3302 lines
121 KiB
C++

/*
** 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/>.
*/
/* $Header: /Commando/Code/Tools/max2w3d/GameMtl.cpp 52 8/10/01 2:18p Ian_l $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando / G 3D engine *
* *
* File Name : GAMEMTL.CPP *
* *
* Programmer : Greg Hjelstrom *
* *
* Start Date : 06/26/97 *
* *
* Last Update : 10/26/1999997 [GH] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* GameMtl::GameMtl -- constructor *
* GameMtl::~GameMtl -- destructor *
* GameMtl::ClassID -- returns the max ClassID of the material plugin *
* GameMtl::SuperClassID -- returns the super class ID *
* GameMtl::GetClassName -- returns the name of this plugin clas *
* GameMtl::NumSubs -- returns the number of sub animations *
* GameMtl::SubAnimName -- returns the name of the i'th sub animation *
* GameMtl::SubAnim -- returns the i'th sub-anim *
* GameMtl::Clone -- clones this material *
* GameMtl::NotifyRefChanged -- NotifyRefChanged handler *
* GameMtl::SetReference -- set the i'th reference *
* GameMtl::GetReference -- returnst the i'th reference *
* GameMtl::NumSubTexmaps -- returns the number of texture maps in this material *
* GameMtl::SetSubTexmap -- set the i'th texture map *
* GameMtl::GetSubTexmap -- returns the i'th texture map *
* GameMtl::CreateParamDlg -- creates the material editor dialog box *
* GameMtl::Notify_Changed -- someone has changed this material *
* GameMtl::Reset -- reset this material to default settings *
* GameMtl::Update -- time has changed *
* GameMtl::Validity -- return the validity of the material at time t *
* GameMtl::Requirements -- what requirements does this material have? *
* GameMtl::Load -- loading from a MAX file *
* GameMtl::Save -- Saving into a MAX file *
* GameMtl::Shade -- evaluate the material for the renderer. *
* GameMtl::ps2_shade -- Emulate the PS2 shader. *
* GameMtl::Compute_PC_Shader_From_PS2_Shader -- Determine if a PC shader can be created. *
* GameMtl::Compute_PS2_Shader_From_PC_Shader -- Change a W3D material to a PS2 W3D material.*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "gamemtl.h"
#include <Max.h>
#include <gport.h>
#include <hsv.h>
#include "GameMtlDlg.h"
#include "dllmain.h"
#include "resource.h"
#include "util.h"
#include "meshsave.h"
#include "gamemaps.h"
/*****************************************************************
*
* GameMtl Class Descriptor
*
*****************************************************************/
Class_ID GameMaterialClassID(GAMEMTL_ID_PARTA, GAMEMTL_ID_PARTB);
class GameMaterialClassDesc:public ClassDesc {
public:
int IsPublic() { return 1; }
void * Create(BOOL loading) { return new GameMtl(loading); }
const TCHAR * ClassName() { return Get_String(IDS_GAMEMTL); }
SClass_ID SuperClassID() { return MATERIAL_CLASS_ID; }
Class_ID ClassID() { return GameMaterialClassID; }
const TCHAR* Category() { return _T(""); }
};
static GameMaterialClassDesc _GameMaterialCD;
ClassDesc * Get_Game_Material_Desc() { return &_GameMaterialCD; }
/******************************************************************************
*
* PostLoadCallback for GameMtl
*
******************************************************************************/
class GameMtlPostLoad : public PostLoadCallback
{
public:
GameMtl *m;
GameMtlPostLoad(GameMtl *b) { m=b; IsOld = false;}
void proc(ILoad *iload);
/*
** Data from the previous version of GameMtl
*/
bool IsOld;
ULONG Attributes;
Color Diffuse;
Color Specular;
Color AmbientCoeff;
Color DiffuseCoeff;
Color SpecularCoeff;
Color EmissiveCoeff;
float FogCoeff;
int DCTFrames;
int DITFrames;
int SCTFrames;
int SITFrames;
float DCTFrameRate;
float DITFrameRate;
float SCTFrameRate;
float SITFrameRate;
int DCTMappingType;
int DITMappingType;
int SCTMappingType;
int SITMappingType;
float Opacity;
float Translucency;
float Shininess;
};
/******************************************************************************
*
* GameMtl
*
* Notes:
* Prior to Nov, 1998 I was storing everything about the material in custom
* chunks. As part of the upgrade to surrender 1.4x, I'm going to use
* a parameter block for each pass (combination of shader and vertex material)
*
******************************************************************************/
#define MTL_HDR_CHUNK 0x4000
/*
** Custom Chunk IDs
*/
#define GAMEMTL_FLAGS_CHUNK 0x0000
#define GAMEMTL_GAMEFLAGS_CHUNK 0x0001 // OBSOLETE!
#define GAMEMTL_COLORS_CHUNK 0x0002 // OBSOLETE!
#define GAMEMTL_TEXTURE_FRAMES_CHUNK 0x0003
#define GAMEMTL_ENVMAP_FRAMES_CHUNK 0x0004
#define GAMEMTL_DCT_FRAMES_CHUNK GAMEMTL_TEXTURE_FRAMES_CHUNK
#define GAMEMTL_DIT_FRAMES_CHUNK GAMEMTL_ENVMAP_FRAMES_CHUNK
#define GAMEMTL_SCT_FRAMES_CHUNK 0x0005
#define GAMEMTL_SIT_FRAMES_CHUNK 0x0006
#define GAMEMTL_DCT_FRAME_RATE_CHUNK 0x0010
#define GAMEMTL_DIT_FRAME_RATE_CHUNK 0x0011
#define GAMEMTL_SCT_FRAME_RATE_CHUNK 0x0012
#define GAMEMTL_SIT_FRAME_RATE_CHUNK 0x0013
#define GAMEMTL_DCT_MAPPING_CHUNK 0x0020
#define GAMEMTL_DIT_MAPPING_CHUNK 0x0021
#define GAMEMTL_SCT_MAPPING_CHUNK 0x0022
#define GAMEMTL_SIT_MAPPING_CHUNK 0x0023
#define GAMEMTL_ATTRIBUTES_CHUNK 0x0030
#define GAMEMTL_DIFFUSE_COLOR_CHUNK 0x0031
#define GAMEMTL_SPECULAR_COLOR_CHUNK 0x0032
#define GAMEMTL_AMBIENT_COEFF_CHUNK 0x0040
#define GAMEMTL_DIFFUSE_COEFF_CHUNK 0x0041
#define GAMEMTL_SPECULAR_COEFF_CHUNK 0x0042
#define GAMEMTL_EMISSIVE_COEFF_CHUNK 0x0043
#define GAMEMTL_OPACITY_CHUNK 0x0050
#define GAMEMTL_TRANSLUCENCY_CHUNK 0x0051
#define GAMEMTL_SHININESS_CHUNK 0x0052
#define GAMEMTL_FOG_CHUNK 0x0053
#define GAMEMTL_PASS0_CUR_PAGE 0x0060
#define GAMEMTL_PASS1_CUR_PAGE 0x0061
#define GAMEMTL_PASS2_CUR_PAGE 0x0062
#define GAMEMTL_PASS3_CUR_PAGE 0x0064
#define GAMEMTL_PASS0_STAGE0_MAPPER_ARGS 0x0070
#define GAMEMTL_PASS1_STAGE0_MAPPER_ARGS 0x0071
#define GAMEMTL_PASS2_STAGE0_MAPPER_ARGS 0x0072
#define GAMEMTL_PASS3_STAGE0_MAPPER_ARGS 0x0073
#define GAMEMTL_SURFACE_TYPE_CHUNK 0x0080
#define GAMEMTL_SORT_LEVEL_CHUNK 0x0090
#define GAMEMTL_PASS0_STAGE1_MAPPER_ARGS 0x0100
#define GAMEMTL_PASS1_STAGE1_MAPPER_ARGS 0x0101
#define GAMEMTL_PASS2_STAGE1_MAPPER_ARGS 0x0102
#define GAMEMTL_PASS3_STAGE1_MAPPER_ARGS 0x0103
/*
** Main Parameter Block Definition
*/
static ParamBlockDescID MainParameterBlockDesc[] =
{
{ TYPE_INT, NULL, FALSE, 0 }, // Pass Count
};
/*
** ID numbers for parameter block entries. As of version 4 of the
** parameter block definitions, these enums should be used directly
** in the pblock defs to avoid accidental ID mismatches.
**
** Note: You should DO NOTHING TO CHANGE THE VALUES OF THE ENUM
** (except adding at the end of course). Following these constraints
** will preserve backwards compatibility with all pblock versions.
**
** Since this enum is now just a series of ID numbers, we must
** manually keep the PASS_PARAMBLOCK_LENGTH up to date. Believe it
** or not, but this is less error-prone than the previous way of
** doing things.
**
** (gth) Aug 6, 2000
** IMPORTANT -PLEASE READ-
** The following enums are basically the index into the array of
** ParamBlockDescID's that we are using. It is critical that this
** enumeration does not skip indexes and that the value for each
** symbol in this list matches the position in the param block
** for that variable. This enumeration is does not define the
** id for the new variable, only its position in the array.
**
** When you add a new variable to the parameter block, you should
** find an id for it higher than any existing id (look through the
** rest of the entries in the parameter block). That id will not
** usually be able to be the same as its array index due to the
** evolution of this structure. The id I'm referring to is the
** number in the 4th element of each of the ParamBlockDescIDs.
**
** If you remove an entry from our array of ParamBlockDescIDs you
** will need to update all of the PB_xxx enumeration below so that
** they match their position in the array again.
*/
enum
{
PB_AMBIENT = 0,
PB_DIFFUSE = 1,
PB_SPECULAR = 2,
PB_EMISSIVE = 3,
PB_SHININESS = 4,
PB_OPACITY = 5,
PB_TRANSLUCENCY = 6,
PB_COPY_SPECULAR_TO_DIFFUSE = 7,
PB_STAGE0_MAPPING_TYPE = 8,
PB_PSX_TRANSLUCENCY = 9,
PB_PSX_LIGHTING = 10,
PB_DEPTH_COMPARE = 11,
PB_DEPTH_MASK = 12,
PB_COLOR_MASK = 13, // obsolete (ignored)
PB_DEST_BLEND = 14,
PB_FOG_FUNC = 15, // obsolete (ignored)
PB_PRI_GRADIENT = 16,
PB_SEC_GRADIENT = 17,
PB_SRC_BLEND = 18,
PB_DETAIL_COLOR_FUNC = 19,
PB_DETAIL_ALPHA_FUNC = 20,
PB_STAGE0_TEXTURE_ENABLE = 21,
PB_STAGE0_TEXTURE_PUBLISH = 22,
PB_STAGE0_TEXTURE_RESIZE = 23, // obsolete (ignored)
PB_STAGE0_TEXTURE_NO_MIPMAP = 24, // obsolete (ignored)
PB_STAGE0_TEXTURE_CLAMP_U = 25,
PB_STAGE0_TEXTURE_CLAMP_V = 26,
PB_STAGE0_TEXTURE_HINT = 27,
PB_STAGE0_TEXTURE_DISPLAY = 28,
PB_STAGE0_TEXTURE_FRAME_RATE = 29,
PB_STAGE0_TEXTURE_FRAME_COUNT = 30,
PB_STAGE0_TEXTURE_ANIM_TYPE = 31,
PB_STAGE1_TEXTURE_ENABLE = 32,
PB_STAGE1_TEXTURE_PUBLISH = 33,
PB_STAGE1_TEXTURE_RESIZE = 34, // obsolete (ignored)
PB_STAGE1_TEXTURE_NO_MIPMAP = 35, // obsolete (ignored)
PB_STAGE1_TEXTURE_CLAMP_U = 36,
PB_STAGE1_TEXTURE_CLAMP_V = 37,
PB_STAGE1_TEXTURE_HINT = 38,
PB_STAGE1_TEXTURE_DISPLAY = 39,
PB_STAGE1_TEXTURE_FRAME_RATE = 40,
PB_STAGE1_TEXTURE_FRAME_COUNT = 41,
PB_STAGE1_TEXTURE_ANIM_TYPE = 42,
PB_STAGE0_TEXTURE_ALPHA_BITMAP = 43,
PB_STAGE1_TEXTURE_ALPHA_BITMAP = 44,
PB_ALPHA_TEST = 45,
PB_SHADER_PRESET = 46, // obsolete (ignored)
// For the Playstation 2.
