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676 lines
20 KiB
676 lines
20 KiB
/*==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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#include "hsTypes.h" |
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#include "plBumpMtl.h" |
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#include "../resource.h" |
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//extern ClassDesc2* GetMaxLayerDesc(); |
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#include "../Shaders.h" |
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#include "plBumpMtlBasicPB.h" |
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#include "iparamm2.h" |
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#include "../Layers/plLayerTex.h" |
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#include "../Layers/plStaticEnvLayer.h" |
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#include "MaxMain/plPlasmaRefMsgs.h" |
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extern HINSTANCE hInstance; |
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class plBumpMtlClassDesc : 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) { return TRACKED_NEW plBumpMtl(loading); } |
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const TCHAR* ClassName() { return GetString(IDS_BUMP_MTL); } |
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SClass_ID SuperClassID() { return MATERIAL_CLASS_ID; } |
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Class_ID ClassID() { return BUMP_MTL_CLASS_ID; } |
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const TCHAR* Category() { return NULL; } |
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const TCHAR* InternalName() { return _T("PlasmaMaterial"); } |
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HINSTANCE HInstance() { return hInstance; } |
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}; |
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static plBumpMtlClassDesc plBumpMtlDesc; |
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ClassDesc2* GetBumpMtlDesc() { return &plBumpMtlDesc; } |
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// For initializing paramblock descriptor |
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ParamBlockDesc2 *GetBumpBasicPB(); |
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ParamBlockDesc2 *GetBumpLayersPB(); |
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#include "plBumpMtlBasicPBDec.h" |
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#include "plBumpMtlAnimPBDec.h" |
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plBumpMtl::plBumpMtl(BOOL loading) : plPassMtlBase( loading ) |
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{ |
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plBumpMtlDesc.MakeAutoParamBlocks( this ); |
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fBasicPB->SetValue( kBumpBasLayer, 0, TRACKED_NEW plLayerTex ); |
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// If we do this later (like, when the dialog loads) something blows up, |
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// somewhere in Max. It didn't in 4, it does in 7. This seems to fix it. |
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if (!loading) |
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IVerifyStealthPresent(ENTIRE_ANIMATION_NAME); |
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} |
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ParamDlg* plBumpMtl::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) |
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{ |
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fIMtlParams = imp; |
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IAutoMParamDlg* masterDlg = plBumpMtlDesc.CreateParamDlgs(hwMtlEdit, imp, this); |
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return (ParamDlg*)masterDlg; |
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} |
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BOOL plBumpMtl::SetDlgThing(ParamDlg* dlg) |
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{ |
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return FALSE; |
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} |
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Interval plBumpMtl::Validity(TimeValue t) |
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{ |
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#if 0 // mf horse |
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Interval valid = FOREVER; |
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/* for (int i = 0; i < fSubTexmap.Count(); i++) |
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{ |
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if (fSubTexmap[i]) |
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valid &= fSubTexmap[i]->Validity(t); |
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} |
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*/ |
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// float u; |
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// fPBlock->GetValue(pb_spin,t,u,valid); |
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return valid; |
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#else // mf horse |
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const char* name = GetName(); |
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// mf horse - Hacking in something like real validity checking |
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// to get material animations working. No warranty, this is just |
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// better than nothing. |
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Interval v = FOREVER; |
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fBasicPB->GetValidity(t, v); |
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if( fBasicPB->GetTexmap(kBumpBasLayer) ) |
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v &= fBasicPB->GetTexmap(kBumpBasLayer)->Validity(t); |
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return v; |
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#endif // mf horse |
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} |
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//// GetReference //////////////////////////////////////////////////////////// |
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// Note: need to overload because MAX for some reason writes out the |
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// references by their INDEX. ARRRRGH! |
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RefTargetHandle plBumpMtl::GetReference( int i ) |
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{ |
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switch( i ) |
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{ |
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case kRefBasic: return fBasicPB; |
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case kRefAnim: return fAnimPB; |
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} |
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return plPassMtlBase::GetReference( i ); |
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} |
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//// SetReference //////////////////////////////////////////////////////////// |
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// Note: need to overload because MAX for some reason writes out the |
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// references by their INDEX. ARRRRGH! |
