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/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts 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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project name : Buccaneer Bay *
* *
* File name : PCToPS2Material.cpp *
* *
* Programmer : Mike Lytle *
* *
* Start date : 10/22/1999 *
* *
* Last update : 10/27/1999 *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* PTPMC::BeginEditParams -- Change all W3D materials in the mesh to be PS2 compatible. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include <Max.h>
#include <gport.h>
#include <hsv.h>
#include "dllmain.h"
#include "resource.h"
#include "util.h"
#include "utilapi.h"
#include "nodelist.h"
#include "gamemtl.h"
Class_ID PCToPS2MaterialClassID(0x40d11cee, 0x68881657);
class PCToPS2MaterialClass : public UtilityObj {
public:
void BeginEditParams(Interface *ip,IUtil *iu);
void EndEditParams(Interface *ip,IUtil *iu) {}
void DeleteThis() {delete this;}
};
/***********************************************************************************************
* PTPMC::BeginEditParams -- Change all W3D materials in the mesh to be PS2 compatible. *
* *
* *
* *
* *
* HISTORY: *
* 10/27/1999MLL: Created. *
*=============================================================================================*/
void PCToPS2MaterialClass::BeginEditParams(Interface *ip,IUtil *iu)
{
// This function is called when the utility is chosen.
// Since we don't need any window gadgets, we'll just go through all the materials right away.
INode *root = ip->GetRootNode();
INodeListClass *meshlist = NULL;
// Change all materials associated with the mesh, starting with the root node.
if (root) {
meshlist = new INodeListClass(root, 0);
if (meshlist) {
int i;
for (i = 0; i < meshlist->Num_Nodes(); i++) {
Mtl *nodemtl = ((*meshlist)[i])->GetMtl();
if (nodemtl == NULL) {
// No material on this node, go to the next.
continue;
}
if (!nodemtl->IsMultiMtl()) {
// Only change those that are W3D materials.
if (nodemtl->ClassID() == GameMaterialClassID) {
int pass;
for (pass = 0; pass < ((GameMtl*)nodemtl)->Get_Pass_Count(); pass++) {
// Change the material for each pass.
((GameMtl*)nodemtl)->Compute_PS2_Shader_From_PC_Shader(pass);
}
}
} else {
// Loop through all sub materials of the multi-material.
for (unsigned mi = 0; mi < nodemtl->NumSubMtls(); mi++) {
// Only change those that are W3D materials.
if (nodemtl->GetSubMtl(mi)->ClassID() == GameMaterialClassID) {
int pass;
for (pass = 0; pass < ((GameMtl*)nodemtl->GetSubMtl(mi))->Get_Pass_Count(); pass++) {
// Change the material for each pass.
((GameMtl*)nodemtl->GetSubMtl(mi))->Compute_PS2_Shader_From_PC_Shader(pass);
}
} else if (nodemtl->GetSubMtl(mi)->ClassID() == PS2GameMaterialClassID) {
}
}
}
}
}
delete meshlist;
}
}
class PCToPS2MaterialClassDesc:public ClassDesc {
public:
int IsPublic() { return 1; }
void * Create(BOOL loading)
{
return ((void*)new PCToPS2MaterialClass);
}
const TCHAR * ClassName() { return Get_String(IDS_PC_TO_PS2_MAT_CONVERTER); }
SClass_ID SuperClassID() { return UTILITY_CLASS_ID; }
Class_ID ClassID() { return PCToPS2MaterialClassID; }
const TCHAR* Category() { return _T(""); }
};
static PCToPS2MaterialClassDesc _PCToPS2MaterialCD;
ClassDesc * Get_PS2_Material_Conversion() { return &_PCToPS2MaterialCD; }