/*==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
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
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*==LICENSE==*/
#ifndef __HSMATERIALCONVERTER_H
#define __HSMATERIALCONVERTER_H
#include "HeadSpin.h"
class hsStream;
class hsScene;
class hsGMaterial;
class plLayer;
class plLayerInterface;
class hsGBitmapClass;
class hsGQTLayer;
class hsGAVILayer;
class hsGBinkLayer;
class hsConverterUtils;
class hsGAnimLayer;
class plBitmap;
class plMipmap;
class plErrorMsg;
class plString;
class plLocation;
class Animatable;
struct BMM_Color_64;
class Bitmap;
class BitmapTex;
class Color;
class Interface;
class Mtl;
class Point3;
class StdMat;
class StdUVGen;
class Texmap;
class plMaxNode;
class plLayerTex;
class plBitmapData;
class plCubicRenderTarget;
class plStaticEnvLayer;
class plDynamicEnvLayer;
class plDynamicTextLayer;
class plPassMtlBase;
class plClothingItem;
class plClothingMtl;
class hsBitVector;
class plExportMaterialData
{
public:
uint32_t fNumBlendChannels;
hsGMaterial *fMaterial;
};
class hsMaterialConverter
{
private:
hsMaterialConverter();
public:
~hsMaterialConverter();
static hsMaterialConverter& Instance();
void Init(bool save, plErrorMsg *msg);
void FreeMaterialCache(const char* path);
static void GetUsedMaterials(plMaxNode* node, hsBitVector& used);
static bool IsTwoSided(Mtl* m, int iFace);
static bool PreserveUVOffset(Mtl* m);
static bool IsMultiMat(Mtl *m);
static bool IsMultipassMat(Mtl *m);
static bool IsHsMaxMat(Mtl *m);
static bool IsDecalMat(Mtl *m);
static bool IsCompositeMat(Mtl *m);
static bool IsParticleMat(Mtl *m);
static bool IsHsEnvironMapMat(Mtl *m);
static bool IsClothingMat(Mtl *m);
// static bool IsPortalMat(Mtl *m);
static bool HasAnimatedTextures(Texmap* texMap);
static bool HasAnimatedMaterial(plMaxNode* node);
static bool IsAnimatedMaterial(Mtl* mtl);
static bool HasMaterialDiffuseOrOpacityAnimation(plMaxNode* node, Mtl* mtl=nil);
static bool HasEmissiveLayer(plMaxNode* node, Mtl* mtl=nil);
static bool IsWaterLayer(plMaxNode* node, Texmap* texMap);
static bool IsFireLayer(plMaxNode* node, Texmap* texMap);
static bool IsAVILayer(Texmap* texMap);
static bool IsQTLayer(Texmap* texMap);
static bool IsBinkLayer(Texmap* texMap);
// static bool IsEnvironMapped(plMaxNode *node);
// static bool IsPortal(plMaxNode* node);
static bool ForceNoUvsFlatten(plMaxNode* node);
// static bool IsRenderProc(Mtl* mtl);
static Mtl* GetBaseMtl(Mtl* mtl);
static Mtl* GetBaseMtl(plMaxNode* node);
static int GetCoordMapping(StdUVGen *uvgen);
static void GetNodesByMaterial(Mtl *mtl, hsTArray &out);
static uint32_t VertexChannelsRequestMask(plMaxNode* node, int iSubMtl, Mtl* mtl);
static uint32_t VertexChannelsRequiredMask(plMaxNode* node, int iSubMtl);
static int NumVertexOpacityChannelsRequired(plMaxNode* node, int iSubMtl);