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void plBumpMtl::SetReference(int i, RefTargetHandle rtarg) |
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{ |
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if (i == kRefBasic) |
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fBasicPB = (IParamBlock2 *)rtarg; |
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else if (i == kRefAnim) |
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fAnimPB = (IParamBlock2 *)rtarg; |
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else |
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plPassMtlBase::SetReference( i, rtarg ); |
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} |
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/*===========================================================================*\ |
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| Subanim & References support |
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\*===========================================================================*/ |
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int plBumpMtl::NumSubs() |
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{ |
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return 3; |
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} |
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TSTR plBumpMtl::SubAnimName(int i) |
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{ |
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switch (i) |
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{ |
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case 0: return fBasicPB->GetLocalName(); |
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case 1: return fAnimPB->GetLocalName(); |
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case 2: return "Base Layer"; |
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} |
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return ""; |
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} |
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Animatable* plBumpMtl::SubAnim(int i) |
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{ |
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switch (i) |
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{ |
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case 0: return fBasicPB; |
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case 1: return fAnimPB; |
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case 2: return fBasicPB->GetTexmap(kBumpBasLayer); |
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break; |
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} |
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return NULL; |
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} |
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int plBumpMtl::NumParamBlocks() |
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{ |
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return 2; |
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} |
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IParamBlock2* plBumpMtl::GetParamBlock(int i) |
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{ |
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return (IParamBlock2*)GetReference(i); |
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} |
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IParamBlock2* plBumpMtl::GetParamBlockByID(BlockID id) |
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{ |
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if (fBasicPB->ID() == id) |
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return fBasicPB; |
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else if (fAnimPB->ID() == id) |
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return fAnimPB; |
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return NULL; |
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} |
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RefResult plBumpMtl::NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message) |
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{ |
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return plPassMtlBase::NotifyRefChanged( changeInt, hTarget, partID, message ); |
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} |
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//////////////////////////////////////////////////////////////////////////////// |
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// Subtexmap access |
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int plBumpMtl::NumSubTexmaps() |
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{ |
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return 1; |
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} |
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Texmap* plBumpMtl::GetSubTexmap(int i) |
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{ |
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if (i == 0) |
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return fBasicPB->GetTexmap(kBumpBasLayer); |
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return NULL; |
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} |
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void plBumpMtl::SetSubTexmap(int i, Texmap *m) |
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{ |
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if (i == 0) |
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fBasicPB->SetValue(kBumpBasLayer, 0, m); |
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} |
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TSTR plBumpMtl::GetSubTexmapSlotName(int i) |
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{ |
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if (i == 0) |
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return "Base"; |
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return ""; |
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} |
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TSTR plBumpMtl::GetSubTexmapTVName(int i) |
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{ |
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return GetSubTexmapSlotName(i); |
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} |
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/*===========================================================================*\ |
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| Updating and cloning |
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\*===========================================================================*/ |
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RefTargetHandle plBumpMtl::Clone(RemapDir &remap) |
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{ |
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plBumpMtl *mnew = TRACKED_NEW plBumpMtl(FALSE); |
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plPassMtlBase::ICloneBase( mnew, remap ); |
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return (RefTargetHandle)mnew; |
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} |
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void plBumpMtl::ICloneRefs( plPassMtlBase *target, RemapDir &remap ) |
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{ |
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target->ReplaceReference(kRefBasic, remap.CloneRef(fBasicPB)); |
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target->ReplaceReference(kRefAnim, remap.CloneRef(fAnimPB)); |
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} |
