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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/>.
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 "plParticleMtl.h"
#include "../resource.h"
//extern ClassDesc2* GetMaxLayerDesc();
#include "../Shaders.h"
#include "iparamm2.h"
#include "MaxMain/plPlasmaRefMsgs.h"
#include "../plBMSampler.h"
#include "stdmat.h"
#include "../Layers/plLayerTex.h"
#include "../Layers/plLayerTexBitmapPB.h"
extern HINSTANCE hInstance;
class plParticleMtlClassDesc : public ClassDesc2
{
public:
int IsPublic() { return TRUE; }
void* Create(BOOL loading) { return TRACKED_NEW plParticleMtl(loading); }
const TCHAR* ClassName() { return GetString(IDS_PARTICLE_MTL); }
SClass_ID SuperClassID() { return MATERIAL_CLASS_ID; }
Class_ID ClassID() { return PARTICLE_MTL_CLASS_ID; }
const TCHAR* Category() { return NULL; }
const TCHAR* InternalName() { return _T("ParticleMaterial"); }
HINSTANCE HInstance() { return hInstance; }
};
static plParticleMtlClassDesc plParticleMtlDesc;
ClassDesc2* GetParticleMtlDesc() { return &plParticleMtlDesc; }
// For initializing paramblock descriptor
ParamBlockDesc2 *GetParticlePB();
#include "plParticleMtlPBDec.h"
const char *plParticleMtl::NormalStrings[] = // Make sure these match up in order with the Normal enum (in the header)
{
"Normal: View Facing",
"Normal: Up",
"Normal: Nearest Light",
"Normal: From Center",
"Normal: Vel x Up x Vel",
"Emissive"
};
plParticleMtl::plParticleMtl(BOOL loading) : fBasicPB(NULL)//, fBM(NULL), fUVGen(NULL)
{
#if 0 // This wasn't working on load
// Initialize the paramblock descriptors only once
static bool descInit = false;
if (!descInit)
{
descInit = true;
GetParticlePB()->SetClassDesc(GetParticleMtlDesc());
}
#endif
plParticleMtlDesc.MakeAutoParamBlocks(this);
// if (!loading)
{
Reset();
plLayerTex *tex = TRACKED_NEW plLayerTex;
//tex->GetParamBlockByID(kBlkBasic)->SetValue(kBmpUseBitmap, 0, 1);
fBasicPB->SetValue(kTexmap, 0, tex);
}
//fUVGen = GetNewDefaultUVGen();
}
void plParticleMtl::Reset()
{
fIValid.SetEmpty();
}
ParamDlg* plParticleMtl::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp)
{
fIMtlParams = imp;
IAutoMParamDlg* masterDlg = plParticleMtlDesc.CreateParamDlgs(hwMtlEdit, imp, this);
return (ParamDlg*)masterDlg;
}
BOOL plParticleMtl::SetDlgThing(ParamDlg* dlg)
{
return FALSE;
}
Interval plParticleMtl::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);
return v;
#endif // mf horse
}
/*===========================================================================*\
| Subanim & References support
\*===========================================================================*/
int plParticleMtl::NumSubs()
{
return 2;
}
TSTR plParticleMtl::SubAnimName(int i)
{
switch (i)
{
case 0: return fBasicPB->GetLocalName();
case 1: return "Texmap";
}
return "";
}
Animatable* plParticleMtl::SubAnim(int i)
{
switch (i)
{
case 0: return fBasicPB;
case 1: return fBasicPB->GetTexmap(kTexmap);
}
return NULL;
}
int plParticleMtl::NumRefs()
{
return 1;
}
RefTargetHandle plParticleMtl::GetReference(int i)
{
switch (i)
{
case kRefBasic: return fBasicPB;
}
return NULL;
}
void plParticleMtl::SetReference(int i, RefTargetHandle rtarg)
{
if (i == kRefBasic)
fBasicPB = (IParamBlock2 *)rtarg;
}
int plParticleMtl::NumParamBlocks()
{
return 1;
}
IParamBlock2* plParticleMtl::GetParamBlock(int i)
{
return (IParamBlock2*)GetReference(i);
}
IParamBlock2* plParticleMtl::GetParamBlockByID(BlockID id)
{
if (fBasicPB->ID() == id)
return fBasicPB;
return NULL;
}
RefResult plParticleMtl::NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message)
{
switch (message)
{
case REFMSG_CHANGE:
fIValid.SetEmpty();
// see if this message came from a changing parameter in the pblock,
// if so, limit rollout update to the changing item
if (hTarget == fBasicPB)
{
IParamBlock2 *pb = (IParamBlock2*)hTarget;
ParamID changingParam = pb->LastNotifyParamID();
pb->GetDesc()->InvalidateUI(changingParam);
// And let the SceneWatcher know that the material on some of it's
// referenced objects changed.