static uint32_t ColorChannelsUseMask(plMaxNode* node, int iSubMtl);
static int MaxUsedUVWSrc(plMaxNode* node, Mtl* mtl);
static bool IsBumpLayer(Texmap* texMap);
static bool IsBumpMtl(Mtl* mtl);
static bool HasBumpLayer(plMaxNode* node, Mtl* mtl);
static BitmapTex* GetBumpLayer(plMaxNode* node, Mtl* mtl);
static bool HasVisDists(plMaxNode* node, Mtl* subMtl, float& minDist, float& maxDist);
static bool HasVisDists(plMaxNode* node, int iSubMtl, float& minDist, float& maxDist);
static bool IMustBeUniqueMaterial( Mtl *mtl );
static bool IMustBeUniqueLayer( Texmap *layer );
static Mtl* FindSubMtlByName(TSTR& name, Animatable* anim);
Mtl* FindSceneMtlByName(TSTR& name);
hsTArray *CreateMaterialArray(Mtl *maxMaterial, plMaxNode *node, uint32_t multiIndex);
// true if last material creation changed MAX time, invalidating current mesh
bool ChangedTimes() { return fChangedTimes; }
Texmap *GetUVChannelBase(plMaxNode *node, Mtl* mtl, int which);
bool ClearDoneMaterials(plMaxNode* node);
int GetMaterialArray(Mtl *mtl, plMaxNode* node, hsTArray& out, uint32_t multiIndex = 0 );
int GetMaterialArray(Mtl *mtl, hsTArray& out, uint32_t multiIndex = 0);
void CollectConvertedMaterials(Mtl *mtl, hsTArray &out);
plClothingItem *GenerateClothingItem(plClothingMtl *mtl, const plLocation &loc);
hsGMaterial* AlphaHackVersion(plMaxNode* node, Mtl* mtl, int subIndex); // used by DynamicDecals
hsGMaterial* NonAlphaHackVersion(plMaxNode* node, Mtl* mtl, int subIndex);
hsGMaterial* AlphaHackPrint(plMaxNode* node, Texmap* baseTex, uint32_t blendFlags);
hsGMaterial* NonAlphaHackPrint(plMaxNode* node, Texmap* baseTex, uint32_t blendFlags);
plMipmap* GetStaticColorTexture(Color c, plLocation &loc); // Creates a 4x4 texture of the specified solid color;
enum {
kColorRedBlack = 0x1,
kColorRedGrey = 0x2,
kColorRedWhite = 0x4,
kColorRed = kColorRedBlack | kColorRedGrey | kColorRedWhite,
kColorGreenBlack = 0x8,
kColorGreenGrey = 0x10,
kColorGreenWhite = 0x20,
kColorGreen = kColorGreenBlack | kColorGreenGrey | kColorGreenWhite,
kColorBlueBlack = 0x40,
kColorBlueGrey = 0x80,
kColorBlueWhite = 0x100,
kColorBlue = kColorBlueBlack | kColorBlueGrey | kColorBlueWhite,
kColor = kColorRed | kColorGreen | kColorBlue,
kIllumRedBlack = 0x200,
kIllumRedGrey = 0x400,
kIllumRedWhite = 0x800,
kIllumRed = kIllumRedBlack | kIllumRedGrey | kIllumRedWhite,
kIllumGreenBlack = 0x1000,
kIllumGreenGrey = 0x2000,
kIllumGreenWhite = 0x4000,
kIllumGreen = kIllumGreenBlack | kIllumGreenGrey | kIllumGreenWhite,
kIllumBlueBlack = 0x8000,
kIllumBlueGrey = 0x10000,
kIllumBlueWhite = 0x20000,
kIllumBlue = kIllumBlueBlack | kIllumBlueGrey | kIllumBlueWhite,
kIllum = kIllumRed | kIllumGreen | kIllumBlue,
kAlphaBlack = 0x40000,
kAlphaGrey = 0x80000,
kAlphaWhite = 0x100000,
kAlpha = kAlphaBlack | kAlphaGrey | kAlphaWhite,
kAllChannels = kColor | kIllum | kAlpha // Adjust if more channels added.