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void plBumpMtl::NotifyChanged() |
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{ |
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NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE); |
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} |
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void plBumpMtl::Update(TimeValue t, Interval& valid) |
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{ |
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// mf horse - Hacking in something like real validity checking |
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// to get material animations working. No warranty, this is just |
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// better than nothing. |
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if (!fIValid.InInterval(t)) |
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{ |
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fIValid.SetInfinite(); |
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if( fBasicPB->GetTexmap(kBumpBasLayer) ) |
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fBasicPB->GetTexmap(kBumpBasLayer)->Update(t, fIValid); |
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// fLayersPB->GetValue(kMtlLayLayer1On, t, fMapOn[0], fIValid); |
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/* |
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for (int i = 0; i < fSubTexmap.Count(); i++) |
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{ |
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if (fSubTexmap[i]) |
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fSubTexmap[i]->Update(t,fIValid); |
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} |
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*/ |
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} |
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valid &= fIValid; |
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} |
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/*===========================================================================*\ |
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| Determine the characteristics of the material |
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\*===========================================================================*/ |
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void plBumpMtl::SetAmbient(Color c, TimeValue t) {} |
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void plBumpMtl::SetDiffuse(Color c, TimeValue t) {} |
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void plBumpMtl::SetSpecular(Color c, TimeValue t) {} |
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void plBumpMtl::SetShininess(float v, TimeValue t) {} |
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Color plBumpMtl::GetAmbient(int mtlNum, BOOL backFace) { return Color(0,0,0); } |
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Color plBumpMtl::GetDiffuse(int mtlNum, BOOL backFace) { return Color(0,0,0); } |
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Color plBumpMtl::GetSpecular(int mtlNum, BOOL backFace) { return Color(0,0,0); } |
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float plBumpMtl::GetXParency(int mtlNum, BOOL backFace) |
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{ |
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return 0.f; |
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} |
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float plBumpMtl::GetShininess(int mtlNum, BOOL backFace) { return 0.0f; } |
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float plBumpMtl::GetShinStr(int mtlNum, BOOL backFace) { return 0.0f; } |
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float plBumpMtl::WireSize(int mtlNum, BOOL backFace) { return 0.0f; } |
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///////////////////////////////////////////////////////////////// |
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void plBumpMtl::SetupGfxMultiMaps(TimeValue t, Material *mtl, MtlMakerCallback &cb) |
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{ |
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#if 0 |
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if (texHandleValid.InInterval(t)) { |
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mtl->texture.SetCount(numTexHandlesUsed); |
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for (int i=0; i<numTexHandlesUsed; i++) { |
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if (texHandle[i]) { |
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mtl->texture[i].textHandle = texHandle[i]->GetHandle(); |
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Texmap *tx = (*maps)[useSubForTex[i]].map; |
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cb.GetGfxTexInfoFromTexmap(t, mtl->texture[i], tx ); |
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SetTexOps(mtl,i,texOpsType[i]); |
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} |
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} |
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return; |
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} |
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#endif |
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#if 0 // WTF?!?!?!? |
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Texmap *tx[2]; |
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int diffChan = stdIDToChannel[ ID_DI ]; |
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int opacChan = stdIDToChannel[ ID_OP ]; |
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tx[0] = (*maps)[diffChan].IsActive()?(*maps)[diffChan].map:NULL; |
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tx[1] = (*maps)[opacChan].IsActive()?(*maps)[opacChan].map:NULL; |
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#endif |
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int nsupport = cb.NumberTexturesSupported(); |
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#if 0 |
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BITMAPINFO *bmi[NTEXHANDLES]; |
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int nmaps=0; |
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for (int i=0; i<NTEXHANDLES; i++) { |
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if (tx[i]) nmaps ++; |
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bmi[i] = NULL; |
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} |
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mtl->texture.SetCount(nmaps); |
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if (nmaps==0) |
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return; |
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for (i=0; i<nmaps; i++) |
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mtl->texture[i].textHandle = NULL; |
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texHandleValid.SetInfinite(); |
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Interval valid; |
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BOOL needDecal = FALSE; |
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int ntx = 0; |
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int op; |
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int forceW = 0; |
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int forceH = 0; |
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if (tx[0]) { |
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cb.GetGfxTexInfoFromTexmap(t, mtl->texture[0], tx[0]); |
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TextureInfo &ti = mtl->texture[0]; |
