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677 lines
19 KiB
677 lines
19 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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13 years ago
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Copyright (C) 2011 Cyan Worlds, Inc.
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14 years ago
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 years ago
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 years ago
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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13 years ago
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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14 years ago
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsTypes.h"
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#include "plBumpMtl.h"
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#include "resource.h"
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//extern ClassDesc2* GetMaxLayerDesc();
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#include "Shaders.h"
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#include "plBumpMtlBasicPB.h"
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#include "iparamm2.h"
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#include "Layers/plLayerTex.h"
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#include "Layers/plStaticEnvLayer.h"
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#include "../MaxMain/plPlasmaRefMsgs.h"
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extern HINSTANCE hInstance;
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class plBumpMtlClassDesc : public ClassDesc2
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{
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public:
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int IsPublic() { return TRUE; }
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void* Create(BOOL loading) { return TRACKED_NEW plBumpMtl(loading); }
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const TCHAR* ClassName() { return GetString(IDS_BUMP_MTL); }
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SClass_ID SuperClassID() { return MATERIAL_CLASS_ID; }
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Class_ID ClassID() { return BUMP_MTL_CLASS_ID; }
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const TCHAR* Category() { return NULL; }
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const TCHAR* InternalName() { return _T("PlasmaMaterial"); }
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HINSTANCE HInstance() { return hInstance; }
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};
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static plBumpMtlClassDesc plBumpMtlDesc;
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ClassDesc2* GetBumpMtlDesc() { return &plBumpMtlDesc; }
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// For initializing paramblock descriptor
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ParamBlockDesc2 *GetBumpBasicPB();
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ParamBlockDesc2 *GetBumpLayersPB();
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#include "plBumpMtlBasicPBDec.h"
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#include "plBumpMtlAnimPBDec.h"
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plBumpMtl::plBumpMtl(BOOL loading) : plPassMtlBase( loading )
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{
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plBumpMtlDesc.MakeAutoParamBlocks( this );
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fBasicPB->SetValue( kBumpBasLayer, 0, TRACKED_NEW plLayerTex );
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// If we do this later (like, when the dialog loads) something blows up,
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// somewhere in Max. It didn't in 4, it does in 7. This seems to fix it.
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if (!loading)
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IVerifyStealthPresent(ENTIRE_ANIMATION_NAME);
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}
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ParamDlg* plBumpMtl::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp)
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{
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fIMtlParams = imp;
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IAutoMParamDlg* masterDlg = plBumpMtlDesc.CreateParamDlgs(hwMtlEdit, imp, this);
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return (ParamDlg*)masterDlg;
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}
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BOOL plBumpMtl::SetDlgThing(ParamDlg* dlg)
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{
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return FALSE;
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}
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Interval plBumpMtl::Validity(TimeValue t)
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{
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#if 0 // mf horse
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Interval valid = FOREVER;
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/* for (int i = 0; i < fSubTexmap.Count(); i++)
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{
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if (fSubTexmap[i])
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valid &= fSubTexmap[i]->Validity(t);
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}
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*/
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// float u;
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// fPBlock->GetValue(pb_spin,t,u,valid);
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return valid;
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#else // mf horse
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const char* name = GetName();
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// mf horse - Hacking in something like real validity checking
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// to get material animations working. No warranty, this is just
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// better than nothing.
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Interval v = FOREVER;
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fBasicPB->GetValidity(t, v);
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if( fBasicPB->GetTexmap(kBumpBasLayer) )
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v &= fBasicPB->GetTexmap(kBumpBasLayer)->Validity(t);
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return v;
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#endif // mf horse
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}
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//// GetReference ////////////////////////////////////////////////////////////
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// Note: need to overload because MAX for some reason writes out the
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// references by their INDEX. ARRRRGH!
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RefTargetHandle plBumpMtl::GetReference( int i )
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{
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switch( i )
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{
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case kRefBasic: return fBasicPB;
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case kRefAnim: return fAnimPB;
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}
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return plPassMtlBase::GetReference( i );
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}
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//// SetReference ////////////////////////////////////////////////////////////
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// Note: need to overload because MAX for some reason writes out the
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// references by their INDEX. ARRRRGH!