PB_PS2_SHADER_PARAM_A = 47,
PB_PS2_SHADER_PARAM_B = 48,
PB_PS2_SHADER_PARAM_C = 49,
PB_PS2_SHADER_PARAM_D = 50,
// UV Channel selection
PB_STAGE0_MAP_CHANNEL = 51,
PB_STAGE1_MAP_CHANNEL = 52,
PB_STAGE1_MAPPING_TYPE = 53, // (gth) this can't be 55, it is used as an array index // = 55, // yes, 55
// textures can now disable LOD
PB_STAGE0_TEXTURE_NO_LOD = 54,
PB_STAGE1_TEXTURE_NO_LOD = 55,
};
/*
** Per-Pass Parameter Block Definition
*/
// Version 0 (old version)
static ParamBlockDescID PassParameterBlockDescVer0[] =
{
{ TYPE_POINT3, NULL, TRUE, 0 }, // Ambient
{ TYPE_POINT3, NULL, TRUE, 1 }, // Diffuse
{ TYPE_POINT3, NULL, TRUE, 2 }, // Specular
{ TYPE_POINT3, NULL, TRUE, 3 }, // Emissive
{ TYPE_FLOAT, NULL, TRUE, 4 }, // Shininess
{ TYPE_FLOAT, NULL, TRUE, 5 }, // Opacity
{ TYPE_FLOAT, NULL, TRUE, 6 }, // Translucency
{ TYPE_INT, NULL, FALSE, 7 }, // Mapping Type
{ TYPE_INT, NULL, FALSE, 8 }, // PSX Translucency Type
{ TYPE_BOOL, NULL, FALSE, 9 }, // PSX Lighting Flag
{ TYPE_INT, NULL, FALSE, 10}, // Depth Compare
{ TYPE_INT, NULL, FALSE, 11}, // Depth Mask
{ TYPE_INT, NULL, FALSE, 12}, // Color Mask
{ TYPE_INT, NULL, FALSE, 13}, // Dest Blend
{ TYPE_INT, NULL, FALSE, 14}, // FogFunc
{ TYPE_INT, NULL, FALSE, 15}, // PriGradient
{ TYPE_INT, NULL, FALSE, 16}, // SecGradient
{ TYPE_INT, NULL, FALSE, 17}, // SrcBlend
{ TYPE_INT, NULL, FALSE, 18}, // DetailColorFunc
{ TYPE_INT, NULL, FALSE, 19}, // DetailAlphaFunc
{ TYPE_INT, NULL, FALSE, 20}, // DitherMask
{ TYPE_INT, NULL, FALSE, 21}, // Shade Model
{ TYPE_BOOL, NULL, FALSE, 22}, // Stage0 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 23}, // Stage0 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 24}, // Stage0 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 25}, // Stage0 Frame Rate
{ TYPE_INT, NULL, FALSE, 26}, // Stage0 Frame Count
{ TYPE_INT, NULL, FALSE, 27}, // Stage0 Animation Type
{ TYPE_BOOL, NULL, FALSE, 28}, // Stage1 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 29}, // Stage1 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 30}, // Stage1 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 31}, // Stage1 Frame Rate
{ TYPE_INT, NULL, FALSE, 32}, // Stage1 Frame Count
{ TYPE_INT, NULL, FALSE, 33}, // Stage1 Animation Type
};
// Version 1
static ParamBlockDescID PassParameterBlockDescVer1[] =
{
{ TYPE_POINT3, NULL, TRUE, 0 }, // Ambient
{ TYPE_POINT3, NULL, TRUE, 1 }, // Diffuse
{ TYPE_POINT3, NULL, TRUE, 2 }, // Specular
{ TYPE_POINT3, NULL, TRUE, 3 }, // Emissive
{ TYPE_FLOAT, NULL, TRUE, 4 }, // Shininess
{ TYPE_FLOAT, NULL, TRUE, 5 }, // Opacity
{ TYPE_FLOAT, NULL, TRUE, 6 }, // Translucency
{ TYPE_BOOL, NULL, FALSE, 34}, // Copy specular to diffuse (new to version 1)
{ TYPE_INT, NULL, FALSE, 7 }, // Mapping Type
{ TYPE_INT, NULL, FALSE, 8 }, // PSX Translucency Type
{ TYPE_BOOL, NULL, FALSE, 9 }, // PSX Lighting Flag
{ TYPE_INT, NULL, FALSE, 10}, // Depth Compare
{ TYPE_INT, NULL, FALSE, 11}, // Depth Mask
{ TYPE_INT, NULL, FALSE, 12}, // Color Mask (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 13}, // Dest Blend
{ TYPE_INT, NULL, FALSE, 14}, // FogFunc (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 15}, // PriGradient
{ TYPE_INT, NULL, FALSE, 16}, // SecGradient
{ TYPE_INT, NULL, FALSE, 17}, // SrcBlend
{ TYPE_INT, NULL, FALSE, 18}, // DetailColorFunc
{ TYPE_INT, NULL, FALSE, 19}, // DetailAlphaFunc
{ TYPE_BOOL, NULL, FALSE, 22}, // Stage0 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 23}, // Stage0 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 35}, // Stage0 Texture Resize (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 36}, // Stage0 Texture No Mipmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 37}, // Stage0 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 38}, // Stage0 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 39}, // Stage0 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 24}, // Stage0 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 25}, // Stage0 Frame Rate
{ TYPE_INT, NULL, FALSE, 26}, // Stage0 Frame Count
{ TYPE_INT, NULL, FALSE, 27}, // Stage0 Animation Type
{ TYPE_BOOL, NULL, FALSE, 28}, // Stage1 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 29}, // Stage1 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 40}, // Stage1 Texture Resize (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 41}, // Stage1 Texture No Mipmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 42}, // Stage1 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 43}, // Stage1 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 44}, // Stage1 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 30}, // Stage1 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 31}, // Stage1 Frame Rate
{ TYPE_INT, NULL, FALSE, 32}, // Stage1 Frame Count
{ TYPE_INT, NULL, FALSE, 33}, // Stage1 Animation Type
{ TYPE_BOOL, NULL, FALSE, 45}, // Stage0 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 46}, // Stage1 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 47}, // Alpha Test (new to version 1)
{ TYPE_INT, NULL, FALSE, 48}, // Shader preset (new to version 1) (now obsolete and ignored)
};
// Version 2 (old version)
static ParamBlockDescID PassParameterBlockDescVer2[] =
{
{ TYPE_POINT3, NULL, TRUE, 0 }, // Ambient
{ TYPE_POINT3, NULL, TRUE, 1 }, // Diffuse
{ TYPE_POINT3, NULL, TRUE, 2 }, // Specular
{ TYPE_POINT3, NULL, TRUE, 3 }, // Emissive
{ TYPE_FLOAT, NULL, TRUE, 4 }, // Shininess
{ TYPE_FLOAT, NULL, TRUE, 5 }, // Opacity
{ TYPE_FLOAT, NULL, TRUE, 6 }, // Translucency
{ TYPE_BOOL, NULL, FALSE, 34}, // Copy specular to diffuse (new to version 1)
{ TYPE_INT, NULL, FALSE, 7 }, // Mapping Type
{ TYPE_INT, NULL, FALSE, 8 }, // PSX Translucency Type
{ TYPE_BOOL, NULL, FALSE, 9 }, // PSX Lighting Flag
{ TYPE_INT, NULL, FALSE, 10}, // Depth Compare
{ TYPE_INT, NULL, FALSE, 11}, // Depth Mask
{ TYPE_INT, NULL, FALSE, 12}, // Color Mask (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 13}, // Dest Blend
{ TYPE_INT, NULL, FALSE, 14}, // FogFunc (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 15}, // PriGradient
{ TYPE_INT, NULL, FALSE, 16}, // SecGradient
{ TYPE_INT, NULL, FALSE, 17}, // SrcBlend
{ TYPE_INT, NULL, FALSE, 18}, // DetailColorFunc
{ TYPE_INT, NULL, FALSE, 19}, // DetailAlphaFunc
{ TYPE_BOOL, NULL, FALSE, 22}, // Stage0 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 23}, // Stage0 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 35}, // Stage0 Texture Resize (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 36}, // Stage0 Texture No Mipmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 37}, // Stage0 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 38}, // Stage0 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 39}, // Stage0 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 24}, // Stage0 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 25}, // Stage0 Frame Rate
{ TYPE_INT, NULL, FALSE, 26}, // Stage0 Frame Count
{ TYPE_INT, NULL, FALSE, 27}, // Stage0 Animation Type
{ TYPE_BOOL, NULL, FALSE, 28}, // Stage1 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 29}, // Stage1 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 40}, // Stage1 Texture Resize (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 41}, // Stage1 Texture No Mipmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 42}, // Stage1 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 43}, // Stage1 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 44}, // Stage1 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 30}, // Stage1 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 31}, // Stage1 Frame Rate
{ TYPE_INT, NULL, FALSE, 32}, // Stage1 Frame Count
{ TYPE_INT, NULL, FALSE, 33}, // Stage1 Animation Type
{ TYPE_BOOL, NULL, FALSE, 45}, // Stage0 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 46}, // Stage1 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 47}, // Alpha Test (new to version 1)
{ TYPE_INT, NULL, FALSE, 48}, // Shader preset (new to version 1) (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 49}, // PS2 Shader Param A
{ TYPE_INT, NULL, FALSE, 50}, // PS2 Shader Param B
{ TYPE_INT, NULL, FALSE, 51}, // PS2 Shader Param C
{ TYPE_INT, NULL, FALSE, 52}, // PS2 Shader Param D
};
// Version 3 (old version)
static ParamBlockDescID PassParameterBlockDescVer3[] =
{
{ TYPE_POINT3, NULL, TRUE, 0 }, // Ambient
{ TYPE_POINT3, NULL, TRUE, 1 }, // Diffuse
{ TYPE_POINT3, NULL, TRUE, 2 }, // Specular
{ TYPE_POINT3, NULL, TRUE, 3 }, // Emissive
{ TYPE_FLOAT, NULL, TRUE, 4 }, // Shininess
{ TYPE_FLOAT, NULL, TRUE, 5 }, // Opacity
{ TYPE_FLOAT, NULL, TRUE, 6 }, // Translucency
{ TYPE_BOOL, NULL, FALSE, 34}, // Copy specular to diffuse (new to version 1)
{ TYPE_INT, NULL, FALSE, 7 }, // Mapping Type
{ TYPE_INT, NULL, FALSE, 8 }, // PSX Translucency Type
{ TYPE_BOOL, NULL, FALSE, 9 }, // PSX Lighting Flag
{ TYPE_INT, NULL, FALSE, 10}, // Depth Compare
{ TYPE_INT, NULL, FALSE, 11}, // Depth Mask
{ TYPE_INT, NULL, FALSE, 12}, // Color Mask (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 13}, // Dest Blend
{ TYPE_INT, NULL, FALSE, 14}, // FogFunc (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 15}, // PriGradient
{ TYPE_INT, NULL, FALSE, 16}, // SecGradient
{ TYPE_INT, NULL, FALSE, 17}, // SrcBlend
{ TYPE_INT, NULL, FALSE, 18}, // DetailColorFunc
{ TYPE_INT, NULL, FALSE, 19}, // DetailAlphaFunc
{ TYPE_BOOL, NULL, FALSE, 22}, // Stage0 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 23}, // Stage0 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 35}, // Stage0 Texture Resize (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 36}, // Stage0 Texture No Mipmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 37}, // Stage0 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 38}, // Stage0 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 39}, // Stage0 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 24}, // Stage0 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 25}, // Stage0 Frame Rate
{ TYPE_INT, NULL, FALSE, 26}, // Stage0 Frame Count
{ TYPE_INT, NULL, FALSE, 27}, // Stage0 Animation Type
{ TYPE_BOOL, NULL, FALSE, 28}, // Stage1 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 29}, // Stage1 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 40}, // Stage1 Texture Resize (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 41}, // Stage1 Texture No Mipmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 42}, // Stage1 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 43}, // Stage1 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 44}, // Stage1 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 30}, // Stage1 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 31}, // Stage1 Frame Rate
{ TYPE_INT, NULL, FALSE, 32}, // Stage1 Frame Count
{ TYPE_INT, NULL, FALSE, 33}, // Stage1 Animation Type
{ TYPE_BOOL, NULL, FALSE, 45}, // Stage0 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 46}, // Stage1 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 47}, // Alpha Test (new to version 1)
{ TYPE_INT, NULL, FALSE, 48}, // Shader preset (new to version 1) (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 49}, // PS2 Shader Param A
{ TYPE_INT, NULL, FALSE, 50}, // PS2 Shader Param B
{ TYPE_INT, NULL, FALSE, 51}, // PS2 Shader Param C
{ TYPE_INT, NULL, FALSE, 52}, // PS2 Shader Param D
{ TYPE_INT, NULL, FALSE, 53}, // Stage0 UV Channel
{ TYPE_INT, NULL, FALSE, 54}, // Stage1 UV Channel
};
// Version 4 (old version)
