/* ** 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 . */ /*********************************************************************************************** *** 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 #include #include #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; }