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void plBumpMtl::SetReference(int i, RefTargetHandle rtarg)
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{
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if (i == kRefBasic)
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fBasicPB = (IParamBlock2 *)rtarg;
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else if (i == kRefAnim)
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fAnimPB = (IParamBlock2 *)rtarg;
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else
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plPassMtlBase::SetReference( i, rtarg );
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}
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/*===========================================================================*\
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| Subanim & References support
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\*===========================================================================*/
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int plBumpMtl::NumSubs()
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{
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return 3;
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}
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TSTR plBumpMtl::SubAnimName(int i)
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{
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switch (i)
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{
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case 0: return fBasicPB->GetLocalName();
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case 1: return fAnimPB->GetLocalName();
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case 2: return "Base Layer";
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}
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return "";
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}
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Animatable* plBumpMtl::SubAnim(int i)
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{
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switch (i)
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{
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case 0: return fBasicPB;
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case 1: return fAnimPB;
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case 2: return fBasicPB->GetTexmap(kBumpBasLayer);
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break;
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}
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return NULL;
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}
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int plBumpMtl::NumParamBlocks()
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{
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return 2;
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}
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IParamBlock2* plBumpMtl::GetParamBlock(int i)
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{
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return (IParamBlock2*)GetReference(i);
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}
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IParamBlock2* plBumpMtl::GetParamBlockByID(BlockID id)
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{
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if (fBasicPB->ID() == id)
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return fBasicPB;
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else if (fAnimPB->ID() == id)
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return fAnimPB;
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return NULL;
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}
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RefResult plBumpMtl::NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message)
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{
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return plPassMtlBase::NotifyRefChanged( changeInt, hTarget, partID, message );
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}
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////////////////////////////////////////////////////////////////////////////////
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// Subtexmap access
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int plBumpMtl::NumSubTexmaps()
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{
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return 1;
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}
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Texmap* plBumpMtl::GetSubTexmap(int i)
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{
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if (i == 0)
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return fBasicPB->GetTexmap(kBumpBasLayer);
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return NULL;
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}
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void plBumpMtl::SetSubTexmap(int i, Texmap *m)
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{
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if (i == 0)
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fBasicPB->SetValue(kBumpBasLayer, 0, m);
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}
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TSTR plBumpMtl::GetSubTexmapSlotName(int i)
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{
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if (i == 0)
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return "Base";
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return "";
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}
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TSTR plBumpMtl::GetSubTexmapTVName(int i)
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{
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return GetSubTexmapSlotName(i);
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}
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/*===========================================================================*\
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| Updating and cloning
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\*===========================================================================*/
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RefTargetHandle plBumpMtl::Clone(RemapDir &remap)
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{
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plBumpMtl *mnew = TRACKED_NEW plBumpMtl(FALSE);
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plPassMtlBase::ICloneBase( mnew, remap );
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return (RefTargetHandle)mnew;
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}
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void plBumpMtl::ICloneRefs( plPassMtlBase *target, RemapDir &remap )
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{
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target->ReplaceReference(kRefBasic, remap.CloneRef(fBasicPB));
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target->ReplaceReference(kRefAnim, remap.CloneRef(fAnimPB));
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}
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void plBumpMtl::NotifyChanged()
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{
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NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);
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}
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void plBumpMtl::Update(TimeValue t, Interval& valid)
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{
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// mf horse - Hacking in something like real validity checking
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// to get material animations working. No warranty, this is just
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// better than nothing.