static ParamBlockDescID PassParameterBlockDescVer4[] =
{
{ TYPE_POINT3, NULL, TRUE, 0 }, // Ambient
{ TYPE_POINT3, NULL, TRUE, 1 }, // Diffuse
{ TYPE_POINT3, NULL, TRUE, 2 }, // Specular
{ TYPE_POINT3, NULL, TRUE, 3 }, // Emissive
{ TYPE_FLOAT, NULL, TRUE, 4 }, // Shininess
{ TYPE_FLOAT, NULL, TRUE, 5 }, // Opacity
{ TYPE_FLOAT, NULL, TRUE, 6 }, // Translucency
{ TYPE_BOOL, NULL, FALSE, 34}, // Copy specular to diffuse (new to version 1)
{ TYPE_INT, NULL, FALSE, 7 }, // Stage0 Mapping Type
{ TYPE_INT, NULL, FALSE, 8 }, // PSX Translucency Type
{ TYPE_BOOL, NULL, FALSE, 9 }, // PSX Lighting Flag
{ TYPE_INT, NULL, FALSE, 10}, // Depth Compare
{ TYPE_INT, NULL, FALSE, 11}, // Depth Mask
{ TYPE_INT, NULL, FALSE, 12}, // Color Mask (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 13}, // Dest Blend
{ TYPE_INT, NULL, FALSE, 14}, // FogFunc (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 15}, // PriGradient
{ TYPE_INT, NULL, FALSE, 16}, // SecGradient
{ TYPE_INT, NULL, FALSE, 17}, // SrcBlend
{ TYPE_INT, NULL, FALSE, 18}, // DetailColorFunc
{ TYPE_INT, NULL, FALSE, 19}, // DetailAlphaFunc
{ TYPE_BOOL, NULL, FALSE, 22}, // Stage0 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 23}, // Stage0 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 35}, // Stage0 Texture Resize (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 36}, // Stage0 Texture No Mipmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 37}, // Stage0 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 38}, // Stage0 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 39}, // Stage0 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 24}, // Stage0 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 25}, // Stage0 Frame Rate
{ TYPE_INT, NULL, FALSE, 26}, // Stage0 Frame Count
{ TYPE_INT, NULL, FALSE, 27}, // Stage0 Animation Type
{ TYPE_BOOL, NULL, FALSE, 28}, // Stage1 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 29}, // Stage1 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 40}, // Stage1 Texture Resize (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 41}, // Stage1 Texture No Mipmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 42}, // Stage1 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 43}, // Stage1 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 44}, // Stage1 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 30}, // Stage1 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 31}, // Stage1 Frame Rate
{ TYPE_INT, NULL, FALSE, 32}, // Stage1 Frame Count
{ TYPE_INT, NULL, FALSE, 33}, // Stage1 Animation Type
{ TYPE_BOOL, NULL, FALSE, 45}, // Stage0 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 46}, // Stage1 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 47}, // Alpha Test (new to version 1)
{ TYPE_INT, NULL, FALSE, 48}, // Shader preset (new to version 1) (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 49}, // PS2 Shader Param A
{ TYPE_INT, NULL, FALSE, 50}, // PS2 Shader Param B
{ TYPE_INT, NULL, FALSE, 51}, // PS2 Shader Param C
{ TYPE_INT, NULL, FALSE, 52}, // PS2 Shader Param D
{ TYPE_INT, NULL, FALSE, 53}, // Stage0 UV Channel
{ TYPE_INT, NULL, FALSE, 54}, // Stage1 UV Channel
{ TYPE_INT, NULL, FALSE, 9998}, // foo
{ TYPE_INT, NULL, FALSE, 9999}, // bar
{ TYPE_INT, NULL, FALSE, 55}, // Stage1 Mapping Type (new to version 4)
};
// Version 5 (current version)
static ParamBlockDescID PassParameterBlockDescVer5[] =
{
{ TYPE_POINT3, NULL, TRUE, 0 }, // Ambient
{ TYPE_POINT3, NULL, TRUE, 1 }, // Diffuse
{ TYPE_POINT3, NULL, TRUE, 2 }, // Specular
{ TYPE_POINT3, NULL, TRUE, 3 }, // Emissive
{ TYPE_FLOAT, NULL, TRUE, 4 }, // Shininess
{ TYPE_FLOAT, NULL, TRUE, 5 }, // Opacity
{ TYPE_FLOAT, NULL, TRUE, 6 }, // Translucency
{ TYPE_BOOL, NULL, FALSE, 34}, // Copy specular to diffuse (new to version 1)
{ TYPE_INT, NULL, FALSE, 7 }, // Stage0 Mapping Type
{ TYPE_INT, NULL, FALSE, 8 }, // PSX Translucency Type
{ TYPE_BOOL, NULL, FALSE, 9 }, // PSX Lighting Flag
{ TYPE_INT, NULL, FALSE, 10}, // Depth Compare
{ TYPE_INT, NULL, FALSE, 11}, // Depth Mask
{ TYPE_INT, NULL, FALSE, 12}, // Color Mask (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 13}, // Dest Blend
{ TYPE_INT, NULL, FALSE, 14}, // FogFunc (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 15}, // PriGradient
{ TYPE_INT, NULL, FALSE, 16}, // SecGradient
{ TYPE_INT, NULL, FALSE, 17}, // SrcBlend
{ TYPE_INT, NULL, FALSE, 18}, // DetailColorFunc
{ TYPE_INT, NULL, FALSE, 19}, // DetailAlphaFunc
{ TYPE_BOOL, NULL, FALSE, 22}, // Stage0 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 23}, // Stage0 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 35}, // Stage0 Texture Resize (new to version 1) OBSOLETE!
{ TYPE_BOOL, NULL, FALSE, 36}, // Stage0 Texture No Mipmap (new to version 1) OBSOLETE!
{ TYPE_BOOL, NULL, FALSE, 37}, // Stage0 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 38}, // Stage0 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 39}, // Stage0 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 24}, // Stage0 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 25}, // Stage0 Frame Rate
{ TYPE_INT, NULL, FALSE, 26}, // Stage0 Frame Count
{ TYPE_INT, NULL, FALSE, 27}, // Stage0 Animation Type
{ TYPE_BOOL, NULL, FALSE, 28}, // Stage1 Texture Enable
{ TYPE_BOOL, NULL, FALSE, 29}, // Stage1 Texture Publish
{ TYPE_BOOL, NULL, FALSE, 40}, // Stage1 Texture Resize (new to version 1) OBSOLETE!
{ TYPE_BOOL, NULL, FALSE, 41}, // Stage1 Texture No Mipmap (new to version 1) OBSOLETE!
{ TYPE_BOOL, NULL, FALSE, 42}, // Stage1 Texture Clamp U (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 43}, // Stage1 Texture Clamp V (new to version 1)
{ TYPE_INT, NULL, FALSE, 44}, // Stage1 Texture Hint (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 30}, // Stage1 Texture Display (in viewport...)
{ TYPE_FLOAT, NULL, FALSE, 31}, // Stage1 Frame Rate
{ TYPE_INT, NULL, FALSE, 32}, // Stage1 Frame Count
{ TYPE_INT, NULL, FALSE, 33}, // Stage1 Animation Type
{ TYPE_BOOL, NULL, FALSE, 45}, // Stage0 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 46}, // Stage1 Texture Alpha Bitmap (new to version 1)
{ TYPE_BOOL, NULL, FALSE, 47}, // Alpha Test (new to version 1)
{ TYPE_INT, NULL, FALSE, 48}, // Shader preset (new to version 1) (now obsolete and ignored)
{ TYPE_INT, NULL, FALSE, 49}, // PS2 Shader Param A
{ TYPE_INT, NULL, FALSE, 50}, // PS2 Shader Param B
{ TYPE_INT, NULL, FALSE, 51}, // PS2 Shader Param C
{ TYPE_INT, NULL, FALSE, 52}, // PS2 Shader Param D
{ TYPE_INT, NULL, FALSE, 53}, // Stage0 UV Channel
{ TYPE_INT, NULL, FALSE, 54}, // Stage1 UV Channel
{ TYPE_INT, NULL, FALSE, 55 }, // Stage1 Mapping Type (new to version 4)
{ TYPE_BOOL, NULL, FALSE, 56 }, // Stage0 no texture reduction (new to version 5)
{ TYPE_BOOL, NULL, FALSE, 57 }, // Stage0 no texture reduction (new to version 5)
};
// Array of old pass parameter block versions (for backwards compatibility)
const int NUM_OLDVERSIONS = 5;
static ParamVersionDesc PassParameterBlockVersions[] = {
ParamVersionDesc(PassParameterBlockDescVer0, 34, 0),
ParamVersionDesc(PassParameterBlockDescVer1, 47, 1),
ParamVersionDesc(PassParameterBlockDescVer2, 51, 2),
ParamVersionDesc(PassParameterBlockDescVer3, 53, 3),
ParamVersionDesc(PassParameterBlockDescVer4, 56, 4)
};
// Current pass parameter block version
const int CURRENT_VERSION = 5;
static ParamVersionDesc CurrentPassParameterBlockVersion(
PassParameterBlockDescVer5,
sizeof(PassParameterBlockDescVer5) / sizeof(ParamBlockDescID),
CURRENT_VERSION);
const int DISPLACEMENT_INDEX = (W3dMaterialClass::MAX_PASSES * W3dMaterialClass::MAX_STAGES);
Color scale(const Color& a, const Color& b)
{
return Color(a.r * b.r, a.g * b.g, a.b * b.b);
}
/***********************************************************************************************
* GameMtl::GameMtl -- constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
GameMtl::GameMtl(BOOL loading)
{
MaterialDialog = NULL;
SurfaceType = SURFACE_TYPE_DEFAULT;
SortLevel = SORT_LEVEL_NONE;
Ivalid.SetEmpty();
RollScroll = 0;
Flags = 0;
Flags |= GAMEMTL_PASSCOUNT_ROLLUP_OPEN;
Set_Flag(GAMEMTL_CONVERTED_TO_NOLOD,true);
DisplacementMap = NULL;
DisplacementAmt = 0.0F;
Maps = NULL;
MainParameterBlock = NULL;
for (int pass=0; pass<W3dMaterialClass::MAX_PASSES; pass++) {
for (int stage=0; stage<W3dMaterialClass::MAX_STAGES; stage++) {
Texture[pass][stage] = NULL;
MapperArg[pass][stage] = NULL;
MapperArgLen[pass][stage] = 0;
}
PassParameterBlock[pass] = NULL;
CurPage[pass] = 0;
}
ShaderType = STE_PC_SHADER;
SubstituteMaterial = NULL;
if (!loading) {
Reset();
}
}
/***********************************************************************************************
* GameMtl::~GameMtl -- destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
*=============================================================================================*/
GameMtl::~GameMtl(void)
{
for (int pass=0; pass<W3dMaterialClass::MAX_PASSES; ++pass) {
for (int stage=0; stage<W3dMaterialClass::MAX_STAGES; ++stage) {
if (MapperArg[pass][stage]) {
delete [] (MapperArg[pass][stage]);
MapperArg[pass][stage] = NULL;
}
}
}
}
/***********************************************************************************************
* GameMtl::ClassID -- returns the max ClassID of the material plugin *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
Class_ID GameMtl::ClassID()
{
if (ShaderType == STE_PC_SHADER) {
return GameMaterialClassID;
} else {
return PS2GameMaterialClassID;
}
}
/***********************************************************************************************
* GameMtl::SuperClassID -- returns the super class ID *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
SClass_ID GameMtl::SuperClassID()
{
return MATERIAL_CLASS_ID;
}
/***********************************************************************************************
* GameMtl::GetClassName -- returns the name of this plugin clas *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
void GameMtl::GetClassName(TSTR& s)
{
if (ShaderType == STE_PC_SHADER) {
s = Get_String(IDS_GAMEMTL);
}
else {
s = Get_String(IDS_PS2_GAMEMTL);
}
}
/***********************************************************************************************
* GameMtl::NumSubs -- returns the number of sub animations *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
int GameMtl::NumSubs()
{
return 0;
}
/***********************************************************************************************
* GameMtl::SubAnimName -- returns the name of the i'th sub animation *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
TSTR GameMtl::SubAnimName(int i)
{
return _T("");
}
/***********************************************************************************************
* GameMtl::SubAnim -- returns the i'th sub-anim *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
Animatable* GameMtl::SubAnim(int i)
{
return NULL;
}
/***********************************************************************************************
* GameMtl::Clone -- clones this material *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
RefTargetHandle GameMtl::Clone(RemapDir &remap)
{
DebugPrint("GameMtl::Clone\n");
GameMtl *mnew = new GameMtl(FALSE);
*((MtlBase*)mnew) = *((MtlBase*)this); // copy superclass stuff
// replace the main parameter block
mnew->ReplaceReference(REF_MAIN,remap.CloneRef(MainParameterBlock));
// Clone the displacment map's settings
mnew->ReplaceReference (REF_TEXTURE + DISPLACEMENT_INDEX, DisplacementMap);
mnew->DisplacementAmt = DisplacementAmt;
// Maintain the shader type.
