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/*==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 <http://www.gnu.org/licenses/>.
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 "HeadSpin.h"
#include "pnKeyedObject/plKey.h"
#include "hsWindows.h"
#include "../resource.h"
#include "MaxMain/MaxCompat.h"
#include <iparamm2.h>
#include <istdplug.h>
#include <stdmat.h>
#pragma hdrstop
#include "../Shaders.h"
#include "plBumpMtl.h"
#include "plBumpMtlBasicPB.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 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, 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);
}
void plBumpMtl::GetClassName(TSTR& s)
{
s = GetString(IDS_BUMP_MTL);
}
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 = 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; i<numTexHandlesUsed; i++) {
if (texHandle[i]) {
mtl->texture[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; i<NTEXHANDLES; i++) {
if (tx[i]) nmaps ++;
bmi[i] = NULL;
}
mtl->texture.SetCount(nmaps);
if (nmaps==0)
return;
for (i=0; i<nmaps; i++)
mtl->texture[i].textHandle = NULL;
texHandleValid.SetInfinite();
Interval valid;
BOOL needDecal = FALSE;
int ntx = 0;
int op;
int forceW = 0;
int forceH = 0;
if (tx[0]) {
cb.GetGfxTexInfoFromTexmap(t, mtl->texture[0], tx[0]);
TextureInfo &ti = mtl->texture[0];
if (ti.tiling[0]==GW_TEX_NO_TILING||ti.tiling[1]==GW_TEX_NO_TILING)
needDecal = TRUE;
op = needDecal?TXOP_ALPHABLEND:TXOP_MODULATE;
bmi[0] = tx[0]->GetVPDisplayDIB(t,cb,valid,FALSE);
if (bmi[0]) {
texHandleValid &= valid;
useSubForTex[0] = diffChan;
ntx = 1;
forceW = bmi[0]->bmiHeader.biWidth;
forceH = bmi[0]->bmiHeader.biHeight;
}
}
if (tx[1]) {
cb.GetGfxTexInfoFromTexmap(t, mtl->texture[ntx], tx[1]);
if (nsupport>ntx) {
bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE);
if (bmi[1]) {
texHandleValid &= valid;
StuffAlpha(bmi[1], (*maps)[opacChan].amount, GetOpacity(t),ntx?whiteCol:pShader->GetDiffuseClr(t));
texHandle[ntx] = cb.MakeHandle(bmi[1]);
bmi[1] = NULL;
mtl->texture[ntx].textHandle = texHandle[ntx]->GetHandle();
SetTexOps(mtl,ntx,TXOP_OPACITY);
useSubForTex[ntx] = opacChan;
ntx++;
}
}
else {
if (!needDecal) {
TextureInfo ti;
// if (SameUV(mtl->texture[0],mtl->texture[1])) {
// Not really correct to combine channels for different UV's but what the heck.
bmi[1] = tx[1]->GetVPDisplayDIB(t,cb,valid,TRUE, forceW, forceH);
if (bmi[1]) {
texHandleValid &= valid;
StuffAlphaInto(bmi[1], bmi[0], (*maps)[opacChan].amount, GetOpacity(t));
op = TXOP_OPACITY;
free(bmi[1]);
bmi[1] = NULL;
}
// }
}
}
}
if (bmi[0]) {
texHandle[0] = cb.MakeHandle(bmi[0]);
bmi[0] = NULL;
mtl->texture[0].textHandle = texHandle[0]->GetHandle();
SetTexOps(mtl,0,op);
}
mtl->texture.SetCount(ntx);
numTexHandlesUsed = ntx;
#endif
}
/*===========================================================================*\
| Actual shading takes place
\*===========================================================================*/
void plBumpMtl::GetInterpVtxValue(int channel, ShadeContext &sc, Point3 &val)
{
Mesh *mesh = sc.globContext->GetRenderInstance(sc.NodeID())->mesh;
if (mesh != nil)
{
Face *maxFace = &mesh->faces[ sc.FaceNumber() ];
UVVert *map = mesh->mapVerts(channel);
if (map != nil)
{
Point3 p0 = map[maxFace->getVert( 0 )];
Point3 p1 = map[maxFace->getVert( 1 )];
Point3 p2 = map[maxFace->getVert( 2 )];
Point3 interp = sc.BarycentricCoords();
val.x = interp.x * p0.x + interp.y * p1.x + interp.z * p2.x;
val.y = interp.x * p0.y + interp.y * p1.y + interp.z * p2.y;
val.z = interp.x * p0.z + interp.y * p1.z + interp.z * p2.z;
return;
}
}
// No value defined... set default.
