Value* reload_texture_cf (Value** arg_list, int count) { // Make sure we have the correct number of arguments (1) check_arg_count(reload_texture, 1, count); char *message = "NelReloadTexture [BitmapTex]"; //type_check (arg_list[0], TextureMap, message); // Get a good interface pointer Interface *ip = MAXScript_interface; theCNelExport.init (false, false, ip, true); // The 2 filenames Texmap *texmap = arg_list[0]->to_texmap (); // BitmapTex ? if (texmap->ClassID() == Class_ID (BMTEX_CLASS_ID, 0)) { // Cast BitmapTex *bitmap = (BitmapTex*)texmap; // Reload bitmap->ReloadBitmapAndUpdate (); // Tell the bitmap has changed BroadcastNotification (NOTIFY_BITMAP_CHANGED, (void *)bitmap->GetMapName()); return &true_value; } return &false_value; }
BitmapTex* SceneExportUtil::getStdMatBitmapTex( StdMat* stdmat, int id ) { StdMat2* stdmat2 = 0; int channel = id; if ( stdmat->SupportsShaders() ) { stdmat2 = static_cast<StdMat2*>( stdmat ); channel = stdmat2->StdIDToChannel( id ); } if ( stdmat->MapEnabled(channel) ) { Texmap* tex = stdmat->GetSubTexmap(channel); if ( tex && tex->ClassID() == Class_ID(BMTEX_CLASS_ID,0) && (!stdmat2 || 2 == stdmat2->GetMapState(channel)) ) { BitmapTex* bmptex = static_cast<BitmapTex*>(tex); if ( bmptex->GetMapName() ) { return bmptex; } } } return 0; }
static void BitmapDimensions(int &width, int &height, Texmap * map) { // int h=dim; w=dim; if(map == NULL){ //NH 05-Dec-05 This can happen when submaps are not assigned - in this case simply bail and let //the parent texture deal with it. // height = width = 0; return; } if(map->ClassID() == GNORMAL_CLASS_ID) { Texmap * bmap; map->GetParamBlock(0)->GetValue(2,0,bmap,FOREVER); // normal map BitmapDimensions(width,height,bmap); return; } else if(map->ClassID() == Class_ID(BMTEX_CLASS_ID, 0)) { BitmapTex *pBT; Bitmap *pTex; pBT = static_cast<BitmapTex *>(map); pTex = pBT->GetBitmap(0); if (pTex) { width = getClosestPowerOf2(pTex->Width()); height = getClosestPowerOf2(pTex->Height()); } return; } else{ } }
Texmap* M2Importer::createTexture(LPCTSTR fileName) { BitmapManager* bmpMgr = TheManager; size_t pathSlashPos = m_modelName.find_last_of('\\'); string pathName = m_modelName.substr(0, pathSlashPos + 1); // 将贴图文件名改为当前目录下的tga文件 string origFileName = fileName; size_t dotPos = origFileName.find_last_of('.'); if (dotPos != string::npos) origFileName = origFileName.substr(0, dotPos); size_t slashPos = origFileName.find_last_of('\\'); if (slashPos != string::npos) { ++slashPos; origFileName = origFileName.substr(slashPos, origFileName.length() - slashPos); } pathName += string("texture\\"); pathName += origFileName; pathName.append(".tga"); m_logStream << "Model Texture Name: " << pathName << endl; TSTR newFileName = pathName.c_str(); if (origFileName.length()) { // 改成用系统的检查文件是否存在的API ifstream testStream(newFileName, ios::binary | ios::in); if (testStream.fail()) { string errstr = string("Load texture error. filename: ") + string(newFileName); errstr += string("\n\nOriginal file: "); errstr += string(fileName); MessageBox(NULL, errstr.c_str(), "TBD: Error.", MB_OK); m_logStream << errstr << endl; } else testStream.close(); } if (bmpMgr->CanImport(newFileName)) { BitmapTex* bmpTex = NewDefaultBitmapTex(); bmpTex->SetName(newFileName); bmpTex->SetMapName(newFileName); bmpTex->SetAlphaAsMono(TRUE); bmpTex->SetAlphaSource(ALPHA_FILE); return bmpTex; } return 0; }
//---------------------------------------------------------------------------- // Material parsing //---------------------------------------------------------------------------- BOOL CEditableObject::ExtractTexName(Texmap *src, LPSTR dest) { if( src->ClassID() != Class_ID(BMTEX_CLASS_ID,0) ) return FALSE; BitmapTex *bmap = (BitmapTex*)src; _splitpath( bmap->GetMapName(), 0, 0, dest, 0 ); EFS.AppendFolderToName(dest,1,TRUE); return TRUE; }
//------------------------------ void MaterialCreator::createAndAssignTexture( Mtl* material, const COLLADAFW::EffectCommon& effectCommon, const COLLADAFW::ColorOrTexture& (COLLADAFW::EffectCommon::*f)() const, int slot, unsigned char mapChannel) { const COLLADAFW::ColorOrTexture& colorOrTexture = (effectCommon.*f)(); if ( colorOrTexture.isTexture() ) { BitmapTex* texture = createTexture( effectCommon, colorOrTexture.getTexture() ); texture->GetUVGen()->SetMapChannel( mapChannel ); assignTextureToMaterial(material, slot, texture); } }
