/*==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 . 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 3ds 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, 3ds 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 "hsTypes.h" #include "plDynamicTextLayer.h" #include "iparamb2.h" #include "iparamm2.h" #include "stdmat.h" #include "plBMSampler.h" #include "../MaxMain/plPlasmaRefMsgs.h" class plDynamicTextLayerClassDesc : public ClassDesc2 { public: int IsPublic() { return TRUE; } void* Create(BOOL loading = FALSE) { return TRACKED_NEW plDynamicTextLayer(); } const TCHAR* ClassName() { return GetString(IDS_DYN_TEXT_LAYER); } SClass_ID SuperClassID() { return TEXMAP_CLASS_ID; } Class_ID ClassID() { return DYN_TEXT_LAYER_CLASS_ID; } const TCHAR* Category() { return TEXMAP_CAT_2D; } const TCHAR* InternalName() { return _T("PlasmaDynamicTextLayer"); } HINSTANCE HInstance() { return hInstance; } }; static plDynamicTextLayerClassDesc plDynamicTextLayerDesc; ClassDesc2* GetDynamicTextLayerDesc() { return &plDynamicTextLayerDesc; } #include "plDynamicTextLayerBitmapPB.cpp" ParamDlg* plDynamicTextLayer::fUVGenDlg = NULL; plDynamicTextLayer::plDynamicTextLayer() : fBitmapPB(NULL), fUVGen(NULL), fTexHandle(NULL), fTexTime(0), fIValid(NEVER) { fInitBitmap = NULL; plDynamicTextLayerDesc.MakeAutoParamBlocks(this); ReplaceReference(kRefUVGen, GetNewDefaultUVGen()); } plDynamicTextLayer::~plDynamicTextLayer() { if( fInitBitmap ) fInitBitmap->DeleteThis(); IDiscardTexHandle(); } //From MtlBase void plDynamicTextLayer::Reset() { GetDynamicTextLayerDesc()->Reset(this, TRUE); // reset all pb2's NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE); fIValid.SetEmpty(); } void plDynamicTextLayer::Update(TimeValue t, Interval& valid) { if (!fIValid.InInterval(t)) { fIValid.SetInfinite(); fUVGen->Update(t,fIValid); fBitmapPB->GetValidity(t, fIValid); } // Gonna need to do this when we support animated bm's #if 0 if (fBM) { if (bi.FirstFrame()!=bi.LastFrame()) ivalid.SetInstant(t); } #endif valid &= fIValid; } Interval plDynamicTextLayer::Validity(TimeValue t) { //TODO: Update fIValid here // mf horse - Hacking this in just to get animations working. // No warranty on this not being stupid. Interval v = FOREVER; fBitmapPB->GetValidity(t, v); v &= fUVGen->Validity(t); return v; } ParamDlg* plDynamicTextLayer::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { fIMtlParams = imp; IAutoMParamDlg* masterDlg = plDynamicTextLayerDesc.CreateParamDlgs(hwMtlEdit, imp, this); fUVGenDlg = fUVGen->CreateParamDlg(hwMtlEdit, imp); masterDlg->AddDlg(fUVGenDlg); return masterDlg; } BOOL plDynamicTextLayer::SetDlgThing(ParamDlg* dlg) { if (dlg == fUVGenDlg) { fUVGenDlg->SetThing(fUVGen); return TRUE; } return FALSE; } int plDynamicTextLayer::NumRefs() { return 2; } //From ReferenceMaker RefTargetHandle plDynamicTextLayer::GetReference(int i) { switch (i) { case kRefUVGen: return fUVGen; case kRefBitmap: return fBitmapPB; default: return NULL; } } void plDynamicTextLayer::SetReference(int i, RefTargetHandle rtarg) { Interval garbage; switch (i) { case