
}
return nil ;
hsGuardEnd ;
}
//
// Handle materials for normal non-light, non-particle nodes.
//
hsGMaterial * hsMaterialConverter : : IProcessMaterial ( Mtl * mtl , plMaxNode * node , const plString & name ,
int UVChan , int subMtlFlags /* = 0 */ )
{
hsGuardBegin ( " hsMaterialConverter::IProcessMaterial " ) ;
plLocation nodeLoc = node - > GetLocation ( ) ;
char * dbgNodeName = node - > GetName ( ) ;
hsGMaterial * hMat = nil ;
fChangedTimes = false ;
if ( IsMultiMat ( mtl ) )
{
if ( fErrorMsg - > Set ( ! ( fWarned & kWarnedSubMulti ) , dbgNodeName , " Multi-material in ProcessMaterial (Multi child of multi?) on mat %s. " ,
mtl - > GetName ( ) ) . CheckAskOrCancel ( ) )
fWarned | = kWarnedSubMulti ;
hMat = IProcessMaterial ( mtl - > GetSubMtl ( 0 ) , node , name , UVChan ) ;
}
else if ( IsHsMaxMat ( mtl ) | | IsDecalMat ( mtl ) | | IsBumpMtl ( mtl ) )
{
hMat = new hsGMaterial ;
hsgResMgr : : ResMgr ( ) - > NewKey ( name , hMat , nodeLoc ) ;
IProcessPlasmaMaterial ( mtl , node , hMat , hMat - > GetKey ( ) - > GetName ( ) ) ;
}
else if ( mtl & & mtl - > ClassID ( ) = = MULTIMTL_CLASS_ID )
{
hMat = IProcessMultipassMtl ( mtl , node , name , UVChan ) ;
}
else if ( IsCompositeMat ( mtl ) )
{
hMat = IProcessCompositeMtl ( mtl , node , name , UVChan , subMtlFlags ) ;
}
else if ( IsParticleMat ( mtl ) )
{
hMat = IProcessParticleMtl ( mtl , node , name ) ;
}
else
{
hMat = IAddDefaultMaterial ( node ) ;
}
if ( hMat )
{
if ( node - > GetAvatarSO ( ) ! = nil )
{
AttachLinkMtlAnims ( node , hMat ) ;
}
if ( hMat - > GetNumLayers ( ) = = 0 )
{
if ( fErrorMsg - > Set ( ( fWarned & kWarnedNoLayers ) = = 0 , node - > GetName ( ) , " Material has no layers. (%s) " , mtl - > GetName ( ) ) . CheckAndAsk ( ) )
fWarned | = kWarnedNoLayers ;
plLayer * hLay = new plLayer ;
hLay - > InitToDefault ( ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( name + " _DefLay " , hLay , nodeLoc ) ;
IAddLayerToMaterial ( hMat , hLay ) ;
}
if ( node - > UserPropExists ( " WetMe " ) & & ( hMat - > GetKey ( ) - > GetName ( ) . Find ( " Wet(*) " ) < 0 ) )
IAppendWetLayer ( node , hMat ) ;
// hsgResMgr::ResMgr()->NewKey(name, hMat,nodeLoc);
}
else
return nil ;
if ( hMat - > IsDynamic ( ) )
{
fChangedTimes = true ;
}
CopyMaterialLODToTextures ( hMat ) ;
return hMat ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IsMatchingDoneMaterial ( DoneMaterialData * dmd ,
Mtl * mtl , bool isMultiMat , uint32_t subMtlFlags , bool forceCopy , bool runtimeLit ,
plMaxNode * node , int numUVChannels , bool makeAlphaLayer )
{
if ( ! ( ( dmd - > fMaxMaterial = = mtl ) & &
( dmd - > fSubMultiMat = = isMultiMat ) & &
( dmd - > fSubMtlFlags = = subMtlFlags ) & &
( dmd - > fRuntimeLit = = runtimeLit ) & &
( dmd - > fNumUVChannels = = numUVChannels ) & &
( dmd - > fMakeAlphaLayer = = makeAlphaLayer ) ) )
{
if ( dmd - > fMaxMaterial = = mtl )
{
if ( dmd - > fRuntimeLit ! = runtimeLit )
failedRT = true ;
if ( dmd - > fNumUVChannels ! = numUVChannels )
failedNumUV = true ;
if ( dmd - > fMakeAlphaLayer ! = makeAlphaLayer )
failedAlphaLayer = true ;
}
return false ;
}
if ( dmd - > fNode - > HasFade ( ) ! = node - > HasFade ( ) )
{
bool realFade = false ;
if ( dmd - > fNode - > HasFade ( ) )
{
Box3 fade = dmd - > fNode - > GetFade ( ) ;
if ( ( fade . Min ( ) [ 0 ] ! = fade . Min ( ) [ 1 ] ) | | ( fade . Max ( ) [ 0 ] ! = fade . Max ( ) [ 1 ] ) )
realFade = true ;
}
else if ( node - > HasFade ( ) )
{
Box3 fade = node - > GetFade ( ) ;
if ( ( fade . Min ( ) [ 0 ] ! = fade . Min ( ) [ 1 ] ) | | ( fade . Max ( ) [ 0 ] ! = fade . Max ( ) [ 1 ] ) )
realFade = true ;
}
if ( realFade )
{
failedFade = true ;
return false ;
}
}
if ( dmd - > fNode - > HasFade ( ) & & node - > HasFade ( ) )
{
Box3 dmdFade = dmd - > fNode - > GetFade ( ) ;
Box3 nodeFade = node - > GetFade ( ) ;
if ( dmdFade . Min ( ) ! = nodeFade . Min ( ) )
{
if ( ( dmdFade . Min ( ) [ 0 ] ! = dmdFade . Min ( ) [ 1 ] ) | | ( nodeFade . Min ( ) [ 0 ] ! = nodeFade . Min ( ) [ 1 ] ) )
{
failedFade = true ;
return false ;
}
}
if ( dmdFade . Max ( ) ! = nodeFade . Max ( ) )
{
if ( ( dmdFade . Max ( ) [ 0 ] ! = dmdFade . Max ( ) [ 1 ] ) | | ( nodeFade . Max ( ) [ 0 ] ! = nodeFade . Max ( ) [ 1 ] ) )
{
failedFade = true ;
return false ;
}
}
}
return ! ( forceCopy | | dmd - > fOwnedCopy ) | | ( dmd - > fNode = = node ) ;
}
hsGMaterial * hsMaterialConverter : : IInsertDoneMaterial ( Mtl * mtl , hsGMaterial * hMat , plMaxNode * node , bool isMultiMat ,
bool forceCopy , bool runtimeLit , uint32_t subMtlFlags , int numUVChannels ,
bool makeAlphaLayer )
{
if ( failedRT )
dupCuzRT + + ;
if ( failedNumUV )
dupCuzNumUV + + ;
if ( failedAlphaLayer )
dupCuzAlphaLayer + + ;
if ( failedFade )
dupCuzFade + + ;
failedRT = failedNumUV = failedAlphaLayer = failedFade = false ;
DoneMaterialData done ;
done . fHsMaterial = hMat ;
// hsRefCnt_SafeAssign(done.fHsMaterial, hMat);
done . fHsMaterial = hMat ;
done . fMaxMaterial = mtl ;
done . fNode = node ;
done . fSubMultiMat = isMultiMat ;
done . fOwnedCopy = forceCopy ;
done . fRuntimeLit = runtimeLit ;
done . fSubMtlFlags = subMtlFlags ;
done . fNumUVChannels = numUVChannels ;
done . fMakeAlphaLayer = makeAlphaLayer ;
DoneMaterialData * equivalent = IFindDoneMaterial ( done ) ;
if ( equivalent )
{
plKey matKey = hMat - > GetKey ( ) ;
matKey - > RefObject ( ) ;
matKey - > UnRefObject ( ) ;
( ( plKeyImp * ) matKey ) - > SetObjectPtr ( nil ) ;
matKey = nil ;
hMat = equivalent - > fHsMaterial ;
}
else
{
hMat - > GetKey ( ) - > RefObject ( ) ; // Matching unref in hsMaterialConverter::DeInit();
fDoneMaterials . Append ( done ) ;
}
return hMat ;
}
hsGMaterial * hsMaterialConverter : : IAddDefaultMaterial ( plMaxNode * node )
{
if ( ! node )
return nil ;
plLocation loc = node - > GetLocation ( ) ;
hsGMaterial * hMat = new hsGMaterial ;
hsgResMgr : : ResMgr ( ) - > NewKey ( plString : : Format ( " %s_DefMat " , node - > GetName ( ) ) , hMat , loc ) ;
plLayer * layer = new plLayer ;
layer - > InitToDefault ( ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( hMat - > GetKeyName ( ) + " _DefLay " , layer , loc ) ;
DWORD color = node - > GetWireColor ( ) ;
float r = float ( GetRValue ( color ) ) / 255.f ;
float g = float ( GetGValue ( color ) ) / 255.f ;
float b = float ( GetBValue ( color ) ) / 255.f ;
layer - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( r , g , b , 1.f ) ) ;
layer - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( r , g , b , 1.f ) ) ;
layer - > SetOpacity ( 1.f ) ;
IAddLayerToMaterial ( hMat , layer ) ;
return hMat ;
}
plMipmap * hsMaterialConverter : : IGetUVTransTexture ( plMaxNode * node , bool useU /* = true */ )
{
plString texName = ( useU ? " ALPHA_BLEND_FILTER_U2ALPHA_TRANS_64x4 "
: " ALPHA_BLEND_FILTER_V2ALPHA_TRANS_4x64 " ) ;
int w = ( useU ? 64 : 4 ) ;
int h = ( useU ? 4 : 64 ) ;
// NOTE: CreateBlankMipmap might return an old mipmap if it was already created, so in those
// cases we wouldn't really need to re-write the texture. However, there's no harm in doing so,
// and since we're close to Alpha, I don't want to shake up the code any more than absolutely
// necessary. -mcn
plMipmap * texture = plBitmapCreator : : Instance ( ) . CreateBlankMipmap ( w , h , plMipmap : : kARGB32Config , 1 , texName , node - > GetLocation ( ) ) ;
// set the color data
uint32_t * pix = ( uint32_t * ) texture - > GetImage ( ) ;
int x , y ;
for ( y = 0 ; y < h ; y + + )
{
for ( x = 0 ; x < w ; x + + )
{
// Filter either the U or V coordinate
float shade = ( useU ? ( float ) x / ( w - 1 ) : ( float ) y / ( h - 1 ) ) ;
// These colors MUST be all white even though we're usuing the kBlendNoColor flag...
// Rad huh? Hooray for nVidia!!!
* pix + + = MakeUInt32Color ( 1.0 , 1.0 , 1.0 , shade ) ;
}
}
return texture ;
}
//// IInsertSingleBlendLayer //////////////////////////////////////////////////
// 10.24.01 mcn - Added kMiscRestartPassHere to the layer below the inserted
// one, to guarantee that the hacked alpha layers draw in their
// own passes on the GF3. Keeping this here until we can properly
// handle the hack layers as piggybacks in the pipeline.
void hsMaterialConverter : : IInsertSingleBlendLayer ( plMipmap * texture , hsGMaterial * mat ,
plMaxNode * node , int layerIdx , int UVChan )
{
// Need to tweak a few flags on its corresponding layer
plLayer * underLay = plLayer : : ConvertNoRef ( mat - > GetLayer ( layerIdx - 1 ) - > BottomOfStack ( ) ) ;
if ( ! underLay )
return ;
// This error means a GeForce 1 or 2 won't do the vertex alpha correctly, and every other card
// won't care. We've been ignoring this warning for years anyway, might as well just take it
// out and stop interrupting the export.
// fErrorMsg->Set((underLay->GetMiscFlags() & hsGMatState::kMiscBindNext) != 0, node->GetName(),
// "Layer %s has its BindNext flag set, which can't be done with a vertex alpha blend. The "
// "resulting material may not blend correctly.", underLay->GetKeyName()).Show();
underLay - > SetMiscFlags ( underLay - > GetMiscFlags ( ) | hsGMatState : : kMiscBindNext
| hsGMatState : : kMiscRestartPassHere ) ;
underLay - > SetBlendFlags ( underLay - > GetBlendFlags ( ) | hsGMatState : : kBlendAlpha ) ;
mat - > SetCompositeFlags ( mat - > GetCompositeFlags ( ) | hsGMaterial : : kCompNeedsBlendChannel ) ;
plLayer * layer = new plLayer ;
layer - > InitToDefault ( ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( underLay - > GetKeyName ( ) + " _AlphaBlend " , layer , node - > GetLocation ( ) ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( texture - > GetKey ( ) , new plLayRefMsg ( layer - > GetKey ( ) , plRefMsg : : kOnCreate , 0 , plLayRefMsg : : kTexture ) , plRefFlags : : kActiveRef ) ;
layer - > SetAmbientColor ( hsColorRGBA ( ) . Set ( 1.f , 1.f , 1.f , 1.f ) ) ;
// layer->SetZFlags(hsGMatState::kZNoZWrite | hsGMatState::kZIncLayer);
// The inclayer prop probably wouldn't hurt here, because this layer should only get drawn as
// an upper layer, but I'm nuking it out for consistency. mf
layer - > SetZFlags ( hsGMatState : : kZNoZWrite ) ;
uint32_t blendFlags = hsGMatState : : kBlendNoTexColor | hsGMatState : : kBlendAlphaMult | hsGMatState : : kBlendAlpha ;
layer - > SetBlendFlags ( blendFlags ) ;
layer - > SetClampFlags ( hsGMatState : : kClampTexture ) ;
layer - > SetUVWSrc ( UVChan ) ;
layer - > SetMiscFlags ( 0 ) ;
// Insert it in the right spot.
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( layer - > GetKey ( ) , new plMatRefMsg ( mat - > GetKey ( ) , plRefMsg : : kOnCreate ,
layerIdx , plMatRefMsg : : kLayer | plMatRefMsg : : kInsert ) , plRefFlags : : kActiveRef ) ;
}
void hsMaterialConverter : : IInsertAlphaBlendingLayers ( Mtl * mtl , plMaxNode * node , hsGMaterial * mat , int UVChan ,
bool makeAlphaLayer )
{
if ( ( mat - > GetLayer ( 0 ) - > GetState ( ) . fBlendFlags & hsGMatState : : kBlendAlpha ) = = 0 | | UVChan < 0 | | ! makeAlphaLayer )
return ; // Not blending... false alarm... my bad... enjoy the buffet!
if ( ! ( UVChan < plGeometrySpan : : kMaxNumUVChannels ) )
{
if ( fErrorMsg - > Set ( ! ( fWarned & kWarnedTooManyUVs ) , node - > GetName ( ) ,
" Material is already using all available UV channels and thus doesn't have one for alpha "
" blending. Some layers will have incorrect channels assigned. (%s) " ,
mtl - > GetName ( ) ) . CheckAskOrCancel ( ) )
fWarned | = kWarnedTooManyUVs ;
UVChan = plGeometrySpan : : kMaxNumUVChannels - 1 ;
}
int i ;
hsGMaterial * objMat = mat ;
plMipmap * texture = IGetUVTransTexture ( node ) ;
int origLayers = objMat - > GetNumLayers ( ) ;
for ( i = 0 ; i < origLayers ; i + + )
{
IInsertSingleBlendLayer ( texture , objMat , node , 2 * i + 1 , UVChan ) ;
}
}
void hsMaterialConverter : : IInsertMultipassBlendingLayers ( Mtl * mtl , plMaxNode * node , hsGMaterial * mat , int UVChan ,
bool makeAlphaLayer )
{
if ( UVChan < 0 | | ! makeAlphaLayer )
return ; // Not blending, no layers to insert.
if ( ! ( UVChan < plGeometrySpan : : kMaxNumUVChannels ) )
{
if ( fErrorMsg - > Set ( ! ( fWarned & kWarnedTooManyUVs ) , node - > GetName ( ) ,
" Material is already using all available UV channels and thus doesn't have one for alpha "
" blending. Some layers will have incorrect channels assigned. (%s) " ,
mtl - > GetName ( ) ) . CheckAskOrCancel ( ) )
fWarned | = kWarnedTooManyUVs ;
UVChan = plGeometrySpan : : kMaxNumUVChannels - 1 ;
}
int i ;
hsGMaterial * objMat = mat ;
IParamBlock2 * pb = mtl - > GetParamBlockByID ( plMultipassMtl : : kBlkPasses ) ;
plMipmap * texture = IGetUVTransTexture ( node ) ;
int currLayerNum = 0 ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
if ( ! pb - > GetInt ( kMultOn , 0 , i ) ) // Is the box for this submtl checked?
continue ; // No, skip it!
if ( ( objMat - > GetLayer ( currLayerNum ) - > GetBlendFlags ( ) & hsGMatState : : kBlendAlpha ) = = 0 )
{ // not alpha blending... skip!
currLayerNum + = pb - > GetInt ( kMultLayerCounts , 0 , i ) ;
continue ;
}
int j ;
for ( j = 0 ; j < pb - > GetInt ( kMultLayerCounts , 0 , i ) ; j + + )
{
IInsertSingleBlendLayer ( texture , objMat , node , currLayerNum + 1 , UVChan ) ;
currLayerNum + = 2 ;
}
}
return ;
}
void hsMaterialConverter : : IInsertCompBlendingLayers ( Mtl * mtl , plMaxNode * node , hsGMaterial * mat , int subMtlFlags ,
int UVChan , bool makeAlphaLayer )
{
if ( mat = = nil )
return ;
if ( ! IsCompositeMat ( mtl ) )
{
hsAssert ( false , " IInsertCompBlendingLayers() called on a non-composite material. " ) ;
return ;
}
int i ;
hsGMaterial * objMat = mat ;
plMipmap * textureU = IGetUVTransTexture ( node , true ) ;
plMipmap * textureV = IGetUVTransTexture ( node , false ) ;
IParamBlock2 * pb = mtl - > GetParamBlockByID ( plCompositeMtl : : kBlkPasses ) ;
int currLayerNum = 0 ;
int bitmask ;
bool firstUsedLayer = true ;
bool canWriteAlpha = ( ( plCompositeMtl * ) mtl ) - > CanWriteAlpha ( ) > = 0 ;
plMipmap * currTexture ;
for ( i = 0 , bitmask = 0x1 ; i < mtl - > NumSubMtls ( ) ; i + + , bitmask < < = 1 )
{
if ( ( bitmask & subMtlFlags ) = = 0 ) // skip it!
continue ;
if ( firstUsedLayer )
{
firstUsedLayer = false ;
if ( i ! = 0 ) // it's not the base layer, so it must be covering the base layer up. Thus, it's
{ // fully opaque, and we shouldn't blend.