mnew->Set_Shader_Type(ShaderType);
// replace each pass's parameter block and the textures
for (int pass=0; pass < W3dMaterialClass::MAX_PASSES; pass++) {
IParamBlock * pblock = NULL;
if (PassParameterBlock[pass]) {
pblock = (IParamBlock *)remap.CloneRef(PassParameterBlock[pass]);
}
mnew->ReplaceReference(pass_ref_index(pass), pblock);
mnew->PassParameterBlock[pass] = pblock;
for (int stage=0; stage < W3dMaterialClass::MAX_STAGES; stage++) {
if (Texture[pass][stage]) {
mnew->ReplaceReference(texture_ref_index(pass,stage),Texture[pass][stage]->Clone());
} else {
mnew->ReplaceReference(texture_ref_index(pass,stage),NULL);
}
// Copy mapper arg strings and lengths
if (MapperArgLen[pass][stage] > 0) {
char *temp = new char[MapperArgLen[pass][stage] + 1];
assert(strlen(MapperArg[pass][stage]) <= MapperArgLen[pass][stage]);
strcpy(temp, MapperArg[pass][stage]);
mnew->MapperArg[pass][stage] = temp;
mnew->MapperArgLen[pass][stage] = MapperArgLen[pass][stage];
}
}
}
mnew->Ivalid = Ivalid;
return mnew;
}
/***********************************************************************************************
* GameMtl::NotifyRefChanged -- NotifyRefChanged handler *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
RefResult GameMtl::NotifyRefChanged
(
Interval changeInt,
RefTargetHandle hTarget,
PartID & partID,
RefMessage message
)
{
switch (message) {
case REFMSG_CHANGE:
{
Ivalid.SetEmpty(); // if any refs changed, clear the validity
if (MaterialDialog && (MaterialDialog->TheMtl == this)) {
MaterialDialog->Invalidate(); // if the dialog is up, refresh it
}
break;
}
case REFMSG_GET_PARAM_DIM:
{
GetParamDim *gpd = (GetParamDim*)partID;
gpd->dim = defaultDim;
return REF_STOP;
}
case REFMSG_GET_PARAM_NAME:
{
GetParamName *gpn = (GetParamName*)partID;
bool pass_parameter = false;
for(int pass = 0; pass < Get_Pass_Count(); pass++) {
if(hTarget == (RefTargetHandle)PassParameterBlock[pass]) pass_parameter = true;
}
if (pass_parameter) {
switch (gpn->index)
{
case PB_AMBIENT: gpn->name = _T("Ambient"); break;
case PB_DIFFUSE: gpn->name = _T("Diffuse"); break;
case PB_SPECULAR: gpn->name = _T("Specular"); break;
case PB_EMISSIVE: gpn->name = _T("Emissive"); break;
case PB_SHININESS: gpn->name = _T("Shininess"); break;
case PB_OPACITY: gpn->name = _T("Opacity"); break;
case PB_TRANSLUCENCY: gpn->name = _T("Translucency"); break;
default: gpn->name = _T(""); break;
}
}
return REF_STOP;
}
}
return(REF_SUCCEED);
}
/***********************************************************************************************
* GameMtl::SetReference -- set the i'th reference *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
void GameMtl::SetReference(int i, RefTargetHandle rtarg)
{
assert(i < REF_COUNT);
if (i == REF_MAPS) {
Maps = (GameMapsClass *)rtarg;
return;
}
if (i == REF_MAIN) {
MainParameterBlock = (IParamBlock*)rtarg;
return;
}
if ((i >= REF_PASS_PARAMETERS) && (i < REF_PASS_PARAMETERS + W3dMaterialClass::MAX_PASSES)) {
PassParameterBlock[i - REF_PASS_PARAMETERS] = (IParamBlock*)rtarg;
return;
}
if ((i >= REF_TEXTURE) && (i < REF_TEXTURE + 9)) {
if (i == REF_TEXTURE + DISPLACEMENT_INDEX) {
DisplacementMap = (Texmap *)rtarg;
} else {
int offset = i - REF_TEXTURE;
int pass = offset / 2;
int stage = offset % 2;
Texture[pass][stage] = (Texmap *)rtarg;
}
return;
}
}
/***********************************************************************************************
* GameMtl::GetReference -- returnst the i'th reference *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
RefTargetHandle GameMtl::GetReference(int i)
{
if (i == REF_MAPS) {
return Maps;
}
if (i == REF_MAIN) {
return MainParameterBlock;
}
if ((i >= REF_PASS_PARAMETERS) && (i < REF_PASS_PARAMETERS + W3dMaterialClass::MAX_PASSES)) {
return PassParameterBlock[i - REF_PASS_PARAMETERS];
}
if ((i >= REF_TEXTURE) && (i < REF_TEXTURE + 9)) {
if (i == REF_TEXTURE + DISPLACEMENT_INDEX) {
return DisplacementMap;
} else {
int offset = i - REF_TEXTURE;
int pass = offset / 2;
int stage = offset % 2;
return Texture[pass][stage];
}
}
return NULL;
}
/***********************************************************************************************
* GameMtl::NumSubTexmaps -- returns the number of texture maps in this material *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
int GameMtl::NumSubTexmaps(void)
{
return (W3dMaterialClass::MAX_PASSES * W3dMaterialClass::MAX_STAGES) + 1;
}
/***********************************************************************************************
* GameMtl::Get_Displacement_Map_Index -- returns the Sub-texmap index for the displacement map.
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 7/01/99 PDS : Created. *
*=============================================================================================*/
int GameMtl::Get_Displacement_Map_Index(void) const
{
return DISPLACEMENT_INDEX;
}
/***********************************************************************************************
* GameMtl::SetSubTexmap -- set the i'th texture map *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
void GameMtl::SetSubTexmap(int i, Texmap * m)
{
ReplaceReference(REF_TEXTURE + i, m);
int pass,stage;
texmap_index_to_pass_stage(i,&pass,&stage);
if (Texture[pass][stage] != NULL) {
UVGen * uvgen = Texture[pass][stage]->GetTheUVGen();
if (uvgen != NULL) {
uvgen->SetMapChannel(Get_Map_Channel(pass,stage));
}
}
NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);
}
/***********************************************************************************************
* GameMtl::GetSubTexmap -- returns the i'th texture map *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
Texmap * GameMtl::GetSubTexmap(int i)
{
if (i == DISPLACEMENT_INDEX) {
return DisplacementMap;
}
int pass;
int stage;
texmap_index_to_pass_stage(i,&pass,&stage);
return Texture[pass][stage];
}
/***********************************************************************************************
* GameMtl::CreateParamDlg -- creates the material editor dialog box *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
ParamDlg * GameMtl::CreateParamDlg(HWND hwnd_mtl_edit, IMtlParams *imp)
{
GameMtlDlg *dlg = new GameMtlDlg(hwnd_mtl_edit, imp, this);
SetParamDlg(dlg);
return dlg;
}
/***********************************************************************************************
* GameMtl::Notify_Changed -- someone has changed this material *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
void GameMtl::Notify_Changed(void)
{
NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);
if (MaterialDialog != NULL) {
MaterialDialog->Update_Display();
}
}
/***********************************************************************************************
* GameMtl::Reset -- reset this material to default settings *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
void GameMtl::Reset()
{
DebugPrint("GameMtl::Reset()\n");
ReplaceReference(REF_MAIN,CreateParameterBlock(MainParameterBlockDesc,1,CURRENT_VERSION));
for (int pass = 0; pass < W3dMaterialClass::MAX_PASSES; pass++) {
// Install a parameter block for each pass
IParamBlock * pblock = CreateParameterBlock( PassParameterBlockDescVer5,
sizeof(PassParameterBlockDescVer5)/sizeof(ParamBlockDescID),
CURRENT_VERSION);
ReplaceReference(pass_ref_index(pass), pblock);
for (int stage = 0;stage < W3dMaterialClass::MAX_STAGES; stage++) {
ReplaceReference(texture_ref_index(pass,stage), NULL);
Set_Texture_Enable(pass,stage,false);
Set_Texture_Publish(pass,stage,false);
Set_Texture_Resize(pass,stage,false);
Set_Texture_No_Mipmap(pass,stage,false);
Set_Texture_Clamp_U(pass,stage,false);
Set_Texture_Clamp_V(pass,stage,false);
Set_Texture_No_LOD(pass,stage,false);
Set_Texture_Alpha_Bitmap(pass,stage,false);
Set_Texture_Hint(pass,stage,W3DTEXTURE_HINT_BASE);
Set_Texture_Display(pass,stage,false);
Set_Texture_Frame_Rate(pass,stage,15.0f);
Set_Texture_Frame_Count(pass,stage,1);
Set_Texture_Anim_Type(pass,stage,W3DTEXTURE_ANIM_LOOP);
Set_Map_Channel(pass,stage,1);
if (MapperArg[pass][stage]) {
delete [] (MapperArg[pass][stage]);
MapperArg[pass][stage] = NULL;
MapperArgLen[pass][stage] = 0;
}
}
Set_Sort_Level(SORT_LEVEL_NONE);
Set_Ambient(pass,0,(pass == 0 ? Color(1.0,1.0,1.0) : Color(0,0,0)));
Set_Diffuse(pass,0,(pass == 0 ? Color(1.0,1.0,1.0) : Color(0,0,0)));
Set_Specular(pass,0,Color(0,0,0));
Set_Emissive(pass,0,Color(0,0,0));
Set_Shininess(pass,0,0.0f);
Set_Opacity(pass,0,1.0f);
Set_Translucency(pass,0,0.0f);
Set_Copy_Specular_To_Diffuse(pass,false);
Set_Mapping_Type(pass,0,W3DMAPPING_UV);
Set_Mapping_Type(pass,1,W3DMAPPING_UV);
Set_PSX_Translucency(pass,GAMEMTL_PSX_TRANS_NONE);
Set_PSX_Lighting(pass,true);
Set_Depth_Compare(pass,W3DSHADER_DEPTHCOMPARE_DEFAULT);
Set_Depth_Mask(pass,W3DSHADER_DEPTHMASK_DEFAULT);
Set_Alpha_Test(pass,W3DSHADER_ALPHATEST_DEFAULT);
Set_Dest_Blend(pass,W3DSHADER_DESTBLENDFUNC_DEFAULT);
Set_Pri_Gradient(pass,W3DSHADER_PRIGRADIENT_DEFAULT);
Set_Sec_Gradient(pass,W3DSHADER_SECGRADIENT_DEFAULT);
Set_Src_Blend(pass,W3DSHADER_SRCBLENDFUNC_DEFAULT);
Set_Detail_Color_Func(pass,W3DSHADER_DETAILCOLORFUNC_DEFAULT);
Set_Detail_Alpha_Func(pass,W3DSHADER_DETAILCOLORFUNC_DEFAULT);
// Playstation 2 default for opaque.
Set_PS2_Shader_Param_A(pass, PSS_SRC);
Set_PS2_Shader_Param_B(pass, PSS_ZERO);
Set_PS2_Shader_Param_C(pass, PSS_ONE);
Set_PS2_Shader_Param_D(pass, PSS_ZERO);
}
Ivalid.SetEmpty();
Set_Pass_Count(1); // set default value for the main param block
}
/***********************************************************************************************
* GameMtl::Update -- time has changed *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
void GameMtl::Update(TimeValue t, Interval &ivalid)
{
// This function is called by the system prior to rendering
// Its purpose is to let you pre-calculate anything you can to
// speed up the subsequent 'Shade' calls.