};
// All this to catch duplicate mats with same name. Sigh.
struct DoneMaterialData
{
DoneMaterialData() : fHsMaterial(nil), fMaxMaterial(nil), fNode(nil),
fSubMultiMat(false), fOwnedCopy(false) { }
hsGMaterial *fHsMaterial;
Mtl *fMaxMaterial;
plMaxNode *fNode;
bool fSubMultiMat;
bool fOwnedCopy;
bool fRuntimeLit;
uint32_t fSubMtlFlags;
int fNumUVChannels;
bool fMakeAlphaLayer;
};
private:
enum {
kWarnedNoMoreDub = 0x1,
kWarnedNoMoreMult = 0x2,
kWarnedNoMoreBitmapLoadErr = 0x4,
kWarnedSubMulti = 0x8,
kWarnedCompMtlBadBlend = 0x10,
kWarnedNoLayers = 0x20,
kWarnedTooManyUVs = 0x40,
kWarnedAlphaAddCombo = 0x80,
kWarnedNoBaseTexture = 0x100,
kWarnedNoUpperTexture = 0x200,
kWarnedUpperTextureMissing = 0x400,
kWarnedMissingClothingTexture = 0x800,
kWarnedBadAnimSDLVarName = 0x1000,
};
DoneMaterialData* IFindDoneMaterial(DoneMaterialData& done);
bool IClearDoneMaterial(Mtl* mtl, plMaxNode* node);
hsGMaterial *IAddDefaultMaterial(plMaxNode *node);
plMipmap *IGetUVTransTexture(plMaxNode *node, bool useU = true);
void IInsertSingleBlendLayer(plMipmap *texture, hsGMaterial *mat, plMaxNode *node,
int layerIdx, int UVChan);
hsGMaterial *ICreateMaterial(Mtl *mtl, plMaxNode *node, const plString &name, int subIndex, int numUVChannels, bool makeAlphaLayer);
hsGMaterial *IProcessMaterial(Mtl *mtl, plMaxNode *node, const plString &name, int UVChan, int subMtlFlags = 0);
// ... calls one of:
hsGMaterial *IProcessMultipassMtl(Mtl *mtl, plMaxNode *node, const plString &name, int UVChan);
hsGMaterial *IProcessCompositeMtl(Mtl *mtl, plMaxNode *node, const plString &name, int UVChan, int subMtlFlags);
hsGMaterial *IProcessParticleMtl(Mtl *mtl, plMaxNode *node, const plString &name);
bool IProcessPlasmaMaterial(Mtl *mtl, plMaxNode *node, hsGMaterial *mat, const plString& namePrefix);
hsGMaterial* IInsertDoneMaterial(Mtl *mtl, hsGMaterial *hMat, plMaxNode *node, bool isMultiMat,
bool forceCopy, bool runtimeLit, uint32_t subMtlFlags, int numUVChannels, bool makeAlphaLayer);
void IInsertBumpLayers(plMaxNode* node, hsGMaterial* mat, int bumpLayerIdx);
void IInsertBumpLayers(plMaxNode* node, hsGMaterial* mat);
plLayer* IMakeBumpLayer(plMaxNode* node, const plString& nameBase, hsGMaterial* mat, uint32_t miscFlag);
plMipmap* IGetBumpLutTexture(plMaxNode* node);
bool IHasSubMtl(Mtl* base, Mtl* sub);
int IFindSubIndex(plMaxNode* node, Mtl* mtl);
// NOTE: each insert function potentially modifies the layers,
// so make sure you own the material copy before calling these
void IInsertAlphaBlendingLayers(Mtl *mtl, plMaxNode *node, hsGMaterial *mat, int UVChan,
bool makeAlphaLayer);
void IInsertMultipassBlendingLayers(Mtl *mtl, plMaxNode *node, hsGMaterial *mat, int UVChan,
bool makeAlphaLayer);
void IInsertCompBlendingLayers(Mtl *mtl, plMaxNode *node, hsGMaterial *mat, int subMtlFlags,
int UVChan, bool makeAlphaLayer);
void IAddLayerToMaterial(hsGMaterial *mat, plLayerInterface *layer);
#if 0 // Out for now...