plLayer * underLay = plLayer : : ConvertNoRef ( objMat - > GetLayer ( currLayerNum ) - > BottomOfStack ( ) ) ;
if ( underLay )
underLay - > SetBlendFlags ( underLay - > GetBlendFlags ( ) & ~ hsGMatState : : kBlendMask ) ;
currLayerNum + = pb - > GetInt ( kCompLayerCounts , 0 , i ) ;
continue ;
}
}
if ( i = = 0 & & ( ( mat - > GetLayer ( 0 ) - > GetState ( ) . fBlendFlags & hsGMatState : : kBlendAlpha ) = = 0 ) )
{
currLayerNum + = pb - > GetInt ( kCompLayerCounts , 0 , i ) ;
continue ;
}
int method = ( i < = 0 ? kCompBlendVertexAlpha : pb - > GetInt ( kCompBlend , 0 , i - 1 ) ) ;
currTexture = ( i = = 1 ? textureU : textureV ) ;
int j ;
for ( j = 0 ; j < pb - > GetInt ( kCompLayerCounts , 0 , i ) ; j + + )
{
if ( ! makeAlphaLayer & & canWriteAlpha )
{
if ( ( ( plCompositeMtl * ) mtl ) - > IsInverseBlend ( method ) )
{
plLayer * underLay = plLayer : : ConvertNoRef ( objMat - > GetLayer ( currLayerNum ) - > BottomOfStack ( ) ) ;
underLay - > SetBlendFlags ( underLay - > GetBlendFlags ( ) | hsGMatState : : kBlendInvertVtxAlpha ) ;
}
currLayerNum + + ;
continue ;
}
IInsertSingleBlendLayer ( currTexture , objMat , node , currLayerNum + 1 , UVChan ) ;
currLayerNum + = 2 ;
}
}
return ;
}
hsGMaterial * hsMaterialConverter : : IProcessCompositeMtl ( Mtl * mtl , plMaxNode * node , const plString & name , int UVChan , int subMtlFlags )
{
if ( ! mtl | | mtl - > ClassID ( ) ! = COMP_MTL_CLASS_ID )
return nil ;
uint32_t * layerCounts = new uint32_t [ mtl - > NumSubMtls ( ) ] ;
IParamBlock2 * pb = mtl - > GetParamBlockByID ( plCompositeMtl : : kBlkPasses ) ;
hsGMaterial * mat = new hsGMaterial ;
hsgResMgr : : ResMgr ( ) - > NewKey ( plString : : Format ( " %s_%d " , name . c_str ( ) , subMtlFlags ) , mat , node - > GetLocation ( ) ) ;
int multiIndex = IFindSubIndex ( node , mtl ) ;
bool needAlphaHack = node - > AlphaHackLayersNeeded ( multiIndex ) > 0 ;
bool canWriteAlpha = ( ( plCompositeMtl * ) mtl ) - > CanWriteAlpha ( ) > = 0 ;
int bitMask = 1 ;
int i ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
Mtl * subMtl = nil ;
bool usingSubMtl = ( i = = 0 | | pb - > GetInt ( kCompOn , 0 , i - 1 ) ) ;
if ( ( bitMask & subMtlFlags ) ! = 0 & & usingSubMtl )
{
plString pref = plString : : Format ( " %s_%d " , mat - > GetKey ( ) - > GetName ( ) . c_str ( ) , i ) ;
subMtl = mtl - > GetSubMtl ( i ) ;
if ( subMtl ! = nil & & subMtl - > ClassID ( ) = = PASS_MTL_CLASS_ID )
IProcessPlasmaMaterial ( subMtl , node , mat , pref ) ;
}
bitMask < < = 1 ;
layerCounts [ i ] = mat - > GetNumLayers ( ) ;
if ( i > 0 & & mat - > GetNumLayers ( ) > 0 )
{
bool materialIsBad = false ;
int j ;
if ( usingSubMtl )
{
for ( j = mat - > GetNumLayers ( ) - 1 ; j > = ( int ) layerCounts [ i - 1 ] ; j - - )
{
uint32_t blendFlags = mat - > GetLayer ( j ) - > GetBlendFlags ( ) ;
if ( ( blendFlags & hsGMatState : : kBlendMask ) ! = hsGMatState : : kBlendAlpha )
{
bool ignore = fErrorMsg - > Set ( ! ( fWarned & kWarnedCompMtlBadBlend ) , node - > GetName ( ) ,
" For composite materials, all multi-layered submaterials (except the base) "
" must choose 'alpha' for 'output blending'. %s, which is a sub-material "
" of %s, doesn't and will not be included in the composite material. " ,
subMtl - > GetName ( ) , mtl - > GetName ( ) ) . CheckAskOrCancel ( ) ;
materialIsBad = true ;
if ( ignore )
fWarned | = kWarnedCompMtlBadBlend ;
}
if ( ( needAlphaHack | | ! canWriteAlpha ) & &
( ( blendFlags & hsGMatState : : kBlendAlphaMult ) | | ( blendFlags & hsGMatState : : kBlendAlphaAdd ) ) )
{
bool ignore = fErrorMsg - > Set ( ! ( fWarned & kWarnedCompMtlBadBlend ) , node - > GetName ( ) ,
" Composite material %s has a submaterial, %s, that requires too many textures in a single pass "
" (for blending effects). To cut this down, try some of the following: \n "
" 1. Make sure all multi-layered submaterials (except the base) "
" choose 'alpha' for 'layer blending', and 'base alpha only' for 'layer alpha blending' \n "
" 2. Force the object to be runtime lit. \n "
" 3. Remove other components on this node that may add extra blending layers. \n "
" For now, the submaterial will not be included in the composite. " ,
mtl - > GetName ( ) , subMtl - > GetName ( ) ) . CheckAskOrCancel ( ) ;
materialIsBad = true ;
if ( ignore )
fWarned | = kWarnedCompMtlBadBlend ;
}
}
}
if ( materialIsBad ) // Nuke all the layers of this sub material, so the artists don't just ignore the warnings
{
int min = ( int ) layerCounts [ i - 1 ] ;
for ( j = mat - > GetNumLayers ( ) - 1 ; j > = min ; j - - )
{
mat - > GetKey ( ) - > Release ( mat - > GetLayer ( j ) - > GetKey ( ) ) ;
}
layerCounts [ i ] = mat - > GetNumLayers ( ) ;
}
}
}
for ( i = mtl - > NumSubMtls ( ) - 1 ; i > 0 ; i - - )
layerCounts [ i ] - = layerCounts [ i - 1 ] ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
pb - > SetValue ( kCompLayerCounts , 0 , ( int ) layerCounts [ i ] , i ) ;
delete [ ] layerCounts ;
if ( mat - > GetNumLayers ( ) = = 0 )
{
// No one ever got a ref, so we ref and unref to make it go away.
mat - > GetKey ( ) - > RefObject ( ) ;
mat - > GetKey ( ) - > UnRefObject ( ) ;
return IAddDefaultMaterial ( node ) ;
}
return mat ;
}
hsGMaterial * hsMaterialConverter : : IProcessMultipassMtl ( Mtl * mtl , plMaxNode * node , const plString & name , int UVChan )
{
if ( ! mtl | | mtl - > ClassID ( ) ! = MULTIMTL_CLASS_ID )
return nil ;
hsGMaterial * mat = new hsGMaterial ;
uint32_t * layerCounts = new uint32_t [ mtl - > NumSubMtls ( ) ] ;
hsgResMgr : : ResMgr ( ) - > NewKey ( name , mat , node - > GetLocation ( ) ) ;
IParamBlock2 * pb = mtl - > GetParamBlockByID ( plMultipassMtl : : kBlkPasses ) ;
for ( int i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
Mtl * subMtl = mtl - > GetSubMtl ( i ) ;
int check = pb - > GetInt ( kMultOn , 0 , i ) ;
if ( ( subMtl - > ClassID ( ) = = PASS_MTL_CLASS_ID | |
subMtl - > ClassID ( ) = = BUMP_MTL_CLASS_ID ) & & check ! = 0 )
{
IProcessPlasmaMaterial ( subMtl , node , mat , mat - > GetKey ( ) - > GetName ( ) ) ;
}
layerCounts [ i ] = mat - > GetNumLayers ( ) ;
}
for ( int i = mtl - > NumSubMtls ( ) - 1 ; i > 0 ; i - - )
layerCounts [ i ] - = layerCounts [ i - 1 ] ;
for ( int i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
pb - > SetValue ( kMultLayerCounts , 0 , ( int ) layerCounts [ i ] , i ) ;
delete [ ] layerCounts ;
return mat ;
}
hsGMaterial * hsMaterialConverter : : IProcessParticleMtl ( Mtl * mtl , plMaxNode * node , const plString & name )
{
hsGuardBegin ( " hsMaterialConverter::IProcessParticleMaterial " ) ;
plLocation nodeLoc = node - > GetLocation ( ) ;
char * dbgNodeName = node - > GetName ( ) ;
hsGMaterial * mat = new hsGMaterial ;
hsgResMgr : : ResMgr ( ) - > NewKey ( name , mat , nodeLoc ) ;
if ( ! mtl )
{
fErrorMsg - > Set ( ! mtl , " Material Loading Error " , " No material in ProcessParticleMaterial! " ) . Show ( ) ;
fErrorMsg - > Set ( ) ;
return nil ;
}
plParticleMtl * particleMtl = ( plParticleMtl * ) mtl ;
IParamBlock2 * basicPB = mtl - > GetParamBlockByID ( plParticleMtl : : kBlkBasic ) ;
//
// Color / Opacity
//
Color amb = basicPB - > GetColor ( plParticleMtl : : kColorAmb ) ; ;
Color dif = basicPB - > GetColor ( plParticleMtl : : kColor ) ;
float opac = float ( basicPB - > GetInt ( plParticleMtl : : kOpacity ) ) / 100.0f ;
fErrorMsg - > Set ( opac < 0.0 | | opac > 1.0 , dbgNodeName , " Bad opacity on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
fErrorMsg - > Set ( dif . r < 0.0 | | dif . r > 1.0 , dbgNodeName , " Bad color (r) on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
fErrorMsg - > Set ( dif . g < 0.0 | | dif . g > 1.0 , dbgNodeName , " Bad color (g) on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
fErrorMsg - > Set ( dif . b < 0.0 | | dif . b > 1.0 , dbgNodeName , " Bad color (b) on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
Color col = dif ;
//
// Blend flags
//
uint32_t blendFlags = 0 ;
//
// Shade flags
//
uint32_t shadeFlags = 0 ;
if ( basicPB - > GetInt ( plParticleMtl : : kNormal ) = = plParticleMtl : : kEmissive )
shadeFlags | = hsGMatState : : kShadeEmissive ;
if ( node - > GetIsGUI ( ) )
{
// We don't want materials on any GUI objects to *ever* be fogged
// (just in case we have some weird GUI particle system...)...4.25.2002 mcn
shadeFlags | = hsGMatState : : kShadeReallyNoFog ;
}
//
// Misc flags...
//
uint32_t miscFlags = 0 ;
//
// Z flags
//
uint32_t zFlags = 0 ;
zFlags | = hsGMatState : : kZNoZWrite ;
bool preserveUVOffset = false ; //PreserveUVOffset(mtl);
//
// Process base layer
//
plLayer * baseLay = nil ;
Texmap * baseTex = basicPB - > GetTexmap ( plParticleMtl : : kTexmap ) ;
if ( baseTex & & baseTex - > ClassID ( ) = = LAYER_TEX_CLASS_ID )
{
plLayerInterface * layerIFace = plLayerConverter : : Instance ( ) . ConvertTexmap ( baseTex , node , 0 , preserveUVOffset , false ) ;
baseLay = plLayer : : ConvertNoRef ( layerIFace - > BottomOfStack ( ) ) ;
fErrorMsg - > Set ( ! baseLay , node - > GetName ( ) , " Found no layer at end of IProcessPlasmaLayer() " ) . Check ( ) ;
baseLay - > SetBlendFlags ( baseLay - > GetBlendFlags ( ) | blendFlags ) ;
baseLay - > SetShadeFlags ( baseLay - > GetShadeFlags ( ) | shadeFlags ) ;
baseLay - > SetZFlags ( baseLay - > GetZFlags ( ) | zFlags ) ;
baseLay - > SetMiscFlags ( baseLay - > GetMiscFlags ( ) | miscFlags ) ; // 3.28.2001 mcn - Who didn't put this in?
// No specular on particles. Spoot.
baseLay - > SetSpecularColor ( hsColorRGBA ( ) . Set ( 0 , 0 , 0 , 1.f ) ) ;
baseLay - > SetSpecularPower ( 0 ) ;
baseLay - > SetAmbientColor ( hsColorRGBA ( ) . Set ( amb . r , amb . g , amb . b , 1.f ) ) ;
baseLay - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( col . r , col . g , col . b , 1.f ) ) ;
baseLay - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( 0.f , 0.f , 0.f , 1.f ) ) ;
baseLay - > SetOpacity ( opac ) ; // Don't scale the material color by this if we're add blending; do that later
uint32_t blendType = 0 ;
switch ( basicPB - > GetInt ( plParticleMtl : : kBlend ) )
{
case plParticleMtl : : kBlendAlpha : blendType | = hsGMatState : : kBlendAlpha ; break ;
case plParticleMtl : : kBlendAdd : blendType | = hsGMatState : : kBlendAdd ; break ;
}
baseLay - > SetBlendFlags ( baseLay - > GetBlendFlags ( ) | blendType ) ;
plLayerInterface * layerAnim = layerIFace ;
IAddLayerToMaterial ( mat , layerAnim ) ;
}
return mat ;
hsGuardEnd ;
}
plLayerAnimation * IConvertNoteTrackAnims ( plLayerAnimation * animLayer , SegmentMap * segMap , plMaxNode * node ,
const plString & name )
{
plLayerAnimation * prev = animLayer ;
for ( SegmentMap : : iterator it = segMap - > begin ( ) ; it ! = segMap - > end ( ) ; it + + )
{
SegmentSpec * spec = it - > second ;
if ( spec - > fType = = SegmentSpec : : kAnim )
{
plLayerAnimation * noteAnim = new plLayerAnimation ;
plString animName = plString : : Format ( " %s_anim_%s " , name . c_str ( ) , spec - > fName ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( animName , noteAnim , node - > GetLocation ( ) ) ;
if ( animLayer - > GetPreshadeColorCtl ( ) )
noteAnim - > SetPreshadeColorCtl ( animLayer - > GetPreshadeColorCtl ( ) ) ;
if ( animLayer - > GetRuntimeColorCtl ( ) )
noteAnim - > SetRuntimeColorCtl ( animLayer - > GetRuntimeColorCtl ( ) ) ;
if ( animLayer - > GetAmbientColorCtl ( ) )
noteAnim - > SetAmbientColorCtl ( animLayer - > GetAmbientColorCtl ( ) ) ;
if ( animLayer - > GetSpecularColorCtl ( ) )
noteAnim - > SetSpecularColorCtl ( animLayer - > GetSpecularColorCtl ( ) ) ;
if ( animLayer - > GetOpacityCtl ( ) )
noteAnim - > SetOpacityCtl ( animLayer - > GetOpacityCtl ( ) ) ;
noteAnim - > GetTimeConvert ( ) . SetBegin ( spec - > fStart ) ;
noteAnim - > GetTimeConvert ( ) . SetEnd ( spec - > fEnd ) ;
noteAnim - > AttachViaNotify ( prev ) ;
prev = noteAnim ;
}
}
return prev ;
}
void ISetDefaultAnim ( plPassMtlBase * mtl , plAnimTimeConvert & tc , SegmentMap * segMap )
{
plString animName = mtl - > GetAnimName ( ) ;
if ( segMap & & ! animName . IsNull ( ) & & ( segMap - > find ( animName ) ! = segMap - > end ( ) ) )
{
SegmentSpec * spec = ( * segMap ) [ animName ] ;
tc . SetBegin ( spec - > fStart ) ;
tc . SetEnd ( spec - > fEnd ) ;
}
if ( mtl - > GetAutoStart ( ) )
tc . Start ( 0 ) ;
else
tc . Stop ( true ) ;
if ( mtl - > GetLoop ( ) )
{
// Default to the entire anim
float loopStart = tc . GetBegin ( ) ;
float loopEnd = tc . GetEnd ( ) ;
// If there's a loop, use it
plString loopName = plString : : FromUtf8 ( mtl - > GetAnimLoopName ( ) ) ;
if ( ! loopName . IsEmpty ( ) & & segMap )
GetSegMapAnimTime ( loopName , segMap , SegmentSpec : : kLoop , loopStart , loopEnd ) ;
tc . SetLoopPoints ( loopStart , loopEnd ) ;
tc . Loop ( true ) ;
}
else
tc . Loop ( false ) ;
}
void StuffStopPoints ( SegmentMap * segMap , hsTArray < float > & out )
{
if ( segMap = = nil )
return ;
for ( SegmentMap : : iterator it = segMap - > begin ( ) ; it ! = segMap - > end ( ) ; it + + )
{
SegmentSpec * spec = it - > second ;
if ( spec - > fType = = SegmentSpec : : kStopPoint )
{
out . Append ( spec - > fStart ) ;
}
}
}
void IProcessMtlAnimEase ( plPassMtlBase * mtl , plAnimTimeConvert & tc )
{
if ( mtl - > GetEaseInType ( ) ! = plAnimEaseTypes : : kNoEase )
{
tc . SetEase ( true , mtl - > GetEaseInType ( ) , mtl - > GetEaseInMinLength ( ) ,
mtl - > GetEaseInMaxLength ( ) , mtl - > GetEaseInNormLength ( ) ) ;
}
if ( mtl - > GetEaseOutType ( ) ! = plAnimEaseTypes : : kNoEase )
{
tc . SetEase ( false , mtl - > GetEaseOutType ( ) , mtl - > GetEaseOutMinLength ( ) ,
mtl - > GetEaseOutMaxLength ( ) , mtl - > GetEaseOutNormLength ( ) ) ;
}
}
/*
bool hsMaterialConverter : : CheckValidityOfSDLVarAnim ( plPassMtlBase * mtl , char * varName , plMaxNode * node )
{
plStateDescriptor * sd = nil ;
char * ageName ;
ageName = node - > GetAgeName ( ) ;
if ( ageName )
sd = plSDLMgr : : GetInstance ( ) - > FindDescriptor ( ageName , plSDL : : kLatestVersion ) ;
if ( sd )
{
plVarDescriptor * var = sd - > FindVar ( varName ) ;
if ( var = = nil )
{
char buff [ 512 ] ;
sprintf ( buff , " Cannot find variable named \" %s \" used to animate the material "
" \" %s \" . This material won't be animated. " , varName , mtl - > GetName ( ) ) ;
if ( fErrorMsg - > Set ( ! ( fWarned & kWarnedBadAnimSDLVarName ) , node - > GetName ( ) , buff ) . CheckAskOrCancel ( ) )
fWarned | = kWarnedBadAnimSDLVarName ;
return false ;
}
if ( ! ( var - > GetType ( ) = = plVarDescriptor : : kFloat | |
var - > GetType ( ) = = plVarDescriptor : : kDouble | |
var - > GetType ( ) = = plVarDescriptor : : kTime | |
var - > GetType ( ) = = plVarDescriptor : : kAgeTimeOfDay ) )
{
char buff [ 512 ] ;
sprintf ( buff , " Material \" %s \" animates on the age variable \" %s \" , which is "
" of type \" %s \" . Only the types float/double/time/ageTimeOfDay may be used. "
" Ignoring the animation of this material. " , mtl - > GetName ( ) , varName , var - > GetTypeString ( ) ) ;
if ( fErrorMsg - > Set ( ! ( fWarned & kWarnedBadAnimSDLVarName ) , node - > GetName ( ) , buff ) . CheckAskOrCancel ( ) )
fWarned | = kWarnedBadAnimSDLVarName ;
return false ;
}
return true ;
}
return false ;
}
*/
static plAnimStealthNode * IGetEntireAnimation ( plPassMtlBase * mtl )
{
const int count = mtl - > GetNumStealths ( ) ;
int i ;
for ( i = 0 ; i < count ; i + + )
{
plAnimStealthNode * stealth = mtl - > GetStealth ( i ) ;
plString segName = stealth - > GetSegmentName ( ) ;
if ( segName . IsEmpty ( ) | | ! segName . Compare ( ENTIRE_ANIMATION_NAME , plString : : kCaseInsensitive ) )
return stealth ;
}
return nil ;
}
static plLayerInterface * IProcessLayerMovie ( plPassMtlBase * mtl , plLayerTex * layTex , plMaxNode * node ,
plLayerInterface * layerIFace )
{
IParamBlock2 * bitmapPB = layTex - > GetParamBlockByID ( plLayerTex : : kBlkBitmap ) ;
if ( ! bitmapPB )
return layerIFace ;
PBBitmap * pbbm = nil ;
if ( ! bitmapPB - > GetInt ( kBmpUseBitmap ) | | ! ( pbbm = bitmapPB - > GetBitmap ( kBmpBitmap ) ) )
return layerIFace ;
BitmapInfo * bi = & pbbm - > bi ;
if ( ! bi | | ! bi - > Name ( ) | | ! * bi - > Name ( ) )
return layerIFace ;
plFileName fileName = bi - > Name ( ) ;
plAnimStealthNode * stealth = IGetEntireAnimation ( mtl ) ;
plString ext = fileName . GetFileExt ( ) ;
bool isBink = ( ext . CompareI ( " bik " ) = = 0 ) ;
bool isAvi = ( ext . CompareI ( " avi " ) = = 0 ) ;
if ( isBink | | isAvi )
{
plFileName movieName = plFileName : : Join ( " avi " , fileName . GetFileName ( ) ) ;
plLayerMovie * movieLayer = nil ;
plString moviePostfix ;
if ( isBink )
{
movieLayer = new plLayerBink ;
moviePostfix = " _bink " ;
}
else if ( isAvi )
{
movieLayer = new plLayerAVI ;
moviePostfix = " _avi " ;
}
plString movieKeyName = layerIFace - > GetKeyName ( ) + moviePostfix ;
hsgResMgr : : ResMgr ( ) - > NewKey ( movieKeyName , movieLayer , node - > GetLocation ( ) ) ;
movieLayer - > SetMovieName ( movieName ) ;
movieLayer - > Eval ( 0 , 0 , 0 ) ;
plAnimTimeConvert & tc = movieLayer - > GetTimeConvert ( ) ;
if ( stealth )
{
if ( stealth - > GetAutoStart ( ) )
tc . Start ( 0 ) ;
else
tc . Stop ( true ) ;
tc . Loop ( stealth - > GetLoop ( ) ) ;
}
tc . SetLoopPoints ( 0 , movieLayer - > GetLength ( ) ) ;
tc . SetBegin ( 0 ) ;
tc . SetEnd ( movieLayer - > GetLength ( ) ) ;
movieLayer - > AttachViaNotify ( layerIFace ) ;
layerIFace = movieLayer ;
}
return layerIFace ;
}
plLayerInterface * IProcessLayerAnimation ( plPassMtlBase * mtl , plLayerTex * layTex , plMaxNode * node ,
const plString & name , plLayerInterface * layerIFace )
{
hsControlConverter & cc = hsControlConverter : : Instance ( ) ;
//
// Look for animations. These will get tacked onto the base pass layer
StdUVGen * uvGen = ( StdUVGen * ) layTex - > GetTheUVGen ( ) ;
plLeafController * xfmCtl = cc . MakeMatrix44Controller ( uvGen , node - > GetName ( ) ) ;
if ( ! xfmCtl )
return layerIFace ;
if ( mtl - > GetUseGlobal ( ) )
{
plLayerSDLAnimation * SDLLayer = new plLayerSDLAnimation ;
plString animName = plString : : Format ( " %s_anim_%s " , name . c_str ( ) , mtl - > GetGlobalVarName ( ) ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( animName , SDLLayer , node - > GetLocation ( ) ) ;
SDLLayer - > SetVarName ( ( char * ) mtl - > GetGlobalVarName ( ) ) ;
SDLLayer - > SetTransformCtl ( xfmCtl ) ;
SDLLayer - > AttachViaNotify ( layerIFace ) ;
node - > CheckSynchOptions ( SDLLayer ) ;
return SDLLayer ;
}
// Don't need anymore, really was just for validation above
delete xfmCtl ;
// If no valid animation track is chosen, return entire animation.