if (channel == MAP_SHADING)
val.x = val.y = val.z = 0.0f;
else
val.x = val.y = val.z = 1.0f;
}
void plBumpMtl::Shade(ShadeContext& sc)
{
// Get the background color
Color backColor, backTrans;
sc.GetBGColor(backColor, backTrans);
ShadeWithBackground(sc, backColor);
}
//// Requirements ////////////////////////////////////////////////////////////
// Tells MAX what we need to render ourselves properly, such as translucency,
// two-sidedness, etc. Flags are in imtl.h in the MAX SDK.
ULONG plBumpMtl::Requirements( int subMtlNum )
{
ULONG req = 0;
req = Mtl::Requirements( subMtlNum );
// Uncomment this to get the background color fed to our ShadeWithBackground()
// (slower processing tho)
//req |= MTLREQ_BGCOL;
req |= MTLREQ_UV;
req |= MTLREQ_TRANSP;
if (req & MTLREQ_FACEMAP)
{
int i = 0;
}
return req;
}
void plBumpMtl::ShadeWithBackground(ShadeContext &sc, Color background, bool useVtxAlpha /* = true */)
{
#if 1
// old
#if 0
Color lightCol,rescol, diffIllum0;
RGBA mval;
Point3 N0,P;
BOOL bumped = FALSE;
int i;
if (gbufID)
sc.SetGBufferID(gbufID);
if (sc.mode == SCMODE_SHADOW) {
float opac = 0.0;
for (i=0; i < NumSubTexmaps(); i++) {
if (SubTexmapOn(i)) {
hsMaxLayerBase *hsmLay = (hsMaxLayerBase *)GetSubTexmap(i);
opac += hsmLay->GetOpacity(t);
}
}
float f = 1.0f - opac;
sc.out.t = Color(f,f,f);
return;
}
N0 = sc.Normal();
P = sc.P();
#endif
TimeValue t = sc.CurTime();
Color color(0, 0, 0);
float alpha = 0.0;
// Evaluate Base layer
Texmap *map = fBasicPB->GetTexmap(kBumpBasLayer);
if (map && ( map->ClassID() == LAYER_TEX_CLASS_ID
|| map->ClassID() == STATIC_ENV_LAYER_CLASS_ID ) )
{
plLayerTex *layer = (plLayerTex*)map;
AColor evalColor = layer->EvalColor(sc);
color = evalColor;
alpha = evalColor.a;
}
#if 1
AColor black;
black.Black();
AColor white;
white.White();
SIllumParams ip;
//
// Shading setup
//
// Setup the parameters for the shader
ip.amb = black;
ip.diff = white;
ip.diffIllum = black;
ip.specIllum = black;
ip.N = sc.Normal();
ip.V = sc.V();
//
// Specularity
//
ip.spec = black;
ip.sh_str = 0;
ip.ph_exp = 0;
ip.shine = 0;
ip.softThresh = 0;
//
// Do the shading
Shader *myShader = GetShader(SHADER_BLINN);
myShader->Illum(sc, ip);
ip.diffIllum.ClampMinMax();
ip.specIllum.ClampMinMax();
ip.diffIllum = ip.amb * sc.ambientLight + ip.diff * ip.diffIllum;
// AColor returnColor = AColor(opac * ip.diffIllum + ip.specIllum, opac)
#endif
float vtxAlpha = 1.0f;
if (useVtxAlpha && GetOutputBlend() == plPassMtlBase::kBlendAlpha)
{
Point3 p;
GetInterpVtxValue(MAP_ALPHA, sc, p);
vtxAlpha = p.x;
}
alpha *= vtxAlpha;
// MAX will do the additive/alpha/no blending for us based on what Requirements()
// we tell it. However, since MAX's formula is bgnd*sc.out.t + sc.out.c,
// we have to multiply our output color by the alpha.