Ivalid = FOREVER;
ivalid &= Ivalid;
}
/***********************************************************************************************
* GameMtl::Validity -- return the validity of the material at time t *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
Interval GameMtl::Validity(TimeValue t)
{
return FOREVER;
}
/***********************************************************************************************
* GameMtl::Requirements -- what requirements does this material have? *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
ULONG GameMtl::Requirements(int subMtlNum)
{
ULONG req = 0;
for (int pass = 0; pass < W3dMaterialClass::MAX_PASSES; pass++) {
for (int stage = 0; stage < W3dMaterialClass::MAX_STAGES; stage++) {
if (Texture[pass][stage]) {
req |= Texture[pass][stage]->Requirements(subMtlNum);
}
}
}
req |= MTLREQ_BGCOL;
req |= MTLREQ_NOATMOS;
#ifdef WANT_DISPLACEMENT_MAPS
req |= MTLREQ_DISPLACEMAP;
#endif //WANT_DISPLACEMENT_MAPS
return req;
}
/***********************************************************************************************
* GameMtl::Load -- loading from a MAX file *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
IOResult GameMtl::Load(ILoad *iload)
{
ULONG nb;
int id;
int passindex = 0;
int len = 0;
unsigned char tmp8;
unsigned short tmp16;
char * tmpstring = NULL;
float tmpfloat;
IOResult res;
GameMtlPostLoad * lc = new GameMtlPostLoad(this);
iload->RegisterPostLoadCallback(lc);
// Register automatic translation callbacks for the pass parameter blocks
for (int i = 0; i < W3dMaterialClass::MAX_PASSES; i++) {
iload->RegisterPostLoadCallback(
new ParamBlockPLCB(PassParameterBlockVersions, NUM_OLDVERSIONS,
&CurrentPassParameterBlockVersion, this, REF_PASS_PARAMETERS + i)
);
}
while (IO_OK==(res=iload->OpenChunk())) {
switch (id = iload->CurChunkID()) {
case MTL_HDR_CHUNK:
res = MtlBase::Load(iload);
Ivalid.SetEmpty();
break;
case GAMEMTL_FLAGS_CHUNK:
res = iload->Read(&Flags,sizeof(Flags), &nb);
break;
case GAMEMTL_SURFACE_TYPE_CHUNK:
res = iload->Read(&SurfaceType,sizeof(SurfaceType),&nb);
break;
case GAMEMTL_SORT_LEVEL_CHUNK:
res = iload->Read(&SortLevel,sizeof(SortLevel),&nb);
break;
case GAMEMTL_PASS0_CUR_PAGE:
case GAMEMTL_PASS1_CUR_PAGE:
case GAMEMTL_PASS2_CUR_PAGE:
case GAMEMTL_PASS3_CUR_PAGE:
res = iload->Read(&tmp8,sizeof(tmp8),&nb);
CurPage[id - GAMEMTL_PASS0_CUR_PAGE] = tmp8;
break;
case GAMEMTL_PASS0_STAGE0_MAPPER_ARGS:
case GAMEMTL_PASS1_STAGE0_MAPPER_ARGS:
case GAMEMTL_PASS2_STAGE0_MAPPER_ARGS:
case GAMEMTL_PASS3_STAGE0_MAPPER_ARGS:
len = iload->CurChunkLength();
passindex = id - GAMEMTL_PASS0_STAGE0_MAPPER_ARGS;
tmpstring = Get_Mapping_Arg_Buffer(passindex, 0, len);
res = iload->Read(tmpstring, len, &nb);
break;
case GAMEMTL_PASS0_STAGE1_MAPPER_ARGS:
case GAMEMTL_PASS1_STAGE1_MAPPER_ARGS:
case GAMEMTL_PASS2_STAGE1_MAPPER_ARGS:
case GAMEMTL_PASS3_STAGE1_MAPPER_ARGS:
len = iload->CurChunkLength();
passindex = id - GAMEMTL_PASS0_STAGE1_MAPPER_ARGS;
tmpstring = Get_Mapping_Arg_Buffer(passindex, 1, len);
res = iload->Read(tmpstring, len, &nb);
break;
/*
** All chunks below here are for the obsolete material plugin...
*/
case GAMEMTL_GAMEFLAGS_CHUNK:
break;
case GAMEMTL_ATTRIBUTES_CHUNK:
res = iload->Read(&lc->Attributes,sizeof(lc->Attributes),&nb);
lc->IsOld = true;
break;
case GAMEMTL_COLORS_CHUNK:
res = iload->Read(&lc->Diffuse,sizeof(lc->Diffuse),&nb);
lc->IsOld = true;
break;
case GAMEMTL_DCT_FRAMES_CHUNK:
res = iload->Read(&tmp16,sizeof(unsigned short),&nb);
lc->DCTFrames = tmp16;
lc->IsOld = true;
break;
case GAMEMTL_DCT_FRAME_RATE_CHUNK:
res = iload->Read(&tmpfloat,sizeof(float),&nb);
lc->DCTFrameRate = tmpfloat;
lc->IsOld = true;
break;
case GAMEMTL_DIT_FRAMES_CHUNK:
res = iload->Read(&tmp16,sizeof(unsigned short),&nb);
lc->DITFrames = tmp16;
lc->IsOld = true;
break;
case GAMEMTL_DIT_FRAME_RATE_CHUNK:
res = iload->Read(&tmpfloat,sizeof(float),&nb);
lc->DITFrameRate = tmpfloat;
lc->IsOld = true;
break;
case GAMEMTL_SCT_FRAMES_CHUNK:
res = iload->Read(&tmp16,sizeof(unsigned short),&nb);
lc->SCTFrames = tmp16;
lc->IsOld = true;
break;
case GAMEMTL_SCT_FRAME_RATE_CHUNK:
res = iload->Read(&tmpfloat,sizeof(float),&nb);
lc->SCTFrameRate = tmpfloat;
lc->IsOld = true;
break;
case GAMEMTL_SIT_FRAMES_CHUNK:
res = iload->Read(&tmp16,sizeof(unsigned short),&nb);
lc->SITFrames = tmp16;
lc->IsOld = true;
break;
case GAMEMTL_SIT_FRAME_RATE_CHUNK:
res = iload->Read(&tmpfloat,sizeof(float),&nb);
lc->SITFrameRate = tmpfloat;
lc->IsOld = true;
break;
case GAMEMTL_DCT_MAPPING_CHUNK:
res = iload->Read(&tmp8,sizeof(unsigned char),&nb);
lc->DCTMappingType = tmp8;
lc->IsOld = true;
break;
case GAMEMTL_DIT_MAPPING_CHUNK:
res = iload->Read(&tmp8,sizeof(unsigned char),&nb);
lc->DITMappingType = tmp8;
lc->IsOld = true;
break;
case GAMEMTL_SCT_MAPPING_CHUNK:
res = iload->Read(&tmp8,sizeof(unsigned char),&nb);
lc->SCTMappingType = tmp8;
lc->IsOld = true;
break;
case GAMEMTL_SIT_MAPPING_CHUNK:
res = iload->Read(&tmp8,sizeof(unsigned char),&nb);
lc->SITMappingType = tmp8;
lc->IsOld = true;
break;
case GAMEMTL_DIFFUSE_COLOR_CHUNK:
res = iload->Read(&lc->Diffuse,sizeof(lc->Diffuse),&nb);
lc->IsOld = true;
break;
case GAMEMTL_SPECULAR_COLOR_CHUNK:
res = iload->Read(&lc->Specular,sizeof(lc->Specular),&nb);
lc->IsOld = true;
break;
case GAMEMTL_AMBIENT_COEFF_CHUNK:
res = iload->Read(&lc->AmbientCoeff,sizeof(lc->AmbientCoeff),&nb);
lc->IsOld = true;
break;
case GAMEMTL_DIFFUSE_COEFF_CHUNK:
res = iload->Read(&lc->DiffuseCoeff,sizeof(lc->DiffuseCoeff),&nb);
lc->IsOld = true;
break;
case GAMEMTL_SPECULAR_COEFF_CHUNK:
res = iload->Read(&lc->SpecularCoeff,sizeof(lc->SpecularCoeff),&nb);
lc->IsOld = true;
break;
case GAMEMTL_EMISSIVE_COEFF_CHUNK:
res = iload->Read(&lc->EmissiveCoeff,sizeof(lc->EmissiveCoeff),&nb);
lc->IsOld = true;
break;
case GAMEMTL_OPACITY_CHUNK:
res = iload->Read(&lc->Opacity,sizeof(lc->Opacity),&nb);
lc->IsOld = true;
break;
case GAMEMTL_TRANSLUCENCY_CHUNK:
res = iload->Read(&lc->Translucency,sizeof(lc->Translucency),&nb);
lc->IsOld = true;
break;
case GAMEMTL_SHININESS_CHUNK:
res = iload->Read(&lc->Shininess,sizeof(lc->Shininess),&nb);
lc->IsOld = true;
break;
case GAMEMTL_FOG_CHUNK:
res = iload->Read(&lc->FogCoeff,sizeof(lc->FogCoeff),&nb);
lc->IsOld = true;
break;
default:
break;
}
iload->CloseChunk();
if (res!=IO_OK) {
return res;
}
}
return IO_OK;
}
/***********************************************************************************************
* GameMtl::Save -- Saving into a MAX file *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
IOResult GameMtl::Save(ISave *isave)
{
IOResult res;
ULONG nb;
/*
** Save the base class stuff
*/
isave->BeginChunk(MTL_HDR_CHUNK);
res = MtlBase::Save(isave);
if (res!=IO_OK)
return res;
isave->EndChunk();
/*
** Save the flags
*/
isave->BeginChunk(GAMEMTL_FLAGS_CHUNK);
isave->Write(&Flags,sizeof(Flags),&nb);
isave->EndChunk();
/*
** Save the "cur-pages"
*/
uint8 tmp8;
int pass;
for (pass=0; pass < W3dMaterialClass::MAX_PASSES; pass++) {
isave->BeginChunk(GAMEMTL_PASS0_CUR_PAGE + pass);
tmp8 = CurPage[pass];
isave->Write(&tmp8,sizeof(tmp8),&nb);
isave->EndChunk();
}
/*
** Save any Mapper Args
*/
for (pass=0; pass < W3dMaterialClass::MAX_PASSES; pass++) {
char *buffer = Get_Mapping_Arg_Buffer(pass, 0);
if (buffer) {
isave->BeginChunk(GAMEMTL_PASS0_STAGE0_MAPPER_ARGS + pass);
isave->Write(buffer, strlen(buffer) + 1, &nb);
isave->EndChunk();
}
buffer = Get_Mapping_Arg_Buffer(pass, 1);
if (buffer) {
isave->BeginChunk(GAMEMTL_PASS0_STAGE1_MAPPER_ARGS + pass);
isave->Write(buffer, strlen(buffer) + 1, &nb);
isave->EndChunk();
}
}
/*
** Save the surface type
*/
isave->BeginChunk(GAMEMTL_SURFACE_TYPE_CHUNK);
isave->Write(&SurfaceType,sizeof(SurfaceType),&nb);
isave->EndChunk();
/*
** Save the sort level
*/
isave->BeginChunk(GAMEMTL_SORT_LEVEL_CHUNK);
isave->Write(&SortLevel,sizeof(SortLevel),&nb);
isave->EndChunk();
return IO_OK;
}
/***********************************************************************************************
* GameMtl::Shade -- evaluate the material for the renderer. *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* This function could use a little work. It doesn't always produce correct results. *
* *
* HISTORY: *
* 11/23/98 GTH : Created. *
*=============================================================================================*/
void GameMtl::Shade(ShadeContext& sc)
{
if (ShaderType == STE_PS2_SHADER) {
ps2_shade(sc);
return;
}
if (gbufID) sc.SetGBufferID(gbufID);
/*
** Shadowing, return black
*/
if (sc.mode==SCMODE_SHADOW) {
sc.out.t = Color(0,0,0);
return;
}
/*
** Render each pass, initialize dest with the current background
*/
Color back_c;
Color back_t;
Color dest;
Color src;
float alpha;
sc.GetBGColor(back_c,back_t, FALSE);
dest = back_c;
for (int pass=0; pass < Get_Pass_Count(); pass++) {
/*
** Computing the Primary and Secondary Gradients
*/
Color ambient = sc.ambientLight;
Color diffuse(0,0,0);
Color specular(0,0,0);
for(int light_index = 0; light_index < sc.nLights; light_index++) {
Color light_color;
Point3 light_dir;
float dot_nl;
float diffuse_coef;
LightDesc * light = sc.Light(light_index);
if(light->Illuminate(sc, sc.Normal(), light_color, light_dir, dot_nl, diffuse_coef)) {
//ambient += light_color;
if (dot_nl > 0.0f) diffuse += dot_nl * light_color;
float c = DotProd(light_dir, sc.ReflectVector());
if(c > 0.f) {
specular += (float)pow(c, Get_Shininess(pass, sc.CurTime())) * light_color;
}
}
}
ambient = ambient * Get_Ambient(pass,sc.CurTime());
diffuse = diffuse * Get_Diffuse(pass,sc.CurTime());
specular = specular * Get_Specular(pass,sc.CurTime());
Color pri_gradient = ambient + diffuse + Get_Emissive(pass,sc.CurTime());
if (pri_gradient.r > 1.0f) pri_gradient.r = 1.0f;
if (pri_gradient.g > 1.0f) pri_gradient.g = 1.0f;
if (pri_gradient.b > 1.0f) pri_gradient.b = 1.0f;
Color sec_gradient = specular * Get_Specular(pass,sc.CurTime());
/*
** Sampling the Texture(s)
*/
AColor texel(1,1,1,1);
if (Get_Texture_Enable(pass,0) && Texture[pass][0]) {
// if (Get_Mapping_Type(pass) == GAMEMTL_MAPPING_UV) {
texel = Texture[pass][0]->EvalColor(sc);
// }
}
if (Get_Texture_Enable(pass,1) && Texture[pass][1]) {
AColor detail_texel = Texture[pass][1]->EvalColor(sc);
switch (Get_Detail_Color_Func(pass))
{
case W3DSHADER_DETAILCOLORFUNC_DISABLE:
break;
case W3DSHADER_DETAILCOLORFUNC_DETAIL:
texel = detail_texel;
break;
case W3DSHADER_DETAILCOLORFUNC_SCALE:
texel.r = detail_texel.r * texel.r;
texel.g = detail_texel.g * texel.g;
texel.b = detail_texel.b * texel.b;
break;
case W3DSHADER_DETAILCOLORFUNC_INVSCALE:
texel.r = texel.r + (1.0f - texel.r) * detail_texel.r;
texel.g = texel.g + (1.0f - texel.g) * detail_texel.g;
texel.b = texel.b + (1.0f - texel.b) * detail_texel.b;
break;
case W3DSHADER_DETAILCOLORFUNC_ADD:
texel.r = detail_texel.r + texel.r;
texel.g = detail_texel.g + texel.g;
texel.b = detail_texel.b + texel.b;
break;
case W3DSHADER_DETAILCOLORFUNC_SUB:
texel.r = texel.r - detail_texel.r;
texel.g = texel.g - detail_texel.g;
texel.b = texel.b - detail_texel.b;
break;
case W3DSHADER_DETAILCOLORFUNC_SUBR:
texel.r = detail_texel.r - texel.r;
texel.g = detail_texel.g - texel.g;
texel.b = detail_texel.b - texel.b;
break;
case W3DSHADER_DETAILCOLORFUNC_BLEND:
texel.r = (texel.a * texel.r) + ((1.0f - texel.a)*detail_texel.r);
texel.g = (texel.a * texel.g) + ((1.0f - texel.a)*detail_texel.g);
texel.b = (texel.a * texel.b) + ((1.0f - texel.a)*detail_texel.b);
break;
case W3DSHADER_DETAILCOLORFUNC_DETAILBLEND:
texel.r = (detail_texel.a * texel.r) + ((1.0f - detail_texel.a)*detail_texel.r);
texel.g = (detail_texel.a * texel.g) + ((1.0f - detail_texel.a)*detail_texel.g);
texel.b = (detail_texel.a * texel.b) + ((1.0f - detail_texel.a)*detail_texel.b);
break;
}
switch (Get_Detail_Alpha_Func(pass))
{
case W3DSHADER_DETAILALPHAFUNC_DISABLE:
break;
case W3DSHADER_DETAILALPHAFUNC_DETAIL:
texel.a = detail_texel.a;
break;
case W3DSHADER_DETAILALPHAFUNC_SCALE:
texel.a = texel.a * detail_texel.a;
break;
case W3DSHADER_DETAILALPHAFUNC_INVSCALE:
texel.a = texel.a + (1.0f - texel.a) * detail_texel.a;
break;