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if (ti.tiling[0]==GW_TEX_NO_TILING||ti.tiling[1]==GW_TEX_NO_TILING) |
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needDecal = TRUE; |
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op = needDecal?TXOP_ALPHABLEND:TXOP_MODULATE; |
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bmi[0] = tx[0]->GetVPDisplayDIB(t,cb,valid,FALSE); |
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if (bmi[0]) { |
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texHandleValid &= valid; |
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useSubForTex[0] = diffChan; |
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ntx = 1; |
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forceW = bmi[0]->bmiHeader.biWidth; |
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forceH = bmi[0]->bmiHeader.biHeight; |
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} |
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} |
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if (tx[1]) { |
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cb.GetGfxTexInfoFromTexmap(t, mtl->texture[ntx], tx[1]); |
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if (nsupport>ntx) { |
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bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE); |
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if (bmi[1]) { |
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texHandleValid &= valid; |
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StuffAlpha(bmi[1], (*maps)[opacChan].amount, GetOpacity(t),ntx?whiteCol:pShader->GetDiffuseClr(t)); |
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texHandle[ntx] = cb.MakeHandle(bmi[1]); |
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bmi[1] = NULL; |
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mtl->texture[ntx].textHandle = texHandle[ntx]->GetHandle(); |
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SetTexOps(mtl,ntx,TXOP_OPACITY); |
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useSubForTex[ntx] = opacChan; |
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ntx++; |
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} |
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} |
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else { |
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if (!needDecal) { |
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TextureInfo ti; |
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// if (SameUV(mtl->texture[0],mtl->texture[1])) { |
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// Not really correct to combine channels for different UV's but what the heck. |
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bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE, forceW, forceH); |
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if (bmi[1]) { |
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texHandleValid &= valid; |
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StuffAlphaInto(bmi[1], bmi[0], (*maps)[opacChan].amount, GetOpacity(t)); |
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op = TXOP_OPACITY; |
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free(bmi[1]); |
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bmi[1] = NULL; |
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} |
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// } |
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} |
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} |
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} |
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if (bmi[0]) { |
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texHandle[0] = cb.MakeHandle(bmi[0]); |
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bmi[0] = NULL; |
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mtl->texture[0].textHandle = texHandle[0]->GetHandle(); |
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SetTexOps(mtl,0,op); |
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} |
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mtl->texture.SetCount(ntx); |
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numTexHandlesUsed = ntx; |
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#endif |
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} |
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/*===========================================================================*\ |
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| Actual shading takes place |
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\*===========================================================================*/ |
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void plBumpMtl::GetInterpVtxValue(int channel, ShadeContext &sc, Point3 &val) |
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{ |
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Mesh *mesh = sc.globContext->GetRenderInstance(sc.NodeID())->mesh; |
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if (mesh != nil) |
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{ |
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Face *maxFace = &mesh->faces[ sc.FaceNumber() ]; |
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UVVert *map = mesh->mapVerts(channel); |
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if (map != nil) |
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{ |
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Point3 p0 = map[maxFace->getVert( 0 )]; |
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Point3 p1 = map[maxFace->getVert( 1 )]; |
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Point3 p2 = map[maxFace->getVert( 2 )]; |
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Point3 interp = sc.BarycentricCoords(); |
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val.x = interp.x * p0.x + interp.y * p1.x + interp.z * p2.x; |
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val.y = interp.x * p0.y + interp.y * p1.y + interp.z * p2.y; |
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val.z = interp.x * p0.z + interp.y * p1.z + interp.z * p2.z; |
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return; |
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} |
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} |
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// No value defined... set default. |
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if (channel == MAP_SHADING) |
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val.x = val.y = val.z = 0.0f; |
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else |
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val.x = val.y = val.z = 1.0f; |
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} |
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void plBumpMtl::Shade(ShadeContext& sc) |
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{ |
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// Get the background color |
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Color backColor, backTrans; |
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sc.GetBGColor(backColor, backTrans); |
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ShadeWithBackground(sc, backColor); |
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} |
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//// Requirements //////////////////////////////////////////////////////////// |
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// Tells MAX what we need to render ourselves properly, such as translucency, |