int i , count = mtl - > GetNumStealths ( ) ;
for ( i = count - 1 ; i > = 0 ; i - - )
{
plAnimStealthNode * stealth = mtl - > GetStealth ( i ) ;
plLayerAnimation * noteAnim = new plLayerAnimation ;
node - > CheckSynchOptions ( noteAnim ) ;
plString segName = stealth - > GetSegmentName ( ) ;
bool isDefault = ( segName . IsNull ( ) | | segName . Compare ( ENTIRE_ANIMATION_NAME ) = = 0 ) ? true : false ;
plString animName = name + ( ( isDefault ) ? " _LayerAnim_ "
: ( plString ( " _LayerAnim " ) + segName ) ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( animName , noteAnim , node - > GetLocation ( ) ) ;
StdUVGen * uvGen = ( StdUVGen * ) layTex - > GetTheUVGen ( ) ;
plLeafController * segXfmCtl = cc . MakeMatrix44Controller ( uvGen , node - > GetName ( ) ) ;
noteAnim - > SetTransformCtl ( segXfmCtl ) ;
// ATC conversion stuff
stealth - > StuffToTimeConvert ( noteAnim - > GetTimeConvert ( ) , segXfmCtl - > GetLength ( ) ) ;
// Set segment name if we're not the default
if ( ! isDefault )
noteAnim - > SetSegmentID ( segName ) ;
// And attach!
noteAnim - > AttachViaNotify ( layerIFace ) ;
// So the next time will attach to this layer...
layerIFace = noteAnim ;
}
return layerIFace ;
}
plLayerInterface * IProcessAnimation ( plPassMtlBase * mtl , plMaxNode * node , const plString & name ,
plLayerInterface * layerIFace )
{
hsControlConverter & cc = hsControlConverter : : Instance ( ) ;
float maxLength = 0 ;
//
// Look for animations. These will get tacked onto the base pass layer
Control * maxColCtl = mtl - > GetPreshadeColorController ( ) ;
plController * colCtl = cc . MakeColorController ( maxColCtl , node ) ;
Control * maxRunColCtl = nil ;
plController * runColCtl = nil ;
if ( mtl - > GetDiffuseColorLock ( ) )
maxRunColCtl = maxColCtl ;
else
maxRunColCtl = mtl - > GetRuntimeColorController ( ) ;
runColCtl = cc . MakeColorController ( maxRunColCtl , node ) ;
Control * maxAmbCtl = mtl - > GetAmbColorController ( ) ;
plController * ambCtl = cc . MakeColorController ( maxAmbCtl , node ) ;
Control * maxOpaCtl = mtl - > GetOpacityController ( ) ;
plLeafController * opaCtl = cc . MakeScalarController ( maxOpaCtl , node ) ;
Control * maxSpecCtl = mtl - > GetSpecularColorController ( ) ;
plController * specCtl = cc . MakeColorController ( maxSpecCtl , node ) ;
// If there are no animations, return
if ( ! colCtl & & ! ambCtl & & ! opaCtl & & ! runColCtl & & ! specCtl )
return layerIFace ;
if ( colCtl )
maxLength = colCtl - > GetLength ( ) ;
if ( ambCtl & & ( ambCtl - > GetLength ( ) > maxLength ) )
maxLength = ambCtl - > GetLength ( ) ;
if ( opaCtl & & ( opaCtl - > GetLength ( ) > maxLength ) )
maxLength = opaCtl - > GetLength ( ) ;
if ( runColCtl & & ( runColCtl - > GetLength ( ) > maxLength ) )
maxLength = runColCtl - > GetLength ( ) ;
if ( specCtl & & ( specCtl - > GetLength ( ) > maxLength ) )
maxLength = specCtl - > GetLength ( ) ;
if ( mtl - > GetUseGlobal ( ) )
{
//if (!hsMaterialConverter::Instance().CheckValidityOfSDLVarAnim(mtl, mtl->GetGlobalVarName(), node))
// return layerIFace;
plLayerSDLAnimation * SDLLayer = new plLayerSDLAnimation ;
plString animName = plString : : Format ( " %s_anim_%s " , name . c_str ( ) , mtl - > GetGlobalVarName ( ) ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( animName , SDLLayer , node - > GetLocation ( ) ) ;
SDLLayer - > SetVarName ( ( char * ) mtl - > GetGlobalVarName ( ) ) ;
node - > CheckSynchOptions ( SDLLayer ) ;
if ( colCtl )
SDLLayer - > SetPreshadeColorCtl ( colCtl ) ;
if ( ambCtl )
SDLLayer - > SetAmbientColorCtl ( ambCtl ) ;
if ( opaCtl )
SDLLayer - > SetOpacityCtl ( opaCtl ) ;
if ( runColCtl )
SDLLayer - > SetRuntimeColorCtl ( runColCtl ) ;
if ( specCtl )
SDLLayer - > SetSpecularColorCtl ( specCtl ) ;
SDLLayer - > AttachViaNotify ( layerIFace ) ;
return SDLLayer ;
}
// Delete these, since they're no longer needed
delete colCtl ;
delete ambCtl ;
delete opaCtl ;
delete runColCtl ;
delete specCtl ;
// Loop through the stealths, since each one represents a segment
int i , count = mtl - > GetNumStealths ( ) ;
for ( i = count - 1 ; i > = 0 ; i - - )
{
plAnimStealthNode * stealth = mtl - > GetStealth ( i ) ;
plLayerAnimation * noteAnim = new plLayerAnimation ;
node - > CheckSynchOptions ( noteAnim ) ;
plString segName = stealth - > GetSegmentName ( ) ;
bool isDefault = ( segName . IsNull ( ) | | segName . Compare ( ENTIRE_ANIMATION_NAME ) = = 0 ) ? true : false ;
plString animName = name + ( ( isDefault ) ? " _anim "
: ( plString ( " _anim_ " ) + segName ) ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( animName , noteAnim , node - > GetLocation ( ) ) ;
plController * noteColCtl = cc . MakeColorController ( maxColCtl , node ) ;
plController * noteAmbCtl = cc . MakeColorController ( maxAmbCtl , node ) ;
plController * noteOpaCtl = cc . MakeScalarController ( maxOpaCtl , node ) ;
plController * noteSpecCtl = cc . MakeColorController ( maxSpecCtl , node ) ;
plController * noteRunColCtl = cc . MakeColorController ( maxColCtl , node ) ;
if ( noteColCtl )
noteAnim - > SetPreshadeColorCtl ( noteColCtl ) ;
if ( noteAmbCtl )
noteAnim - > SetAmbientColorCtl ( noteAmbCtl ) ;
if ( noteOpaCtl )
noteAnim - > SetOpacityCtl ( noteOpaCtl ) ;
if ( noteRunColCtl )
noteAnim - > SetRuntimeColorCtl ( noteRunColCtl ) ;
if ( noteSpecCtl )
noteAnim - > SetSpecularColorCtl ( noteSpecCtl ) ;
// ATC conversion stuff
stealth - > StuffToTimeConvert ( noteAnim - > GetTimeConvert ( ) , maxLength ) ;
// Set segment name if we're not the default
if ( ! isDefault )
noteAnim - > SetSegmentID ( segName ) ;
// And attach!
noteAnim - > AttachViaNotify ( layerIFace ) ;
// So the next time will attach to this layer...
layerIFace = noteAnim ;
}
// Cleanup
return layerIFace ;
}
bool hsMaterialConverter : : IHasSubMtl ( Mtl * base , Mtl * sub )
{
if ( ! ( base & & sub ) )
return false ;
if ( base = = sub )
return true ;
int nSub = base - > NumSubMtls ( ) ;
int i ;
for ( i = 0 ; i < nSub ; i + + )
{
if ( IHasSubMtl ( base - > GetSubMtl ( i ) , sub ) )
return true ;
}
return false ;
}
int hsMaterialConverter : : IFindSubIndex ( plMaxNode * node , Mtl * mtl )
{
Mtl * baseMtl = node - > GetMtl ( ) ;
if ( ! IsMultiMat ( baseMtl ) )
return 0 ;
int i ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
if ( IHasSubMtl ( mtl - > GetSubMtl ( i ) , mtl ) )
return i ;
}
return - 1 ;
}
//
// Converters for different kinds of materials (Plasma, Environ, Standard)
//
// Now handles both plPassMtl and plDecalMtl which derive from plPassMtlBase
bool hsMaterialConverter : : IProcessPlasmaMaterial ( Mtl * mtl , plMaxNode * node , hsGMaterial * mat , const plString & name )
{
hsGuardBegin ( " hsMaterialConverter::IProcessPlasmaMaterial " ) ;
plLocation nodeLoc = node - > GetLocation ( ) ;
char * dbgNodeName = node - > GetName ( ) ;
int initNumLayers = mat - > GetNumLayers ( ) ;
if ( ! mtl )
{
fErrorMsg - > Set ( ! mtl , " Material Loading Error " , " No material in ProcessPlasmaMaterial! " ) . Show ( ) ;
//hsAssert(mtl, "No material in ProcessPlasmaMaterial!");
fErrorMsg - > Set ( ) ;
return false ;
}
int multiIndex = IFindSubIndex ( node , mtl ) ;
bool needAlphaHack = node - > AlphaHackLayersNeeded ( multiIndex ) > 0 ;
plPassMtlBase * passBase = ( plPassMtlBase * ) mtl ;
//
// Color / Opacity
//
Color amb = passBase - > GetAmbColor ( ) ;
Color dif = passBase - > GetColor ( ) ;
Color runDif = passBase - > GetRuntimeColor ( ) ;
if ( passBase - > GetDiffuseColorLock ( ) )
runDif = dif ;
float opac = float ( passBase - > GetOpacity ( ) ) / 100.0f ;
fErrorMsg - > Set ( opac < 0.0 | | opac > 1.0 , dbgNodeName , " Bad opacity on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
fErrorMsg - > Set ( dif . r < 0.0 | | dif . r > 1.0 , dbgNodeName , " Bad color (r) on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
fErrorMsg - > Set ( dif . g < 0.0 | | dif . g > 1.0 , dbgNodeName , " Bad color (g) on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
fErrorMsg - > Set ( dif . b < 0.0 | | dif . b > 1.0 , dbgNodeName , " Bad color (b) on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
fErrorMsg - > Set ( runDif . r < 0.0 | | runDif . r > 1.0 , dbgNodeName , " Bad runtime color (r) on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
fErrorMsg - > Set ( runDif . g < 0.0 | | runDif . g > 1.0 , dbgNodeName , " Bad runtime color (g) on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
fErrorMsg - > Set ( runDif . b < 0.0 | | runDif . b > 1.0 , dbgNodeName , " Bad runtime color (b) on mat %s " , name . c_str ( ) ) . CheckAndAsk ( ) ;
// Color col = dif - amb;
Color col = dif ;
if ( passBase - > GetDiffuseColorLock ( ) )
runDif = dif ;
// If we've got No Preshading explicitly set, then set the
// PreshadeColor to black (so anything in the vertex color
// will get ignored at runtime).
if ( node - > GetRunTimeLight ( ) )
col . Black ( ) ;
//
// Blend flags
//
uint32_t blendFlags = 0 ;
if ( node - > GetAlphaTestHigh ( ) | | passBase - > GetAlphaTestHigh ( ) )
blendFlags | = hsGMatState : : kBlendAlphaTestHigh ;
// Z Flag
if ( passBase - > GetZOnly ( ) )
blendFlags | = hsGMatState : : kBlendNoColor ;
//
// Shade flags
//
uint32_t shadeFlags = 0 ;
if ( passBase - > GetSoftShadow ( ) )
shadeFlags | = hsGMatState : : kShadeSoftShadow ;
if ( passBase - > GetNoProj ( ) )
shadeFlags | = hsGMatState : : kShadeNoProjectors ;
if ( passBase - > GetVertexShade ( ) )
shadeFlags | = hsGMatState : : kShadeVertexShade ;
if ( passBase - > GetNoShade ( ) )
shadeFlags | = hsGMatState : : kShadeNoShade ;
if ( passBase - > GetNoFog ( ) )
shadeFlags | = hsGMatState : : kShadeReallyNoFog ;
if ( passBase - > GetWhite ( ) )
shadeFlags | = hsGMatState : : kShadeWhite ;
/// Emissive flag, from basic parameters
if ( passBase - > GetEmissive ( ) )
{
shadeFlags | = hsGMatState : : kShadeEmissive ;
col . r = col . g = col . b = 0.0f ;
runDif = col ;
}
if ( node - > GetIsGUI ( ) )
{
// We don't want materials on any GUI objects to *ever* be fogged...4.25.2002 mcn
shadeFlags | = hsGMatState : : kShadeReallyNoFog ;
}
// Specular flags
float shine = 0.0 ;
Color specColor = Color ( 0 , 0 , 0 ) ;
if ( passBase - > GetUseSpec ( ) )
{
shadeFlags | = hsGMatState : : kShadeSpecular ;
shine = ( float ) passBase - > GetShine ( ) ;
specColor = passBase - > GetSpecularColor ( ) ;
}
//
// Misc flags...
//
uint32_t miscFlags = 0 ;
if ( passBase - > GetBasicWire ( ) )
miscFlags | = hsGMatState : : kMiscWireFrame ;
if ( passBase - > GetMeshOutlines ( ) )
miscFlags | = hsGMatState : : kMiscDrawMeshOutlines ;
if ( ! node - > GetDup2Sided ( ) & & passBase - > GetTwoSided ( ) )
miscFlags | = hsGMatState : : kMiscTwoSided ;
//
// Z flags
//
uint32_t zFlags = 0 ;
if ( passBase - > GetZClear ( ) )
zFlags | = hsGMatState : : kZClearZ ;
if ( passBase - > GetZNoRead ( ) )
zFlags | = hsGMatState : : kZNoZRead ;
if ( passBase - > GetZNoWrite ( ) )
zFlags | = hsGMatState : : kZNoZWrite ;
if ( passBase - > GetZInc ( ) )
zFlags | = hsGMatState : : kZIncLayer ;
// Decal flag settings
if ( IsDecalMat ( mtl ) )
{
zFlags | = hsGMatState : : kZIncLayer | hsGMatState : : kZNoZWrite ;
mat - > SetCompositeFlags ( mat - > GetCompositeFlags ( ) | hsGMaterial : : kCompDecal ) ;
}
// We're not using specular highlights?
if ( shadeFlags & hsGMatState : : kShadeSpecularHighlight )
{
shadeFlags & = ~ ( hsGMatState : : kShadeSpecular
| hsGMatState : : kShadeSpecularHighlight
| hsGMatState : : kShadeSpecularAlpha
| hsGMatState : : kShadeSpecularColor ) ;
}
bool preserveUVOffset = PreserveUVOffset ( mtl ) ;
//
// Process base layer
//
plLayer * baseLay = nil ;
Texmap * baseTex = passBase - > GetBaseLayer ( ) ;
plPlasmaMAXLayer * plasmaLayer ;
if ( baseTex & & ( plasmaLayer = plPlasmaMAXLayer : : GetPlasmaMAXLayer ( baseTex ) ) ! = nil )
{
plLayerInterface * layerIFace = plLayerConverter : : Instance ( ) . ConvertTexmap ( baseTex , node , 0 , preserveUVOffset , false ) ;
baseLay = plLayer : : ConvertNoRef ( layerIFace - > BottomOfStack ( ) ) ;
fErrorMsg - > Set ( ! baseLay , node - > GetName ( ) , " Found no layer at end of IProcessPlasmaLayer() " ) . Check ( ) ;
// This sucks. If we're adding a base layer on top of layers whose emissive flags don't match,
// we have to set kMiscRestartPassHere on this layer
if ( mat - > GetNumLayers ( ) > 0 )
{
uint32_t lastShades = mat - > GetLayer ( mat - > GetNumLayers ( ) - 1 ) - > GetShadeFlags ( ) ;
if ( ( lastShades ^ shadeFlags ) & hsGMatState : : kShadeEmissive )
baseLay - > SetMiscFlags ( baseLay - > GetMiscFlags ( ) | hsGMatState : : kMiscRestartPassHere ) ;
}
baseLay - > SetBlendFlags ( baseLay - > GetBlendFlags ( ) | blendFlags ) ;
baseLay - > SetShadeFlags ( baseLay - > GetShadeFlags ( ) | shadeFlags ) ;
baseLay - > SetZFlags ( baseLay - > GetZFlags ( ) | zFlags ) ;
baseLay - > SetMiscFlags ( baseLay - > GetMiscFlags ( ) | miscFlags ) ; // 3.28.2001 mcn - Who didn't put this in?
if ( baseLay - > GetShadeFlags ( ) & hsGMatState : : kShadeSpecular )
{
baseLay - > SetSpecularColor ( hsColorRGBA ( ) . Set ( specColor . r , specColor . g , specColor . b , 1.f ) ) ;
baseLay - > SetSpecularPower ( shine ) ;
}
baseLay - > SetAmbientColor ( hsColorRGBA ( ) . Set ( amb . r , amb . g , amb . b , 1.f ) ) ;
baseLay - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( col . r , col . g , col . b , 1.f ) ) ;
baseLay - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( runDif . r , runDif . g , runDif . b , 1.f ) ) ;
baseLay - > SetOpacity ( opac ) ; // Don't scale the material color by this if we're add blending; do that later
uint32_t blendType = 0 ;
switch ( passBase - > GetOutputBlend ( ) )
{
case plPassMtlBase : : kBlendAlpha : blendType | = hsGMatState : : kBlendAlpha ; break ;
case plPassMtlBase : : kBlendAdd : blendType | = hsGMatState : : kBlendAdd ; break ;
}
baseLay - > SetBlendFlags ( baseLay - > GetBlendFlags ( ) | blendType ) ;
if ( ( opac < 1.f ) & & ( blendType & hsGMatState : : kBlendAlpha ) )
baseLay - > SetMiscFlags ( baseLay - > GetMiscFlags ( ) | hsGMatState : : kMiscRestartPassHere ) ;
plLayerInterface * layerAnim = IProcessAnimation ( passBase , node , layerIFace - > GetKeyName ( ) , layerIFace ) ;
layerAnim = IProcessLayerAnimation ( passBase , ( plLayerTex * ) baseTex , node , layerIFace - > GetKeyName ( ) , layerAnim ) ;
layerAnim = IProcessLayerMovie ( passBase , ( plLayerTex * ) baseTex , node , layerAnim ) ;
layerAnim - > Eval ( 0 , 0 , 0 ) ;
IAddLayerToMaterial ( mat , layerAnim ) ;
}
// If we don't have a base layer, there's not much left to talk about.