void IInitAttrSurface(hsGLayer *hLay, StdMat *stdMtl, plMaxNode *node);
void IInitAttrTexture(plMaxNode *node, Mtl *mtl, hsGLayer* hLay, Texmap *texMap, char *nodeName);
void IInitAttrLayer(hsGLayer* hLay, Mtl *mtl, Texmap* layer, plMaxNode* node);
#endif
// ... and so forth
bool IUVGenHasDynamicScale(plMaxNode* node, StdUVGen *uvGen);
void IScaleLayerOpacity(plLayer* hLay, float scale);
hsGMaterial *ICheckForProjectedTexture(plMaxNode *node);
hsGMaterial *IWrapTextureInMaterial(Texmap *texMap, plMaxNode *node);
BMM_Color_64 ICubeSample(Bitmap *bitmap[6], double phi, double theta);
void IBuildSphereMap(Bitmap *bitmap[6], Bitmap *bm);
#if 0 // DEFER_ANIM_MAT
void IProcessAnimMaterial(BitmapTex *bitmapTex, hsGAnimLayer* at, uint32_t texFlags, uint32_t procFlags);
#endif // DEFER_ANIM_MAT
static bool ITextureTransformIsAnimated(Texmap *texmap);
static bool IHasAnimatedControllers(Animatable* anim);
static bool IIsAnimatedTexmap(Texmap* texmap);
static uint32_t ICheckPoints(const Point3& p0, const Point3& p1, const Point3& p2, const Point3& p3,
int chan,
uint32_t mBlack, uint32_t mGrey, uint32_t mWhite);
static uint32_t ICheckPoints(const Point3& p0, const Point3& p1, const Point3& p2,
int chan,
uint32_t mBlack, uint32_t mGrey, uint32_t mWhite);
void IAppendWetLayer(plMaxNode* node, hsGMaterial* mat);
static plBitmap* IGetFunkyRamp(plMaxNode* node, uint32_t funkyType);
static void IAppendFunkyLayer(plMaxNode* node, Texmap* texMap, hsGMaterial* mat);
static bool IHasFunkyOpacity(plMaxNode* node, Texmap* texMap);
static uint32_t IGetFunkyType(Texmap* texMap);
static uint32_t IGetOpacityRanges(plMaxNode* node, Texmap* texMap, float& tr0, float& op0, float& op1, float& tr1);
Interface *fInterface;
hsConverterUtils& fConverterUtils;
bool fSave;
plErrorMsg *fErrorMsg;
int32_t fSubIndex;
bool fChangedTimes;
char *fNodeName;
uint32_t fWarned;
DoneMaterialData fLastMaterial;
hsTArray fDoneMaterials;
bool IsMatchingDoneMaterial(DoneMaterialData *dmd,
Mtl *mtl, bool isMultiMat, uint32_t subMtlFlags, bool forceCopy, bool runtimeLit,
plMaxNode *node, int numUVChannels, bool makeAlphaLayer);
void ISortDoneMaterials(hsTArray& doneMats);
bool IEquivalent(DoneMaterialData* one, DoneMaterialData* two);
void IPrintDoneMat(hsStream* stream, const char* prefix, DoneMaterialData* doneMat);
void IPrintDoneMaterials(const char* path, hsTArray& doneMats);
void IGenMaterialReport(const char* path);
public:
// Apologies all around, but I need this list for dumping some export warnings. mf
const hsTArray& DoneMaterials() { return fDoneMaterials; }
//bool CheckValidityOfSDLVarAnim(plPassMtlBase *mtl, char *varName, plMaxNode *node);
};
extern hsMaterialConverter gMaterialConverter;
#endif