/*==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 .
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 "hsTypes.h"
#include "plBumpMtl.h"
#include "../resource.h"
//extern ClassDesc2* GetMaxLayerDesc();
#include "../Shaders.h"
#include "plBumpMtlBasicPB.h"
#include "iparamm2.h"
#include "../Layers/plLayerTex.h"
#include "../Layers/plStaticEnvLayer.h"
#include "MaxMain/plPlasmaRefMsgs.h"
extern HINSTANCE hInstance;
class plBumpMtlClassDesc : public ClassDesc2
{
public:
int IsPublic() { return TRUE; }
void* Create(BOOL loading) { return TRACKED_NEW plBumpMtl(loading); }
const TCHAR* ClassName() { return GetString(IDS_BUMP_MTL); }
SClass_ID SuperClassID() { return MATERIAL_CLASS_ID; }
Class_ID ClassID() { return BUMP_MTL_CLASS_ID; }
const TCHAR* Category() { return NULL; }
const TCHAR* InternalName() { return _T("PlasmaMaterial"); }
HINSTANCE HInstance() { return hInstance; }
};
static plBumpMtlClassDesc plBumpMtlDesc;
ClassDesc2* GetBumpMtlDesc() { return &plBumpMtlDesc; }
// For initializing paramblock descriptor
ParamBlockDesc2 *GetBumpBasicPB();
ParamBlockDesc2 *GetBumpLayersPB();
#include "plBumpMtlBasicPBDec.h"
#include "plBumpMtlAnimPBDec.h"
plBumpMtl::plBumpMtl(BOOL loading) : plPassMtlBase( loading )
{
plBumpMtlDesc.MakeAutoParamBlocks( this );
fBasicPB->SetValue( kBumpBasLayer, 0, TRACKED_NEW plLayerTex );
// If we do this later (like, when the dialog loads) something blows up,
// somewhere in Max. It didn't in 4, it does in 7. This seems to fix it.
if (!loading)
IVerifyStealthPresent(ENTIRE_ANIMATION_NAME);
}
ParamDlg* plBumpMtl::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp)
{
fIMtlParams = imp;
IAutoMParamDlg* masterDlg = plBumpMtlDesc.CreateParamDlgs(hwMtlEdit, imp, this);
return (ParamDlg*)masterDlg;
}
BOOL plBumpMtl::SetDlgThing(ParamDlg* dlg)
{
return FALSE;
}
Interval plBumpMtl::Validity(TimeValue t)
{
#if 0 // mf horse
Interval valid = FOREVER;
/* for (int i = 0; i < fSubTexmap.Count(); i++)
{
if (fSubTexmap[i])
valid &= fSubTexmap[i]->Validity(t);
}
*/
// float u;
// fPBlock->GetValue(pb_spin,t,u,valid);
return valid;
#else // mf horse
const char* name = GetName();
// mf horse - Hacking in something like real validity checking
// to get material animations working. No warranty, this is just
// better than nothing.
Interval v = FOREVER;
fBasicPB->GetValidity(t, v);
if( fBasicPB->GetTexmap(kBumpBasLayer) )
v &= fBasicPB->GetTexmap(kBumpBasLayer)->Validity(t);
return v;
#endif // mf horse
}
//// GetReference ////////////////////////////////////////////////////////////
// Note: need to overload because MAX for some reason writes out the
// references by their INDEX. ARRRRGH!
RefTargetHandle plBumpMtl::GetReference( int i )
{
switch( i )
{
case kRefBasic: return fBasicPB;
case kRefAnim: return fAnimPB;
}
return plPassMtlBase::GetReference( i );
}
//// SetReference ////////////////////////////////////////////////////////////
// Note: need to overload because MAX for some reason writes out the
// references by their INDEX. ARRRRGH!