if ( ! baseLay )
return true ;
if ( baseLay & & ( IsBumpLayer ( baseTex ) | | IsBumpMtl ( mtl ) ) )
baseLay - > SetMiscFlags ( baseLay - > GetMiscFlags ( ) | hsGMatState : : kMiscBumpLayer ) ;
if ( baseLay & & node - > GetWaterDecEnv ( ) )
baseLay - > SetShadeFlags ( baseLay - > GetShadeFlags ( ) | hsGMatState : : kShadeEnvironMap ) ;
// If the top layer is on, and there is a valid base layer
if ( passBase - > GetTopLayerOn ( ) & & baseLay )
{
Texmap * texMap = passBase - > GetTopLayer ( ) ;
plPlasmaMAXLayer * plasmaTopLayer ;
if ( texMap & & ( plasmaTopLayer = plPlasmaMAXLayer : : GetPlasmaMAXLayer ( baseTex ) ) ! = nil )
{
// Blend flags (do this first so we can pass it to IProcessPlasmaLayer())
uint32_t blendIndex = passBase - > GetLayerBlend ( ) ;
if ( needAlphaHack
& & ( passBase - > GetOutputBlend ( ) = = plPassMtlBase : : kBlendAlpha )
& & ( blendIndex = = plPassMtlBase : : kBlendAdd | | blendIndex = = plPassMtlBase : : kBlendMult ) )
{
blendIndex = plPassMtlBase : : kBlendAlpha ;
if ( fErrorMsg - > Set ( ! ( fWarned & kWarnedAlphaAddCombo ) , node - > GetName ( ) ,
" Material \" %s \" has Output Blending set to Alpha, but Layer Blending is not. "
" This combination requires RunTime Lighting or give up vertex alpha and opacity animation. "
" Using a layer blend of alpha for now. " ,
passBase - > GetName ( ) ) . CheckAskOrCancel ( ) )
fWarned | = kWarnedAlphaAddCombo ;
}
uint32_t blendType = 0 ;
switch ( blendIndex )
{
case plPassMtlBase : : kBlendAlpha :
blendType | = hsGMatState : : kBlendAlpha ;
break ;
case plPassMtlBase : : kBlendAdd :
blendType | = hsGMatState : : kBlendAdd ;
break ;
case plPassMtlBase : : kBlendMult :
blendType | = hsGMatState : : kBlendMult ;
break ;
}
plLayerInterface * layerIFace = plLayerConverter : : Instance ( ) . ConvertTexmap ( texMap , node , blendType , preserveUVOffset , true ) ;
if ( layerIFace ! = nil )
{
if ( ( baseLay - > GetBlendFlags ( ) | layerIFace - > GetBlendFlags ( ) ) & ( hsGMatState : : kBlendNoTexColor | hsGMatState : : kBlendNoTexAlpha ) )
baseLay - > SetMiscFlags ( baseLay - > GetMiscFlags ( ) | hsGMatState : : kMiscBindNext ) ;
if ( blendIndex = = plPassMtlBase : : kBlendMult )
baseLay - > SetMiscFlags ( baseLay - > GetMiscFlags ( ) | hsGMatState : : kMiscBindNext ) ;
plLayer * hLay = plLayer : : ConvertNoRef ( layerIFace - > BottomOfStack ( ) ) ;
fErrorMsg - > Set ( ! hLay , node - > GetName ( ) , " Found no layer at end of IProcessPlasmaLayer() " ) . Check ( ) ;
hLay - > SetBlendFlags ( hLay - > GetBlendFlags ( ) | blendType | blendFlags ) ;
hLay - > SetShadeFlags ( hLay - > GetShadeFlags ( ) | shadeFlags ) ;
// 5.29.2001 mcn - Upper layers are *supposed* to have this set on them
// hLay->SetZFlags( hLay->GetZFlags() | zFlags | hsGMatState::kZNoZWrite | hsGMatState::kZIncLayer );
// 2/28 2002 - mf - upper layers don't need ZIncLayer (because we no longer clip them).
hLay - > SetZFlags ( hLay - > GetZFlags ( ) | zFlags | hsGMatState : : kZNoZWrite ) ;
if ( hLay - > GetShadeFlags ( ) & hsGMatState : : kShadeSpecular )
{
hLay - > SetSpecularColor ( hsColorRGBA ( ) . Set ( specColor . r , specColor . g , specColor . b , 1.f ) ) ;
hLay - > SetSpecularPower ( shine ) ;
}
hLay - > SetAmbientColor ( hsColorRGBA ( ) . Set ( amb . r , amb . g , amb . b , 1.f ) ) ;
hLay - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( col . r , col . g , col . b , 1.f ) ) ;
hLay - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( runDif . r , runDif . g , runDif . b , 1.f ) ) ;
hLay - > SetOpacity ( opac ) ;
if ( IsBumpLayer ( texMap ) | | IsBumpMtl ( mtl ) )
hLay - > SetMiscFlags ( hLay - > GetMiscFlags ( ) | hsGMatState : : kMiscBumpLayer ) ;
bool canFunk = ! needAlphaHack ;
// Base layer fixups
// Yet another attempt to protect the artists from themselves. Setting the
// alpha combine to mult or add, when the output blend is opaque is at best meaningless
// and can be dangerous. Just ignore them.
if ( baseLay - > GetBlendFlags ( ) & hsGMatState : : kBlendAlpha )
{
switch ( passBase - > GetOutputAlpha ( ) )
{
case plPassMtlBase : : kAlphaMultiply :
hLay - > SetBlendFlags ( hLay - > GetBlendFlags ( ) | hsGMatState : : kBlendAlphaMult ) ;
baseLay - > SetMiscFlags ( baseLay - > GetMiscFlags ( ) | hsGMatState : : kMiscBindNext ) ;
canFunk = false ;
break ;
case plPassMtlBase : : kAlphaAdd :
hLay - > SetBlendFlags ( hLay - > GetBlendFlags ( ) | hsGMatState : : kBlendAlphaAdd ) ;
baseLay - > SetMiscFlags ( baseLay - > GetMiscFlags ( ) | hsGMatState : : kMiscBindNext ) ;
canFunk = false ;
break ;
}
}
if ( canFunk & & IHasFunkyOpacity ( node , baseTex ) )
{
IAppendFunkyLayer ( node , baseTex , mat ) ;
// warn if requested but can't?
}
layerIFace = IProcessLayerAnimation ( passBase , ( plLayerTex * ) texMap , node , layerIFace - > GetKeyName ( ) , layerIFace ) ;
layerIFace = IProcessLayerMovie ( passBase , ( plLayerTex * ) baseTex , node , layerIFace ) ;
layerIFace - > Eval ( 0 , 0 , 0 ) ;
IAddLayerToMaterial ( mat , layerIFace ) ;
if ( canFunk & & IHasFunkyOpacity ( node , texMap ) )
{
IAppendFunkyLayer ( node , texMap , mat ) ;
// warn if requested but can't?
}
}
}
}
else
{
if ( IHasFunkyOpacity ( node , baseTex ) )
{
if ( ! needAlphaHack )
{
IAppendFunkyLayer ( node , baseTex , mat ) ;
}
else
{
// warn?
}
}
}
return true ;
hsGuardEnd ;
}
void hsMaterialConverter : : IAddLayerToMaterial ( hsGMaterial * mat , plLayerInterface * layer )
{
plMatRefMsg * msg = new plMatRefMsg ( mat - > GetKey ( ) , plRefMsg : : kOnCreate , - 1 , plMatRefMsg : : kLayer ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( layer - > GetKey ( ) , msg , plRefFlags : : kActiveRef ) ;
}
//
// Functions called by the converters up above...
//
//// IMustBeUniqueMaterial ////////////////////////////////////////////////////
// Fun stuff here. If one of the layers of the material is a dynamic EnvMap,
// and its anchor is set to nil (i.e. "self"), then the layer must be unique
// for each object its applied to. However, that means the material must
// *ALSO* be unique. So this function will tell us whether we have to make
// a unique material.
bool hsMaterialConverter : : IMustBeUniqueMaterial ( Mtl * mtl )
{
hsGuardBegin ( " hsMaterialConverter::IMustBeUniqueMaterial " ) ;
if ( ! mtl )
return false ;
const char * dbgName = mtl - > GetName ( ) ;
if ( IsMultiMat ( mtl ) | | IsMultipassMat ( mtl ) | | IsCompositeMat ( mtl ) )
{
int iMtl ;
for ( iMtl = 0 ; iMtl < mtl - > NumSubMtls ( ) ; iMtl + + )
{
if ( IMustBeUniqueMaterial ( mtl - > GetSubMtl ( iMtl ) ) )
return true ;
}
return false ;
}
else if ( IsParticleMat ( mtl ) )
return false ;
else if ( mtl - > ClassID ( ) = = PASS_MTL_CLASS_ID )
{
// It is std material. does not have any submaterials
plPassMtlBase * passMtl = ( plPassMtlBase * ) mtl ;
if ( IMustBeUniqueLayer ( passMtl - > GetBaseLayer ( ) ) )
return true ;
if ( passMtl - > GetTopLayerOn ( ) & & passMtl - > GetTopLayer ( ) & &
IMustBeUniqueLayer ( passMtl - > GetTopLayer ( ) ) )
return true ;
return false ;
}
return false ;
hsGuardEnd ;
}
//// IMustBeUniqueLayer ///////////////////////////////////////////////////////
// Check for a single layer (see IMustBeUniqueMaterial())
bool hsMaterialConverter : : IMustBeUniqueLayer ( Texmap * layer )
{
plPlasmaMAXLayer * plasmaLayer = plPlasmaMAXLayer : : GetPlasmaMAXLayer ( layer ) ;
if ( plasmaLayer ! = nil )
return plasmaLayer - > MustBeUnique ( ) ;
return false ;
}
bool hsMaterialConverter : : IUVGenHasDynamicScale ( plMaxNode * node , StdUVGen * uvGen )
{
hsGuardBegin ( " hsMaterialConverter::IUVGenHasDynamicScale " ) ;
Control * ctl = nil ;
hsControlConverter : : Instance ( ) . GetControllerByName ( uvGen , TSTR ( " U Tiling " ) , ctl ) ;
if ( ctl & & ( ctl - > NumKeys ( ) > 1 ) )
return true ;
hsControlConverter : : Instance ( ) . GetControllerByName ( uvGen , TSTR ( " V Tiling " ) , ctl ) ;
if ( ctl & & ( ctl - > NumKeys ( ) > 1 ) )
return true ;
return false ;
hsGuardEnd ;
}
void hsMaterialConverter : : IScaleLayerOpacity ( plLayer * hLay , float scale )
{
hsGuardBegin ( " hsMaterialConverter::IScaleLayerOpacity " ) ;
if ( scale < 1.f )
{
if ( ! ( hLay - > GetBlendFlags ( ) & ~ ( hsGMatState : : kBlendAlpha | hsGMatState : : kBlendAntiAlias ) ) )
{
hLay - > SetBlendFlags ( hLay - > GetBlendFlags ( ) | hsGMatState : : kBlendAlpha ) ;
}
float opac = hLay - > GetOpacity ( ) ;
opac * = scale ;
hLay - > SetOpacity ( scale ) ;
}
hsGuardEnd ;
}
hsGMaterial * hsMaterialConverter : : ICheckForProjectedTexture ( plMaxNode * node )
{
hsGuardBegin ( " hsMaterialConverter::ICheckForProjectedTexture " ) ;
char * nodeName = node - > GetName ( ) ;
Object * obj = node - > EvalWorldState ( fConverterUtils . GetTime ( fInterface ) ) . obj ;
LightObject * light = ( LightObject * ) obj - > ConvertToType ( fConverterUtils . GetTime ( fInterface ) ,
Class_ID ( SPOT_LIGHT_CLASS_ID , 0 ) ) ;
if ( ! light )
light = ( LightObject * ) obj - > ConvertToType ( fConverterUtils . GetTime ( fInterface ) ,
Class_ID ( FSPOT_LIGHT_CLASS_ID , 0 ) ) ;
if ( ! light )
light = ( LightObject * ) obj - > ConvertToType ( fConverterUtils . GetTime ( fInterface ) ,
Class_ID ( OMNI_LIGHT_CLASS_ID , 0 ) ) ;
if ( ! light )
light = ( LightObject * ) obj - > ConvertToType ( fConverterUtils . GetTime ( fInterface ) ,
Class_ID ( DIR_LIGHT_CLASS_ID , 0 ) ) ;
if ( ! light )
light = ( LightObject * ) obj - > ConvertToType ( fConverterUtils . GetTime ( fInterface ) ,
Class_ID ( TDIR_LIGHT_CLASS_ID , 0 ) ) ;
if ( light & & light - > GetProjector ( ) )
{
Texmap * projMap ;
projMap = light - > GetProjMap ( ) ;
return IWrapTextureInMaterial ( projMap , node ) ;
}
return nil ;
hsGuardEnd ;
}
hsGMaterial * hsMaterialConverter : : IWrapTextureInMaterial ( Texmap * texMap , plMaxNode * node )
{
hsGuardBegin ( " hsMaterialConverter::IWrapTextureInMaterial " ) ;
plLocation nodeLoc = node - > GetLocation ( ) ;
//
// Add material to list
//
int found = FALSE ;
char * nodeName = node - > GetName ( ) ;
CStr className ;
texMap - > GetClassName ( className ) ;
// We want to keep it. Handle appropriately.
BitmapTex * bitmapTex = ( BitmapTex * ) texMap ;
plString txtFileName = plString : : FromUtf8 ( bitmapTex - > GetMapName ( ) ) ;
// hsRegistryKey* key = hsgResMgr::ResMgr()->FindKey(txtFileName, hsGMaterial::Index());
plKey key = node - > FindPageKey ( hsGMaterial : : Index ( ) , txtFileName ) ;
hsGMaterial * hMat = key ? hsGMaterial : : ConvertNoRef ( key - > GetObjectPtr ( ) ) : nil ;
if ( hMat )
{
CopyMaterialLODToTextures ( hMat ) ;
return hMat ;
}
hMat = new hsGMaterial ;
plLayer * hLay = new plLayer ;
hLay - > InitToDefault ( ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( txtFileName , hLay , nodeLoc ) ;
if ( texMap - > ClassID ( ) = = hsMaxLayerClassID )
{
// IProcessPlasmaLayer(hLay, nil, texMap, node, 0);
}
else
{
//
// Create hsGBitmap texture file from texture.
// Add texture name to list if not already there.
//
// fill in benign values for our material
hLay - > SetAmbientColor ( hsColorRGBA ( ) . Set ( 0.f , 0.f , 0.f , 1.f ) ) ;
hLay - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( 1.f , 1.f , 1.f , 1.f ) ) ;
// If we've got No Preshading explicitly set, then set the
// PreshadeColor to black (so anything in the vertex color
// will get ignored at runtime).
if ( node - > GetRunTimeLight ( ) )
hLay - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( 0.f , 0.f , 0.f , 1.f ) ) ;
else
hLay - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( 1.f , 1.f , 1.f , 1.f ) ) ;
hLay - > SetOpacity ( 1.f ) ;
uint32_t autoStart = 0 ;
char * nodeName = node - > GetName ( ) ;
char * texName = bitmapTex - > GetName ( ) ;
// BEGIN OVERRIDE
if ( ALPHA_NONE = = bitmapTex - > GetAlphaSource ( ) )
{
// TEMP
// This should be a blend modifier, not a load flag - mf
// hLay->SetLoadFlags(hLay->GetLoadFlags() | hsGLayer::kLoadNoAlpha);
}
else if ( ! ( hLay - > GetBlendFlags ( ) & ( hsGMatState : : kBlendMask & ~ hsGMatState : : kBlendAntiAlias ) ) )
{
if ( ALPHA_FILE = = bitmapTex - > GetAlphaSource ( ) )
hLay - > SetBlendFlags ( hLay - > GetBlendFlags ( ) | hsGMatState : : kBlendAlpha ) ;
}
#if 0
// Texture map info
if ( texMap ! = NULL )
{
IInitAttrTexture ( node , nil , hLay , texMap , nodeName ) ;
}
# endif
}
key = hsgResMgr : : ResMgr ( ) - > NewKey ( txtFileName , hMat , nodeLoc ) ;
IAddLayerToMaterial ( hMat , hLay ) ;
CopyMaterialLODToTextures ( hMat ) ;
return hMat ;
hsGuardEnd ;
}
Mtl * hsMaterialConverter : : GetBaseMtl ( Mtl * mtl )
{
hsGuardBegin ( " hsMaterialConverter::GetBaseMtl " ) ;
return ( mtl ) ;
hsGuardEnd ;
}
Mtl * hsMaterialConverter : : GetBaseMtl ( plMaxNode * node )
{
return GetBaseMtl ( node - > GetMtl ( ) ) ;
}
enum plFunkyNess
{
kFunkyNone = 0x0 ,
kFunkyDistance = 0x1 ,
kFunkyNormal = 0x2 ,
kFunkyReflect = 0x4 ,
kFunkyUp = 0x8 ,
kFunkyMask = kFunkyDistance
| kFunkyNormal
| kFunkyReflect
| kFunkyUp ,
kFunkyAdd
} ;
static float IClampToRange ( float v , float lo , float hi )
{
if ( v < lo )
v = lo ;
else if ( v > hi )
v = hi ;
return v ;
}
uint32_t hsMaterialConverter : : IGetOpacityRanges ( plMaxNode * node , Texmap * texMap , float & tr0 , float & op0 , float & op1 , float & tr1 )
{
if ( node - > HasFade ( ) )
{
Box3 fade = node - > GetFade ( ) ;
tr0 = fade . Min ( ) [ 0 ] ;
op0 = fade . Min ( ) [ 1 ] ;
op1 = fade . Max ( ) [ 1 ] ;
tr1 = fade . Max ( ) [ 0 ] ;
uint32_t funkyType = kFunkyDistance ;
if ( ( tr0 = = op0 ) & & ( op1 = = tr1 ) )
{
funkyType = kFunkyNone ;
}
// See if we're going opaque to transparent to opaque. Then we need the Additive LUT
else
if ( ( tr0 > op0 ) & & ( op1 > tr1 ) )
{
funkyType | = kFunkyAdd ;
}
return funkyType ;
}
if ( ! ( texMap & & texMap - > GetName ( ) & & ( strlen ( texMap - > GetName ( ) ) > 3 ) ) )
return kFunkyNone ;
const char * field = texMap - > GetName ( ) + 3 ;
float f0 , f1 , f2 , f3 ;
int code = sscanf ( field , " %g,%g,%g,%g " , & f0 , & f1 , & f2 , & f3 ) ;
if ( ! code | | ( code = = EOF ) )
{
return kFunkyNone ;
}
switch ( code )
{
case 1 :
tr1 = f0 ;
tr0 = op0 = op1 = 0 ;
break ;
case 2 :
op1 = f0 ;
tr1 = f1 ;
tr0 = op0 = 0 ;
break ;
case 3 :
tr0 = 0 ;
op0 = f0 ;
op1 = f1 ;
tr1 = f2 ;
break ;
case 4 :
tr0 = f0 ;
op0 = f1 ;
op1 = f2 ;
tr1 = f3 ;
break ;
default :
hsAssert ( false , " Whoa, am i confused!!! " ) ;
return kFunkyNone ;
}
uint32_t funkyType = IGetFunkyType ( texMap ) ;
switch ( funkyType & kFunkyMask )
{
case kFunkyDistance :
tr0 = IClampToRange ( tr0 , 0 , 1.e33 f ) ;
op0 = IClampToRange ( op0 , 0 , 1.e33 f ) ;
op1 = IClampToRange ( op1 , 0 , 1.e33 f ) ;
tr1 = IClampToRange ( tr1 , 0 , 1.e33 f ) ;
break ;
case kFunkyNormal :
case kFunkyUp :
tr0 = IClampToRange ( tr0 , 0 , 180.f ) ;
op0 = IClampToRange ( op0 , 0 , 180.f ) ;
op1 = IClampToRange ( op1 , 0 , 180.f ) ;
tr1 = IClampToRange ( tr1 , 0 , 180.f ) ;
break ;
case kFunkyReflect :
tr0 = IClampToRange ( tr0 , 0 , 180.f ) ;
op0 = IClampToRange ( op0 , 0 , 180.f ) ;
op1 = IClampToRange ( op1 , 0 , 180.f ) ;
tr1 = IClampToRange ( tr1 , 0 , 180.f ) ;
break ;
}
if ( tr0 > tr1 )
{
float t ;
t = tr0 ;
tr0 = tr1 ;
tr1 = t ;
t = op0 ;
op0 = op1 ;
op1 = t ;
}
// Check for degenerate ranges.