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if (!fIValid.InInterval(t))
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{
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fIValid.SetInfinite();
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if( fBasicPB->GetTexmap(kBumpBasLayer) )
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fBasicPB->GetTexmap(kBumpBasLayer)->Update(t, fIValid);
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// fLayersPB->GetValue(kMtlLayLayer1On, t, fMapOn[0], fIValid);
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/*
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for (int i = 0; i < fSubTexmap.Count(); i++)
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{
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if (fSubTexmap[i])
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fSubTexmap[i]->Update(t,fIValid);
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}
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*/
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}
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valid &= fIValid;
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}
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/*===========================================================================*\
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| Determine the characteristics of the material
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\*===========================================================================*/
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void plBumpMtl::SetAmbient(Color c, TimeValue t) {}
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void plBumpMtl::SetDiffuse(Color c, TimeValue t) {}
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void plBumpMtl::SetSpecular(Color c, TimeValue t) {}
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void plBumpMtl::SetShininess(float v, TimeValue t) {}
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Color plBumpMtl::GetAmbient(int mtlNum, BOOL backFace) { return Color(0,0,0); }
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Color plBumpMtl::GetDiffuse(int mtlNum, BOOL backFace) { return Color(0,0,0); }
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Color plBumpMtl::GetSpecular(int mtlNum, BOOL backFace) { return Color(0,0,0); }
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float plBumpMtl::GetXParency(int mtlNum, BOOL backFace)
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{
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return 0.f;
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}
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float plBumpMtl::GetShininess(int mtlNum, BOOL backFace) { return 0.0f; }
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float plBumpMtl::GetShinStr(int mtlNum, BOOL backFace) { return 0.0f; }
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float plBumpMtl::WireSize(int mtlNum, BOOL backFace) { return 0.0f; }
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/////////////////////////////////////////////////////////////////
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void plBumpMtl::SetupGfxMultiMaps(TimeValue t, Material *mtl, MtlMakerCallback &cb)
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{
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#if 0
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if (texHandleValid.InInterval(t)) {
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mtl->texture.SetCount(numTexHandlesUsed);
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for (int i=0; i<numTexHandlesUsed; i++) {
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if (texHandle[i]) {
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mtl->texture[i].textHandle = texHandle[i]->GetHandle();
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Texmap *tx = (*maps)[useSubForTex[i]].map;
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cb.GetGfxTexInfoFromTexmap(t, mtl->texture[i], tx );
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SetTexOps(mtl,i,texOpsType[i]);
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}
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}
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return;
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}
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#endif
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#if 0 // WTF?!?!?!?
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Texmap *tx[2];
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int diffChan = stdIDToChannel[ ID_DI ];
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int opacChan = stdIDToChannel[ ID_OP ];
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tx[0] = (*maps)[diffChan].IsActive()?(*maps)[diffChan].map:NULL;
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tx[1] = (*maps)[opacChan].IsActive()?(*maps)[opacChan].map:NULL;
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#endif
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int nsupport = cb.NumberTexturesSupported();
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#if 0
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BITMAPINFO *bmi[NTEXHANDLES];
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int nmaps=0;
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for (int i=0; i<NTEXHANDLES; i++) {
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if (tx[i]) nmaps ++;
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bmi[i] = NULL;
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}
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mtl->texture.SetCount(nmaps);
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if (nmaps==0)
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return;
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for (i=0; i<nmaps; i++)
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mtl->texture[i].textHandle = NULL;
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texHandleValid.SetInfinite();
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Interval valid;
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BOOL needDecal = FALSE;
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int ntx = 0;
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int op;
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int forceW = 0;
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int forceH = 0;
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if (tx[0]) {
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cb.GetGfxTexInfoFromTexmap(t, mtl->texture[0], tx[0]);
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TextureInfo &ti = mtl->texture[0];
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if (ti.tiling[0]==GW_TEX_NO_TILING||ti.tiling[1]==GW_TEX_NO_TILING)
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needDecal = TRUE;
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op = needDecal?TXOP_ALPHABLEND:TXOP_MODULATE;
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bmi[0] = tx[0]->GetVPDisplayDIB(t,cb,valid,FALSE);
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if (bmi[0]) {
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texHandleValid &= valid;
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useSubForTex[0] = diffChan;
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ntx = 1;
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forceW = bmi[0]->bmiHeader.biWidth;
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forceH = bmi[0]->bmiHeader.biHeight;
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}
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}
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if (tx[1]) {
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cb.GetGfxTexInfoFromTexmap(t, mtl->texture[ntx], tx[1]);
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if (nsupport>ntx) {
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bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE);
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if (bmi[1]) {
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texHandleValid &= valid;
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StuffAlpha(bmi[1], (*maps)[opacChan].amount, GetOpacity(t),ntx?whiteCol:pShader->GetDiffuseClr(t));
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texHandle[ntx] = cb.MakeHandle(bmi[1]);
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bmi[1] = NULL;
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mtl->texture[ntx].textHandle = texHandle[ntx]->GetHandle();
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SetTexOps(mtl,ntx,TXOP_OPACITY);
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useSubForTex[ntx] = opacChan;
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ntx++;
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}
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}
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else {
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if (!needDecal) {
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TextureInfo ti;
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// if (SameUV(mtl->texture[0],mtl->texture[1])) {
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// Not really correct to combine channels for different UV's but what the heck.