void plBumpMtl::SetReference(int i, RefTargetHandle rtarg)
{
if (i == kRefBasic)
fBasicPB = (IParamBlock2 *)rtarg;
else if (i == kRefAnim)
fAnimPB = (IParamBlock2 *)rtarg;
else
plPassMtlBase::SetReference( i, rtarg );
}
/*===========================================================================*\
| Subanim & References support
\*===========================================================================*/
int plBumpMtl::NumSubs()
{
return 3;
}
TSTR plBumpMtl::SubAnimName(int i)
{
switch (i)
{
case 0: return fBasicPB->GetLocalName();
case 1: return fAnimPB->GetLocalName();
case 2: return "Base Layer";
}
return "";
}
Animatable* plBumpMtl::SubAnim(int i)
{
switch (i)
{
case 0: return fBasicPB;
case 1: return fAnimPB;
case 2: return fBasicPB->GetTexmap(kBumpBasLayer);
break;
}
return NULL;
}
int plBumpMtl::NumParamBlocks()
{
return 2;
}
IParamBlock2* plBumpMtl::GetParamBlock(int i)
{
return (IParamBlock2*)GetReference(i);
}
IParamBlock2* plBumpMtl::GetParamBlockByID(BlockID id)
{
if (fBasicPB->ID() == id)
return fBasicPB;
else if (fAnimPB->ID() == id)
return fAnimPB;
return NULL;
}
RefResult plBumpMtl::NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message)
{
return plPassMtlBase::NotifyRefChanged( changeInt, hTarget, partID, message );
}
////////////////////////////////////////////////////////////////////////////////
// Subtexmap access
int plBumpMtl::NumSubTexmaps()
{
return 1;
}
Texmap* plBumpMtl::GetSubTexmap(int i)
{
if (i == 0)
return fBasicPB->GetTexmap(kBumpBasLayer);
return NULL;
}
void plBumpMtl::SetSubTexmap(int i, Texmap *m)
{
if (i == 0)
fBasicPB->SetValue(kBumpBasLayer, 0, m);
}
TSTR plBumpMtl::GetSubTexmapSlotName(int i)
{
if (i == 0)
return "Base";
return "";
}
TSTR plBumpMtl::GetSubTexmapTVName(int i)
{
return GetSubTexmapSlotName(i);
}
/*===========================================================================*\
| Updating and cloning
\*===========================================================================*/
RefTargetHandle plBumpMtl::Clone(RemapDir &remap)
{
plBumpMtl *mnew = TRACKED_NEW plBumpMtl(FALSE);
plPassMtlBase::ICloneBase( mnew, remap );
return (RefTargetHandle)mnew;
}
void plBumpMtl::ICloneRefs( plPassMtlBase *target, RemapDir &remap )
{
target->ReplaceReference(kRefBasic, remap.CloneRef(fBasicPB));
target->ReplaceReference(kRefAnim, remap.CloneRef(fAnimPB));
}
void plBumpMtl::NotifyChanged()
{
NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);
}
void plBumpMtl::Update(TimeValue t, Interval& valid)
{
// mf horse - Hacking in something like real validity checking
// to get material animations working. No warranty, this is just
// better than nothing.
if (!fIValid.InInterval(t))
{
fIValid.SetInfinite();
if( fBasicPB->GetTexmap(kBumpBasLayer) )
fBasicPB->GetTexmap(kBumpBasLayer)->Update(t, fIValid);
// fLayersPB->GetValue(kMtlLayLayer1On, t, fMapOn[0], fIValid);
/*
for (int i = 0; i < fSubTexmap.Count(); i++)
{
if (fSubTexmap[i])
fSubTexmap[i]->Update(t,fIValid);
}
*/
}
valid &= fIValid;
}
/*===========================================================================*\
| Determine the characteristics of the material
\*===========================================================================*/
void plBumpMtl::SetAmbient(Color c, TimeValue t) {}
void plBumpMtl::SetDiffuse(Color c, TimeValue t) {}
void plBumpMtl::SetSpecular(Color c, TimeValue t) {}
void plBumpMtl::SetShininess(float v, TimeValue t) {}
Color plBumpMtl::GetAmbient(int mtlNum, BOOL backFace) { return Color(0,0,0); }
Color plBumpMtl::GetDiffuse(int mtlNum, BOOL backFace) { return Color(0,0,0); }
Color plBumpMtl::GetSpecular(int mtlNum, BOOL backFace) { return Color(0,0,0); }
float plBumpMtl::GetXParency(int mtlNum, BOOL backFace)
{
return 0.f;
}
float plBumpMtl::GetShininess(int mtlNum, BOOL backFace) { return 0.0f; }
float plBumpMtl::GetShinStr(int mtlNum, BOOL backFace) { return 0.0f; }
float plBumpMtl::WireSize(int mtlNum, BOOL backFace) { return 0.0f; }
/////////////////////////////////////////////////////////////////
void plBumpMtl::SetupGfxMultiMaps(TimeValue t, Material *mtl, MtlMakerCallback &cb)
{
#if 0
if (texHandleValid.InInterval(t)) {
mtl->texture.SetCount(numTexHandlesUsed);
for (int i=0; itexture[i].textHandle = texHandle[i]->GetHandle();
Texmap *tx = (*maps)[useSubForTex[i]].map;
cb.GetGfxTexInfoFromTexmap(t, mtl->texture[i], tx );
SetTexOps(mtl,i,texOpsType[i]);
}
}
return;
}
#endif
#if 0 // WTF?!?!?!?