if ( ( tr0 = = op0 ) & & ( op1 = = tr1 ) )
{
funkyType = kFunkyNone ;
}
// See if we're going opaque to transparent to opaque. Then we need the Additive LUT
else
if ( ( tr0 > op0 ) & & ( op1 > tr1 ) )
{
funkyType | = kFunkyAdd ;
}
switch ( funkyType & kFunkyMask )
{
case kFunkyDistance :
break ;
case kFunkyNormal :
case kFunkyUp :
tr0 = cos ( hsDegreesToRadians ( tr0 ) ) ;
op0 = cos ( hsDegreesToRadians ( op0 ) ) ;
op1 = cos ( hsDegreesToRadians ( op1 ) ) ;
tr1 = cos ( hsDegreesToRadians ( tr1 ) ) ;
break ;
case kFunkyReflect :
tr0 = cos ( hsDegreesToRadians ( tr0 ) ) ;
op0 = cos ( hsDegreesToRadians ( op0 ) ) ;
op1 = cos ( hsDegreesToRadians ( op1 ) ) ;
tr1 = cos ( hsDegreesToRadians ( tr1 ) ) ;
break ;
}
return funkyType ;
}
uint32_t hsMaterialConverter : : IGetFunkyType ( Texmap * texMap )
{
if ( texMap & & texMap - > GetName ( ) & & * texMap - > GetName ( ) )
{
// Distance opacity
if ( ! _strnicmp ( texMap - > GetName ( ) , " %%% " , 3 ) )
return kFunkyDistance ;
// Angle opacity - normal
if ( ! _strnicmp ( texMap - > GetName ( ) , " @@@ " , 3 ) )
return kFunkyNormal ;
// Angle opacity - reflection
if ( ! _strnicmp ( texMap - > GetName ( ) , " $$$ " , 3 ) )
return kFunkyReflect ;
if ( ! _strnicmp ( texMap - > GetName ( ) , " !!! " , 3 ) )
return kFunkyUp ;
}
return kFunkyNone ;
}
bool hsMaterialConverter : : IHasFunkyOpacity ( plMaxNode * node , Texmap * texMap )
{
float tr0 , cp0 , cp1 , tr1 ;
return IGetOpacityRanges ( node , texMap , tr0 , cp0 , cp1 , tr1 ) ! = kFunkyNone ;
}
void hsMaterialConverter : : IAppendFunkyLayer ( plMaxNode * node , Texmap * texMap , hsGMaterial * mat )
{
plLayer * prevLay = plLayer : : ConvertNoRef ( mat - > GetLayer ( mat - > GetNumLayers ( ) - 1 ) - > BottomOfStack ( ) ) ;
hsAssert ( prevLay , " Lost our base layer " ) ;
if ( prevLay )
prevLay - > SetMiscFlags ( prevLay - > GetMiscFlags ( ) | hsGMatState : : kMiscBindNext ) ;
float tr0 , op0 , op1 , tr1 ;
uint32_t funkyType = IGetOpacityRanges ( node , texMap , tr0 , op0 , op1 , tr1 ) ;
if ( funkyType = = kFunkyNone )
return ;
hsMatrix44 uvwXfm ;
uvwXfm . Reset ( ) ;
uvwXfm . fMap [ 0 ] [ 0 ] = uvwXfm . fMap [ 1 ] [ 1 ] = uvwXfm . fMap [ 2 ] [ 2 ] = 0 ;
uvwXfm . NotIdentity ( ) ;
if ( op0 ! = tr0 )
{
uvwXfm . fMap [ 0 ] [ 2 ] = - 1.f / ( tr0 - op0 ) ;
uvwXfm . fMap [ 0 ] [ 3 ] = uvwXfm . fMap [ 0 ] [ 2 ] * - tr0 ;
}
else
{
uvwXfm . fMap [ 0 ] [ 3 ] = 1.f ;
}
if ( op1 ! = tr1 )
{
uvwXfm . fMap [ 1 ] [ 2 ] = - 1.f / ( tr1 - op1 ) ;
uvwXfm . fMap [ 1 ] [ 3 ] = uvwXfm . fMap [ 1 ] [ 2 ] * - tr1 ;
}
else
{
uvwXfm . fMap [ 1 ] [ 3 ] = 1.f ;
}
plBitmap * funkRamp = IGetFunkyRamp ( node , funkyType ) ;
plString name = plString : : Format ( " %s_funkRamp " , prevLay - > GetKey ( ) - > GetName ( ) . c_str ( ) ) ;
plLayer * layer = new plLayer ;
layer - > InitToDefault ( ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( name , layer , node - > GetLocation ( ) ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( funkRamp - > GetKey ( ) , new plLayRefMsg ( layer - > GetKey ( ) , plRefMsg : : kOnCreate , 0 , plLayRefMsg : : kTexture ) , plRefFlags : : kActiveRef ) ;
layer - > SetAmbientColor ( hsColorRGBA ( ) . Set ( 1.f , 1.f , 1.f , 1.f ) ) ;
layer - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( 0 , 0 , 0 , 1.f ) ) ;
layer - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( 0 , 0 , 0 , 1.f ) ) ;
layer - > SetZFlags ( hsGMatState : : kZNoZWrite ) ;
uint32_t blendFlags = hsGMatState : : kBlendAlpha | hsGMatState : : kBlendNoTexColor | hsGMatState : : kBlendAlphaMult ;
layer - > SetBlendFlags ( blendFlags ) ;
layer - > SetClampFlags ( hsGMatState : : kClampTexture ) ;
layer - > SetTransform ( uvwXfm ) ;
switch ( funkyType & kFunkyMask )
{
case kFunkyDistance :
layer - > SetUVWSrc ( plLayerInterface : : kUVWPosition ) ;
layer - > SetMiscFlags ( layer - > GetMiscFlags ( ) | hsGMatState : : kMiscNoShadowAlpha ) ;
break ;
case kFunkyNormal :
layer - > SetUVWSrc ( plLayerInterface : : kUVWNormal ) ;
break ;
case kFunkyUp :
layer - > SetUVWSrc ( plLayerInterface : : kUVWNormal ) ;
layer - > SetMiscFlags ( layer - > GetMiscFlags ( ) | hsGMatState : : kMiscOrthoProjection ) ;
break ;
case kFunkyReflect :
layer - > SetUVWSrc ( plLayerInterface : : kUVWReflect ) ;
break ;
}
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( layer - > GetKey ( ) , new plMatRefMsg ( mat - > GetKey ( ) , plRefMsg : : kOnCreate ,
- 1 , plMatRefMsg : : kLayer ) , plRefFlags : : kActiveRef ) ;
}
plBitmap * hsMaterialConverter : : IGetFunkyRamp ( plMaxNode * node , uint32_t funkyType )
{
plString funkName = funkyType & kFunkyAdd ? " FunkyRampAdd " : " FunkyRampMult " ;
const int kLUTWidth = 16 ;
const int kLUTHeight = 16 ;
// NOTE: CreateBlankMipmap might return an old mipmap if it was already created, so in those
// cases we wouldn't really need to re-write the texture. However, there's no harm in doing so,
// and since we're close to Alpha, I don't want to shake up the code any more than absolutely
// necessary. -mcn
plMipmap * texture = plBitmapCreator : : Instance ( ) . CreateBlankMipmap ( kLUTWidth , kLUTHeight , plMipmap : : kARGB32Config , 1 , funkName , node - > GetLocation ( ) ) ;
uint32_t * pix = ( uint32_t * ) texture - > GetImage ( ) ;
if ( funkyType & kFunkyAdd )
{
int i ;
for ( i = 0 ; i < kLUTHeight ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
float y = float ( i ) / ( kLUTHeight - 1 ) ;
if ( x < y )
x = y ;
* pix + + = MakeUInt32Color ( 1.f , 1.f , 1.f , x ) ;
}
}
}
else
{
int i ;
for ( i = 0 ; i < kLUTHeight ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
float y = float ( i ) / ( kLUTHeight - 1 ) ;
* pix + + = MakeUInt32Color ( 1.f , 1.f , 1.f , x * y ) ;
}
}
}
return texture ;
}
void hsMaterialConverter : : IAppendWetLayer ( plMaxNode * node , hsGMaterial * mat )
{
// Find the "wet" environment map
int i ;
for ( i = 0 ; i < 24 ; i + + )
{
MtlBase * mtl = fInterface - > GetMtlSlot ( i ) ;
if ( mtl & & ( mtl - > GetName ( ) = = TSTR ( " Wet(*) " ) ) )
{
if ( mtl - > SuperClassID ( ) ! = MATERIAL_CLASS_ID )
continue ;
hsTArray < hsGMaterial * > matList ;
if ( ! GetMaterialArray ( ( Mtl * ) mtl , node , matList , 0 ) )
return ; // oh well, thanks for playing...
// Okay, got one (at least one, hopefully just one, but this is trash code anyway, right?
plLayerInterface * envLay = matList [ 0 ] - > GetLayer ( 0 ) ;
// Append it to the material
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( envLay - > GetKey ( ) ,
new plMatRefMsg ( mat - > GetKey ( ) , plRefMsg : : kOnCreate , - 1 , plMatRefMsg : : kLayer ) , plRefFlags : : kActiveRef ) ;
break ;
}
}
// Badly set up here
if ( i = = 24 )
return ;
// Now throw on the FunkyUp map. Wait here while I pull some parameters out of my
plLayer * prevLay = plLayer : : ConvertNoRef ( mat - > GetLayer ( mat - > GetNumLayers ( ) - 1 ) - > BottomOfStack ( ) ) ;
hsAssert ( prevLay , " Lost our base layer " ) ;
if ( prevLay )
prevLay - > SetMiscFlags ( prevLay - > GetMiscFlags ( ) | hsGMatState : : kMiscBindNext | hsGMatState : : kMiscRestartPassHere ) ;
hsMatrix44 uvwXfm ;
uvwXfm . Reset ( ) ;
uvwXfm . fMap [ 0 ] [ 0 ] = uvwXfm . fMap [ 1 ] [ 1 ] = uvwXfm . fMap [ 2 ] [ 2 ] = 0 ;
uvwXfm . NotIdentity ( ) ;
uvwXfm . fMap [ 0 ] [ 3 ] = 1.f ;
float op = 0.8f ;
float tr = 0.5f ;
uvwXfm . fMap [ 1 ] [ 2 ] = - 1.f / ( tr - op ) ;
uvwXfm . fMap [ 1 ] [ 3 ] = uvwXfm . fMap [ 1 ] [ 2 ] * - tr ;
plString name = plString : : Format ( " %s_funkRamp " , prevLay - > GetKey ( ) - > GetName ( ) . c_str ( ) ) ;
plLayer * layer = nil ;
plKey key = node - > FindPageKey ( plLayer : : Index ( ) , name ) ;
if ( key )
layer = plLayer : : ConvertNoRef ( key - > GetObjectPtr ( ) ) ;
if ( ! layer )
{
layer = new plLayer ;
layer - > InitToDefault ( ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( name , layer , node - > GetLocation ( ) ) ;
plBitmap * funkRamp = IGetFunkyRamp ( node , kFunkyUp ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( funkRamp - > GetKey ( ) , new plLayRefMsg ( layer - > GetKey ( ) , plRefMsg : : kOnCreate , 0 , plLayRefMsg : : kTexture ) , plRefFlags : : kActiveRef ) ;
}
layer - > SetAmbientColor ( hsColorRGBA ( ) . Set ( 1.f , 1.f , 1.f , 1.f ) ) ;
layer - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( 0 , 0 , 0 , 1.f ) ) ;
layer - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( 0 , 0 , 0 , 1.f ) ) ;
layer - > SetZFlags ( hsGMatState : : kZNoZWrite ) ;
uint32_t blendFlags = hsGMatState : : kBlendAlpha | hsGMatState : : kBlendNoTexColor | hsGMatState : : kBlendAlphaMult ;
layer - > SetBlendFlags ( blendFlags ) ;
layer - > SetClampFlags ( hsGMatState : : kClampTexture ) ;
layer - > SetTransform ( uvwXfm ) ;
layer - > SetUVWSrc ( plLayerInterface : : kUVWNormal ) ;
layer - > SetMiscFlags ( layer - > GetMiscFlags ( ) | hsGMatState : : kMiscOrthoProjection ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( layer - > GetKey ( ) , new plMatRefMsg ( mat - > GetKey ( ) , plRefMsg : : kOnCreate ,
- 1 , plMatRefMsg : : kLayer ) , plRefFlags : : kActiveRef ) ;
}
bool hsMaterialConverter : : HasVisDists ( plMaxNode * node , int iSubMtl , float & minDist , float & maxDist )
{
const char * dbgNodeName = node - > GetName ( ) ;
const char * dbgMatName = node - > GetMtl ( ) ? node - > GetMtl ( ) - > GetName ( ) : " Dunno " ;
if ( node - > HasFade ( ) )
{
const float kMaxMaxDist = 1.e10 f ;
Box3 fade = node - > GetFade ( ) ;
minDist = maxDist = 0 ;
if ( fade . Min ( ) [ 2 ] < 0 )
{
minDist = fade . Min ( ) [ 0 ] ;
maxDist = kMaxMaxDist ;
}
if ( fade . Max ( ) [ 2 ] > 0 )
maxDist = fade . Max ( ) [ 0 ] ;
return maxDist > minDist ;
}
Mtl * mtl = node - > GetMtl ( ) ;
if ( IsMultiMat ( mtl ) )
{
if ( iSubMtl > = mtl - > NumSubMtls ( ) )
iSubMtl = 0 ;
mtl = mtl - > GetSubMtl ( iSubMtl ) ;
}
return HasVisDists ( node , mtl , minDist , maxDist ) ;
}
bool hsMaterialConverter : : HasVisDists ( plMaxNode * node , Mtl * mtl , float & minDist , float & maxDist )
{
const char * dbgNodeName = node - > GetName ( ) ;
const char * dbgMatName = node - > GetMtl ( ) ? node - > GetMtl ( ) - > GetName ( ) : " Dunno " ;
if ( node - > HasFade ( ) )
{
Box3 fade = node - > GetFade ( ) ;
if ( fade . Min ( ) [ 2 ] < 0 )
minDist = fade . Min ( ) [ 0 ] ;
else
minDist = 0 ;
if ( fade . Max ( ) [ 2 ] > 0 )
maxDist = fade . Max ( ) [ 0 ] ;
else
maxDist = 0 ;
return maxDist > minDist ;
}
minDist = - 1.f ;
maxDist = 1.e33 f ;
if ( IsHsMaxMat ( mtl ) )
{
bool baseFunky = false ;
bool topFunky = true ;
plPassMtl * passMtl = ( plPassMtl * ) mtl ;
float tr0 , op0 , op1 , tr1 ;
uint32_t funkyType = IGetOpacityRanges ( node , mtl - > GetSubTexmap ( 0 ) , tr0 , op0 , op1 , tr1 ) ;
if ( kFunkyDistance = = ( funkyType & kFunkyMask ) )
{
if ( tr0 < op0 )
{
minDist = tr0 ;
baseFunky = true ;
}
if ( tr1 > op1 )
{
maxDist = tr1 ;
baseFunky = true ;
}
}
if ( passMtl - > GetTopLayerOn ( ) )
{
topFunky = false ;
funkyType = IGetOpacityRanges ( node , mtl - > GetSubTexmap ( 1 ) , tr0 , op0 , op1 , tr1 ) ;
if ( kFunkyDistance = = ( funkyType & kFunkyMask ) )
{
if ( tr0 < op0 )
{
if ( minDist > tr0 )
minDist = tr0 ;
topFunky = true ;
}
if ( tr1 > op1 )
{
if ( maxDist < tr1 )
maxDist = tr1 ;
topFunky = true ;
}
}
}
return baseFunky & & topFunky ;
}
if ( IsMultipassMat ( mtl ) )
{
minDist = 1.e33 f ;
maxDist = - 1.f ;
int i ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
float minD , maxD ;
if ( ! HasVisDists ( node , mtl - > GetSubMtl ( i ) , minD , maxD ) )
return false ;
if ( minDist > minD )
minDist = minD ;
if ( maxDist < maxD )
maxDist = maxD ;
}
return true ;
}
return false ;
}
bool hsMaterialConverter : : IsBumpLayer ( Texmap * texMap )
{
if ( texMap
& & ( texMap - > ClassID ( ) = = LAYER_TEX_CLASS_ID )
& & ! strncmp ( texMap - > GetName ( ) , kSecretBumpSign , strlen ( kSecretBumpSign ) ) )
{
return true ;
}
return false ;
}
bool hsMaterialConverter : : IsBumpMtl ( Mtl * mtl )
{
if ( mtl = = nil )
return false ; // Well, gee, I guess it can't be a bumpmap then...
const char * dbgMtlName = mtl - > GetName ( ) ;
if ( mtl - > ClassID ( ) = = BUMP_MTL_CLASS_ID )
return true ;
return false ;
}
bool hsMaterialConverter : : HasBumpLayer ( plMaxNode * node , Mtl * mtl )
{
if ( ! mtl )
return false ;
// Multi-sub or a multi-pass, recurse on down
if ( IsMultiMat ( mtl ) | | IsMultipassMat ( mtl ) )
{
int i ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
if ( HasBumpLayer ( node , mtl - > GetSubMtl ( i ) ) )
return true ;
}
return false ;
}
// Composite, screw it, just say no!
if ( IsCompositeMat ( mtl ) )
return false ;
// Particle? Give me a break.
if ( IsParticleMat ( mtl ) )
return false ;
# ifdef BUMP_EXCLUDE_DECAL
// Decal? Maybe someday, but not today.
if ( IsDecalMat ( mtl ) )
return false ;
# endif // BUMP_EXCLUDE_DECAL
// A closer look at the material.
if ( IsBumpMtl ( mtl ) )
return true ;
if ( IsHsMaxMat ( mtl ) | | IsDecalMat ( mtl ) )
{
plPassMtlBase * passMtl = ( plPassMtlBase * ) mtl ;
# ifdef BUMP_EXCLUDE_MULTILAYER
if ( passMtl - > GetTopLayerOn ( ) )
return false ;
# else // BUMP_EXCLUDE_MULTILAYER
if ( passMtl - > GetTopLayerOn ( ) & & IsBumpLayer ( mtl - > GetSubTexmap ( 1 ) ) )
return true ;
# endif // BUMP_EXCLUDE_MULTILAYER
if ( IsBumpLayer ( mtl - > GetSubTexmap ( 0 ) ) )
return true ;
}
return false ;
}
BitmapTex * hsMaterialConverter : : GetBumpLayer ( plMaxNode * node , Mtl * mtl )
{
hsAssert ( ! IsMultiMat ( mtl ) , " Material passed in here should be per face " ) ;
if ( IsMultipassMat ( mtl ) )
{
int i ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
BitmapTex * retVal = GetBumpLayer ( node , mtl - > GetSubMtl ( i ) ) ;
if ( retVal )
return retVal ;
}
return nil ;
}
if ( IsBumpMtl ( mtl ) )
{
Texmap * texMap = mtl - > GetSubTexmap ( 0 ) ;
if ( texMap & & ( texMap - > ClassID ( ) = = LAYER_TEX_CLASS_ID ) )
{
return ( BitmapTex * ) texMap ;
}
return nil ;
}
if ( HasBumpLayer ( node , mtl ) )
{
Texmap * texMap = nil ;
# ifndef BUMP_EXCLUDE_MULTILAYER
// Safe cast, because only PassMtl (and derivatives) are BumpMtls.