kRefUVGen: fUVGen = (UVGen *)rtarg; if( fUVGen ) fUVGen->Update( TimeValue( 0 ), garbage ); break; case kRefBitmap: fBitmapPB = (IParamBlock2 *)rtarg; // KLUDGE: If the paramblock is being set chances are we are being created or // loaded. In the case of load, we want to refresh our textures. if (fBitmapPB) RefreshBitmaps(); break; } } int plDynamicTextLayer::NumParamBlocks() { return 1; } IParamBlock2* plDynamicTextLayer::GetParamBlock(int i) { switch (i) { case 0: return fBitmapPB; default: return NULL; } } IParamBlock2* plDynamicTextLayer::GetParamBlockByID(BlockID id) { if (fBitmapPB->ID() == id) return fBitmapPB; else return NULL; } //From ReferenceTarget RefTargetHandle plDynamicTextLayer::Clone(RemapDir &remap) { plDynamicTextLayer *mnew = TRACKED_NEW plDynamicTextLayer(); *((MtlBase*)mnew) = *((MtlBase*)this); // copy superclass stuff mnew->ReplaceReference(kRefBitmap, remap.CloneRef(fBitmapPB)); mnew->ReplaceReference(kRefUVGen, remap.CloneRef(fUVGen)); BaseClone(this, mnew, remap); return (RefTargetHandle)mnew; } int plDynamicTextLayer::NumSubs() { return 2; } Animatable* plDynamicTextLayer::SubAnim(int i) { //TODO: Return 'i-th' sub-anim switch (i) { case kRefUVGen: return fUVGen; case kRefBitmap: return fBitmapPB; default: return NULL; } } TSTR plDynamicTextLayer::SubAnimName(int i) { switch (i) { case kRefUVGen: return "UVGen"; case kRefBitmap: return fBitmapPB->GetLocalName(); default: return ""; } } RefResult plDynamicTextLayer::NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message) { switch (message) { case REFMSG_CHANGE: { fIValid.SetEmpty(); if (hTarget == fBitmapPB) { // see if this message came from a changing parameter in the pblock, // if so, limit rollout update to the changing item and update any active viewport texture ParamID changingParam = fBitmapPB->LastNotifyParamID(); fBitmapPB->GetDesc()->InvalidateUI(changingParam); if (changingParam != -1) IChanged(); } } break; case REFMSG_UV_SYM_CHANGE: IDiscardTexHandle(); break; } return REF_SUCCEED; } void plDynamicTextLayer::IChanged() { IDiscardTexHandle(); // Texture wasn't getting updated in the viewports, and this fixes it. // Don't know if it's the right way though. NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE); // And this is so the SceneWatcher gets notified that the material on some of it's // referenced objects changed. NotifyDependents(FOREVER, PART_ALL, REFMSG_USER_MAT); } #define TEX_HDR_CHUNK 0x5000 IOResult plDynamicTextLayer::Save(ISave *isave) { IOResult res; isave->BeginChunk(TEX_HDR_CHUNK); res = MtlBase::Save(isave); if (res != IO_OK) return res; isave->EndChunk(); return IO_OK; } IOResult plDynamicTextLayer::Load(ILoad *iload) { IOResult res; while (IO_OK == (res = iload->OpenChunk())) { if (iload->CurChunkID() == TEX_HDR_CHUNK) { res = MtlBase::Load(iload); } iload->CloseChunk(); if (res != IO_OK) return res; } return IO_OK; } inline Point2 CompUV(float x, float y, float z) { return Point2( 0.5f * ( x / z + 1.0f ), 0.5f * ( y / z + 1.0f ) ); } Bitmap *plDynamicTextLayer::GetBitmap( TimeValue t ) { return fInitBitmap; } AColor