Texmap *tx[2];
int diffChan = stdIDToChannel[ ID_DI ];
int opacChan = stdIDToChannel[ ID_OP ];
tx[0] = (*maps)[diffChan].IsActive()?(*maps)[diffChan].map:NULL;
tx[1] = (*maps)[opacChan].IsActive()?(*maps)[opacChan].map:NULL;
#endif
int nsupport = cb.NumberTexturesSupported();
#if 0
BITMAPINFO *bmi[NTEXHANDLES];
int nmaps=0;
for (int i=0; itexture.SetCount(nmaps);
if (nmaps==0)
return;
for (i=0; itexture[i].textHandle = NULL;
texHandleValid.SetInfinite();
Interval valid;
BOOL needDecal = FALSE;
int ntx = 0;
int op;
int forceW = 0;
int forceH = 0;
if (tx[0]) {
cb.GetGfxTexInfoFromTexmap(t, mtl->texture[0], tx[0]);
TextureInfo &ti = mtl->texture[0];
if (ti.tiling[0]==GW_TEX_NO_TILING||ti.tiling[1]==GW_TEX_NO_TILING)
needDecal = TRUE;
op = needDecal?TXOP_ALPHABLEND:TXOP_MODULATE;
bmi[0] = tx[0]->GetVPDisplayDIB(t,cb,valid,FALSE);
if (bmi[0]) {
texHandleValid &= valid;
useSubForTex[0] = diffChan;
ntx = 1;
forceW = bmi[0]->bmiHeader.biWidth;
forceH = bmi[0]->bmiHeader.biHeight;
}
}
if (tx[1]) {
cb.GetGfxTexInfoFromTexmap(t, mtl->texture[ntx], tx[1]);
if (nsupport>ntx) {
bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE);
if (bmi[1]) {
texHandleValid &= valid;
StuffAlpha(bmi[1], (*maps)[opacChan].amount, GetOpacity(t),ntx?whiteCol:pShader->GetDiffuseClr(t));
texHandle[ntx] = cb.MakeHandle(bmi[1]);
bmi[1] = NULL;
mtl->texture[ntx].textHandle = texHandle[ntx]->GetHandle();
SetTexOps(mtl,ntx,TXOP_OPACITY);
useSubForTex[ntx] = opacChan;
ntx++;
}
}
else {
if (!needDecal) {
TextureInfo ti;
// if (SameUV(mtl->texture[0],mtl->texture[1])) {
// Not really correct to combine channels for different UV's but what the heck.
bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE, forceW, forceH);
if (bmi[1]) {
texHandleValid &= valid;
StuffAlphaInto(bmi[1], bmi[0], (*maps)[opacChan].amount, GetOpacity(t));
op = TXOP_OPACITY;
free(bmi[1]);
bmi[1] = NULL;
}
// }
}
}
}
if (bmi[0]) {
texHandle[0] = cb.MakeHandle(bmi[0]);
bmi[0] = NULL;
mtl->texture[0].textHandle = texHandle[0]->GetHandle();
SetTexOps(mtl,0,op);
}
mtl->texture.SetCount(ntx);
numTexHandlesUsed = ntx;
#endif
}
/*===========================================================================*\
| Actual shading takes place
\*===========================================================================*/
void 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
const char* plBumpMtl::GetAnimName() { return fAnimPB->GetStr(kPBAnimName); }
int plBumpMtl::GetAutoStart() { return fAnimPB->GetInt(kPBAnimAutoStart); }
int plBumpMtl::GetLoop() { return fAnimPB->GetInt(kPBAnimLoop); }
const 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; }