plPassMtl * passMtl = ( plPassMtl * ) mtl ;
if ( passMtl - > GetTopLayerOn ( ) & & IsBumpLayer ( mtl - > GetSubTexmap ( 1 ) ) )
texMap = mtl - > GetSubTexmap ( 1 ) ;
# endif // BUMP_EXCLUDE_MULTILAYER
if ( ! texMap )
texMap = mtl - > GetSubTexmap ( 0 ) ;
if ( texMap & & ( texMap - > ClassID ( ) = = LAYER_TEX_CLASS_ID ) )
{
return ( BitmapTex * ) texMap ;
}
}
return nil ;
}
plMipmap * hsMaterialConverter : : IGetBumpLutTexture ( plMaxNode * node )
{
const plString texName = " BumpLutTexture " ;
//#define FUNKYBUMP
# ifndef FUNKYBUMP
const int kLUTWidth = 16 ;
const int kLUTHeight = 16 ;
// NOTE: CreateBlankMipmap might return an old mipmap if it was already created, so in those
// cases we wouldn't really need to re-write the texture. However, there's no harm in doing so,
// and since we're close to Alpha, I don't want to shake up the code any more than absolutely
// necessary. -mcn
plMipmap * texture = plBitmapCreator : : Instance ( ) . CreateBlankMipmap ( kLUTWidth , kLUTHeight , plMipmap : : kARGB32Config , 1 , texName , node - > GetLocation ( ) ) ;
// THIS IS UNTESTED FOR ANY HEIGHT OTHER THAN 16. BEWARE THE DREAD OFF-BY-ONE!!!
int delH = ( kLUTHeight - 1 ) / 5 ;
int startH = delH / 2 + 1 ;
int doneH = 0 ;
// set the color data
uint32_t * pix = ( uint32_t * ) texture - > GetImage ( ) ;
int i ;
// Red ramps, one with G,B = 0,0, one with G,B = 127,127
for ( i = 0 ; i < startH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
* pix + + = MakeUInt32Color ( x , 0 , 0 , 1.f ) ;
}
}
doneH = i ;
for ( i = i ; i < doneH + delH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
* pix + + = MakeUInt32Color ( x , 0.5f , 0.5f , 1.f ) ;
}
}
doneH = i ;
// Green ramps, one with R,B = 0,0, one with R,B = 127,127
for ( i = i ; i < doneH + delH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
* pix + + = MakeUInt32Color ( 0 , x , 0 , 1.f ) ;
}
}
doneH = i ;
for ( i = i ; i < doneH + delH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
* pix + + = MakeUInt32Color ( 0.5f , x , 0.5f , 1.f ) ;
}
}
doneH = i ;
// Blue ramps, one with R,G = 0,0, one with R,G = 127,127
for ( i = i ; i < doneH + delH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
* pix + + = MakeUInt32Color ( 0 , 0 , x , 1.f ) ;
}
}
for ( i = i ; i < kLUTHeight ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
// *pix++ = MakeUInt32Color(0.25f, 0.25f, x, 1.f);
* pix + + = MakeUInt32Color ( 0.5f , 0.5f , x , 1.f ) ;
}
}
# else // FUNKYBUMP
const int kLUTWidth = 16 ;
const int kLUTHeight = 16 ;
// NOTE: CreateBlankMipmap might return an old mipmap if it was already created, so in those
// cases we wouldn't really need to re-write the texture. However, there's no harm in doing so,
// and since we're close to Alpha, I don't want to shake up the code any more than absolutely
// necessary. -mcn
plMipmap * texture = plBitmapCreator : : CreateBlankMipmap ( kLUTWidth , kLUTHeight , plMipmap : : kARGB32Config , 1 , texName , node - > GetLocation ( ) ) ;
// THIS IS UNTESTED FOR ANY HEIGHT OTHER THAN 16. BEWARE THE DREAD OFF-BY-ONE!!!
int delH = ( kLUTHeight - 1 ) / 5 ;
int startH = delH / 2 + 1 ;
int doneH = 0 ;
// set the color data
uint32_t * pix = ( uint32_t * ) texture - > GetImage ( ) ;
int i ;
const float kWScale = 1.f ;
// Red ramps, one with G,B = 0,0, one with G,B = 127,127
for ( i = 0 ; i < startH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
* pix + + = MakeUInt32Color ( x , 0 , 0 , 1.f ) ;
}
}
doneH = i ;
for ( i = i ; i < doneH + delH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
if ( x > 0.5f )
* pix + + = MakeUInt32Color ( x , 0.5f , ( x - 0.5f ) * kWScale + 0.5f , 1.f ) ;
else
* pix + + = MakeUInt32Color ( x , 0.5f , ( 1.f - x - 0.5f ) * kWScale + 0.5f , 1.f ) ;
}
}
doneH = i ;
// Green ramps, one with R,B = 0,0, one with R,B = 127,127
for ( i = i ; i < doneH + delH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
* pix + + = MakeUInt32Color ( 0 , x , 0 , 1.f ) ;
}
}
doneH = i ;
for ( i = i ; i < doneH + delH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
if ( x > 0.5f )
* pix + + = MakeUInt32Color ( 0.5f , x , ( x - 0.5f ) * kWScale + 0.5f , 1.f ) ;
else
* pix + + = MakeUInt32Color ( 0.5f , x , ( 1.f - x - 0.5f ) * kWScale + 0.5f , 1.f ) ;
}
}
doneH = i ;
// Blue ramps, one with R,G = 0,0, one with R,G = 127,127
for ( i = i ; i < doneH + delH ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
* pix + + = MakeUInt32Color ( 0 , 0 , x , 1.f ) ;
}
}
for ( i = i ; i < kLUTHeight ; i + + )
{
int j ;
for ( j = 0 ; j < kLUTWidth ; j + + )
{
float x = float ( j ) / ( kLUTWidth - 1 ) ;
* pix + + = MakeUInt32Color ( 0.25f , 0.25f , x , 1.f ) ;
}
}
# endif // FUNKYBUMP
return texture ;
}
plLayer * hsMaterialConverter : : IMakeBumpLayer ( plMaxNode * node , const plString & nameBase , hsGMaterial * mat , uint32_t miscFlag )
{
plString name ;
switch ( miscFlag & hsGMatState : : kMiscBumpChans )
{
case hsGMatState : : kMiscBumpDu :
name = plString : : Format ( " %s_DU_BumpLut " , nameBase . c_str ( ) ) ;
break ;
case hsGMatState : : kMiscBumpDv :
name = plString : : Format ( " %s_DV_BumpLut " , nameBase . c_str ( ) ) ;
break ;
case hsGMatState : : kMiscBumpDw :
name = plString : : Format ( " %s_DW_BumpLut " , nameBase . c_str ( ) ) ;
break ;
default :
hsAssert ( false , " Bogus flag input to MakeBumpLayer " ) ;
return nil ;
}
plMipmap * bumpLutTexture = IGetBumpLutTexture ( node ) ;
plLayer * layer = new plLayer ;
layer - > InitToDefault ( ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( name , layer , node - > GetLocation ( ) ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( bumpLutTexture - > GetKey ( ) , new plLayRefMsg ( layer - > GetKey ( ) , plRefMsg : : kOnCreate , 0 , plLayRefMsg : : kTexture ) , plRefFlags : : kActiveRef ) ;
layer - > SetAmbientColor ( hsColorRGBA ( ) . Set ( 1.f , 1.f , 1.f , 1.f ) ) ;
layer - > SetPreshadeColor ( hsColorRGBA ( ) . Set ( 0 , 0 , 0 , 1.f ) ) ;
layer - > SetRuntimeColor ( hsColorRGBA ( ) . Set ( 0 , 0 , 0 , 1.f ) ) ;
layer - > SetZFlags ( hsGMatState : : kZNoZWrite ) ;
uint32_t blendFlags = miscFlag & hsGMatState : : kMiscBumpDu ? hsGMatState : : kBlendMADD : hsGMatState : : kBlendAdd ;
layer - > SetBlendFlags ( blendFlags ) ;
layer - > SetClampFlags ( hsGMatState : : kClampTexture ) ;
layer - > SetMiscFlags ( miscFlag ) ;
layer - > SetMiscFlags ( layer - > GetMiscFlags ( ) | hsGMatState : : kMiscBindNext ) ;
if ( miscFlag & hsGMatState : : kMiscBumpDu )
layer - > SetMiscFlags ( layer - > GetMiscFlags ( ) | hsGMatState : : kMiscRestartPassHere ) ;
int i ;
int uvChan = - 1 ;
// Find our UVW channel. If there's another layer wanting to use the same kind of
// channel, just grab that. Otherwise we need to reserve one ourselves.
for ( i = 0 ; i < mat - > GetNumLayers ( ) ; i + + )
{
if ( ( mat - > GetLayer ( i ) - > GetMiscFlags ( ) & hsGMatState : : kMiscBumpChans ) = = ( miscFlag & hsGMatState : : kMiscBumpChans ) )
uvChan = mat - > GetLayer ( i ) - > GetUVWSrc ( ) ;
}
if ( uvChan < 0 )
{
uvChan = 0 ;
for ( i = 0 ; i < mat - > GetNumLayers ( ) ; i + + )
{
if ( uvChan < = int ( mat - > GetLayer ( i ) - > GetUVWSrc ( ) & plLayerInterface : : kUVWIdxMask ) )
uvChan = int ( mat - > GetLayer ( i ) - > GetUVWSrc ( ) & plLayerInterface : : kUVWIdxMask ) + 1 ;
}
// Lightmap layers haven't been created and inserted yet, but they have reserved their
// UVW channel. Just don't take it.
if ( node - > IsLegalDecal ( ) )
node = ( plMaxNode * ) node - > GetParentNode ( ) ;
if ( node - > GetLightMapComponent ( ) )
{
if ( uvChan = = node - > GetLightMapComponent ( ) - > GetUVWSrc ( ) )
uvChan + + ;
}
if ( miscFlag & hsGMatState : : kMiscBumpDv )
uvChan + + ;
if ( miscFlag & hsGMatState : : kMiscBumpDw )
uvChan | = plLayerInterface : : kUVWNormal ;
}
layer - > SetUVWSrc ( uvChan ) ;
return layer ;
}
void hsMaterialConverter : : IInsertBumpLayers ( plMaxNode * node , hsGMaterial * mat , int bumpLayerIdx )
{
// First let's monkey with the incoming layer, just to confuse things.
// This doesn't actually do anything useful, it's just to spite anyone trying to read this code.
bool isAdd = 0 ! = ( mat - > GetLayer ( bumpLayerIdx ) - > GetBlendFlags ( ) & hsGMatState : : kBlendAdd ) ;
plLayer * bumpLay = plLayer : : ConvertNoRef ( mat - > GetLayer ( bumpLayerIdx ) - > BottomOfStack ( ) ) ;
if ( bumpLay )
bumpLay - > SetBlendFlags (
( bumpLay - > GetBlendFlags ( ) & ~ hsGMatState : : kBlendMask )
| hsGMatState : : kBlendDot3 ) ;
plString name = mat - > GetLayer ( bumpLayerIdx ) - > GetKey ( ) - > GetName ( ) ;
plLayer * layerDu = IMakeBumpLayer ( node , name , mat , hsGMatState : : kMiscBumpDu ) ;
plLayer * layerDv = IMakeBumpLayer ( node , name , mat , hsGMatState : : kMiscBumpDv ) ;
plLayer * layerDw = IMakeBumpLayer ( node , name , mat , hsGMatState : : kMiscBumpDw ) ;
if ( isAdd )
layerDu - > SetBlendFlags ( ( layerDu - > GetBlendFlags ( ) & ~ hsGMatState : : kBlendMask ) | hsGMatState : : kBlendAdd ) ;
// Insert it in the right spot.
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( layerDv - > GetKey ( ) , new plMatRefMsg ( mat - > GetKey ( ) , plRefMsg : : kOnCreate ,
bumpLayerIdx , plMatRefMsg : : kLayer | plMatRefMsg : : kInsert ) , plRefFlags : : kActiveRef ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( layerDw - > GetKey ( ) , new plMatRefMsg ( mat - > GetKey ( ) , plRefMsg : : kOnCreate ,
bumpLayerIdx , plMatRefMsg : : kLayer | plMatRefMsg : : kInsert ) , plRefFlags : : kActiveRef ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( layerDu - > GetKey ( ) , new plMatRefMsg ( mat - > GetKey ( ) , plRefMsg : : kOnCreate ,
bumpLayerIdx , plMatRefMsg : : kLayer | plMatRefMsg : : kInsert ) , plRefFlags : : kActiveRef ) ;
}
void hsMaterialConverter : : IInsertBumpLayers ( plMaxNode * node , hsGMaterial * mat )
{
int bumpLayerIdx = - 1 ;
// Look for a bump layer. If there aren't any, there's nothing to do, just return.
// Currently only look for the first (and hopefully only) bump layer.
// BUMPTODO - Either correctly handle multiple bump layers (stupid) or detect and
// slap the production wrist for trying it.
// Okay, decided there actually are times it kind of makes sense to have multiple bump
// layers (hint: what's wet and wavy).
int i ;
for ( i = 0 ; i < mat - > GetNumLayers ( ) ; i + + )
{
if ( mat - > GetLayer ( i ) - > GetMiscFlags ( ) & hsGMatState : : kMiscBumpLayer )
{
IInsertBumpLayers ( node , mat , i ) ;
// Just inserted 3 layers before this one, adjust "i" to still be
// pointed at this layer.
i + = 3 ;
}
}
}
//
//
//
Texmap * hsMaterialConverter : : GetUVChannelBase ( plMaxNode * node , Mtl * mtl , int which )
{
hsGuardBegin ( " hsMaterialConverter::GetUVChannelBase " ) ;
int i ;
// Forcing no flatten to support multiple uv channels
return nil ;
// Forcing no flatten until flattening with MultiMat resolved.
if ( ! GetBaseMtl ( node - > GetMtl ( ) ) ) // || MatWrite::IsMultiMat(node->GetMtl()) )
return nil ;
if ( ForceNoUvsFlatten ( node ) )
return nil ;
if ( ! node )
return nil ;
if ( ! mtl )
return nil ;
for ( i = 0 ; i < mtl - > NumSubTexmaps ( ) ; i + + ) {
if ( ! ( ( StdMat * ) mtl ) - > MapEnabled ( i ) )
continue ;
Texmap * texMap = mtl - > GetSubTexmap ( i ) ;
if ( ! texMap )
continue ;
if ( ! ( texMap - > Requirements ( - 1 ) & MTLREQ_UV ) & &
! ( texMap - > Requirements ( - 1 ) & MTLREQ_UV2 ) )
continue ;
if ( which = = 0 ) {
if ( texMap - > GetUVWSource ( ) ! = UVWSRC_EXPLICIT )
continue ;
} else {
if ( texMap - > GetUVWSource ( ) ! = UVWSRC_EXPLICIT2 )
continue ;
}
if ( ITextureTransformIsAnimated ( texMap ) )
continue ;
return ( texMap ) ;
}
return ( 0 ) ;
hsGuardEnd ;
}
bool hsMaterialConverter : : ClearDoneMaterials ( plMaxNode * node )
{
hsGuardBegin ( " hsMaterialConverter::ClearDoneMaterials " ) ;
Mtl * mtl = GetBaseMtl ( node ) ;
int isMultiMat = IsMultiMat ( mtl ) ;
if ( isMultiMat )
{
bool retVal = false ;
int32_t i ;
for ( i = 0 ; i < mtl - > NumSubMtls ( ) ; i + + )
{
retVal = retVal | | IClearDoneMaterial ( mtl - > GetSubMtl ( i ) , node ) ;
}
return ( retVal ) ;
}
else
{
return ( IClearDoneMaterial ( mtl , node ) ) ;
}
hsGuardEnd ;
}
bool hsMaterialConverter : : IClearDoneMaterial ( Mtl * mtl , plMaxNode * node )
{
hsGuardBegin ( " hsMaterialConverter::IClearDoneMaterial " ) ;
bool doneSomething = false ;
if ( fLastMaterial . fMaxMaterial = = mtl )
{
fLastMaterial . fHsMaterial = nil ;
fLastMaterial . fMaxMaterial = nil ;
fLastMaterial . fMaxMaterial = nil ;
fLastMaterial . fSubMultiMat = false ;
fLastMaterial . fOwnedCopy = false ;
}
int32_t i ;
for ( i = fDoneMaterials . Count ( ) - 1 ; i > = 0 ; - - i )
{
if ( fDoneMaterials [ i ] . fMaxMaterial = = mtl )
{
fDoneMaterials [ i ] . fHsMaterial - > GetKey ( ) - > UnRefObject ( ) ;
fDoneMaterials . Remove ( i ) ;
doneSomething = true ;
}
}
return ( doneSomething ) ;
hsGuardEnd ;
}
# define VIEW_UP 0
# define VIEW_DN 1
# define VIEW_LF 2
# define VIEW_RT 3
# define VIEW_FR 4
# define VIEW_BK 5
static BMM_Color_64 green64 = BMMCOLOR ( 0 , ( 1 < < 16 ) - 1 , 0 , ( 1 < < 16 ) - 1 )
static BMM_Color_64 ICubeSample ( plErrorMsg * const msg , Bitmap * bitmap [ 6 ] , double phi , double theta )
{
hsGuardBegin ( " hsMaterialConverter::ICubeSample " ) ;
theta = fmod ( theta , ( double ) TWOPI ) ;
if ( theta < 0 ) theta + = TWOPI ;
if ( phi < 0 ) phi = 0 ;
else if ( phi > PI ) phi = PI ;
Bitmap * map = nil ;
double sinPhi = sin ( phi ) ;
double cosPhi = cos ( phi ) ;
double sinThe = sin ( theta ) ;
double cosThe = cos ( theta ) ;
const double sqrt2 = sqrt ( 2.0 ) ;
const double oo_sqrt2 = 1.0 / sqrt2 ;
const double oo_sqrt3 = 1.0 / sqrt ( 3.0 ) ;
double sinPhiSinThe = sinPhi * sinThe ;
double sinPhiCosThe = sinPhi * cosThe ;
double x , y , z ;
double xMap , yMap ;
x = sinPhiSinThe ;
y = sinPhiCosThe ;
z = cosPhi ;
if ( ( z * z > x * x ) & & ( z * z > y * y ) )
{
if ( z > 0 )
{
map = bitmap [ VIEW_UP ] ;
xMap = - x / z ;
yMap = - y / z ;
}
else
{
map = bitmap [ VIEW_DN ] ;
xMap = x / z ;
yMap = - y / z ;
}
}
else
{
if ( ( theta < = ( M_PI / 2.0 - M_PI / 4.0 ) )
| | ( theta > = ( M_PI * 2.0 - M_PI / 4.0 ) ) )
{
map = bitmap [ VIEW_FR ] ;
xMap = x / y ;
yMap = - z / y ;
}
else
if ( theta < = ( M_PI - M_PI / 4.0 ) )
{
map = bitmap [ VIEW_LF ] ;
xMap = - y / x ;
yMap = - z / x ;
}
else
if ( theta < = ( M_PI * 3.0 / 2.0 - M_PI / 4.0 ) )
{
map = bitmap [ VIEW_BK ] ;
xMap = x / y ;
yMap = z / y ;
}
else
{
map = bitmap [ VIEW_RT ] ;
xMap = - y / x ;
yMap = z / x ;
}
}
xMap + = 1.0 ;
yMap + = 1.0 ;
xMap * = 0.5 ;
yMap * = 0.5 ;
int iMap , jMap ;
iMap = ( int ) ( xMap * ( map - > Width ( ) - 1 ) ) ;
jMap = ( int ) ( yMap * ( map - > Height ( ) - 1 ) ) ;
msg - > Set ( ! map , " CubeSample " , " Bad fallthrough in spherefromcube " ) . Check ( ) ;
BMM_Color_64 c ;
map - > GetLinearPixels ( iMap , jMap , 1 , & c ) ;
return c ;
hsGuardEnd ;
}
void hsMaterialConverter : : IBuildSphereMap ( Bitmap * bitmap [ 6 ] , Bitmap * bm )
{
hsGuardBegin ( " hsMaterialConverter::IBuildSphereMap " ) ;
int i , j ;
double delPhi = PI / bm - > Height ( ) ;
double delThe = TWOPI / bm - > Width ( ) ;
PixelBuf l64 ( bm - > Width ( ) ) ;
BMM_Color_64 * pb = l64 . Ptr ( ) ;
for ( j = 0 ; j < bm - > Height ( ) ; j + + )
{
for ( i = 0 ; i < bm - > Width ( ) ; i + + )
{
double phi , theta ; // phi is up/down
phi = ( 0.5 + j ) * delPhi ;
theta = PI - ( 0.5 + i ) * delThe ;
pb [ i ] = ICubeSample ( fErrorMsg , bitmap , phi , theta ) ;
}
bm - > PutPixels ( 0 , j , bm - > Width ( ) , pb ) ;
}
hsGuardEnd ;
}
bool hsMaterialConverter : : ITextureTransformIsAnimated ( Texmap * texmap )
{
hsGuardBegin ( " hsMaterialConverter::IProcessAnimMaterial " ) ;
if ( ! texmap )
return false ;
#if 0
StdUVGen * uvGen = ( ( BitmapTex * ) texmap ) - > GetUVGen ( ) ;
if ( IsAnimatedByName ( uvGen , TSTR ( " U Offset " ) ) )
return true ;
if ( IsAnimatedByName ( uvGen , TSTR ( " V Offset " ) ) )
return true ;
if ( IsAnimatedByName ( uvGen , TSTR ( " U Tiling " ) ) )
return true ;
if ( IsAnimatedByName ( uvGen , TSTR ( " V Tiling " ) ) )
return true ;
if ( IsAnimatedByName ( uvGen , TSTR ( " Angle " ) ) )
return true ;
if ( IsAnimatedByName ( uvGen , TSTR ( " U Angle " ) ) )
return true ;
if ( IsAnimatedByName ( uvGen , TSTR ( " V Angle " ) ) )
return true ;
if ( IsAnimatedByName ( uvGen , TSTR ( " W Angle " ) ) )
return true ;
return false ;
# else
CStr className ;
texmap - > GetClassName ( className ) ;
if ( strcmp ( className , " Bitmap " ) & & strcmp ( className , " Plasma Layer " ) & & strcmp ( className , " Plasma Layer Dbg. " ) )
return false ;
return ( IHasAnimatedControllers ( ( ( BitmapTex * ) texmap ) - > GetUVGen ( ) ) ) ;
# endif
hsGuardEnd ;
}
bool hsMaterialConverter : : IHasAnimatedControllers ( Animatable * anim )
{
hsGuardBegin ( " hsMaterialConverter::IHasAnimatedControllers " ) ;
if ( anim )
{
Control * ctl = GetControlInterface ( anim ) ;
if ( hsControlConverter : : Instance ( ) . HasKeyTimes ( ctl ) )
return true ;
int nSub = anim - > NumSubs ( ) ;
int i ;
for ( i = 0 ; i < nSub ; i + + )
{
if ( anim - > SubAnim ( i ) = = nil )
continue ;
if ( IHasAnimatedControllers ( anim - > SubAnim ( i ) ) )
return true ;
}
}
return false ;
hsGuardEnd ;
}
bool hsMaterialConverter : : IIsAnimatedTexmap ( Texmap * texmap )
{
hsGuardBegin ( " hsMaterialConverter::IIsAnimatedTexmap " ) ;
if ( ! texmap )
return false ;
Control * ctl = nil ;
if ( hsControlConverter : : Instance ( ) . GetControllerByName ( texmap , TSTR ( " Ambient " ) , ctl ) )
return true ;
if ( hsControlConverter : : Instance ( ) . GetControllerByName ( texmap , TSTR ( " Diffuse " ) , ctl ) )
return true ;
if ( hsControlConverter : : Instance ( ) . GetControllerByName ( texmap , TSTR ( " Color " ) , ctl ) )
return true ;
if ( hsControlConverter : : Instance ( ) . GetControllerByName ( texmap , TSTR ( " Opacity " ) , ctl ) )
return true ;
if ( HasAnimatedTextures ( texmap ) | | IsAVILayer ( texmap ) | | IsBinkLayer ( texmap ) | | IsQTLayer ( texmap ) | | ITextureTransformIsAnimated ( texmap ) )
return true ;
return false ;
hsGuardEnd ;
}
//
// returns true if this material is animated
//
bool hsMaterialConverter : : IsAnimatedMaterial ( Mtl * mtl )
{
hsGuardBegin ( " hsMaterialConverter::IsAnimatedMaterial " ) ;
if ( ! mtl )
return false ;
if ( IsMultiMat ( mtl ) )
{
int iMtl ;
for ( iMtl = 0 ; iMtl < mtl - > NumSubMtls ( ) ; iMtl + + )
{
if ( IsAnimatedMaterial ( mtl - > GetSubMtl ( iMtl ) ) )
return true ;
}
return false ;
}
else
// if (IsStdMat(mtl) || mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0))
{
// It is std material. does not have any submaterials
StdMat * std = ( StdMat * ) mtl ;
int i ;
for ( i = 0 ; i < std - > NumSubTexmaps ( ) ; i + + )
{
if ( IIsAnimatedTexmap ( std - > GetSubTexmap ( i ) ) )
return true ;
}
return false ;
}
hsGuardEnd ;
}
void hsMaterialConverter : : GetUsedMaterials ( plMaxNode * node , hsBitVector & used )
{
Mtl * mtl = GetBaseMtl ( node ) ;
used . Clear ( ) ;
if ( ! IsMultiMat ( mtl ) )
{
used . SetBit ( 0 ) ;
return ;
}
bool deleteIt = false ;
TriObject * triObj = node - > GetTriObject ( deleteIt ) ;
if ( triObj )
{
Mesh * mesh = & ( triObj - > mesh ) ;
int numFaces = mesh - > getNumFaces ( ) ;
int i ;
for ( i = 0 ; i < numFaces ; i + + )
{
Face * face = & mesh - > faces [ i ] ;
used . SetBit ( face - > getMatID ( ) ) ;
}
}
return ;
}
//// HasMaterialDiffuseOrOpacityAnimation ////////////////////////////////////
// Returns true if the material or any of its submaterials has a diffuse
// animation controller. Handy for those times when you need to decide on
// a lighting model...