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// two-sidedness, etc. Flags are in imtl.h in the MAX SDK. |
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ULONG plBumpMtl::Requirements( int subMtlNum ) |
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{ |
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ULONG req = 0; |
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req = Mtl::Requirements( subMtlNum ); |
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// Uncomment this to get the background color fed to our ShadeWithBackground() |
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// (slower processing tho) |
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//req |= MTLREQ_BGCOL; |
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req |= MTLREQ_UV; |
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req |= MTLREQ_TRANSP; |
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if (req & MTLREQ_FACEMAP) |
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{ |
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int i = 0; |
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} |
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return req; |
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} |
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void plBumpMtl::ShadeWithBackground(ShadeContext &sc, Color background, bool useVtxAlpha /* = true */) |
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{ |
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#if 1 |
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// old |
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#if 0 |
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Color lightCol,rescol, diffIllum0; |
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RGBA mval; |
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Point3 N0,P; |
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BOOL bumped = FALSE; |
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int i; |
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if (gbufID) |
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sc.SetGBufferID(gbufID); |
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if (sc.mode == SCMODE_SHADOW) { |
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float opac = 0.0; |
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for (i=0; i < NumSubTexmaps(); i++) { |
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if (SubTexmapOn(i)) { |
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hsMaxLayerBase *hsmLay = (hsMaxLayerBase *)GetSubTexmap(i); |
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opac += hsmLay->GetOpacity(t); |
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} |
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} |
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float f = 1.0f - opac; |
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sc.out.t = Color(f,f,f); |
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return; |
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} |
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N0 = sc.Normal(); |
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P = sc.P(); |
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#endif |
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TimeValue t = sc.CurTime(); |
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Color color(0, 0, 0); |
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float alpha = 0.0; |
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// Evaluate Base layer |
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Texmap *map = fBasicPB->GetTexmap(kBumpBasLayer); |
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if (map && ( map->ClassID() == LAYER_TEX_CLASS_ID |
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|| map->ClassID() == STATIC_ENV_LAYER_CLASS_ID ) ) |
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{ |
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plLayerTex *layer = (plLayerTex*)map; |
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AColor evalColor = layer->EvalColor(sc); |
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color = evalColor; |
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alpha = evalColor.a; |
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} |
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#if 1 |
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AColor black; |
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black.Black(); |
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AColor white; |
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white.White(); |
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SIllumParams ip; |
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// |
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// Shading setup |
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// |
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// Setup the parameters for the shader |
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ip.amb = black; |
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ip.diff = white; |
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ip.diffIllum = black; |
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ip.specIllum = black; |
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ip.N = sc.Normal(); |
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ip.V = sc.V(); |
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// |
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// Specularity |
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// |
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ip.spec = black; |
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ip.sh_str = 0; |
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ip.ph_exp = 0; |
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ip.shine = 0; |
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ip.softThresh = 0; |
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|
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// |
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|
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// Do the shading |
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Shader *myShader = GetShader(SHADER_BLINN); |
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myShader->Illum(sc, ip); |
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|
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ip.diffIllum.ClampMinMax(); |
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ip.specIllum.ClampMinMax(); |
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ip.diffIllum = ip.amb * sc.ambientLight + ip.diff * ip.diffIllum; |
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|
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// AColor returnColor = AColor(opac * ip.diffIllum + ip.specIllum, opac) |
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#endif |
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|
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float vtxAlpha = 1.0f; |
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if (useVtxAlpha && GetOutputBlend() == plPassMtlBase::kBlendAlpha) |
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{ |
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Point3 p; |
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GetInterpVtxValue(MAP_ALPHA, sc, p); |
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vtxAlpha = p.x; |
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} |
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alpha *= vtxAlpha; |