}
}
/*
** Shader parameters define combination...
*/
src.r = texel.r;
src.g = texel.g;
src.b = texel.b;
alpha = texel.a * Get_Opacity(pass,sc.CurTime());
switch (Get_Pri_Gradient(pass))
{
case W3DSHADER_PRIGRADIENT_DISABLE: break;
case W3DSHADER_PRIGRADIENT_MODULATE: src = src * pri_gradient; break;
case W3DSHADER_PRIGRADIENT_ADD: src = src + pri_gradient; break;
}
switch (Get_Sec_Gradient(pass))
{
case W3DSHADER_SECGRADIENT_DISABLE: break;
case W3DSHADER_SECGRADIENT_ENABLE: src = src + sec_gradient; break;
}
if (src.r > 1.0f) src.r = 1.0f;
if (src.g > 1.0f) src.g = 1.0f;
if (src.b > 1.0f) src.b = 1.0f;
if (src.r < 0.0f) src.r = 0.0f;
if (src.g < 0.0f) src.g = 0.0f;
if (src.b < 0.0f) src.b = 0.0f;
Color dest_blend;
switch (Get_Dest_Blend(pass))
{
case W3DSHADER_DESTBLENDFUNC_ZERO: dest_blend = Color(0,0,0); break;
case W3DSHADER_DESTBLENDFUNC_ONE: dest_blend = Color(1,1,1); break;
case W3DSHADER_DESTBLENDFUNC_SRC_COLOR: dest_blend = src; break;
case W3DSHADER_DESTBLENDFUNC_ONE_MINUS_SRC_COLOR: dest_blend = Color(1.0f-src.r,1.0f-src.g, 1.0f-src.b); break;
case W3DSHADER_DESTBLENDFUNC_SRC_ALPHA: dest_blend = Color(alpha,alpha,alpha); break;
case W3DSHADER_DESTBLENDFUNC_ONE_MINUS_SRC_ALPHA: dest_blend = Color(1.0f-alpha,1.0f-alpha,1.0f-alpha); break;
case W3DSHADER_DESTBLENDFUNC_SRC_COLOR_PREFOG: dest_blend = src; break;
}
Color src_blend;
switch (Get_Src_Blend(pass))
{
case W3DSHADER_SRCBLENDFUNC_ZERO: src_blend = Color(0,0,0); break;
case W3DSHADER_SRCBLENDFUNC_ONE: src_blend = Color(1,1,1); break;
case W3DSHADER_SRCBLENDFUNC_SRC_ALPHA: src_blend = Color(alpha,alpha,alpha); break;
case W3DSHADER_SRCBLENDFUNC_ONE_MINUS_SRC_ALPHA: src_blend = Color(1.0f-alpha,1.0f-alpha,1.0f-alpha); break;
}
src = scale(src_blend,src) + scale(dest_blend,dest);
/*
** Dest becomes Src and we repeat!
*/
dest = src;
}
sc.out.t = Color(0.0f, 0.0f, 0.0f);
sc.out.c = dest;
}
/***********************************************************************************************
* GameMtl::ps2_shade -- Emulate the PS2 shader. *
* *
* *
* *
* *
* HISTORY: *
* 10/12/1999MLL: Created. *
*=============================================================================================*/
void GameMtl::ps2_shade(ShadeContext& sc)
{
if (gbufID) sc.SetGBufferID(gbufID);
/*
** Shadowing, return black
*/
if (sc.mode == SCMODE_SHADOW) {
sc.out.t = Color(0,0,0);
return;
}
/*
** Render each pass, initialize dest with the current background
*/
// Background transparency. ???
Color back_t;
Color back_c;
AColor dest;
AColor src(1,1,1,1);
sc.GetBGColor(back_c, back_t, FALSE);
dest.r = back_c.r;
dest.g = back_c.g;
dest.b = back_c.b;
dest.a = 0.0f;
for (int pass=0; pass < Get_Pass_Count(); pass++) {
// Compute the gradients.
Color ambient = sc.ambientLight;
Color diffuse(0,0,0);
Color specular(0,0,0);
for (int light_index = 0; light_index < sc.nLights; light_index++) {
Color light_color;
Point3 light_dir;
float dot_nl;
float diffuse_coef;
LightDesc * light = sc.Light(light_index);
assert(light);
if(light->Illuminate(sc, sc.Normal(), light_color, light_dir, dot_nl, diffuse_coef)) {
if (dot_nl > 0.0f) diffuse += dot_nl * light_color;
float c = DotProd(light_dir, sc.ReflectVector());
if (c > 0.f) {
specular += (float)pow(c, Get_Shininess(pass, sc.CurTime())) * light_color;
}
}
}
ambient = ambient * Get_Ambient(pass,sc.CurTime());
diffuse = diffuse * Get_Diffuse(pass,sc.CurTime());
specular = specular * Get_Specular(pass,sc.CurTime());
Color gradient = ambient + diffuse + Get_Emissive(pass,sc.CurTime());
AColor pri_gradient;
pri_gradient.r = gradient.r;
pri_gradient.g = gradient.g;
pri_gradient.b = gradient.b;
pri_gradient.a = 1.0f;
if (pri_gradient.r > 1.0f) pri_gradient.r = 1.0f;
if (pri_gradient.g > 1.0f) pri_gradient.g = 1.0f;
if (pri_gradient.b > 1.0f) pri_gradient.b = 1.0f;
/*
** Sampling the Texture(s)
*/
if (Get_Texture_Enable(pass,0) && Texture[pass][0]) {
src = Texture[pass][0]->EvalColor(sc);
}
/*
** Shader parameters define combination...
*/
src.a *= Get_Opacity(pass,sc.CurTime());
switch (Get_Pri_Gradient(pass))
{
case PSS_PRIGRADIENT_MODULATE:
src = src * pri_gradient;
break;
case PSS_PRIGRADIENT_HIGHLIGHT:
src = src * pri_gradient;
src += back_t; // ???
break;
case PSS_PRIGRADIENT_HIGHLIGHT2:
src = src * pri_gradient;
src += back_t; // ???
break;
}
if (src.r > 1.0f) src.r = 1.0f;
if (src.g > 1.0f) src.g = 1.0f;
if (src.b > 1.0f) src.b = 1.0f;
if (src.b > 1.0f) src.a = 1.0f;
if (src.r < 0.0f) src.r = 0.0f;
if (src.g < 0.0f) src.g = 0.0f;
if (src.b < 0.0f) src.b = 0.0f;
if (src.a < 0.0f) src.a = 0.0f;
AColor param_a;
AColor param_b;
AColor param_c;
AColor param_d;
int a_value = Get_PS2_Shader_Param_A(pass);
int b_value = Get_PS2_Shader_Param_B(pass);
int c_value = Get_PS2_Shader_Param_C(pass);
int d_value = Get_PS2_Shader_Param_D(pass);
switch (a_value)
{
case PSS_SRC:
param_a = src;
break;
case PSS_DEST:
param_a = dest;
break;
case PSS_ZERO:
param_a = AColor(0, 0, 0, 0);
break;
}
switch (b_value)
{
case PSS_SRC:
param_b = src;
break;
case PSS_DEST:
param_b = dest;
break;
case PSS_ZERO:
param_b = AColor(0, 0, 0, 0);
break;
}
switch (c_value)
{
case PSS_SRC_ALPHA:
param_c = AColor(src.a, src.a, src.a, src.a);
break;
case PSS_DEST_ALPHA:
param_c = back_t; // ???
break;
case PSS_ONE:
param_c = AColor(1, 1, 1, 1);
break;
}
switch (d_value)
{
case PSS_SRC:
param_d = src;
break;
case PSS_DEST:
param_d = dest;
break;
case PSS_ZERO:
param_d = AColor(0, 0, 0);
break;
}
src = scale((param_a - param_b), param_c) + param_d;
if (src.r > 1.0f) src.r = 1.0f;
if (src.g > 1.0f) src.g = 1.0f;
if (src.b > 1.0f) src.b = 1.0f;
if (src.b > 1.0f) src.a = 1.0f;
if (src.r < 0.0f) src.r = 0.0f;
if (src.g < 0.0f) src.g = 0.0f;
if (src.b < 0.0f) src.b = 0.0f;
if (src.a < 0.0f) src.a = 0.0f;
/*
** Dest becomes Src and we repeat!
*/
dest = src;
}
sc.out.t = Color(0.0f, 0.0f, 0.0f);
sc.out.c.r = dest.r;
sc.out.c.g = dest.g;
sc.out.c.b = dest.b;
}
// PS2 equation paramaters.
// They are set to primes to avoid multiple equation solutions.
enum Shader_Translation {
ST_ZERO,
ST_ONE,
ST_SRC = 7,
ST_DEST = 31,
ST_SRC_ALPHA = 101,
ST_DEST_ALPHA = 2999,
};
/***********************************************************************************************
* GameMtl::Compute_PC_Shader_From_PS2_Shader -- Determine if a PC shader can be created. *
* *
* *
* *
* *
* HISTORY: *
* 10/13/1999MLL: Created. *
*=============================================================================================*/
int GameMtl::Compute_PC_Shader_From_PS2_Shader(int pass)
{
int param_value[4];
// These match the PC equation paramaters.
static const int src_blend[4] = {
ST_ZERO,
ST_ONE,
ST_SRC_ALPHA,
1 - ST_SRC_ALPHA
};
static const int dest_blend[6] = {
ST_ZERO,
ST_ONE,
ST_SRC,
1 - ST_SRC,
ST_SRC_ALPHA,
1 - ST_SRC_ALPHA
};
int i = 0;
int j = 0;
int equation_value = 0;
// Get the PS2 shader values.
param_value[0] = Get_PS2_Shader_Param_A(pass);
param_value[1] = Get_PS2_Shader_Param_B(pass);
param_value[2] = Get_PS2_Shader_Param_D(pass);
param_value[3] = Get_PS2_Shader_Param_C(pass);
// Convert them to the enumeration.
for (i = 0; i < 3; i++) {
switch(param_value[i])
{
case PSS_SRC:
param_value[i] = ST_SRC;
break;
case PSS_DEST:
param_value[i] = ST_DEST;
break;
case PSS_ZERO:
param_value[i] = ST_ZERO;
break;
}
}
// The alpha paramater.
switch(param_value[3])
{
case PSS_SRC_ALPHA:
param_value[3] = ST_SRC_ALPHA;
break;
case PSS_DEST_ALPHA:
param_value[3] = ST_DEST_ALPHA;
break;
case PSS_ONE:
param_value[3] = ST_ONE;
break;
}
// Calculate the PS2 shader.
equation_value = ((param_value[0] - param_value[1]) * param_value[3]) + param_value[2];
for (i = 0; i < 4; i++) {
for (j = 0; j < 6; j++) {
// Calculate the PC shader. If equal, we have found a conversion.
if (((src_blend[i] * ST_SRC) + (dest_blend[j] * ST_DEST)) == equation_value) {
break;
}
}
if (j != 6) {
break;
}
}
if ((j == 6) && (i == 4)) {
// Set the W3D shader to opaque.