//------------------------------ BitmapTex* MaterialCreator::createTexture( const COLLADAFW::EffectCommon& effectCommon, const COLLADAFW::Texture& texture ) { BitmapTex* bitmapTexture = NewDefaultBitmapTex(); COLLADAFW::SamplerID samplerId = texture.getSamplerId(); const COLLADAFW::Sampler* sampler = effectCommon.getSamplerPointerArray()[ samplerId ]; const COLLADAFW::UniqueId& imageUniqueId = sampler->getSourceImage(); const COLLADAFW::Image* image = getFWImageByUniqueId( imageUniqueId ); if ( !image ) return 0; COLLADABU::URI imageUri( getFileInfo().absoluteFileUri, image->getImageURI().getURIString() ); COLLADABU::NativeString imageFileName( imageUri.toNativePath().c_str(), COLLADABU::NativeString::ENCODING_UTF8 ); bitmapTexture->SetMapName(const_cast<char*>(imageFileName.c_str())); bitmapTexture->LoadMapFiles(0); UVGen* uvGen = bitmapTexture->GetTheUVGen(); StdUVGen* stdUVGen = (StdUVGen*)uvGen; // reset all flags //stdUVGen->SetFlag(U_WRAP|V_WRAP, 1); //stdUVGen->SetFlag(U_MIRROR|V_MIRROR, 0); int tiling = 0; if ( sampler->getWrapS() == COLLADAFW::Sampler::WRAP_MODE_WRAP ) { tiling += 1<<0; } else if ( sampler->getWrapS() == COLLADAFW::Sampler::WRAP_MODE_MIRROR ) { tiling += 1<<2; } if ( sampler->getWrapT() == COLLADAFW::Sampler::WRAP_MODE_WRAP ) { tiling += 1<<1; } else if ( sampler->getWrapT() == COLLADAFW::Sampler::WRAP_MODE_MIRROR ) { tiling += 1<<3; } stdUVGen->SetTextureTiling(tiling); return bitmapTexture; }
bool SGP_MaxInterface::GetStdMtlChannelBitmapFileName( StdMat* pStdMat, int nChannel, TCHAR szFileName[] ) { if( !pStdMat ) { assert( false ); return false; } Texmap *tx = pStdMat->GetSubTexmap(nChannel); if( !tx ) return false; if(tx->ClassID() != Class_ID(BMTEX_CLASS_ID,0)) return false; BitmapTex *bmt = (BitmapTex*)tx; _tcscpy( szFileName, bmt->GetMapName() ); return true; }
void UtilTest::SetEnvironmentMap() { // Make a bitmap texture map. BitmapTex *map = NewDefaultBitmapTex(); // Get the UVGen StdUVGen *uvGen = map->GetUVGen(); // Set up the coords. to be screen environment. uvGen->SetCoordMapping(UVMAP_SCREEN_ENV); // Set the bitmap file. map->SetMapName(_T("A_MAX.TGA")); // Make this the new environment map. ip->SetEnvironmentMap(map); }
Texmap* NifImporter::CreateTexture(const string& filename) { if (filename.empty()) return NULL; BitmapManager *bmpMgr = TheManager; if (bmpMgr->CanImport(filename.c_str())){ BitmapTex *bmpTex = NewDefaultBitmapTex(); string name = filename; if (name.empty()) { TCHAR buffer[MAX_PATH]; _tcscpy(buffer, PathFindFileName(filename.c_str())); PathRemoveExtension(buffer); name = buffer; } bmpTex->SetName(name.c_str()); bmpTex->SetMapName(const_cast<TCHAR*>(FindImage(filename).c_str())); bmpTex->SetAlphaAsMono(TRUE); bmpTex->SetAlphaSource(ALPHA_DEFAULT); bmpTex->SetFilterType(FILTER_PYR); if (showTextures) { bmpTex->SetMtlFlag(MTL_TEX_DISPLAY_ENABLED, TRUE); bmpTex->ActivateTexDisplay(TRUE); bmpTex->NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE); } if (UVGen *uvGen = bmpTex->GetTheUVGen()){ uvGen->SetTextureTiling(0); } return bmpTex; } return NULL; }
P(GmMaterial) GmUtil::createGmMaterial( Mtl* material, Mtl* bakedmaterial ) { require( material ); P(GmMaterial) s = new GmMaterial; // get name static int unnamedCount = 0; if ( material->GetName().data() ) s->name = material->GetName().data(); else s->name = "noname #"+String::valueOf( ++unnamedCount ); // Standard material (+Diffuse) (+ Reflection) if ( material->ClassID() == Class_ID(DMTL_CLASS_ID,0) ) { StdMat* stdmat = static_cast<StdMat*>(material); StdMat* bakedmat = static_cast<StdMat*>(bakedmaterial); // StdMat2? StdMat2* stdmat2 = 0; if ( stdmat->SupportsShaders() ) stdmat2 = static_cast<StdMat2*>( stdmat ); // uniform transparency s->opacity = stdmat->GetOpacity(0); // self illumination s->selfIllum = stdmat->GetSelfIllum(0); // two-sided material? s->twosided = ( 0 != stdmat->GetTwoSided() ); // blending mode s->blend = GmMaterial::BLEND_COPY; if ( s->opacity < 1.f ) s->blend = GmMaterial::BLEND_MULTIPLY; if ( stdmat->GetTransparencyType() == TRANSP_ADDITIVE ) s->blend = GmMaterial::BLEND_ADD; // diffuse color s->diffuseColor = toColorf( stdmat->GetDiffuse(0) ); // specular highlights float shinStr = stdmat->GetShinStr(0); s->specular = (shinStr > 0.f); if ( s->specular ) { float shininess = stdmat->GetShininess(0); s->specularExponent = Math::pow( 2.f, shininess*10.f + 2.f ); s->specularColor = toColorf( stdmat->GetSpecular(0) ) * shinStr; } if ( bakedmat ) { shinStr = bakedmat->GetShinStr(0); s->specular = (shinStr > 0.f); if ( s->specular ) { float shininess = bakedmat->GetShininess(0); s->specularExponent = Math::pow( 2.f, shininess*10.f + 2.f ); s->specularColor = toColorf( bakedmat->GetSpecular(0) ) * shinStr; } } // diffuse texture layer BitmapTex* tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_DI ); if ( tex ) { GmMaterial::TextureLayer& layer = s->diffuseLayer; setLayerTex( layer, tex, s->name ); } // opacity texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_OP ); if ( tex ) { GmMaterial::TextureLayer& layer = s->opacityLayer; setLayerTex( layer, tex, s->name ); // check alpha channel validity Bitmap* bmp = tex->GetBitmap(0); if ( bmp && !bmp->HasAlpha() ) Debug::printlnError( "Material \"{0}\" opacity map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName() ); //throw IOException( Format("Material \"{0}\" opacity map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName()) ); s->blend = GmMaterial::BLEND_MULTIPLY; // check that opacity map is the same as diffuse map if ( s->opacityLayer.filename != s->diffuseLayer.filename ) throw IOException( Format("Material \"{0}\" diffuse bitmap needs to be the same in opacity map.(diffuse map is \"{1}\" and opacity map is \"{2}\")", s->name, s->diffuseLayer.filename, s->opacityLayer.filename) ); if ( s->opacityLayer.coordset != s->diffuseLayer.coordset ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate set needs to be the same in opacity map.", s->name) ); if ( s->opacityLayer.env != s->diffuseLayer.env ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate generator needs to be the same in opacity map.", s->name) ); } // reflection texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_RL ); if ( tex ) { GmMaterial::TextureLayer& layer = s->reflectionLayer; setLayerTex( layer, tex, s->name ); } // glossiness (shininess strength, SS) texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SS ); if ( tex ) { GmMaterial::TextureLayer& layer = s->glossinessLayer; setLayerTex( layer, tex, s->name ); // check alpha channel validity Bitmap* bmp = tex->GetBitmap(0); //if ( bmp && !bmp->HasAlpha() ) // throw IOException( Format("Material \"{0}\" glossiness map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName()) ); if ( bmp && !bmp->HasAlpha() ) Debug::printlnError("Material \"{0}\" glossiness map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName() ); // check that glossiness map is the same as diffuse map if ( s->glossinessLayer.filename != s->diffuseLayer.filename ) throw IOException( Format("Material \"{0}\" diffuse bitmap needs to be the same in glossiness map.(diffuse map is \"{1}\" and glossiness map is \"{2}\")", s->name, s->diffuseLayer.filename, s->glossinessLayer.filename) ); if ( s->glossinessLayer.coordset != s->diffuseLayer.coordset ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate set needs to be the same in glossiness map.", s->name) ); if ( s->glossinessLayer.env != s->diffuseLayer.env ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate generator needs to be the same in glossiness map.", s->name) ); // check that reflection map has been set if ( s->reflectionLayer.filename.length() == 0 ) throw IOException( Format("Material \"{0}\" glossiness map requires reflection map to be set.", s->name) ); } // bump texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_BU ); if ( tex ) { GmMaterial::TextureLayer& layer = s->bumpLayer; setLayerTex( layer, tex, s->name ); } // specular color texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SP ); if ( tex ) { GmMaterial::TextureLayer& layer = s->specularColorLayer; setLayerTex( layer, tex, s->name ); } // specular level texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SH ); if ( tex ) { GmMaterial::TextureLayer& layer = s->specularLevelLayer; setLayerTex( layer, tex, s->name ); } // lightmap texture layer ( from self-illumination map of baked material ) tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SI ); BitmapTex* tex2 = 0; if ( bakedmat ) tex2 = SceneExportUtil::getStdMatBitmapTex( bakedmat, ID_SI ); if ( tex || tex2 ) { GmMaterial::TextureLayer& layer = s->lightMapLayer; if ( tex && !tex2 ) setLayerTex( layer, tex, s->name ); else if ( tex2 ) setLayerTex( layer, tex2, s->name ); } } return s; }
