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