Set_Dest_Blend(pass, W3DSHADER_DESTBLENDFUNC_ZERO);
Set_Src_Blend(pass, W3DSHADER_SRCBLENDFUNC_ONE);
// No matches.
return (FALSE);
}
// Set the PC shader to an equivalant of the PS2 shader.
switch (dest_blend[j])
{
case ST_ZERO:
Set_Dest_Blend(pass, W3DSHADER_DESTBLENDFUNC_ZERO);
break;
case ST_ONE:
Set_Dest_Blend(pass, W3DSHADER_DESTBLENDFUNC_ONE);
break;
case ST_SRC:
Set_Dest_Blend(pass, W3DSHADER_DESTBLENDFUNC_SRC_COLOR);
break;
case (1 - ST_SRC):
Set_Dest_Blend(pass, W3DSHADER_DESTBLENDFUNC_ONE_MINUS_SRC_COLOR);
break;
case ST_SRC_ALPHA:
Set_Dest_Blend(pass, W3DSHADER_DESTBLENDFUNC_SRC_ALPHA);
break;
case (1 - ST_SRC_ALPHA):
Set_Dest_Blend(pass, W3DSHADER_DESTBLENDFUNC_ONE_MINUS_SRC_ALPHA);
break;
}
switch (src_blend[i])
{
case ST_ZERO:
Set_Src_Blend(pass, W3DSHADER_SRCBLENDFUNC_ZERO);
break;
case ST_ONE:
Set_Src_Blend(pass, W3DSHADER_SRCBLENDFUNC_ONE);
break;
case ST_SRC_ALPHA:
Set_Src_Blend(pass, W3DSHADER_SRCBLENDFUNC_SRC_ALPHA);
break;
case (1 - ST_SRC_ALPHA):
Set_Src_Blend(pass, W3DSHADER_SRCBLENDFUNC_ONE_MINUS_SRC_ALPHA);
break;
}
// A match was made.
return (TRUE);
}
/***********************************************************************************************
* GameMtl::Compute_PS2_Shader_From_PC_Shader -- Change a W3D material to a PS2 W3D material. *
W3DSHADER_PRIGRADIENT_ * *
* *
* *
* *
* HISTORY: *
* 10/26/1999MLL: Created. *
*=============================================================================================*/
int GameMtl::Compute_PS2_Shader_From_PC_Shader(int pass)
{
// These match the PC equation paramaters.
static const int a_blend[3] = {
ST_ZERO,
ST_SRC,
ST_DEST,
};
static const int b_blend[3] = {
ST_ZERO,
ST_SRC,
ST_DEST,
};
static const int d_blend[3] = {
ST_ZERO,
ST_SRC,
ST_DEST,
};
static const int c_blend[6] = {
ST_ONE,
ST_SRC_ALPHA,
ST_DEST_ALPHA,
};
int i = 0;
int j = 0;
int k = 0;
int l = 0;
int equation_value = 0;
int param_value[2];
// Get the PC shader values.
param_value[0] = Get_Src_Blend(pass);
param_value[1] = Get_Dest_Blend(pass);
switch (param_value[0])
{
case W3DSHADER_SRCBLENDFUNC_ZERO:
param_value[0] = ST_ZERO;
break;
case W3DSHADER_SRCBLENDFUNC_ONE:
param_value[0] = ST_ONE;
break;
case W3DSHADER_SRCBLENDFUNC_SRC_ALPHA:
param_value[0] = ST_SRC_ALPHA;
break;
case W3DSHADER_SRCBLENDFUNC_ONE_MINUS_SRC_ALPHA:
param_value[0] = 1 - ST_SRC_ALPHA;
break;
}
// Convert them to the enumeration.
switch (param_value[1])
{
case W3DSHADER_DESTBLENDFUNC_ZERO:
param_value[1] = ST_ZERO;
break;
case W3DSHADER_DESTBLENDFUNC_ONE:
param_value[1] = ST_ONE;
break;
case W3DSHADER_DESTBLENDFUNC_SRC_COLOR:
param_value[1] = ST_SRC;
break;
case W3DSHADER_DESTBLENDFUNC_ONE_MINUS_SRC_COLOR:
param_value[1] = 1 - ST_SRC;
break;
case W3DSHADER_DESTBLENDFUNC_SRC_ALPHA:
param_value[1] = ST_SRC_ALPHA;
break;
case W3DSHADER_DESTBLENDFUNC_ONE_MINUS_SRC_ALPHA:
param_value[1] = 1 - ST_SRC_ALPHA;
break;
case W3DSHADER_DESTBLENDFUNC_SRC_COLOR_PREFOG:
assert(true);
break;
}
// Calculate the PC shader.
equation_value = param_value[0] * ST_SRC + param_value[1] * ST_DEST;
// Set the shader to be a PS2 Shader.
ShaderType = STE_PS2_SHADER;
// Find a match for the depth compare test.
switch (Get_Depth_Compare(pass))
{
case W3DSHADER_DEPTHCOMPARE_PASS_NEVER:
Set_Depth_Compare(pass, PSS_DEPTHCOMPARE_PASS_NEVER);
break;
case W3DSHADER_DEPTHCOMPARE_PASS_LESS:
Set_Depth_Compare(pass, PSS_DEPTHCOMPARE_PASS_LESS);
break;
case W3DSHADER_DEPTHCOMPARE_PASS_LEQUAL:
Set_Depth_Compare(pass, PSS_DEPTHCOMPARE_PASS_LEQUAL);
break;
case W3DSHADER_DEPTHCOMPARE_PASS_ALWAYS:
Set_Depth_Compare(pass, PSS_DEPTHCOMPARE_PASS_ALWAYS);
break;
default:
Set_Depth_Compare(pass, PSS_DEPTHCOMPARE_PASS_LEQUAL);
break;
}
// Only 1 gradient matches between the PC and PS2.
switch (Get_Pri_Gradient(pass))
{
case W3DSHADER_PRIGRADIENT_MODULATE:
Set_Pri_Gradient(pass, PSS_PRIGRADIENT_MODULATE);
break;
default:
Set_Pri_Gradient(pass, PSS_PRIGRADIENT_MODULATE);
break;
}
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
for (k = 0; k < 3; k++) {
for (l = 0; l < 3; l++) {
// Calculate the PS2 shader. If equal, we have found a conversion.
if (equation_value == ((a_blend[i] - b_blend[j]) * c_blend[k]) + d_blend[l]) {
goto finished;
}
}
}
}
}
// Set the PS2 W3D shader to opaque.
Set_PS2_Shader_Param_A(pass, PSS_SRC);
Set_PS2_Shader_Param_B(pass, PSS_ZERO);
Set_PS2_Shader_Param_C(pass, PSS_ONE);
Set_PS2_Shader_Param_D(pass, PSS_ZERO);
Set_Depth_Mask(pass,W3DSHADER_DEPTHMASK_DEFAULT);
// No matches.
return (FALSE);
finished:
// Set the PS2 shader to an equivalant of the PC shader.
switch (a_blend[i])
{
case ST_ZERO:
Set_PS2_Shader_Param_A(pass, PSS_ZERO);
break;
case ST_SRC:
Set_PS2_Shader_Param_A(pass, PSS_SRC);
break;
case ST_DEST:
Set_PS2_Shader_Param_A(pass, PSS_DEST);
break;
}
switch (b_blend[j])
{
case ST_ZERO:
Set_PS2_Shader_Param_B(pass, PSS_ZERO);
break;
case ST_SRC:
Set_PS2_Shader_Param_B(pass, PSS_SRC);
break;
case ST_DEST:
Set_PS2_Shader_Param_B(pass, PSS_DEST);
break;
}
switch (d_blend[l])
{
case ST_ZERO:
Set_PS2_Shader_Param_D(pass, PSS_ZERO);
break;
case ST_SRC:
Set_PS2_Shader_Param_D(pass, PSS_SRC);
break;
case ST_DEST:
Set_PS2_Shader_Param_D(pass, PSS_DEST);
break;
}
switch (c_blend[k])
{
case ST_ONE:
Set_PS2_Shader_Param_C(pass, PSS_ONE);
break;
case ST_SRC_ALPHA:
Set_PS2_Shader_Param_C(pass, PSS_SRC_ALPHA);
break;
case ST_DEST_ALPHA:
Set_PS2_Shader_Param_C(pass, PSS_DEST_ALPHA);
break;
}
// A match was made.
return (TRUE);
}
void GameMtl::Set_Pass_Count(int passcount)
{
assert(MainParameterBlock);
MainParameterBlock->SetValue(0, TimeValue(0), passcount);
}
int GameMtl::Get_Pass_Count(void)
{
assert(MainParameterBlock);
int pcount;
MainParameterBlock->GetValue(0, TimeValue(0), pcount, FOREVER);
return pcount;
}
Color GameMtl::Get_Ambient(int pass,TimeValue t)
{
Color val;
PassParameterBlock[pass]->GetValue(PB_AMBIENT,t,val,FOREVER);
return val;
}
Color GameMtl::Get_Diffuse(int pass,TimeValue t)
{
Color val;
PassParameterBlock[pass]->GetValue(PB_DIFFUSE,t,val,FOREVER);
return val;
}
Color GameMtl::Get_Specular(int pass,TimeValue t)
{
Color val;
PassParameterBlock[pass]->GetValue(PB_SPECULAR,t,val,FOREVER);
return val;
}
Color GameMtl::Get_Emissive(int pass,TimeValue t)
{
Color val;
PassParameterBlock[pass]->GetValue(PB_EMISSIVE,t,val,FOREVER);
return val;
}
float GameMtl::Get_Shininess(int pass,TimeValue t)
{
float val;
PassParameterBlock[pass]->GetValue(PB_SHININESS,t,val,FOREVER);
return val;
}
float GameMtl::Get_Opacity(int pass,TimeValue t)
{
float val;
PassParameterBlock[pass]->GetValue(PB_OPACITY,t,val,FOREVER);
return val;
}
float GameMtl::Get_Translucency(int pass,TimeValue t)
{
float val;
PassParameterBlock[pass]->GetValue(PB_TRANSLUCENCY,t,val,FOREVER);
return val;
}
int GameMtl::Get_Copy_Specular_To_Diffuse(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_COPY_SPECULAR_TO_DIFFUSE,0,val,FOREVER);
return val;
}
int GameMtl::Get_Mapping_Type(int pass, int stage)
{
int val = -1;
if (stage == 0)
PassParameterBlock[pass]->GetValue(PB_STAGE0_MAPPING_TYPE,0,val,FOREVER);
else if (stage == 1)
PassParameterBlock[pass]->GetValue(PB_STAGE1_MAPPING_TYPE,0,val,FOREVER);
return val;
}
int GameMtl::Get_PSX_Translucency(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_PSX_TRANSLUCENCY,0,val,FOREVER);
return val;
}
int GameMtl::Get_PSX_Lighting(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_PSX_LIGHTING,0,val,FOREVER);
return val;
}
int GameMtl::Get_Depth_Compare(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_DEPTH_COMPARE,0,val,FOREVER);
return val;
}
int GameMtl::Get_Depth_Mask(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_DEPTH_MASK,0,val,FOREVER);
return val;
}
int GameMtl::Get_Alpha_Test(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_ALPHA_TEST,0,val,FOREVER);
return val;
}
int GameMtl::Get_Dest_Blend(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_DEST_BLEND,0,val,FOREVER);
return val;
}
int GameMtl::Get_Pri_Gradient(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_PRI_GRADIENT,0,val,FOREVER);
return val;
}
int GameMtl::Get_Sec_Gradient(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_SEC_GRADIENT,0,val,FOREVER);
return val;
}
int GameMtl::Get_Src_Blend(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_SRC_BLEND,0,val,FOREVER);
return val;
}
int GameMtl::Get_Detail_Color_Func(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_DETAIL_COLOR_FUNC,0,val,FOREVER);
return val;
}
int GameMtl::Get_Detail_Alpha_Func(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_DETAIL_ALPHA_FUNC,0,val,FOREVER);
return val;
}
int GameMtl::Get_Texture_Enable(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_ENABLE,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_ENABLE,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_Publish(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_PUBLISH,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_PUBLISH,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_Resize(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_RESIZE,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_RESIZE,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_No_Mipmap(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_NO_MIPMAP,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_NO_MIPMAP,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_Clamp_U(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_CLAMP_U,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_CLAMP_U,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_Clamp_V(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_CLAMP_V,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_CLAMP_V,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_No_LOD(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_NO_LOD,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_NO_LOD,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_Alpha_Bitmap(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_ALPHA_BITMAP,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_ALPHA_BITMAP,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_Hint(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_HINT,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_HINT,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_Display(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_DISPLAY,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_DISPLAY,0,val,FOREVER);
}
return val;
}
float GameMtl::Get_Texture_Frame_Rate(int pass,int stage)
{
float val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_FRAME_RATE,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_FRAME_RATE,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_Frame_Count(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_FRAME_COUNT,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_FRAME_COUNT,0,val,FOREVER);
}
return val;
}
int GameMtl::Get_Texture_Anim_Type(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_TEXTURE_ANIM_TYPE,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_TEXTURE_ANIM_TYPE,0,val,FOREVER);
}
return val;
}
Texmap * GameMtl::Get_Texture(int pass,int stage)
{
return GetSubTexmap(pass_stage_to_texmap_index(pass,stage));
}
int GameMtl::Get_PS2_Shader_Param_A(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_PS2_SHADER_PARAM_A,0,val,FOREVER);
return val;
}
int GameMtl::Get_PS2_Shader_Param_B(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_PS2_SHADER_PARAM_B,0,val,FOREVER);