// UPDATE 8.26 mcn - Now checks for opacity controllers as well
bool hsMaterialConverter : : HasMaterialDiffuseOrOpacityAnimation ( plMaxNode * node , Mtl * mtl )
{
hsGuardBegin ( " hsMaterialConverter::HasMaterialDiffuseOrOpacityAnimation " ) ;
if ( ! mtl )
mtl = GetBaseMtl ( node ) ;
if ( ! mtl )
return false ;
const char * dbgName = mtl - > GetName ( ) ;
// mf
// Inserting this test here. The glaring omission was that if you had several
// passes, each using a different material opacity, then you can't bake the
// alpha into the vertices, so you can't go to kLiteVtxNonPreshaded (which is
// what this function really tests to see if you can do).
// More specifically, we can't bake material opacity into the verts if:
// Two or more passes use alpha blending AND have different opacity values.
if ( IsMultipassMat ( mtl ) )
{
float baseOpac = - 1.f ;
Mtl * subMtl = mtl - > GetSubMtl ( 0 ) ;
if ( subMtl - > ClassID ( ) = = PASS_MTL_CLASS_ID )
{
plPassMtlBase * passMtl = ( plPassMtlBase * ) subMtl ;
if ( plPassMtlBase : : kBlendAlpha = = passMtl - > GetOutputBlend ( ) )
baseOpac = ( float ) passMtl - > GetOpacity ( ) ;
}
int iMtl ;
for ( iMtl = 1 ; iMtl < mtl - > NumSubMtls ( ) ; iMtl + + )
{
if ( subMtl - > ClassID ( ) = = PASS_MTL_CLASS_ID )
{
plPassMtlBase * passMtl = ( plPassMtlBase * ) subMtl ;
if ( ( plPassMtlBase : : kBlendAlpha = = passMtl - > GetOutputBlend ( ) )
& & ( baseOpac ! = passMtl - > GetOpacity ( ) ) )
{
if ( baseOpac > = 0 )
return true ;
baseOpac = ( float ) passMtl - > GetOpacity ( ) ;
}
}
}
}
if ( IsMultiMat ( mtl ) )
{
hsBitVector usedSubs ;
GetUsedMaterials ( node , usedSubs ) ;
int iMtl ;
for ( iMtl = 0 ; iMtl < mtl - > NumSubMtls ( ) ; iMtl + + )
{
// We have to check for nil here, because HasMaterialDif... assumes that when you pass in nil,
// it should just grab the material on the node. In this case that's the multimat we're looping
// through. Hellooooooo infinite loop.
if ( mtl - > GetSubMtl ( iMtl ) & & usedSubs . IsBitSet ( iMtl ) & & HasMaterialDiffuseOrOpacityAnimation ( node , mtl - > GetSubMtl ( iMtl ) ) )
return true ;
}
return false ;
}
else if ( IsMultipassMat ( mtl ) | | IsCompositeMat ( mtl ) )
{
int iMtl ;
for ( iMtl = 0 ; iMtl < mtl - > NumSubMtls ( ) ; iMtl + + )
{
if ( mtl - > GetSubMtl ( iMtl ) & & HasMaterialDiffuseOrOpacityAnimation ( node , mtl - > GetSubMtl ( iMtl ) ) )
return true ;
}
return false ;
}
else if ( IsParticleMat ( mtl ) )
{
plParticleMtl * partMtl = ( plParticleMtl * ) mtl ;
return partMtl - > GetColorController ( ) ! = nil ;
}
else if ( IsHsMaxMat ( mtl ) | | IsDecalMat ( mtl ) )
{
// It is std material. does not have any submaterials
StdMat * std = ( StdMat * ) mtl ;
plPassMtlBase * passMtl = ( plPassMtlBase * ) mtl ;
Control * ctl = nil ;
int i ;
if ( passMtl - > GetPreshadeColorController ( ) ! = nil )
return true ;
if ( passMtl - > GetRuntimeColorController ( ) ! = nil )
return true ;
if ( passMtl - > GetOpacityController ( ) ! = nil )
return true ;
for ( i = 0 ; i < std - > NumSubTexmaps ( ) ; i + + )
{
if ( hsControlConverter : : Instance ( ) . GetControllerByName ( std - > GetSubTexmap ( i ) , TSTR ( " Diffuse " ) , ctl ) )
return true ;
if ( hsControlConverter : : Instance ( ) . GetControllerByName ( std - > GetSubTexmap ( i ) , TSTR ( " Color " ) , ctl ) )
return true ;
if ( hsControlConverter : : Instance ( ) . GetControllerByName ( std - > GetSubTexmap ( i ) , TSTR ( " Opacity " ) , ctl ) )
return true ;
}
return false ;
}
return false ;
hsGuardEnd ;
}
//// HasEmissiveLayer ////////////////////////////////////////////////////////
// Returns true if the any of the layers of any of the submaterials or
// the main material are emissive.
bool hsMaterialConverter : : HasEmissiveLayer ( plMaxNode * node , Mtl * mtl )
{
hsGuardBegin ( " hsMaterialConverter::HasEmissiveLayer " ) ;
if ( ! mtl )
mtl = GetBaseMtl ( node ) ;
if ( ! mtl )
return false ;
const char * dbgName = mtl - > GetName ( ) ;
if ( IsMultiMat ( mtl ) )
{
hsBitVector usedSubs ;
GetUsedMaterials ( node , usedSubs ) ;
int iMtl ;
for ( iMtl = 0 ; iMtl < mtl - > NumSubMtls ( ) ; iMtl + + )
{
if ( usedSubs . IsBitSet ( iMtl ) & & HasEmissiveLayer ( node , mtl - > GetSubMtl ( iMtl ) ) )
return true ;
}
return false ;
}
else if ( IsMultipassMat ( mtl ) | | IsCompositeMat ( mtl ) )
{
int iMtl ;
for ( iMtl = 0 ; iMtl < mtl - > NumSubMtls ( ) ; iMtl + + )
{
if ( HasEmissiveLayer ( node , mtl - > GetSubMtl ( iMtl ) ) )
return true ;
}
return false ;
}
else if ( IsParticleMat ( mtl ) )
{
plParticleMtl * partMtl = ( plParticleMtl * ) mtl ;
if ( partMtl - > GetParamBlockByID ( plParticleMtl : : kRefBasic ) - > GetInt ( plParticleMtl : : kNormal ) = = plParticleMtl : : kEmissive )
return true ;
}
else if ( mtl - > ClassID ( ) = = PASS_MTL_CLASS_ID )
{
// It is std material. does not have any submaterials
plPassMtlBase * passMtl = ( plPassMtlBase * ) mtl ;
if ( passMtl - > GetEmissive ( ) )
return true ;
}
return false ;
hsGuardEnd ;
}
//
// returns true if the material onthis node is animated
//
bool hsMaterialConverter : : HasAnimatedMaterial ( plMaxNode * node )
{
hsGuardBegin ( " hsMaterialConverter::HasAnimatedMaterial " ) ;
return ( node ? IsAnimatedMaterial ( node - > GetMtl ( ) ) : false ) ;
hsGuardEnd ;
}
Mtl * hsMaterialConverter : : FindSubMtlByName ( TSTR & name , Animatable * anim )
{
hsGuardBegin ( " hsMaterialConverter::FindSubMtlByName " ) ;
if ( ! anim | | ! IsMtl ( anim ) )
return nil ;
Mtl * mtl = ( Mtl * ) anim ;
if ( mtl - > GetName ( ) = = name )
return mtl ;
if ( IsMultiMat ( mtl ) )
{
int i ;
for ( i = 0 ; i < mtl - > NumSubs ( ) ; i + + )
{
Mtl * retVal ;
if ( retVal = FindSubMtlByName ( name , mtl - > SubAnim ( i ) ) )
return retVal ;
}
}
return nil ;
hsGuardEnd ;
}
Mtl * hsMaterialConverter : : FindSceneMtlByName ( TSTR & name )
{
hsGuardBegin ( " hsMaterialConverter::FindSceneMtlByName " ) ;
ReferenceTarget * scene = fInterface - > GetScenePointer ( ) ;
// First look through the editor slots
ReferenceTarget * mtlEdit ;
mtlEdit = scene - > GetReference ( 0 ) ;
int i ;
for ( i = 0 ; i < mtlEdit - > NumSubs ( ) ; i + + )
{
Mtl * mtl = FindSubMtlByName ( name , mtlEdit - > SubAnim ( i ) ) ;
if ( mtl )
return ( mtl ) ;
}
// Now look through the rest of the scene
MtlBaseLib & mtlLib = * ( MtlBaseLib * ) scene - > GetReference ( 1 ) ;
for ( i = 0 ; i < mtlLib . Count ( ) ; i + + )
{
Mtl * mtl = FindSubMtlByName ( name , mtlLib [ i ] ) ;
if ( mtl )
return ( mtl ) ;
}
return nil ;
hsGuardEnd ;
}
int hsMaterialConverter : : GetMaterialArray ( Mtl * mtl , plMaxNode * node , hsTArray < hsGMaterial * > & out , uint32_t multiIndex /* = 0 */ )
{
hsTArray < plExportMaterialData > * arGh = CreateMaterialArray ( mtl , node , multiIndex ) ;
int i ;
for ( i = 0 ; i < arGh - > GetCount ( ) ; i + + )
{
out . Append ( arGh - > Get ( i ) . fMaterial ) ;
}
delete arGh ;
return out . GetCount ( ) ;
}
static void GetMtlNodes ( Mtl * mtl , INodeTab & nodes )
{
if ( ! mtl )
return ;
DependentIterator di ( mtl ) ;
ReferenceMaker * rm = di . Next ( ) ;
while ( rm ! = nil )
{
if ( rm - > SuperClassID ( ) = = BASENODE_CLASS_ID )
{
INode * node = ( INode * ) rm ;
if ( node - > GetMtl ( ) = = mtl )
nodes . Append ( 1 , & node ) ;
}
}
rm = di . Next ( ) ;
}
int hsMaterialConverter : : GetMaterialArray ( Mtl * mtl , hsTArray < hsGMaterial * > & out , uint32_t multiIndex /* = 0 */ )
{
INodeTab nodes ;
GetMtlNodes ( mtl , nodes ) ;
for ( int i = 0 ; i < nodes . Count ( ) ; i + + )
{
hsTArray < hsGMaterial * > tempOut ;
GetMaterialArray ( mtl , ( plMaxNode * ) nodes [ i ] , tempOut , multiIndex ) ;
for ( int j = 0 ; j < tempOut . GetCount ( ) ; j + + )
{
if ( out . Find ( tempOut [ j ] ) = = out . kMissingIndex )
out . Append ( tempOut [ j ] ) ;
}
}
return out . GetCount ( ) ;
}
// Grab all the hsGMaterials that have been created as a result of converting mtl
void hsMaterialConverter : : CollectConvertedMaterials ( Mtl * mtl , hsTArray < hsGMaterial * > & out )
{
int i ;
for ( i = 0 ; i < fDoneMaterials . GetCount ( ) ; i + + )
{
const DoneMaterialData & dmd = fDoneMaterials . Get ( i ) ;
if ( dmd . fMaxMaterial = = mtl )
out . Append ( dmd . fHsMaterial ) ;
}
}
plClothingItem * hsMaterialConverter : : GenerateClothingItem ( plClothingMtl * mtl , const plLocation & loc )
{
plString clothKeyName ;
plClothingItem * cloth = new plClothingItem ( ) ;
cloth - > SetName ( mtl - > GetName ( ) ) ;
cloth - > fSortOrder = ( mtl - > GetDefault ( ) ? 0 : 1 ) ;
const char * accName = mtl - > GetForcedAccessoryName ( ) ;
if ( accName & & strcmp ( accName , " " ) )
cloth - > fAccessoryName = hsStrcpy ( accName ) ;
Color tint1 = mtl - > GetDefaultTint1 ( ) ;
Color tint2 = mtl - > GetDefaultTint2 ( ) ;
cloth - > fDefaultTint1 [ 0 ] = ( uint8_t ) ( tint1 . r * 255.f ) ;
cloth - > fDefaultTint1 [ 1 ] = ( uint8_t ) ( tint1 . g * 255.f ) ;
cloth - > fDefaultTint1 [ 2 ] = ( uint8_t ) ( tint1 . b * 255.f ) ;
cloth - > fDefaultTint2 [ 0 ] = ( uint8_t ) ( tint2 . r * 255.f ) ;
cloth - > fDefaultTint2 [ 1 ] = ( uint8_t ) ( tint2 . g * 255.f ) ;
cloth - > fDefaultTint2 [ 2 ] = ( uint8_t ) ( tint2 . b * 255.f ) ;
clothKeyName = plString : : Format ( " CItm_%s " , cloth - > fName ) ;
hsgResMgr : : ResMgr ( ) - > NewKey ( clothKeyName , cloth , loc ) ;
plNodeRefMsg * nodeRefMsg = new plNodeRefMsg ( plKeyFinder : : Instance ( ) . FindSceneNodeKey ( loc ) ,
plNodeRefMsg : : kOnRequest , - 1 , plNodeRefMsg : : kGeneric ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( cloth - > GetKey ( ) , nodeRefMsg , plRefFlags : : kActiveRef ) ;
mtl - > InitTilesets ( ) ;
cloth - > fTileset = mtl - > GetTilesetIndex ( ) ;
plClothingTileset * tileset = mtl - > fTilesets . Get ( cloth - > fTileset ) ;
int i , j ;
for ( i = 0 ; i < tileset - > fElements . GetCount ( ) ; i + + )
{
for ( j = 0 ; j < plClothingElement : : kLayerMax ; j + + )
{
uint32_t clipLevels ;
uint32_t startWidth ;
char * elementName = tileset - > fElements . Get ( i ) - > fName ;
plPlasmaMAXLayer * layer = ( plPlasmaMAXLayer * ) mtl - > GetTexmap ( i , j ) ;
if ( layer = = nil | | layer - > GetPBBitmap ( ) = = nil )
continue ;
const char * texName = layer - > GetPBBitmap ( ) - > bi . Name ( ) ;
for ( clipLevels = 0 , startWidth = layer - > GetPBBitmap ( ) - > bi . Width ( ) ;
startWidth > tileset - > fElements . Get ( i ) - > fWidth ;
clipLevels + + , startWidth > > = 1 ) ;
plMipmap * tex = plMipmap : : ConvertNoRef ( plLayerConverter : : Instance ( ) . CreateSimpleTexture ( texName , loc , clipLevels ) ) ;
if ( tex = = nil )
{
if ( fErrorMsg - > Set ( ! ( fWarned & kWarnedMissingClothingTexture ) , mtl - > GetName ( ) ,
" Unable to create texture %s. This clothing item won't look right. " ,
texName ) . CheckAskOrCancel ( ) )
{
fWarned | = kWarnedMissingClothingTexture ;
}
continue ;
}
plElementRefMsg * eMsg = new plElementRefMsg ( cloth - > GetKey ( ) , plRefMsg : : kOnCreate , i , - 1 , elementName , j ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( tex - > GetKey ( ) , eMsg , plRefFlags : : kActiveRef ) ;
}
}
mtl - > ReleaseTilesets ( ) ;
plPlasmaMAXLayer * layer = ( plPlasmaMAXLayer * ) mtl - > GetThumbnail ( ) ;
plMipmap * thumbnail = nil ;
PBBitmap * pbbm = nil ;
if ( layer ! = nil )
{
char texName [ 512 ] ;
if ( layer - > GetBitmapFileName ( texName , sizeof ( texName ) ) )
thumbnail = plMipmap : : ConvertNoRef ( plLayerConverter : : Instance ( ) . CreateSimpleTexture ( texName , loc , 0 , plBitmap : : kForceOneMipLevel ) ) ;
}
if ( thumbnail ! = nil )
{
plGenRefMsg * msg = new plGenRefMsg ( cloth - > GetKey ( ) , plRefMsg : : kOnCreate , - 1 , - 1 ) ;
hsgResMgr : : ResMgr ( ) - > AddViaNotify ( thumbnail - > GetKey ( ) , msg , plRefFlags : : kActiveRef ) ;
}
cloth - > fDescription = hsStrcpy ( mtl - > GetDescription ( ) ) ;
cloth - > fCustomText = hsStrcpy ( mtl - > GetCustomText ( ) ) ;
return cloth ;
}
static int ICompareBaseLayerTexture ( const hsMaterialConverter : : DoneMaterialData * one , const hsMaterialConverter : : DoneMaterialData * two )
{
const plLayerInterface * oneLay = one - > fHsMaterial - > GetLayer ( 0 ) ;
const plLayerInterface * twoLay = two - > fHsMaterial - > GetLayer ( 0 ) ;
const plBitmap * oneTex = oneLay - > GetTexture ( ) ;
const plBitmap * twoTex = twoLay - > GetTexture ( ) ;
if ( ! oneTex & & ! twoTex )
return 0 ;
if ( oneTex & & ! twoTex )
return 1 ;
if ( ! oneTex & & twoTex )
return - 1 ;
return oneTex - > GetKey ( ) - > GetName ( ) . Compare ( twoTex - > GetKey ( ) - > GetName ( ) , plString : : kCaseInsensitive ) ;
}
static int IIsAnimatedLayer ( const plLayerInterface * lay )
{
return nil = = plLayer : : ConvertNoRef ( lay ) ;
}
static int ICompareColors ( const hsColorRGBA & one , const hsColorRGBA & two )
{
int oneR = int ( one . r * 256.f ) ;
int oneG = int ( one . g * 256.f ) ;
int oneB = int ( one . b * 256.f ) ;
int twoR = int ( two . r * 256.f ) ;
int twoG = int ( two . g * 256.f ) ;
int twoB = int ( two . b * 256.f ) ;
int powerOne = oneR + oneG + oneB ;
int powerTwo = twoR + twoG + twoB ;
if ( powerOne < powerTwo )
return - 1 ;
if ( powerOne > powerTwo )
return 1 ;
if ( oneR < twoR )
return - 1 ;
if ( oneR > twoR )
return 1 ;
if ( oneG < twoG )
return - 1 ;
if ( oneG > twoG )
return 1 ;
if ( oneB < twoB )
return - 1 ;
if ( oneB > twoB )
return 1 ;
return 0 ;
}
static int ICompareDoneLayers ( const plLayerInterface * one , const plLayerInterface * two )
{
int retVal ;
if ( one = = two )
return 0 ;
if ( one - > GetTexture ( ) & & ! two - > GetTexture ( ) )
return 1 ;
if ( ! one - > GetTexture ( ) & & two - > GetTexture ( ) )
return - 1 ;
if ( one - > GetTexture ( ) & & two - > GetTexture ( ) )
{
retVal = one - > GetTexture ( ) - > GetKey ( ) - > GetName ( ) . Compare ( two - > GetTexture ( ) - > GetKey ( ) - > GetName ( ) , plString : : kCaseInsensitive ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
}
retVal = int32_t ( one - > GetBlendFlags ( ) ) - int32_t ( two - > GetBlendFlags ( ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
retVal = int32_t ( one - > GetZFlags ( ) ) - int32_t ( two - > GetZFlags ( ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
retVal = int32_t ( one - > GetClampFlags ( ) ) - int32_t ( two - > GetClampFlags ( ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
retVal = int32_t ( one - > GetMiscFlags ( ) ) - int32_t ( two - > GetMiscFlags ( ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
retVal = int32_t ( one - > GetShadeFlags ( ) ) - int32_t ( two - > GetShadeFlags ( ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
retVal = ICompareColors ( one - > GetAmbientColor ( ) , two - > GetAmbientColor ( ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
retVal = ICompareColors ( one - > GetPreshadeColor ( ) , two - > GetPreshadeColor ( ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
retVal = ICompareColors ( one - > GetRuntimeColor ( ) , two - > GetRuntimeColor ( ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
retVal = ICompareColors ( one - > GetSpecularColor ( ) , two - > GetSpecularColor ( ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
if ( one - > GetSpecularPower ( ) < two - > GetSpecularPower ( ) )
return - 1 ;
if ( one - > GetSpecularPower ( ) > two - > GetSpecularPower ( ) )
return 1 ;
if ( one - > GetLODBias ( ) < two - > GetLODBias ( ) )
return - 1 ;
if ( one - > GetLODBias ( ) > two - > GetLODBias ( ) )
return 1 ;
if ( one - > GetOpacity ( ) < two - > GetOpacity ( ) )
return - 1 ;
if ( one - > GetOpacity ( ) > two - > GetOpacity ( ) )
return 1 ;
if ( one - > GetUVWSrc ( ) < two - > GetUVWSrc ( ) )
return - 1 ;
if ( one - > GetUVWSrc ( ) > two - > GetUVWSrc ( ) )
return 1 ;
if ( one - > GetTexture ( ) & & two - > GetTexture ( ) )
{
if ( one - > GetTransform ( ) ! = two - > GetTransform ( ) )
{
// Okay, they're not equal. Greater/Lesser doesn't make much
// sense in this context, so we just need some arbitrary but
// consistent comparison. So if the transforms aren't equal,
// the one on the layer with a larger pointer value is greater.