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bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE, forceW, forceH);
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if (bmi[1]) {
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texHandleValid &= valid;
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StuffAlphaInto(bmi[1], bmi[0], (*maps)[opacChan].amount, GetOpacity(t));
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op = TXOP_OPACITY;
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free(bmi[1]);
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bmi[1] = NULL;
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}
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// }
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}
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}
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}
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if (bmi[0]) {
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texHandle[0] = cb.MakeHandle(bmi[0]);
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bmi[0] = NULL;
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||
|
mtl->texture[0].textHandle = texHandle[0]->GetHandle();
|
||
|
SetTexOps(mtl,0,op);
|
||
|
}
|
||
|
mtl->texture.SetCount(ntx);
|
||
|
numTexHandlesUsed = ntx;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/*===========================================================================*\
|
||
|
| Actual shading takes place
|
||
|
\*===========================================================================*/
|
||
|
|
||
|
void plBumpMtl::GetInterpVtxValue(int channel, ShadeContext &sc, Point3 &val)
|
||
|
{
|
||
|
Mesh *mesh = sc.globContext->GetRenderInstance(sc.NodeID())->mesh;
|
||
|
if (mesh != nil)
|
||
|
{
|
||
|
Face *maxFace = &mesh->faces[ sc.FaceNumber() ];
|
||
|
UVVert *map = mesh->mapVerts(channel);
|
||
|
if (map != nil)
|
||
|
{
|
||
|
Point3 p0 = map[maxFace->getVert( 0 )];
|
||
|
Point3 p1 = map[maxFace->getVert( 1 )];
|
||
|
Point3 p2 = map[maxFace->getVert( 2 )];
|
||
|
Point3 interp = sc.BarycentricCoords();
|
||
|
val.x = interp.x * p0.x + interp.y * p1.x + interp.z * p2.x;
|
||
|
val.y = interp.x * p0.y + interp.y * p1.y + interp.z * p2.y;
|
||
|
val.z = interp.x * p0.z + interp.y * p1.z + interp.z * p2.z;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// No value defined... set default.
|
||
|
if (channel == MAP_SHADING)
|
||
|
val.x = val.y = val.z = 0.0f;
|
||
|
else
|
||
|
val.x = val.y = val.z = 1.0f;
|
||
|
}
|
||
|
|
||
|
void plBumpMtl::Shade(ShadeContext& sc)
|
||
|
{
|
||
|
// Get the background color
|
||
|
Color backColor, backTrans;
|
||
|
sc.GetBGColor(backColor, backTrans);
|
||
|
|
||
|
ShadeWithBackground(sc, backColor);
|
||
|
}
|
||
|
|
||
|
//// Requirements ////////////////////////////////////////////////////////////
|
||
|
// Tells MAX what we need to render ourselves properly, such as translucency,
|
||
|
// two-sidedness, etc. Flags are in imtl.h in the MAX SDK.
|
||
|
|
||
|
ULONG plBumpMtl::Requirements( int subMtlNum )
|
||
|
{
|
||
|
ULONG req = 0;
|
||
|
|
||
|
|
||
|
req = Mtl::Requirements( subMtlNum );
|
||
|
|
||
|
// Uncomment this to get the background color fed to our ShadeWithBackground()