//================================================================= // Methods for DumpModelTEP // int DumpModelTEP::callback(INode *pnode) { Object* pobj; int fHasMat = TRUE; // clear physique export parameters m_mcExport = NULL; m_phyExport = NULL; m_phyMod = NULL; ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!"); if (::FNodeMarkedToSkip(pnode)) return TREE_CONTINUE; int iNode = ::GetIndexOfINode(pnode); TSTR strNodeName(pnode->GetName()); // The Footsteps node apparently MUST have a dummy mesh attached! Ignore it explicitly. if (FStrEq((char*)strNodeName, "Bip01 Footsteps")) return TREE_CONTINUE; // Helper nodes don't have meshes pobj = pnode->GetObjectRef(); if (pobj->SuperClassID() == HELPER_CLASS_ID) return TREE_CONTINUE; // The model's root is a child of the real "scene root" INode *pnodeParent = pnode->GetParentNode(); BOOL fNodeIsRoot = pnodeParent->IsRootNode( ); // Get node's material: should be a multi/sub (if it has a material at all) Mtl *pmtlNode = pnode->GetMtl(); if (pmtlNode == NULL) { return TREE_CONTINUE; fHasMat = FALSE; } else if (!(pmtlNode->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlNode->IsMultiMtl())) { // sprintf(st_szDBG, "ERROR--Material on node %s isn't a Multi/Sub-Object", (char*)strNodeName); // ASSERT_AND_ABORT(FALSE, st_szDBG); fHasMat = FALSE; } // Get Node's object, convert to a triangle-mesh object, so I can access the Faces ObjectState os = pnode->EvalWorldState(m_tvToDump); pobj = os.obj; TriObject *ptriobj; BOOL fConvertedToTriObject = pobj->CanConvertToType(triObjectClassID) && (ptriobj = (TriObject*)pobj->ConvertToType(m_tvToDump, triObjectClassID)) != NULL; if (!fConvertedToTriObject) return TREE_CONTINUE; Mesh *pmesh = &ptriobj->mesh; // Shouldn't have gotten this far if it's a helper object if (pobj->SuperClassID() == HELPER_CLASS_ID) { sprintf(st_szDBG, "ERROR--Helper node %s has an attached mesh, and it shouldn't.", (char*)strNodeName); ASSERT_AND_ABORT(FALSE, st_szDBG); } // Ensure that the vertex normals are up-to-date pmesh->buildNormals(); // We want the vertex coordinates in World-space, not object-space Matrix3 mat3ObjectTM = pnode->GetObjectTM(m_tvToDump); // initialize physique export parameters m_phyMod = FindPhysiqueModifier(pnode); if (m_phyMod) { // Physique Modifier exists for given Node m_phyExport = (IPhysiqueExport *)m_phyMod->GetInterface(I_PHYINTERFACE); if (m_phyExport) { // create a ModContext Export Interface for the specific node of the Physique Modifier m_mcExport = (IPhyContextExport *)m_phyExport->GetContextInterface(pnode); if (m_mcExport) { // convert all vertices to Rigid m_mcExport->ConvertToRigid(TRUE); } } } // Dump the triangle face info int cFaces = pmesh->getNumFaces(); for (int iFace = 0; iFace < cFaces; iFace++) { Face* pface = &pmesh->faces[iFace]; TVFace* ptvface = &pmesh->tvFace[iFace]; DWORD smGroupFace = pface->getSmGroup(); // Get face's 3 indexes into the Mesh's vertex array(s). DWORD iVertex0 = pface->getVert(0); DWORD iVertex1 = pface->getVert(1); DWORD iVertex2 = pface->getVert(2); ASSERT_AND_ABORT((int)iVertex0 < pmesh->getNumVerts(), "Bogus Vertex 0 index"); ASSERT_AND_ABORT((int)iVertex1 < pmesh->getNumVerts(), "Bogus Vertex 1 index"); ASSERT_AND_ABORT((int)iVertex2 < pmesh->getNumVerts(), "Bogus Vertex 2 index"); // Get the 3 Vertex's for this face Point3 pt3Vertex0 = pmesh->getVert(iVertex0); Point3 pt3Vertex1 = pmesh->getVert(iVertex1); Point3 pt3Vertex2 = pmesh->getVert(iVertex2); // Get the 3 RVertex's for this face // NOTE: I'm using getRVertPtr instead of getRVert to work around a 3DSMax bug RVertex *prvertex0 = pmesh->getRVertPtr(iVertex0); RVertex *prvertex1 = pmesh->getRVertPtr(iVertex1); RVertex *prvertex2 = pmesh->getRVertPtr(iVertex2); // Find appropriate normals for each RVertex // A vertex can be part of multiple faces, so the "smoothing group" // is used to locate the normal for this face's use of the vertex. Point3 pt3Vertex0Normal; Point3 pt3Vertex1Normal; Point3 pt3Vertex2Normal; if (smGroupFace) { pt3Vertex0Normal = Pt3GetRVertexNormal(prvertex0, smGroupFace); pt3Vertex1Normal = Pt3GetRVertexNormal(prvertex1, smGroupFace); pt3Vertex2Normal = Pt3GetRVertexNormal(prvertex2, smGroupFace); } else { pt3Vertex0Normal = pmesh->getFaceNormal( iFace ); pt3Vertex1Normal = pmesh->getFaceNormal( iFace ); pt3Vertex2Normal = pmesh->getFaceNormal( iFace ); } ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus orig normal 0" ); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus orig normal 1" ); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus orig normal 2" ); // Get Face's sub-material from node's material, to get the bitmap name. // And no, there isn't a simpler way to get the bitmap name, you have to // dig down through all these levels. TCHAR szBitmapName[256] = "null.bmp"; if (fHasMat) { MtlID mtlidFace = pface->getMatID(); if (mtlidFace >= pmtlNode->NumSubMtls()) { sprintf(st_szDBG, "ERROR--Bogus sub-material index %d in node %s; highest valid index is %d", mtlidFace, (char*)strNodeName, pmtlNode->NumSubMtls()-1); // ASSERT_AND_ABORT(FALSE, st_szDBG); mtlidFace = 0; } Mtl *pmtlFace = pmtlNode->GetSubMtl(mtlidFace); ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned"); if ((pmtlFace->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlFace->IsMultiMtl())) { // it's a sub-sub material. Gads. pmtlFace = pmtlFace->GetSubMtl(mtlidFace); ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned"); } if (!(pmtlFace->ClassID() == Class_ID(DMTL_CLASS_ID, 0))) { sprintf(st_szDBG, "ERROR--Sub-material with index %d (used in node %s) isn't a 'default/standard' material [%x].", mtlidFace, (char*)strNodeName, pmtlFace->ClassID()); ASSERT_AND_ABORT(FALSE, st_szDBG); } StdMat *pstdmtlFace = (StdMat*)pmtlFace; Texmap *ptexmap = pstdmtlFace->GetSubTexmap(ID_DI); // ASSERT_AND_ABORT(ptexmap != NULL, "NULL diffuse texture") if (ptexmap != NULL) { if (!(ptexmap->ClassID() == Class_ID(BMTEX_CLASS_ID, 0))) { sprintf(st_szDBG, "ERROR--Sub-material with index %d (used in node %s) doesn't have a bitmap as its diffuse texture.", mtlidFace, (char*)strNodeName); ASSERT_AND_ABORT(FALSE, st_szDBG); } BitmapTex *pbmptex = (BitmapTex*)ptexmap; strcpy(szBitmapName, pbmptex->GetMapName()); TSTR strPath, strFile; SplitPathFile(TSTR(szBitmapName), &strPath, &strFile); strcpy(szBitmapName,strFile); } } UVVert UVvertex0( 0, 0, 0 ); UVVert UVvertex1( 1, 0, 0 ); UVVert UVvertex2( 0, 1, 0 ); // All faces must have textures assigned to them if (pface->flags & HAS_TVERTS) { // Get TVface's 3 indexes into the Mesh's TVertex array(s). DWORD iTVertex0 = ptvface->getTVert(0); DWORD iTVertex1 = ptvface->getTVert(1); DWORD iTVertex2 = ptvface->getTVert(2); ASSERT_AND_ABORT((int)iTVertex0 < pmesh->getNumTVerts(), "Bogus TVertex 0 index"); ASSERT_AND_ABORT((int)iTVertex1 < pmesh->getNumTVerts(), "Bogus TVertex 1 index"); ASSERT_AND_ABORT((int)iTVertex2 < pmesh->getNumTVerts(), "Bogus TVertex 2 index"); // Get the 3 TVertex's for this TVFace // NOTE: I'm using getRVertPtr instead of getRVert to work around a 3DSMax bug UVvertex0 = pmesh->getTVert(iTVertex0); UVvertex1 = pmesh->getTVert(iTVertex1); UVvertex2 = pmesh->getTVert(iTVertex2); } else { //sprintf(st_szDBG, "ERROR--Node %s has a textureless face. All faces must have an applied texture.", (char*)strNodeName); //ASSERT_AND_ABORT(FALSE, st_szDBG); } /* const char *szExpectedExtension = ".bmp"; if (stricmp(szBitmapName+strlen(szBitmapName)-strlen(szExpectedExtension), szExpectedExtension) != 0) { sprintf(st_szDBG, "Node %s uses %s, which is not a %s file", (char*)strNodeName, szBitmapName, szExpectedExtension); ASSERT_AND_ABORT(FALSE, st_szDBG); } */ // Determine owning bones for the vertices. int iNodeV0, iNodeV1, iNodeV2; if (m_mcExport) { // The Physique add-in allows vertices to be assigned to bones arbitrarily iNodeV0 = InodeOfPhyVectex( iVertex0 ); iNodeV1 = InodeOfPhyVectex( iVertex1 ); iNodeV2 = InodeOfPhyVectex( iVertex2 ); } else { // Simple 3dsMax model: the vertices are owned by the object, and hence the node iNodeV0 = iNode; iNodeV1 = iNode; iNodeV2 = iNode; } // Rotate the face vertices out of object-space, and into world-space space Point3 v0 = pt3Vertex0 * mat3ObjectTM; Point3 v1 = pt3Vertex1 * mat3ObjectTM; Point3 v2 = pt3Vertex2 * mat3ObjectTM; Matrix3 mat3ObjectNTM = mat3ObjectTM; mat3ObjectNTM.NoScale( ); ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus pre normal 0" ); pt3Vertex0Normal = VectorTransform(mat3ObjectNTM, pt3Vertex0Normal); ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus post normal 0" ); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus pre normal 1" ); pt3Vertex1Normal = VectorTransform(mat3ObjectNTM, pt3Vertex1Normal); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus post normal 1" ); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus pre normal 2" ); pt3Vertex2Normal = VectorTransform(mat3ObjectNTM, pt3Vertex2Normal); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus post normal 2" ); // Finally dump the bitmap name and 3 lines of face info fprintf(m_pfile, "%s\n", szBitmapName); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV0, v0.x, v0.y, v0.z, pt3Vertex0Normal.x, pt3Vertex0Normal.y, pt3Vertex0Normal.z, UVvertex0.x, UVvertex0.y); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV1, v1.x, v1.y, v1.z, pt3Vertex1Normal.x, pt3Vertex1Normal.y, pt3Vertex1Normal.z, UVvertex1.x, UVvertex1.y); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV2, v2.x, v2.y, v2.z, pt3Vertex2Normal.x, pt3Vertex2Normal.y, pt3Vertex2Normal.z, UVvertex2.x, UVvertex2.y); } cleanup( ); return TREE_CONTINUE; }
// --[ Method ]--------------------------------------------------------------- // // - Class : CStravaganzaMaxTools // // - prototype : bool BuildShaders() // // - Purpose : Builds the shader list from MAX's materials. // Preview mode requires texture files to be stored with full // path in order to load them. When we export, we only store the // filename. Another thing is that in the export mode, we copy // all textures into the path specified by the user if that // option is checked. // // ----------------------------------------------------------------------------- bool CStravaganzaMaxTools::BuildShaders() { std::vector<Mtl*>::iterator it; assert(m_vecShaders.empty()); if(!m_bPreview && m_bCopyTextures && m_strTexturePath == "") { CLogger::NotifyWindow("Textures won't be copied\nSpecify a valid output texture path first"); } LOG.Write("\n\n-Building shaders: "); for(it = m_vecMaterials.begin(); it != m_vecMaterials.end(); ++it) { Mtl* pMaxMaterial = *it; assert(pMaxMaterial); LOG.Write("\n %s", pMaxMaterial->GetName().data()); CShaderStandard* pShaderStd = new CShaderStandard; pShaderStd->SetName(pMaxMaterial->GetName().data()); // Properties StdMat2 *pMaxStandardMtl = NULL; StdMat2 *pMaxBakedMtl = NULL; float fAlpha; if(pMaxMaterial->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { pMaxStandardMtl = (StdMat2 *)pMaxMaterial; } else if(pMaxMaterial->ClassID() == Class_ID(BAKE_SHELL_CLASS_ID, 0)) { pMaxStandardMtl = (StdMat2 *)pMaxMaterial->GetSubMtl(0); pMaxBakedMtl = (StdMat2 *)pMaxMaterial->GetSubMtl(1); } if(pMaxStandardMtl) { // Standard material fAlpha = pMaxStandardMtl->GetOpacity(0); Shader* pMaxShader = pMaxStandardMtl->GetShader(); CVector4 v4Specular = ColorToVector4(pMaxStandardMtl->GetSpecular(0), 0.0f) * pMaxShader->GetSpecularLevel(0, 0); pShaderStd->SetAmbient (ColorToVector4(pMaxStandardMtl->GetAmbient(0), 0.0f)); pShaderStd->SetDiffuse (ColorToVector4(pMaxStandardMtl->GetDiffuse(0), fAlpha)); pShaderStd->SetSpecular (v4Specular); pShaderStd->SetShininess(pMaxShader->GetGlossiness(0, 0) * 128.0f); if(pMaxStandardMtl->GetTwoSided() == TRUE) { pShaderStd->SetTwoSided(true); } // Need to cast to StdMat2 in order to get access to IsFaceted(). // ¿Is StdMat2 always the interface for standard materials? if(((StdMat2*)pMaxStandardMtl)->IsFaceted()) { pShaderStd->SetFaceted(true); } if(pMaxStandardMtl->GetWire() == TRUE) { pShaderStd->SetPostWire(true); pShaderStd->SetWireLineThickness(pMaxStandardMtl->GetWireSize(0)); } } else { // Material != Standard