if ( one > two )
return 1 ;
else
return - 1 ;
}
}
if ( IIsAnimatedLayer ( one ) | | IIsAnimatedLayer ( two ) )
{
// Same deal as transform. If either is animated, then for
// the purposes here (whether one can replace the other), they
// aren't interchangeable. Even if they have the same animation,
// they need to stay independently playable.
if ( one > two )
return 1 ;
else
return - 1 ;
}
return 0 ;
}
static int ICompareDoneMats ( const void * arg1 , const void * arg2 )
{
const hsMaterialConverter : : DoneMaterialData * one = * ( const hsMaterialConverter : : DoneMaterialData * * ) arg1 ;
const hsMaterialConverter : : DoneMaterialData * two = * ( const hsMaterialConverter : : DoneMaterialData * * ) arg2 ;
hsGMaterial * oneMat = one - > fHsMaterial ;
hsGMaterial * twoMat = two - > fHsMaterial ;
// compare the base layers
// First compare the textures. If those are the same, these two materials are very much alike.
// This will (quickly) weed out 99% of the non-equivalent materials before the more expensive checks.
plLayerInterface * oneLay = oneMat - > GetLayer ( 0 ) ;
plLayerInterface * twoLay = twoMat - > GetLayer ( 0 ) ;
int retVal = ICompareBaseLayerTexture ( one , two ) ;
if ( retVal > 0 )
return 1 ;
if ( retVal < 0 )
return - 1 ;
// Check for lightmap compatible-ness.
// The case we're looking for is if:
// two different nodes are using the same material,
// && both are lightmapped
// && either
// they are different lightmap components
// || the lightmap component doesn't want to share.
// If true, we want to ensure these two materials don't get combined.
// Since this function is used for material sorting, we'll (arbitrarily)
// return the comparison of owner node pointers as our consistent result.
plMaxNode * oneNode = one - > fNode ;
plMaxNode * twoNode = two - > fNode ;
if ( oneNode & & twoNode & & ( oneNode ! = twoNode ) )
{
plLightMapComponent * oneLM = oneNode - > GetLightMapComponent ( ) ;
plLightMapComponent * twoLM = twoNode - > GetLightMapComponent ( ) ;
if ( oneLM ! = twoLM )
{
return oneNode > twoNode ? 1 : - 1 ;
}
if ( oneLM )
{
if ( ! oneLM - > GetShared ( ) ) // and therefore twoLM, since they're equal
{
return oneNode > twoNode ? 1 : - 1 ;
}
}
}
if ( oneMat = = twoMat )
return 0 ;
// Now compare everything else about the base layer.
retVal = ICompareDoneLayers ( oneMat - > GetLayer ( 0 ) , twoMat - > GetLayer ( 0 ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
// base layers the same, go up a layer at a time. Non-existence of a layer is < any existent layer
int i ;
for ( i = 1 ; i < oneMat - > GetNumLayers ( ) ; i + + )
{
if ( twoMat - > GetNumLayers ( ) < = i )
return 1 ;
retVal = ICompareDoneLayers ( oneMat - > GetLayer ( i ) , twoMat - > GetLayer ( i ) ) ;
if ( retVal < 0 )
return - 1 ;
else if ( retVal > 0 )
return 1 ;
}
if ( oneMat - > GetNumLayers ( ) < twoMat - > GetNumLayers ( ) )
return - 1 ;
return 0 ;
}
void hsMaterialConverter : : IPrintDoneMat ( hsStream * stream , const char * prefix , DoneMaterialData * doneMat )
{
if ( doneMat - > fOwnedCopy )
stream - > WriteString ( " Unique " ) ;
stream - > WriteString ( prefix ) ;
char buff [ 512 ] ;
sprintf ( buff , " %s \n " , doneMat - > fMaxMaterial ? doneMat - > fMaxMaterial - > GetName ( ) : " BLANK " ) ;
stream - > WriteString ( buff ) ;
sprintf ( buff , " \t \t %d Layers \n " , doneMat - > fHsMaterial - > GetNumLayers ( ) ) ;
stream - > WriteString ( buff ) ;
int i ;
for ( i = 0 ; i < doneMat - > fHsMaterial - > GetNumLayers ( ) ; i + + )
{
const plLayerInterface * layer = doneMat - > fHsMaterial - > GetLayer ( i ) ;
const char * blendMode = " error " ;
switch ( layer - > GetBlendFlags ( ) & hsGMatState : : kBlendMask )
{
case hsGMatState : : kBlendAlpha :
blendMode = " Alpha " ;
break ;
case hsGMatState : : kBlendMult :
blendMode = " Mult " ;
break ;
case hsGMatState : : kBlendAdd :
blendMode = " Add " ;
break ;
case hsGMatState : : kBlendAddColorTimesAlpha :
blendMode = " AddColorTimesAlpha " ;
break ;
case hsGMatState : : kBlendDetail :
blendMode = " Detail " ;
break ;
case hsGMatState : : kBlendMADD :
blendMode = " MADD " ;
break ;
case hsGMatState : : kBlendDot3 :
blendMode = " Dot3 " ;
break ;
default :
blendMode = " Opaque " ;
break ;
}
sprintf ( buff , " \t \t Layer %d [%s] \n " , i , IIsAnimatedLayer ( layer ) ? " Animated " : " Static " ) ;
stream - > WriteString ( buff ) ;
sprintf ( buff , " \t \t \t %s [B%#08x Z%#08x C%#08x M%#08x S%08x] \n " , blendMode ,
layer - > GetBlendFlags ( ) ,
layer - > GetZFlags ( ) ,
layer - > GetClampFlags ( ) ,
layer - > GetMiscFlags ( ) ,
layer - > GetShadeFlags ( ) ) ;
stream - > WriteString ( buff ) ;
sprintf ( buff , " \t \t \t Ambient(%f,%f,%f) Preshade(%f,%f,%f) \n " ,
layer - > GetAmbientColor ( ) . r ,
layer - > GetAmbientColor ( ) . g ,
layer - > GetAmbientColor ( ) . b ,
layer - > GetPreshadeColor ( ) . r ,
layer - > GetPreshadeColor ( ) . g ,
layer - > GetPreshadeColor ( ) . b ) ;
stream - > WriteString ( buff ) ;
sprintf ( buff , " \t \t \t Color(%f,%f,%f) Opacity(%f) UVWSrc(%x) \n " ,
layer - > GetRuntimeColor ( ) . r ,
layer - > GetRuntimeColor ( ) . g ,
layer - > GetRuntimeColor ( ) . b ,
layer - > GetOpacity ( ) ,
layer - > GetUVWSrc ( ) ) ;
stream - > WriteString ( buff ) ;
sprintf ( buff , " \t \t \t Spec(%f,%f,%f) Power(%f) LODBias(%f) \n " ,
layer - > GetSpecularColor ( ) . r ,
layer - > GetSpecularColor ( ) . g ,
layer - > GetSpecularColor ( ) . b ,
layer - > GetSpecularPower ( ) ,
layer - > GetLODBias ( ) ) ;
stream - > WriteString ( buff ) ;
sprintf ( buff , " \t \t \t Texture %s \n " , layer - > GetTexture ( ) & & layer - > GetTexture ( ) - > GetKey ( )
? layer - > GetTexture ( ) - > GetKeyName ( ) . c_str ( " None " )
: " None " ) ;
stream - > WriteString ( buff ) ;
if ( layer - > GetTransform ( ) . fFlags & hsMatrix44 : : kIsIdent )
{
sprintf ( buff , " \t \t \t XForm = None \n " ) ;
stream - > WriteString ( buff ) ;
}
else
{
sprintf ( buff , " \t \t \t XForm = \t { {%f,%f,%f,%f}, \n \t \t \t \t \t {%f,%f,%f,%f}, \n \t \t \t \t \t {%f,%f,%f,%f} } \n " ,
layer - > GetTransform ( ) . fMap [ 0 ] [ 0 ] ,
layer - > GetTransform ( ) . fMap [ 0 ] [ 1 ] ,
layer - > GetTransform ( ) . fMap [ 0 ] [ 2 ] ,
layer - > GetTransform ( ) . fMap [ 0 ] [ 3 ] ,
layer - > GetTransform ( ) . fMap [ 1 ] [ 0 ] ,
layer - > GetTransform ( ) . fMap [ 1 ] [ 1 ] ,
layer - > GetTransform ( ) . fMap [ 1 ] [ 2 ] ,
layer - > GetTransform ( ) . fMap [ 1 ] [ 3 ] ,
layer - > GetTransform ( ) . fMap [ 2 ] [ 0 ] ,
layer - > GetTransform ( ) . fMap [ 2 ] [ 1 ] ,
layer - > GetTransform ( ) . fMap [ 2 ] [ 2 ] ,
layer - > GetTransform ( ) . fMap [ 2 ] [ 3 ] ) ;
stream - > WriteString ( buff ) ;
}
}
}
bool hsMaterialConverter : : IEquivalent ( DoneMaterialData * one , DoneMaterialData * two )
{
if ( one - > fOwnedCopy | | two - > fOwnedCopy )
return false ;
return ICompareDoneMats ( & one , & two ) = = 0 ;
}
void hsMaterialConverter : : ISortDoneMaterials ( hsTArray < DoneMaterialData * > & doneMats )
{
doneMats . SetCount ( fDoneMaterials . GetCount ( ) ) ;
int i ;
for ( i = 0 ; i < fDoneMaterials . GetCount ( ) ; i + + )
doneMats [ i ] = & fDoneMaterials [ i ] ;
void * arr = doneMats . AcquireArray ( ) ;
qsort ( ( void * ) arr , doneMats . GetCount ( ) , sizeof ( DoneMaterialData * ) , ICompareDoneMats ) ;
}
void hsMaterialConverter : : IGenMaterialReport ( const char * path )
{
hsTArray < DoneMaterialData * > doneMats ;
ISortDoneMaterials ( doneMats ) ;
IPrintDoneMaterials ( path , doneMats ) ;
}
void hsMaterialConverter : : IPrintDoneMaterials ( const char * path , hsTArray < DoneMaterialData * > & doneMats )
{
TSTR maxFileTstr = GetCOREInterface ( ) - > GetCurFileName ( ) ;
char maxFile [ 256 ] ;
hsStrncpy ( maxFile , maxFileTstr , 128 ) ;
char * dot = strrchr ( maxFile , ' . ' ) ;
if ( dot )
* dot = 0 ;
char fileName [ 512 ] ;
if ( path [ strlen ( path ) - 1 ] = = ' \\ ' )
{
sprintf ( fileName , " %slog \\ mat_%s.log " , path , maxFile ) ;
}
else
{
sprintf ( fileName , " %s \\ log \\ mat_%s.log " , path , maxFile ) ;
}
hsUNIXStream stream ;
if ( ! stream . Open ( fileName , " wt " ) )
{
// We may not have a \log folder. If that failed, try
// putting it in the \dat folder. If that doesn't work,
// just quietly give up.
if ( path [ strlen ( path ) - 1 ] = = ' \\ ' )
{
sprintf ( fileName , " %sdat \\ mat_%s.log " , path , maxFile ) ;
}
else
{
sprintf ( fileName , " %s \\ dat \\ mat_%s.log " , path , maxFile ) ;
}
if ( ! stream . Open ( fileName , " wt " ) )
return ;
}
stream . WriteString ( maxFile ) ;
stream . WriteString ( " \n =============================================== \n =============================================== \n " ) ;
if ( ! doneMats . GetCount ( ) )
{
char buff [ 256 ] ;
sprintf ( buff , " " ) ;
stream . WriteString ( " No Materials Generated \n " ) ;
stream . Close ( ) ;
return ;
}
char pref [ 32 ] ;
sprintf ( pref , " %d \t " , 0 ) ;
IPrintDoneMat ( & stream , pref , doneMats [ 0 ] ) ;
bool lastWasDup = false ;
int dupSets = 0 ;
int duplicates = 0 ;
int uniques = 0 ;
int i ;
for ( i = 1 ; i < doneMats . GetCount ( ) ; i + + )
{
if ( IEquivalent ( doneMats [ i ] , doneMats [ i - 1 ] ) )
{
if ( ! lastWasDup )
{
dupSets + + ;
lastWasDup = true ;
}
duplicates + + ;
sprintf ( pref , " ==%d \t " , i ) ;
}
else if ( ! ICompareBaseLayerTexture ( doneMats [ i ] , doneMats [ i - 1 ] ) )
{
sprintf ( pref , " ~~%d \t " , i ) ;
lastWasDup = false ;
}
else
{
sprintf ( pref , " %d \t " , i ) ;
lastWasDup = false ;
}
if ( doneMats [ i ] - > fOwnedCopy )
uniques + + ;
IPrintDoneMat ( & stream , pref , doneMats [ i ] ) ;
}
char buff [ 256 ] ;
sprintf ( buff , " \n =================================================================== \n " ) ;
stream . WriteString ( buff ) ;
sprintf ( buff , " %d sets of duplicates, %d total duplicate count \n " , dupSets , duplicates ) ;
stream . WriteString ( buff ) ;
sprintf ( buff , " System generated duplicates: \n " ) ;
stream . WriteString ( buff ) ;
sprintf ( buff , " Gameplay forced unique - %d \n " , uniques ) ;
stream . WriteString ( buff ) ;
sprintf ( buff , " RT:%d, UV:%d, AL:%d, FD:%d \n " , dupCuzRT , dupCuzNumUV , dupCuzAlphaLayer , dupCuzFade ) ;
stream . WriteString ( buff ) ;
sprintf ( buff , " \n Thank you, and have a lovely day. \n " ) ;
stream . WriteString ( buff ) ;
stream . Close ( ) ;
}
hsMaterialConverter : : DoneMaterialData * hsMaterialConverter : : IFindDoneMaterial ( DoneMaterialData & done )
{
int i ;
for ( i = 0 ; i < fDoneMaterials . GetCount ( ) ; i + + )
{
if ( IEquivalent ( & fDoneMaterials [ i ] , & done ) )
{
return & fDoneMaterials [ i ] ;
}
}
return nil ;
}
plMipmap * hsMaterialConverter : : GetStaticColorTexture ( Color c , plLocation & loc )
{
uint32_t colorHex = MakeUInt32Color ( c . r , c . g , c . b , 1.f ) ;
plString texName = plString : : Format ( " StaticColorTex_4x4_%X " , colorHex ) ;
int w = 4 ;
int h = 4 ;
plMipmap * texture = plBitmapCreator : : Instance ( ) . CreateBlankMipmap ( w , h , plMipmap : : kARGB32Config , 1 , texName , loc ) ;
// set the color data
uint32_t * pix = ( uint32_t * ) texture - > GetImage ( ) ;
int x , y ;
for ( y = 0 ; y < h ; y + + )
{
for ( x = 0 ; x < w ; x + + )
{
* pix + + = colorHex ;
}
}
return texture ;
}