|
||
|
// (slower processing tho)
|
||
|
//req |= MTLREQ_BGCOL;
|
||
|
req |= MTLREQ_UV;
|
||
|
req |= MTLREQ_TRANSP;
|
||
|
|
||
|
if (req & MTLREQ_FACEMAP)
|
||
|
{
|
||
|
int i = 0;
|
||
|
}
|
||
|
return req;
|
||
|
}
|
||
|
|
||
|
void plBumpMtl::ShadeWithBackground(ShadeContext &sc, Color background, bool useVtxAlpha /* = true */)
|
||
|
{
|
||
|
#if 1
|
||
|
|
||
|
// old
|
||
|
#if 0
|
||
|
Color lightCol,rescol, diffIllum0;
|
||
|
RGBA mval;
|
||
|
Point3 N0,P;
|
||
|
BOOL bumped = FALSE;
|
||
|
int i;
|
||
|
|
||
|
if (gbufID)
|
||
|
sc.SetGBufferID(gbufID);
|
||
|
|
||
|
if (sc.mode == SCMODE_SHADOW) {
|
||
|
float opac = 0.0;
|
||
|
for (i=0; i < NumSubTexmaps(); i++) {
|
||
|
if (SubTexmapOn(i)) {
|
||
|
hsMaxLayerBase *hsmLay = (hsMaxLayerBase *)GetSubTexmap(i);
|
||
|
opac += hsmLay->GetOpacity(t);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float f = 1.0f - opac;
|
||
|
sc.out.t = Color(f,f,f);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
N0 = sc.Normal();
|
||
|
P = sc.P();
|
||
|
#endif
|
||
|
|
||
|
TimeValue t = sc.CurTime();
|
||
|
Color color(0, 0, 0);
|
||
|
float alpha = 0.0;
|
||
|
|
||
|
// Evaluate Base layer
|
||
|
Texmap *map = fBasicPB->GetTexmap(kBumpBasLayer);
|
||
|
if (map && ( map->ClassID() == LAYER_TEX_CLASS_ID
|
||
|
|| map->ClassID() == STATIC_ENV_LAYER_CLASS_ID ) )
|
||
|
{
|
||
|
plLayerTex *layer = (plLayerTex*)map;
|
||
|
AColor evalColor = layer->EvalColor(sc);
|
||
|
|
||
|
color = evalColor;
|
||
|
alpha = evalColor.a;
|
||
|
}
|
||
|
|
||
|
#if 1
|
||
|
AColor black;
|
||
|
black.Black();
|
||
|
AColor white;
|
||
|
white.White();
|
||
|
|
||
|
|
||
|
SIllumParams ip;
|
||
|
//
|
||
|
// Shading setup
|
||
|
//
|
||
|
|
||
|
// Setup the parameters for the shader
|
||
|
ip.amb = black;
|
||
|
ip.diff = white;
|
||
|
ip.diffIllum = black;
|
||
|
ip.specIllum = black;
|
||
|
ip.N = sc.Normal();
|
||
|
ip.V = sc.V();
|
||
|
|
||
|
|
||
|
//
|
||
|
// Specularity
|
||
|
//
|
||
|
ip.spec = black;
|
||
|
ip.sh_str = 0;
|
||
|
ip.ph_exp = 0;
|
||
|
ip.shine = 0;
|
||
|
ip.softThresh = 0;
|
||
|
|
||
|
//
|
||
|
|
||
|
// Do the shading
|
||
|
Shader *myShader = GetShader(SHADER_BLINN);
|
||
|
myShader->Illum(sc, ip);
|
||
|
|
||
|
ip.diffIllum.ClampMinMax();
|
||
|
ip.specIllum.ClampMinMax();
|
||
|
ip.diffIllum = ip.amb * sc.ambientLight + ip.diff * ip.diffIllum;
|
||
|
|
||
|
// AColor returnColor = AColor(opac * ip.diffIllum + ip.specIllum, opac)
|
||
|
#endif
|
||
|
|
||
|
float vtxAlpha = 1.0f;
|
||
|
if (useVtxAlpha && GetOutputBlend() == plPassMtlBase::kBlendAlpha)
|
||
|
{
|
||
|
Point3 p;
|
||
|
GetInterpVtxValue(MAP_ALPHA, sc, p);
|
||
|
vtxAlpha = p.x;
|
||
|
}
|
||
|
alpha *= vtxAlpha;
|
||
|
|
||
|
// MAX will do the additive/alpha/no blending for us based on what Requirements()
|
||
|
// we tell it. However, since MAX's formula is bgnd*sc.out.t + sc.out.c,
|
||
|
// we have to multiply our output color by the alpha.
|
||
|
// If we ever need a more complicated blending function, you can request the
|
||
|
// background color via Requirements() (otherwise it's just black) and then do
|
||
|
// the blending yourself; however, if the transparency isn't set, the shadows
|
||
|
// will be opaque, so be careful.