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// MAX will do the additive/alpha/no blending for us based on what Requirements() |
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// we tell it. However, since MAX's formula is bgnd*sc.out.t + sc.out.c, |
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// we have to multiply our output color by the alpha. |
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// If we ever need a more complicated blending function, you can request the |
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// background color via Requirements() (otherwise it's just black) and then do |
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// the blending yourself; however, if the transparency isn't set, the shadows |
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// will be opaque, so be careful. |
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Color outC = ip.diffIllum + ip.specIllum; |
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|
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sc.out.c = ( outC * alpha ); |
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sc.out.t = Color( 1.f - alpha, 1.f - alpha, 1.f - alpha ); |
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|
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#endif |
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} |
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float plBumpMtl::EvalDisplacement(ShadeContext& sc) |
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{ |
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return 0.0f; |
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} |
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|
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Interval plBumpMtl::DisplacementValidity(TimeValue t) |
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{ |
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Interval iv; |
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iv.SetInfinite(); |
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|
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return iv; |
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} |
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|
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bool plBumpMtl::HasAlpha() |
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{ |
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return ((plLayerTex *)fBasicPB->GetTexmap(kBumpBasLayer))->HasAlpha(); |
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} |
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// Massive list of inherited accessor functions for ParamBlock data |
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|
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// Advanced Block |
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int plBumpMtl::GetBasicWire() { return 0; } |
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int plBumpMtl::GetMeshOutlines() { return 0; } |
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int plBumpMtl::GetTwoSided() { return 0; } |
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int plBumpMtl::GetSoftShadow() { return 0; } |
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int plBumpMtl::GetNoProj() { return 0; } |
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int plBumpMtl::GetVertexShade() { return 0; } |
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int plBumpMtl::GetNoShade() { return 0; } |
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int plBumpMtl::GetNoFog() { return 0; } |
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int plBumpMtl::GetWhite() { return 0; } |
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int plBumpMtl::GetZOnly() { return 0; } |
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int plBumpMtl::GetZClear() { return 0; } |
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int plBumpMtl::GetZNoRead() { return 0; } |
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int plBumpMtl::GetZNoWrite() { return 0; } |
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int plBumpMtl::GetZInc() { return 0; } |
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int plBumpMtl::GetAlphaTestHigh() { return 0; } |
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|
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// Animation block |
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const char* plBumpMtl::GetAnimName() { return fAnimPB->GetStr(kPBAnimName); } |
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int plBumpMtl::GetAutoStart() { return fAnimPB->GetInt(kPBAnimAutoStart); } |
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int plBumpMtl::GetLoop() { return fAnimPB->GetInt(kPBAnimLoop); } |
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const char* plBumpMtl::GetAnimLoopName() { return fAnimPB->GetStr(kPBAnimLoopName); } |
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|
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// Basic block |
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int plBumpMtl::GetColorLock() { return 0; } |
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Color plBumpMtl::GetAmbColor() { return Color(0,0,0); } |
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Color plBumpMtl::GetColor() { return Color(0,0,0); } |
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int plBumpMtl::GetOpacity() { return 100; } |
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int plBumpMtl::GetEmissive() { return 0; } |
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int plBumpMtl::GetUseSpec() { return 0; } |
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int plBumpMtl::GetShine() { return 0; } |
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Color plBumpMtl::GetSpecularColor() { return Color(0,0,0); } |
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int plBumpMtl::GetDiffuseColorLock() { return 0; } |
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Color plBumpMtl::GetRuntimeColor() { return fBasicPB->GetColor(kBumpBasRunColor); } |
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Control *plBumpMtl::GetPreshadeColorController() { return nil; } |
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Control *plBumpMtl::GetAmbColorController() { return nil; } |
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Control *plBumpMtl::GetOpacityController() { return nil; } |
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Control *plBumpMtl::GetSpecularColorController() { return nil; } |
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Control *plBumpMtl::GetRuntimeColorController() { return fBasicPB->GetController(ParamID(kBumpBasRunColor)); } |
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|
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// Layer block |
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Texmap *plBumpMtl::GetBaseLayer() { return fBasicPB->GetTexmap(kBumpBasLayer); } |
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int plBumpMtl::GetTopLayerOn() { return 0; } |
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Texmap *plBumpMtl::GetTopLayer() { return nil; } |
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int plBumpMtl::GetLayerBlend() { return 0; } |
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int plBumpMtl::GetOutputAlpha() { return 0; } |
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int plBumpMtl::GetOutputBlend() { return fBasicPB->GetInt( kBumpBasSpecular ) ? plPassMtlBase::kBlendAdd : plPassMtlBase::kBlendAlpha; }
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