fAlpha = 1.0f; // pMaxMaterial->GetXParency(); pShaderStd->SetAmbient (ColorToVector4(pMaxMaterial->GetAmbient(), 0.0f)); pShaderStd->SetDiffuse (ColorToVector4(pMaxMaterial->GetDiffuse(), fAlpha)); pShaderStd->SetSpecular (CVector4(0.0f, 0.0f, 0.0f, 0.0f)); pShaderStd->SetShininess(0.0f); } // Layers if(!pMaxStandardMtl) { m_vecShaders.push_back(pShaderStd); continue; } bool bDiffuseMap32Bits = false; StdMat2 *pStandardMtl; for(int i = 0; i < 3; i++) { int nMap; pStandardMtl = pMaxStandardMtl; // 0 = diffuse, 1 == bump, 2 = lightmap (self illumination slot) or envmap (reflection slot) if(i == 0) { nMap = ID_DI; } else if(i == 1) { nMap = ID_BU; // If its a baked material, get the bump map from there if(pMaxBakedMtl) { pStandardMtl = pMaxBakedMtl; } } else if(i == 2) { bool bBaked = false; // If its a baked material, get the map2 (lightmap) from there if(pMaxBakedMtl) { if(pMaxBakedMtl->GetMapState(ID_SI) == MAXMAPSTATE_ENABLED) { bBaked = true; nMap = ID_SI; pStandardMtl = pMaxBakedMtl; } } if(!bBaked) { if(pStandardMtl->GetMapState(ID_SI) == MAXMAPSTATE_ENABLED) { nMap = ID_SI; } else { nMap = ID_RL; } } } // Check validity if(pStandardMtl->GetMapState(nMap) != MAXMAPSTATE_ENABLED) { if(i == 0) { LOG.Write("\n No diffuse. Skipping."); break; } continue; } Texmap* pMaxTexmap = pStandardMtl->GetSubTexmap(nMap); if(!pMaxTexmap) { if(i == 0) { LOG.Write("\n No diffuse. Skipping."); break; } continue; } // Get texmaps std::vector<std::string> vecTextures, vecPaths; CShaderStandard::SLayerInfo layerInfo; CShaderStandard::SBitmapInfo bitmapInfo; if(pMaxTexmap->ClassID() == Class_ID(BMTEX_CLASS_ID, 0)) { BitmapTex* pMaxBitmapTex = (BitmapTex*)pMaxTexmap; Bitmap* pMaxBitmap = pMaxBitmapTex->GetBitmap(SECONDS_TO_TICKS(m_fStartTime)); StdUVGen* pMaxUVGen = pMaxBitmapTex->GetUVGen(); if(!pMaxBitmap) { if(i == 0) { LOG.Write("\n Invalid diffuse. Skipping."); break; } continue; } assert(pMaxUVGen); BitmapInfo bi = pMaxBitmap->Storage()->bi; // bi.Name() returns the full path // bi.Filename() returns just the filename vecTextures.push_back(bi.Filename()); vecPaths. push_back(bi.Name()); LOG.Write("\n Bitmap %s", vecTextures[0].data()); // Check if diffuse texture has alpha channel if(i == 0) { CBitmap bitmap; CInputFile bitmapFile; if(!bitmapFile.Open(bi.Name(), false)) { CLogger::NotifyWindow("WARNING - CStravaganzaMaxTools::BuildShaders():\nUnable to load file %s", bi.Name()); } else { if(!bitmap.Load(&bitmapFile, GetFileExt(bi.Name()))) { CLogger::NotifyWindow("WARNING - CStravaganzaMaxTools::BuildShaders():\nUnable to load bitmap %s", bi.Name()); } else { if(bitmap.GetBpp() == 32) { bDiffuseMap32Bits = true; LOG.Write(" (with alpha channel)"); } bitmap.Free(); } bitmapFile.Close(); } } // Ok, copy properties layerInfo.texInfo.bLoop = false; layerInfo.texInfo.eTextureType = UtilGL::Texturing::CTexture::TEXTURE2D; bitmapInfo.strFile = m_bPreview ? bi.Name() : bi.Filename(); bitmapInfo.bTile = ((pMaxUVGen->GetTextureTiling() & (U_WRAP | V_WRAP)) == (U_WRAP | V_WRAP)) ? true : false; bitmapInfo.fSeconds = 0.0f; bitmapInfo.bForceFiltering = false; bitmapInfo.eFilter = UtilGL::Texturing::FILTER_TRILINEAR; // won't be used (forcefiltering = false) layerInfo.texInfo.m_vecBitmaps.push_back(bitmapInfo); layerInfo.eTexEnv = nMap == ID_RL ? CShaderStandard::TEXENV_ADD : CShaderStandard::TEXENV_MODULATE; layerInfo.eUVGen = pMaxUVGen->GetCoordMapping(0) == UVMAP_SPHERE_ENV ? CShaderStandard::UVGEN_ENVMAPPING : CShaderStandard::UVGEN_EXPLICITMAPPING; layerInfo.uMapChannel = pMaxUVGen->GetMapChannel(); layerInfo.v3ScrollSpeed = CVector3(0.0f, 0.0f, 0.0f); layerInfo.v3RotationSpeed = CVector3(0.0f, 0.0f, 0.0f); layerInfo.v3ScrollOffset = CVector3(pMaxUVGen->GetUOffs(0), pMaxUVGen->GetVOffs(0), 0.0f); layerInfo.v3RotationOffset = CVector3(pMaxUVGen->GetUAng(0), pMaxUVGen->GetVAng(0), pMaxUVGen->GetWAng(0)); } else if(pMaxTexmap->ClassID() == Class_ID(ACUBIC_CLASS_ID, 0)) { ACubic* pMaxCubic = (ACubic*)pMaxTexmap; IParamBlock2* pBlock = pMaxCubic->pblock; Interval validRange = m_pMaxInterface->GetAnimRange(); for(int nFace = 0; nFace < 6; nFace++) { int nMaxFace; switch(nFace) { case 0: nMaxFace = 3; break; case 1: nMaxFace = 2; break; case 2: nMaxFace = 