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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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///////////////////////////////////////////////////////////////////////////////
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// //
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// plDynamicEnvLayer - Dynamic EnvironmentMap MAX Layer //
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// Cyan, Inc. //
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// //
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//// Version History //////////////////////////////////////////////////////////
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// //
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// 8.22.2001 mcn - Created. //
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// //
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///////////////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "hsWindows.h"
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#include "../resource.h"
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#include <iparamm2.h>
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#include <stdmat.h>
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#include <triobj.h>
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#pragma hdrstop
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#include "plDynamicEnvLayer.h"
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#include "../plBMSampler.h"
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#include "MaxMain/plPlasmaRefMsgs.h"
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//// Externs //////////////////////////////////////////////////////////////////
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extern TCHAR *GetString( int id );
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extern HINSTANCE hInstance;
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//// ClassDesc Definition /////////////////////////////////////////////////////
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class plDynamicEnvLayerClassDesc : 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 = FALSE) { return new plDynamicEnvLayer(); }
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const TCHAR* ClassName() { return GetString(IDS_DYNAMIC_ENVMAP_LAYER); }
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SClass_ID SuperClassID() { return TEXMAP_CLASS_ID; }
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Class_ID ClassID() { return DYNAMIC_ENV_LAYER_CLASS_ID; }
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const TCHAR* Category() { return TEXMAP_CAT_ENV; }
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const TCHAR* InternalName() { return _T("PlasmaDynamicEnvMapLayer"); }
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HINSTANCE HInstance() { return hInstance; }
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};
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static plDynamicEnvLayerClassDesc plDynamicEnvLayerDesc;
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ClassDesc2* GetDynamicEnvLayerDesc() { return &plDynamicEnvLayerDesc; }
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#include "plDynamicEnvLayerBitmapPB.cpp"
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//// Constructor/Destructor ///////////////////////////////////////////////////
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plDynamicEnvLayer::plDynamicEnvLayer() :
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fBitmapPB(NULL),
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fUVGen(NULL),
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fTexHandle(NULL),
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fTexTime(0),
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fIValid(NEVER)
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{
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plDynamicEnvLayerDesc.MakeAutoParamBlocks(this);
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ReplaceReference(kRefUVGen, GetNewDefaultUVGen());
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}
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plDynamicEnvLayer::~plDynamicEnvLayer()
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{
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IDiscardTexHandle();
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}
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void plDynamicEnvLayer::GetClassName( TSTR& s )
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{
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s = GetString( IDS_DYNAMIC_ENVMAP_LAYER );
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}
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//// Reset ////////////////////////////////////////////////////////////////////
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void plDynamicEnvLayer::Reset()
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{
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GetDynamicEnvLayerDesc()->Reset(this, TRUE); // reset all pb2's
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NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);
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fIValid.SetEmpty();
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}
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//// Update ///////////////////////////////////////////////////////////////////
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void plDynamicEnvLayer::Update(TimeValue t, Interval& valid)
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{
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if (!fIValid.InInterval(t))
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{
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fIValid.SetInfinite();
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fUVGen->Update(t,fIValid);
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fBitmapPB->GetValidity(t, fIValid);
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}
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valid &= fIValid;
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}
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//// Validity /////////////////////////////////////////////////////////////////
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Interval plDynamicEnvLayer::Validity(TimeValue t)
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{
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//TODO: Update fIValid here
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// mf horse - Hacking this in just to get animations working.
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// No warranty on this not being stupid.
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Interval v = FOREVER;
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fBitmapPB->GetValidity(t, v);
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v &= fUVGen->Validity(t);
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return v;
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}
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//// CreateParamDlg ///////////////////////////////////////////////////////////
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ParamDlg* plDynamicEnvLayer::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp)
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{
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fIMtlParams = imp;
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IAutoMParamDlg* masterDlg = plDynamicEnvLayerDesc.CreateParamDlgs(hwMtlEdit, imp, this);
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return masterDlg;
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}
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//// SetDlgThing //////////////////////////////////////////////////////////////
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BOOL plDynamicEnvLayer::SetDlgThing(ParamDlg* dlg)
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{
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return FALSE;
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}
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//// Reference Functions //////////////////////////////////////////////////////
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int plDynamicEnvLayer::NumRefs()
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{
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return 2;
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}
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RefTargetHandle plDynamicEnvLayer::GetReference( int i )
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{
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switch( i )
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{
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case kRefUVGen: return fUVGen;
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case kRefBitmap: return fBitmapPB;
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default: return NULL;
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}
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}
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void plDynamicEnvLayer::SetReference( int i, RefTargetHandle rtarg )
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{
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Interval garbage;
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switch( i )
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{
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case kRefUVGen:
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fUVGen = (UVGen *)rtarg;
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if( fUVGen )
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fUVGen->Update( TimeValue( 0 ), garbage );
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break;
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case kRefBitmap:
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fBitmapPB = (IParamBlock2 *)rtarg;
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break;
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}
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}
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//// ParamBlock Functions /////////////////////////////////////////////////////
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int plDynamicEnvLayer::NumParamBlocks()
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{
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return 1;
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}
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IParamBlock2 *plDynamicEnvLayer::GetParamBlock( int i )
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{
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switch( i )
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{
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case 0: return fBitmapPB;
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default: return NULL;
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}
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}
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IParamBlock2 *plDynamicEnvLayer::GetParamBlockByID( BlockID id )
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{
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if( fBitmapPB->ID() == id )
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return fBitmapPB;
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else
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return NULL;
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}
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//// Clone ////////////////////////////////////////////////////////////////////
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RefTargetHandle plDynamicEnvLayer::Clone( RemapDir &remap )
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{