NotifyDependents(FOREVER, PART_ALL, REFMSG_USER_MAT);
}
break;
}
return REF_SUCCEED;
}
////////////////////////////////////////////////////////////////////////////////
// Subtexmap access
int plParticleMtl::NumSubTexmaps()
{
return 1;
}
Texmap* plParticleMtl::GetSubTexmap(int i)
{
if (i == 0)
return fBasicPB->GetTexmap(kTexmap);
return NULL;
}
void plParticleMtl::SetSubTexmap(int i, Texmap *m)
{
if (i == 0)
fBasicPB->SetValue(kTexmap, 0, m);
}
TSTR plParticleMtl::GetSubTexmapSlotName(int i)
{
if (i == 0)
return "Texmap";
return "";
}
TSTR plParticleMtl::GetSubTexmapTVName(int i)
{
return GetSubTexmapSlotName(i);
}
/*===========================================================================*\
| Standard IO
\*===========================================================================*/
#define MTL_HDR_CHUNK 0x4000
IOResult plParticleMtl::Save(ISave *isave)
{
IOResult res;
isave->BeginChunk(MTL_HDR_CHUNK);
res = MtlBase::Save(isave);
if (res!=IO_OK) return res;
isave->EndChunk();
return IO_OK;
}
IOResult plParticleMtl::Load(ILoad *iload)
{
IOResult res;
int id;
while (IO_OK==(res=iload->OpenChunk()))
{
switch(id = iload->CurChunkID())
{
case MTL_HDR_CHUNK:
res = MtlBase::Load(iload);
break;
}
iload->CloseChunk();
if (res!=IO_OK)
return res;
}
return IO_OK;
}
/*===========================================================================*\
| Updating and cloning
\*===========================================================================*/
RefTargetHandle plParticleMtl::Clone(RemapDir &remap)
{
plParticleMtl *mnew = TRACKED_NEW plParticleMtl(FALSE);
*((MtlBase*)mnew) = *((MtlBase*)this);
mnew->ReplaceReference(kRefBasic, remap.CloneRef(fBasicPB));
BaseClone(this, mnew, remap);
mnew->fIValid.SetEmpty();
return (RefTargetHandle)mnew;
}
void plParticleMtl::NotifyChanged()
{
NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);
}
void plParticleMtl::Update(TimeValue t, Interval& valid)
{
//StdUVGen *gen = (StdUVGen *)fUVGen;
//gen->SetUScl(1.0f, t);
//gen->SetVScl(1.0f, t);
//gen->Update(t, fIValid);
valid &= fIValid;
}
/*===========================================================================*\
| Determine the characteristics of the material
\*===========================================================================*/
void plParticleMtl::SetAmbient(Color c, TimeValue t) {}
void plParticleMtl::SetDiffuse(Color c, TimeValue t) {}
void plParticleMtl::SetSpecular(Color c, TimeValue t) {}
void plParticleMtl::SetShininess(float v, TimeValue t) {}
Color plParticleMtl::GetAmbient(int mtlNum, BOOL backFace) { return Color(0,0,0); }
Color plParticleMtl::GetDiffuse(int mtlNum, BOOL backFace) { return Color(0,0,0); }
Color plParticleMtl::GetSpecular(int mtlNum, BOOL backFace) { return Color(0,0,0); }
float plParticleMtl::GetXParency(int mtlNum, BOOL backFace)
{
int opacity = fBasicPB->GetInt( kOpacity, 0 );
float alpha = 1.0f - ( (float)opacity / 100.0f );
return alpha;
}
float plParticleMtl::GetShininess(int mtlNum, BOOL backFace) { return 0.0f; }
float plParticleMtl::GetShinStr(int mtlNum, BOOL backFace) { return 0.0f; }
float plParticleMtl::WireSize(int mtlNum, BOOL backFace) { return 0.0f; }
/////////////////////////////////////////////////////////////////
void plParticleMtl::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 plParticleMtl::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 plParticleMtl::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;
int blendType = fBasicPB->GetInt( kBlend );
if( blendType == kBlendAdd )
req |= MTLREQ_ADDITIVE_TRANSP | MTLREQ_TRANSP;
else if( blendType == kBlendAlpha )
req |= MTLREQ_TRANSP;
else if( fBasicPB->GetInt( kOpacity, 0 ) != 100 )
req |= MTLREQ_TRANSP;
return req;
}
void plParticleMtl::ShadeWithBackground(ShadeContext &sc, Color background)
{
#if 1
TimeValue t = sc.CurTime();
Color color(0, 0, 0);
float alpha = 0.0;
// Evaluate Base layer
Texmap *map = fBasicPB->GetTexmap(kTexmap);
if (map && map->ClassID() == LAYER_TEX_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;
if( fBasicPB->GetInt( kNormal ) == kEmissive )
{
// Emissive objects don't get shaded
ip.diffIllum = fBasicPB->GetColor(kColorAmb, t) * color;
ip.diffIllum.ClampMinMax();
ip.specIllum = black;
}
else
{
//
// Shading setup
//
// Setup the parameters for the shader
ip.amb = black;
ip.diff = fBasicPB->GetColor(kColor, t) * color;
ip.spec = white;
ip.diffIllum = black;
ip.specIllum = black;
ip.N = sc.Normal();
ip.V = sc.V();
//
// Specularity
//
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
// Get opacity and combine with alpha
float opac = float(fBasicPB->GetInt(kOpacity, t)) / 100.0f;
//float opac = 1.0f;
alpha *= opac;
// 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 plParticleMtl::EvalDisplacement(ShadeContext& sc)
{
return 0.0f;
}
Interval plParticleMtl::DisplacementValidity(TimeValue t)
{
Interval iv;
iv.SetInfinite();
return iv;
}
Control *plParticleMtl::GetAmbColorController() { return fBasicPB->GetController(ParamID(kColorAmb)); }
Control *plParticleMtl::GetColorController() { return fBasicPB->GetController(ParamID(kColor)); }
Control *plParticleMtl::GetOpacityController() { return fBasicPB->GetController(ParamID(kOpacity)); }
Control *plParticleMtl::GetWidthController() { return fBasicPB->GetController(ParamID(kWidth)); }
Control *plParticleMtl::GetHeightController() { return fBasicPB->GetController(ParamID(kHeight)); }