plDynamicTextLayer::EvalColor(ShadeContext& sc) { if (!sc.doMaps) return AColor(0.0f, 0.0f, 0.0f, 1.0f); AColor color; if (sc.GetCache(this, color)) return color; if (gbufID) sc.SetGBufferID(gbufID); // Evaluate the Bitmap if( fBitmapPB->GetInt( kBmpUseInitImage ) && fInitBitmap ) { plBMSampler mysamp( this, fInitBitmap ); color = fUVGen->EvalUVMap( sc, &mysamp, TRUE ); } else color.White(); // Invert color if specified if( fBitmapPB->GetInt( kBmpInvertColor ) ) { color.r = 1.0f - color.r; color.g = 1.0f - color.g; color.b = 1.0f - color.b; } // Discard color if specified if( fBitmapPB->GetInt( kBmpDiscardColor ) ) color.r = color.g = color.b = 1.0f; // Invert alpha if specified if( fBitmapPB->GetInt( kBmpInvertAlpha ) ) color.a = 1.0f - color.a; // Discard alpha if specified if( fBitmapPB->GetInt( kBmpDiscardAlpha ) ) color.a = 1.0f; sc.PutCache(this, color); return color; } float plDynamicTextLayer::EvalMono(ShadeContext& sc) { return Intens(EvalColor(sc)); } Point3 plDynamicTextLayer::EvalNormalPerturb(ShadeContext& sc) { // Return the perturbation to apply to a normal for bump mapping return Point3(0, 0, 0); } ULONG plDynamicTextLayer::LocalRequirements(int subMtlNum) { return fUVGen->Requirements( subMtlNum ); } void plDynamicTextLayer::IDiscardTexHandle() { if (fTexHandle) { fTexHandle->DeleteThis(); fTexHandle = NULL; } } void plDynamicTextLayer::ActivateTexDisplay(BOOL onoff) { if (!onoff) IDiscardTexHandle(); } BITMAPINFO *plDynamicTextLayer::GetVPDisplayDIB(TimeValue t, TexHandleMaker& thmaker, Interval &valid, BOOL mono, BOOL forceW, BOOL forceH) { // FIXME fTexTime = 0;//CalcFrame(t); // texValid = clipValid; BITMAPINFO *bmi = NULL; int xflags = 0; // Create a bitmap to write into via Windows BITMAPINFO tempBMI; memset( &tempBMI.bmiHeader, 0, sizeof( BITMAPINFOHEADER ) ); tempBMI.bmiHeader.biSize = sizeof( BITMAPINFOHEADER ); tempBMI.bmiHeader.biWidth = fBitmapPB->GetInt( kBmpExportWidth ); tempBMI.bmiHeader.biHeight = -(int)fBitmapPB->GetInt( kBmpExportHeight ); tempBMI.bmiHeader.biPlanes = 1; tempBMI.bmiHeader.biCompression = BI_RGB; tempBMI.bmiHeader.biBitCount = 32; DWORD *bitmapBits; HDC winDC = CreateCompatibleDC( nil ); HBITMAP bitmap = CreateDIBSection( winDC, &tempBMI, DIB_RGB_COLORS, (void **)&bitmapBits, nil, 0 ); HBITMAP old = (HBITMAP)SelectObject( winDC, bitmap ); // Write into it now RECT r; SetRect( &r, 0, 0, fBitmapPB->GetInt( kBmpExportWidth ) - 1, fBitmapPB->GetInt( kBmpExportHeight ) - 1 ); HBRUSH brush = CreateSolidBrush( RGB( 255, 0, 0 ) ); FrameRect( winDC, &r, brush ); DeleteObject( brush ); SetMapMode( winDC, MM_TEXT ); SetBkMode( winDC, TRANSPARENT ); SetTextAlign( winDC, TA_TOP | TA_LEFT ); // Background letters int nHeight = -MulDiv( 72, GetDeviceCaps( winDC, LOGPIXELSY ), 72 ); HFONT winFont = CreateFont( nHeight, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, "Times New Roman" ); if( winFont != nil ) { HFONT origFont = (HFONT)SelectObject( winDC, winFont ); SetTextColor( winDC, RGB( 32, 32, 32 ) ); char str2[] = "ABCDEFG"; ::TextOut( winDC, 0, 0, str2, strlen( str2 ) ); SelectObject( winDC, origFont ); DeleteObject( winFont ); } nHeight = -MulDiv( 8, GetDeviceCaps( winDC, LOGPIXELSY ), 72 ); winFont = CreateFont( nHeight, 0, 0, 0, FW_NORMAL, FALSE, FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, "Arial" ); if( winFont != nil ) { HFONT origFont = (HFONT)SelectObject( winDC, winFont ); SetTextColor( winDC, RGB( 255, 255, 255 ) ); char str[] = "Dynamic Text"; ::TextOut( winDC, 0, 0, str, strlen( str ) ); char str3[] = "This is 8 point Arial"; ::TextOut( winDC, 0, 12, str3, strlen( str3 ) ); SelectObject( winDC, origFont ); DeleteObject( winFont ); } /// Create a MAX bitmap and copy over the data, the painful way Bitmap *maxBmp; BitmapInfo maxInfo; maxInfo.SetType( BMM_TRUE_32 ); maxInfo.SetWidth( fBitmapPB->GetInt( kBmpExportWidth ) ); maxInfo.SetHeight( fBitmapPB->GetInt( kBmpExportHeight ) ); maxInfo.SetFlags( MAP_HAS_ALPHA ); maxInfo.SetCustomFlag( 0 ); maxBmp = TheManager->Create( &maxInfo ); PixelBuf l64( fBitmapPB->GetInt( kBmpExportWidth ) ); for( int y = 0; y < fBitmapPB->GetInt( kBmpExportHeight ); y++ ) { BMM_Color_64 *p64 = l64.Ptr(); for( int x = 0; x < fBitmapPB->GetInt( kBmpExportWidth ); x++, p64++ ) { COLORREF color = GetPixel( winDC, x, y ); if( color == RGB( 0, 0, 0 ) ) { if( fBitmapPB->GetInt( kBmpUseInitImage ) && fInitBitmap != nil ) fInitBitmap->GetLinearPixels( x, y, 1, p64 ); else p64->r = p64->g = p64->b = 0.f; } else { p64->r = GetRValue( color ) << 8; p64->g = GetGValue( color ) << 8; p64->b = GetBValue( color ) << 8; } p64->a = 0xffff; } maxBmp->PutPixels( 0, y, fBitmapPB->GetInt( kBmpExportWidth ), l64.Ptr() ); } // Done with these now SelectObject( winDC, old ); DeleteObject( bitmap ); DeleteObject( winDC ); // Convert to a BITMAPINFO. Go figure. bmi = thmaker.BitmapToDIB( maxBmp, 0, xflags, forceW, forceH ); return bmi; } DWORD plDynamicTextLayer::GetActiveTexHandle(TimeValue t, TexHandleMaker& thmaker) { // FIXME: ignore validity for now if (fTexHandle && fIValid.InInterval(t))// && texTime == CalcFrame(t)) return fTexHandle->GetHandle(); else { IDiscardTexHandle(); fTexTime = 0;//CalcFrame(t); fTexHandle = thmaker.MakeHandle(GetVPDisplayDIB(t, thmaker, fIValid)); if (fTexHandle) return fTexHandle->GetHandle(); else return 0; } } const char *plDynamicTextLayer::GetTextureName( int which ) { PBBitmap *pbbm = fBitmapPB->GetBitmap( kBmpInitBitmap ); if( pbbm ) return pbbm->bi.Name(); return NULL; } void plDynamicTextLayer::ISetPBBitmap(PBBitmap *pbbm, int index /* = 0 */) { fBitmapPB->SetValue( (ParamID)kBmpInitBitmap, 0, pbbm ); } PBBitmap *plDynamicTextLayer::GetPBBitmap(int index /* = 0 */) { return fBitmapPB->GetBitmap( (ParamID)kBmpInitBitmap ); } //// GetSamplerInfo /////////////////////////////////////////////////////////// // Virtual function called by plBMSampler to get various things while sampling // the layer's image bool plDynamicTextLayer::GetSamplerInfo( plBMSamplerData *samplerData ) { if( fBitmapPB->GetInt( (ParamID)kBmpDiscardAlpha ) ) samplerData->fAlphaSource = plBMSamplerData::kDiscard; else samplerData->fAlphaSource = plBMSamplerData::kFromTexture; return true; }