return val;
}
int GameMtl::Get_PS2_Shader_Param_C(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_PS2_SHADER_PARAM_C,0,val,FOREVER);
return val;
}
int GameMtl::Get_PS2_Shader_Param_D(int pass)
{
int val;
PassParameterBlock[pass]->GetValue(PB_PS2_SHADER_PARAM_D,0,val,FOREVER);
return val;
}
int GameMtl::Get_Map_Channel(int pass,int stage)
{
int val;
if (stage == 0) {
PassParameterBlock[pass]->GetValue(PB_STAGE0_MAP_CHANNEL,0,val,FOREVER);
} else {
PassParameterBlock[pass]->GetValue(PB_STAGE1_MAP_CHANNEL,0,val,FOREVER);
}
return val;
}
void GameMtl::Set_Ambient(int pass,TimeValue t,Color val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_AMBIENT, t, val);
}
void GameMtl::Set_Diffuse(int pass,TimeValue t,Color val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_DIFFUSE, t, val);
}
void GameMtl::Set_Specular(int pass,TimeValue t,Color val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_SPECULAR, t, val);
}
void GameMtl::Set_Emissive(int pass,TimeValue t,Color val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_EMISSIVE, t, val);
}
void GameMtl::Set_Shininess(int pass,TimeValue t,float val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_SHININESS, t, val);
}
void GameMtl::Set_Opacity(int pass,TimeValue t,float val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_OPACITY, t, val);
}
void GameMtl::Set_Translucency(int pass,TimeValue t,float val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_TRANSLUCENCY, t, val);
}
void GameMtl::Set_Copy_Specular_To_Diffuse(int pass,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_COPY_SPECULAR_TO_DIFFUSE, 0, val);
}
void GameMtl::Set_Mapping_Type(int pass,int stage,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0)
PassParameterBlock[pass]->SetValue(PB_STAGE0_MAPPING_TYPE, 0, val);
else if (stage == 1)
PassParameterBlock[pass]->SetValue(PB_STAGE1_MAPPING_TYPE, 0, val);
}
void GameMtl::Set_PSX_Translucency(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_PSX_TRANSLUCENCY, 0, val);
}
void GameMtl::Set_PSX_Lighting(int pass,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_PSX_LIGHTING, 0, val);
}
void GameMtl::Set_Depth_Compare(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_DEPTH_COMPARE, 0, val);
}
void GameMtl::Set_Depth_Mask(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_DEPTH_MASK, 0, val);
}
void GameMtl::Set_Alpha_Test(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_ALPHA_TEST, 0, val);
}
void GameMtl::Set_Dest_Blend(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_DEST_BLEND, 0, val);
}
void GameMtl::Set_Pri_Gradient(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_PRI_GRADIENT, 0, val);
}
void GameMtl::Set_Sec_Gradient(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_SEC_GRADIENT, 0, val);
}
void GameMtl::Set_Src_Blend(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_SRC_BLEND, 0, val);
}
void GameMtl::Set_Detail_Color_Func(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_DETAIL_COLOR_FUNC, 0, val);
}
void GameMtl::Set_Detail_Alpha_Func(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_DETAIL_ALPHA_FUNC, 0, val);
}
void GameMtl::Set_Texture_Enable(int pass,int stage,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_ENABLE, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_ENABLE, 0, val);
}
}
void GameMtl::Set_Texture_Publish(int pass,int stage,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_PUBLISH, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_PUBLISH, 0, val);
}
}
void GameMtl::Set_Texture_Resize(int pass,int stage,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_RESIZE, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_RESIZE, 0, val);
}
}
void GameMtl::Set_Texture_No_Mipmap(int pass,int stage,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_NO_MIPMAP, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_NO_MIPMAP, 0, val);
}
}
void GameMtl::Set_Texture_Clamp_U(int pass,int stage,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_CLAMP_U, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_CLAMP_U, 0, val);
}
}
void GameMtl::Set_Texture_Clamp_V(int pass,int stage,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_CLAMP_V, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_CLAMP_V, 0, val);
}
}
void GameMtl::Set_Texture_No_LOD(int pass,int stage,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_NO_LOD, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_NO_LOD, 0, val);
}
}
void GameMtl::Set_Texture_Alpha_Bitmap(int pass,int stage,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_ALPHA_BITMAP, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_ALPHA_BITMAP, 0, val);
}
}
void GameMtl::Set_Texture_Hint(int pass,int stage,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_HINT, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_HINT, 0, val);
}
}
void GameMtl::Set_Texture_Display(int pass,int stage,bool val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
// clear all tex display flags
for (int pi = 0; pi<Get_Pass_Count(); pi++) {
PassParameterBlock[pi]->SetValue(PB_STAGE0_TEXTURE_DISPLAY, 0, false);
PassParameterBlock[pi]->SetValue(PB_STAGE1_TEXTURE_DISPLAY, 0, false);
}
// set the one we want
if (val == true) {
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_DISPLAY, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_DISPLAY, 0, val);
}
SetMtlFlag( MTL_TEX_DISPLAY_ENABLED, TRUE );
SetActiveTexmap(Texture[pass][stage]);
NotifyDependents(FOREVER,PART_ALL,REFMSG_CHANGE);
} else {
SetMtlFlag( MTL_TEX_DISPLAY_ENABLED, FALSE );
SetActiveTexmap(NULL);
NotifyDependents(FOREVER,PART_ALL,REFMSG_CHANGE);
}
// tell dialog to refresh...
if (MaterialDialog) {
MaterialDialog->ReloadDialog();
}
if (IsMultiMtl()) {
// Loop through all sub materials of the multi-material.
for (unsigned mi = 0; mi < NumSubMtls(); mi++) {
// Only change those that are W3D materials.
if (GetSubMtl(mi)->ClassID() == GameMaterialClassID) {
int pass;
for (pass = 0; pass < ((GameMtl*)(GetSubMtl(mi)))->Get_Pass_Count(); pass++) {
if (((GameMtl*)(GetSubMtl(mi)))->Get_Texture_Enable(pass, stage)) {
(GetSubMtl(mi))->SetMtlFlag(MTL_TEX_DISPLAY_ENABLED, TRUE);
}
}
}
}
}
}
void GameMtl::Set_Texture_Frame_Rate(int pass,int stage,float val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_FRAME_RATE, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_FRAME_RATE, 0, val);
}
}
void GameMtl::Set_Texture_Frame_Count(int pass,int stage,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_FRAME_COUNT, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_FRAME_COUNT, 0, val);
}
}
void GameMtl::Set_Texture_Anim_Type(int pass,int stage,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_TEXTURE_ANIM_TYPE, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_TEXTURE_ANIM_TYPE, 0, val);
}
}
void GameMtl::Set_Texture(int pass,int stage,Texmap * tex)
{
SetSubTexmap(pass_stage_to_texmap_index(pass,stage),tex);
}
void GameMtl::Set_PS2_Shader_Param_A(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_PS2_SHADER_PARAM_A, 0, val);
}
void GameMtl::Set_PS2_Shader_Param_B(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_PS2_SHADER_PARAM_B, 0, val);
}
void GameMtl::Set_PS2_Shader_Param_C(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_PS2_SHADER_PARAM_C, 0, val);
}
void GameMtl::Set_PS2_Shader_Param_D(int pass,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
PassParameterBlock[pass]->SetValue(PB_PS2_SHADER_PARAM_D, 0, val);
}
void GameMtl::Set_Map_Channel(int pass,int stage,int val)
{
assert((pass >=0) && (pass < W3dMaterialClass::MAX_PASSES));
assert(PassParameterBlock[pass]);
if (stage == 0) {
PassParameterBlock[pass]->SetValue(PB_STAGE0_MAP_CHANNEL, 0, val);
} else {
PassParameterBlock[pass]->SetValue(PB_STAGE1_MAP_CHANNEL, 0, val);
}
if (Texture[pass][stage] != NULL) {
UVGen * uvgen = Texture[pass][stage]->GetTheUVGen();
if (uvgen != NULL) {
uvgen->SetMapChannel(val);
}
}
NotifyDependents(FOREVER,PART_ALL,REFMSG_CHANGE);
}
// This returns the mapping args string buffer for that pass (and stage) after
// assuring that it can contain a string of length 'len' (if len is 0 no
// resizing will be performed)..
char * GameMtl::Get_Mapping_Arg_Buffer(int pass, int stage, unsigned int len)
{
assert(pass >= 0);
assert(pass < W3dMaterialClass::MAX_PASSES);
assert(stage >= 0);
assert(stage < W3dMaterialClass::MAX_STAGES);
if (MapperArgLen[pass][stage] < len) {
MapperArgLen[pass][stage] = len + 10; // New length
char *temp = new char[MapperArgLen[pass][stage] + 1];
if (MapperArg[pass][stage]) {
assert(strlen(MapperArg[pass][stage]) <= MapperArgLen[pass][stage]);
strcpy(temp, MapperArg[pass][stage]);
delete [] (MapperArg[pass][stage]);
MapperArg[pass][stage] = NULL;
}
MapperArg[pass][stage] = temp;
}
return MapperArg[pass][stage];
}
int GameMtl::pass_stage_to_texmap_index(int pass,int stage)
{
assert((pass >= 0) && (pass < W3dMaterialClass::MAX_PASSES));
assert((stage >= 0) && (stage < W3dMaterialClass::MAX_STAGES));
return pass * W3dMaterialClass::MAX_STAGES + stage;
}
void GameMtl::texmap_index_to_pass_stage(int index,int * set_pass,int * set_stage)
{
*set_pass = index / W3dMaterialClass::MAX_STAGES;
*set_stage = index % W3dMaterialClass::MAX_STAGES;
}
float GameMtl::EvalDisplacement(ShadeContext& sc)
{
float displacement = 0.0F;
if (DisplacementMap != NULL) {
displacement = DisplacementMap->EvalMono(sc);
displacement = displacement * DisplacementAmt;
}
return displacement;
}
Interval GameMtl::DisplacementValidity(TimeValue t)
{
return FOREVER;
}
void GameMtlPostLoad::proc(ILoad *iload)
{
if (IsOld) {
m->Reset();
m->Set_Pass_Count(1);
m->Set_Ambient(0,0,AmbientCoeff);
m->Set_Diffuse(0,0,Diffuse * DiffuseCoeff);
m->Set_Specular(0,0,Specular * SpecularCoeff);
m->Set_Emissive(0,0,EmissiveCoeff);
m->Set_Opacity(0,0,Opacity);
m->Set_Translucency(0,0,Translucency);
m->Set_Shininess(0,0,Shininess);
m->Set_Mapping_Type(0,0,DCTMappingType);
Texmap * tex = (*(m->Maps))[ID_DI].Map;
if ((tex) && (tex->ClassID() == Class_ID(BMTEX_CLASS_ID,0))) {
m->Set_Texture(0,0,tex);
m->Set_Texture_Enable(0,0,true);
m->Set_Texture_Frame_Rate(0,0,DCTFrameRate);
m->Set_Texture_Frame_Count(0,0,DCTFrames);
if (m->TestMtlFlag(MTL_TEX_DISPLAY_ENABLED)) {
m->Set_Texture_Display(0,0,true);
}
}
m->ReplaceReference(GameMtl::REF_MAPS,NULL);
}
// older material formats did not save the map channel and will default to zero,
// we need to change the map channel to one in this case.
for (int pass = 0; pass < W3dMaterialClass::MAX_PASSES; pass++) {
for (int stage = 0; stage < W3dMaterialClass::MAX_STAGES; stage++) {
if ((m->Get_Map_Channel(pass,stage) < 1) || (m->Get_Map_Channel(pass,stage) > 99)) {
m->Set_Map_Channel(pass,stage,1);
}
}
}
// Now that I've removed the UI for the RESIZE and NO_MIPMAP options in the texture
// pane, we initialize the No_LOD setting to the existing NO_MIPMAP setting
// NOTE: I created a new flag for gamemtl which gets set when this conversion takes
// place for the first time.
if (m->Get_Flag(GAMEMTL_CONVERTED_TO_NOLOD) == false) {
for (int pass = 0; pass < W3dMaterialClass::MAX_PASSES; pass++) {
for (int stage = 0; stage < W3dMaterialClass::MAX_STAGES; stage++) {
bool no_lod = m->Get_Texture_No_Mipmap(pass,stage) != 0;
m->Set_Texture_No_LOD(pass,stage,no_lod);
}
}
m->Set_Flag(GAMEMTL_CONVERTED_TO_NOLOD,true);
}
delete this;
}