/*==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 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; }