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plDynamicEnvLayer *mnew = new plDynamicEnvLayer();
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*((MtlBase*)mnew) = *((MtlBase*)this); // copy superclass stuff
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mnew->ReplaceReference(kRefBitmap, remap.CloneRef(fBitmapPB));
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mnew->ReplaceReference(kRefUVGen, remap.CloneRef(fUVGen));
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BaseClone(this, mnew, remap);
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return (RefTargetHandle)mnew;
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}
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//// SubAnim Functions ////////////////////////////////////////////////////////
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int plDynamicEnvLayer::NumSubs()
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{
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return 1;
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}
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Animatable *plDynamicEnvLayer::SubAnim( int i )
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{
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switch( i )
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{
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case kRefBitmap: return fBitmapPB;
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default: return NULL;
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}
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}
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TSTR plDynamicEnvLayer::SubAnimName( int i )
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{
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switch( i )
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{
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case kRefBitmap: return fBitmapPB->GetLocalName();
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default: return "";
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}
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}
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//// NotifyRefChanged /////////////////////////////////////////////////////////
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RefResult plDynamicEnvLayer::NotifyRefChanged( Interval changeInt, RefTargetHandle hTarget,
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PartID& partID, RefMessage message )
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{
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switch (message)
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{
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case REFMSG_CHANGE:
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{
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fIValid.SetEmpty();
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if (hTarget == fBitmapPB)
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{
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// see if this message came from a changing parameter in the pblock,
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// if so, limit rollout update to the changing item and update any active viewport texture
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ParamID changingParam = fBitmapPB->LastNotifyParamID();
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fBitmapPB->GetDesc()->InvalidateUI(changingParam);
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}
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}
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break;
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case REFMSG_UV_SYM_CHANGE:
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IDiscardTexHandle();
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break;
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}
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return REF_SUCCEED;
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}
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//// Save/Load ////////////////////////////////////////////////////////////////
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#define TEX_HDR_CHUNK 0x5000
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IOResult plDynamicEnvLayer::Save(ISave *isave)
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{
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IOResult res;
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isave->BeginChunk(TEX_HDR_CHUNK);
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res = MtlBase::Save(isave);
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if (res != IO_OK)
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return res;
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isave->EndChunk();
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return IO_OK;
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}
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IOResult plDynamicEnvLayer::Load(ILoad *iload)
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{
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IOResult res;
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while (IO_OK == (res = iload->OpenChunk()))
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{
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if (iload->CurChunkID() == TEX_HDR_CHUNK)
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{
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res = MtlBase::Load(iload);
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}
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iload->CloseChunk();
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if (res != IO_OK)
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return res;
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}
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return IO_OK;
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}
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//// EvalColor ////////////////////////////////////////////////////////////////
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inline Point2 CompUV(float x, float y, float z)
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{
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return Point2( 0.5f * ( x / z + 1.0f ), 0.5f * ( y / z + 1.0f ) );
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}
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AColor plDynamicEnvLayer::EvalColor(ShadeContext& sc)
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{
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if (!sc.doMaps)
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return AColor(0.0f, 0.0f, 0.0f, 1.0f);
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AColor color;
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if (sc.GetCache(this, color))
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return color;
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if (gbufID)
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sc.SetGBufferID(gbufID);
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color.White();
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sc.PutCache(this, color);
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return color;
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}
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float plDynamicEnvLayer::EvalMono(ShadeContext& sc)
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{
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return Intens(EvalColor(sc));
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}
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Point3 plDynamicEnvLayer::EvalNormalPerturb(ShadeContext& sc)
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{
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// Return the perturbation to apply to a normal for bump mapping
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return Point3(0, 0, 0);
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}
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ULONG plDynamicEnvLayer::LocalRequirements(int subMtlNum)
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{
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return MTLREQ_VIEW_DEP;
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}
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void plDynamicEnvLayer::IDiscardTexHandle()
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{
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if (fTexHandle)
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{
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fTexHandle->DeleteThis();
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fTexHandle = NULL;
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}
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}
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void plDynamicEnvLayer::ActivateTexDisplay(BOOL onoff)
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{
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if (!onoff)
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IDiscardTexHandle();
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}
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BITMAPINFO *plDynamicEnvLayer::GetVPDisplayDIB(TimeValue t, TexHandleMaker& thmaker, Interval &valid, BOOL mono, BOOL forceW, BOOL forceH)
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{
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return NULL;
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}
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DWORD plDynamicEnvLayer::GetActiveTexHandle(TimeValue t, TexHandleMaker& thmaker)
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{
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// FIXME: ignore validity for now
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if (fTexHandle && fIValid.InInterval(t))// && texTime == CalcFrame(t))
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return fTexHandle->GetHandle();
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else
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{
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IDiscardTexHandle();
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fTexTime = 0;//CalcFrame(t);
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fTexHandle = thmaker.MakeHandle(GetVPDisplayDIB(t, thmaker, fIValid));
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if (fTexHandle)
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return fTexHandle->GetHandle();
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else
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return 0;
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}
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}
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//// MustBeUnique /////////////////////////////////////////////////////////////
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// Fun stuff here. If our anchor is set to nil (i.e. "self"), then we must be
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// unique for each object we're applied to. However, that means the material
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// must *ALSO* be unique. Hence why this function is called by
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// hsMaterialConverter::IMustBeUniqueMaterial().
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bool plDynamicEnvLayer::MustBeUnique( void )
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{
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if( fBitmapPB->GetINode( kBmpAnchorNode ) == nil )
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return true;
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return false;
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}
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