|
||
|
Color outC = ip.diffIllum + ip.specIllum;
|
||
|
|
||
|
sc.out.c = ( outC * alpha );
|
||
|
sc.out.t = Color( 1.f - alpha, 1.f - alpha, 1.f - alpha );
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
float plBumpMtl::EvalDisplacement(ShadeContext& sc)
|
||
|
{
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
Interval plBumpMtl::DisplacementValidity(TimeValue t)
|
||
|
{
|
||
|
Interval iv;
|
||
|
iv.SetInfinite();
|
||
|
|
||
|
return iv;
|
||
|
}
|
||
|
|
||
|
bool plBumpMtl::HasAlpha()
|
||
|
{
|
||
|
return ((plLayerTex *)fBasicPB->GetTexmap(kBumpBasLayer))->HasAlpha();
|
||
|
}
|
||
|
// Massive list of inherited accessor functions for ParamBlock data
|
||
|
|
||
|
// Advanced Block
|
||
|
int plBumpMtl::GetBasicWire() { return 0; }
|
||
|
int plBumpMtl::GetMeshOutlines() { return 0; }
|
||
|
int plBumpMtl::GetTwoSided() { return 0; }
|
||
|
int plBumpMtl::GetSoftShadow() { return 0; }
|
||
|
int plBumpMtl::GetNoProj() { return 0; }
|
||
|
int plBumpMtl::GetVertexShade() { return 0; }
|
||
|
int plBumpMtl::GetNoShade() { return 0; }
|
||
|
int plBumpMtl::GetNoFog() { return 0; }
|
||
|
int plBumpMtl::GetWhite() { return 0; }
|
||
|
int plBumpMtl::GetZOnly() { return 0; }
|
||
|
int plBumpMtl::GetZClear() { return 0; }
|
||
|
int plBumpMtl::GetZNoRead() { return 0; }
|
||
|
int plBumpMtl::GetZNoWrite() { return 0; }
|
||
|
int plBumpMtl::GetZInc() { return 0; }
|
||
|
int plBumpMtl::GetAlphaTestHigh() { return 0; }
|
||
|
|
||
|
// Animation block
|
||
|
char * plBumpMtl::GetAnimName() { return fAnimPB->GetStr(kPBAnimName); }
|
||
|
int plBumpMtl::GetAutoStart() { return fAnimPB->GetInt(kPBAnimAutoStart); }
|
||
|
int plBumpMtl::GetLoop() { return fAnimPB->GetInt(kPBAnimLoop); }
|
||
|
char * plBumpMtl::GetAnimLoopName() { return fAnimPB->GetStr(kPBAnimLoopName); }
|
||
|
|
||
|
// Basic block
|
||
|
int plBumpMtl::GetColorLock() { return 0; }
|
||
|
Color plBumpMtl::GetAmbColor() { return Color(0,0,0); }
|
||
|
Color plBumpMtl::GetColor() { return Color(0,0,0); }
|
||
|
int plBumpMtl::GetOpacity() { return 100; }
|
||
|
int plBumpMtl::GetEmissive() { return 0; }
|
||
|
int plBumpMtl::GetUseSpec() { return 0; }
|
||
|
int plBumpMtl::GetShine() { return 0; }
|
||
|
Color plBumpMtl::GetSpecularColor() { return Color(0,0,0); }
|
||
|
int plBumpMtl::GetDiffuseColorLock() { return 0; }
|
||
|
Color plBumpMtl::GetRuntimeColor() { return fBasicPB->GetColor(kBumpBasRunColor); }
|
||
|
Control *plBumpMtl::GetPreshadeColorController() { return nil; }
|
||
|
Control *plBumpMtl::GetAmbColorController() { return nil; }
|
||
|
Control *plBumpMtl::GetOpacityController() { return nil; }
|
||
|
Control *plBumpMtl::GetSpecularColorController() { return nil; }
|
||
|
Control *plBumpMtl::GetRuntimeColorController() { return fBasicPB->GetController(ParamID(kBumpBasRunColor)); }
|
||
|
|
||
|
// Layer block
|
||
|
Texmap *plBumpMtl::GetBaseLayer() { return fBasicPB->GetTexmap(kBumpBasLayer); }
|
||
|
int plBumpMtl::GetTopLayerOn() { return 0; }
|
||
|
Texmap *plBumpMtl::GetTopLayer() { return nil; }
|
||
|
int plBumpMtl::GetLayerBlend() { return 0; }
|
||
|
int plBumpMtl::GetOutputAlpha() { return 0; }
|
||
|
int plBumpMtl::GetOutputBlend() { return fBasicPB->GetInt( kBumpBasSpecular ) ? plPassMtlBase::kBlendAdd : plPassMtlBase::kBlendAlpha; }
|