// If we ever need a more complicated blending function, you can request the
// background color via Requirements() (otherwise it's just black) and then do
// the blending yourself; however, if the transparency isn't set, the shadows
// will be opaque, so be careful.
Color outC = ip.diffIllum + ip.specIllum;
sc.out.c = ( outC * alpha );
sc.out.t = Color( 1.f - alpha, 1.f - alpha, 1.f - alpha );
#endif
}
float plBumpMtl::EvalDisplacement(ShadeContext& sc)
{
return 0.0f;
}
Interval plBumpMtl::DisplacementValidity(TimeValue t)
{
Interval iv;
iv.SetInfinite();
return iv;
}
bool plBumpMtl::HasAlpha()
{
return ((plLayerTex *)fBasicPB->GetTexmap(kBumpBasLayer))->HasAlpha();
}
// Massive list of inherited accessor functions for ParamBlock data
// Advanced Block
int plBumpMtl::GetBasicWire() { return 0; }
int plBumpMtl::GetMeshOutlines() { return 0; }
int plBumpMtl::GetTwoSided() { return 0; }
int plBumpMtl::GetSoftShadow() { return 0; }
int plBumpMtl::GetNoProj() { return 0; }
int plBumpMtl::GetVertexShade() { return 0; }
int plBumpMtl::GetNoShade() { return 0; }
int plBumpMtl::GetNoFog() { return 0; }
int plBumpMtl::GetWhite() { return 0; }
int plBumpMtl::GetZOnly() { return 0; }
int plBumpMtl::GetZClear() { return 0; }
int plBumpMtl::GetZNoRead() { return 0; }
int plBumpMtl::GetZNoWrite() { return 0; }
int plBumpMtl::GetZInc() { return 0; }
int plBumpMtl::GetAlphaTestHigh() { return 0; }
// Animation block
const char* plBumpMtl::GetAnimName() { return fAnimPB->GetStr(kPBAnimName); }
int plBumpMtl::GetAutoStart() { return fAnimPB->GetInt(kPBAnimAutoStart); }
int plBumpMtl::GetLoop() { return fAnimPB->GetInt(kPBAnimLoop); }
const char* plBumpMtl::GetAnimLoopName() { return fAnimPB->GetStr(kPBAnimLoopName); }
// Basic block
int plBumpMtl::GetColorLock() { return 0; }
Color plBumpMtl::GetAmbColor() { return Color(0,0,0); }
Color plBumpMtl::GetColor() { return Color(0,0,0); }
int plBumpMtl::GetOpacity() { return 100; }
int plBumpMtl::GetEmissive() { return 0; }
int plBumpMtl::GetUseSpec() { return 0; }
int plBumpMtl::GetShine() { return 0; }
Color plBumpMtl::GetSpecularColor() { return Color(0,0,0); }
int plBumpMtl::GetDiffuseColorLock() { return 0; }
Color plBumpMtl::GetRuntimeColor() { return fBasicPB->GetColor(kBumpBasRunColor); }
Control *plBumpMtl::GetPreshadeColorController() { return nil; }
Control *plBumpMtl::GetAmbColorController() { return nil; }
Control *plBumpMtl::GetOpacityController() { return nil; }
Control *plBumpMtl::GetSpecularColorController() { return nil; }
Control *plBumpMtl::GetRuntimeColorController() { return GetParamBlock2Controller(fBasicPB, 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; }