1; break; case 3: nMaxFace = 0; break; case 4: nMaxFace = 5; break; case 5: nMaxFace = 4; break; } TCHAR *name; pBlock->GetValue(acubic_bitmap_names, TICKS_TO_SECONDS(m_fStartTime), name, validRange, nMaxFace); vecPaths.push_back(name); CStr path, file, ext; SplitFilename(CStr(name), &path, &file, &ext); std::string strFile = std::string(file.data()) + ext.data(); vecTextures.push_back(strFile); bitmapInfo.strFile = m_bPreview ? name : strFile; bitmapInfo.bTile = false; bitmapInfo.fSeconds = 0.0f; bitmapInfo.bForceFiltering = false; bitmapInfo.eFilter = UtilGL::Texturing::FILTER_TRILINEAR; layerInfo.texInfo.m_vecBitmaps.push_back(bitmapInfo); } layerInfo.texInfo.bLoop = false; layerInfo.texInfo.eTextureType = UtilGL::Texturing::CTexture::TEXTURECUBEMAP; layerInfo.eTexEnv = nMap == ID_RL ? CShaderStandard::TEXENV_ADD : CShaderStandard::TEXENV_MODULATE; layerInfo.eUVGen = CShaderStandard::UVGEN_ENVMAPPING; layerInfo.uMapChannel = 0; layerInfo.v3ScrollSpeed = CVector3(0.0f, 0.0f, 0.0f); layerInfo.v3RotationSpeed = CVector3(0.0f, 0.0f, 0.0f); layerInfo.v3ScrollOffset = CVector3(0.0f, 0.0f, 0.0f); layerInfo.v3RotationOffset = CVector3(0.0f, 0.0f, 0.0f); } else { if(i == 0) { LOG.Write("\n No diffuse. Skipping."); break; } continue; } if(!m_bPreview && m_bCopyTextures && m_strTexturePath != "") { for(int nTex = 0; nTex != vecTextures.size(); nTex++) { // Copy textures into the specified folder std::string strDestPath = m_strTexturePath; if(strDestPath[strDestPath.length() - 1] != '\\') { strDestPath.append("\\", 1); } strDestPath.append(vecTextures[nTex]); if(!CopyFile(vecPaths[nTex].data(), strDestPath.data(), FALSE)) { CLogger::NotifyWindow("Unable to copy %s to\n%s", vecPaths[i], strDestPath.data()); } } } if(layerInfo.eUVGen == CShaderStandard::UVGEN_ENVMAPPING && i == 1) { CLogger::NotifyWindow("%s : Bump with spheremapping not supported", pShaderStd->GetName().data()); } else { // Add layer switch(i) { case 0: pShaderStd->SetLayer(CShaderStandard::LAYER_DIFF, layerInfo); break; case 1: pShaderStd->SetLayer(CShaderStandard::LAYER_BUMP, layerInfo); break; case 2: pShaderStd->SetLayer(CShaderStandard::LAYER_MAP2, layerInfo); break; } } } // ¿Do we need blending? if(ARE_EQUAL(fAlpha, 1.0f) && !bDiffuseMap32Bits) { pShaderStd->SetBlendSrcFactor(UtilGL::States::BLEND_ONE); pShaderStd->SetBlendDstFactor(UtilGL::States::BLEND_ZERO); } else { pShaderStd->SetBlendSrcFactor(UtilGL::States::BLEND_SRCALPHA); pShaderStd->SetBlendDstFactor(UtilGL::States::BLEND_INVSRCALPHA); } // Add shader m_vecShaders.push_back(pShaderStd); } return true; }
bool SGP_MaxInterface::GetMtlAnim( StdMat* pStdMtl, ColorTrack& track, int nChannel ) { if( pStdMtl == NULL ) { assert( false && "std mtl is NULL" ); return false; } int nFrameCount = 0; TimeValue nStartTick = GetStartTick(); TimeValue nEndTick = GetEndTick(); int nTickPerFrame = GetTickPerFrame(); track.bTiling = false; StdUVGen *uv = NULL; Texmap *tx = pStdMtl->GetSubTexmap(nChannel); if( tx ) { if( tx->ClassID() == Class_ID( BMTEX_CLASS_ID, 0 ) ) { BitmapTex *bmt = (BitmapTex*)tx; uv = bmt->GetUVGen(); if( uv ) { track.nUTile = (int)uv->GetUScl(0); track.nVTile = (int)uv->GetVScl(0); if( track.nUTile == 1 && track.nVTile == 1 ) track.bTiling = false; else track.bTiling = true; track.nStartFrame = bmt->GetStartTime(); track.fPlaybackRate = bmt->GetPlaybackRate(); track.nLoopMode = bmt->GetEndCondition(); if( uv->GetUAng( 0 ) != 0.0f || uv->GetVAng( 0 ) != 0.0f ) { track.fUSpeed = uv->GetUAng( 0 ) / piOver180; track.fVSpeed = uv->GetVAng( 0 ) / piOver180; track.bUVMoving = true; } else track.bUVMoving = false; } } } TimeValue t; for( t = nStartTick; t <= nEndTick; t += nTickPerFrame ) nFrameCount++; track.ColorKeyFrame.resize( nFrameCount ); t = nStartTick; for( int i = 0; i < nFrameCount; i++, t += nTickPerFrame ) { SGP_ColorKey key; memset( &key, 0x00, sizeof( key ) ); Color diffuse = pStdMtl->GetDiffuse( t ); Color ambient = pStdMtl->GetAmbient( t ); Color specular = pStdMtl->GetSpecular( t ); Color filter = pStdMtl->GetFilter( t ); float alpha = pStdMtl->GetOpacity( t ); float shinstr = pStdMtl->GetShinStr(t); float selfillum = pStdMtl->GetSelfIllum( t ); float uoffset = 0; float voffset = 0; if( uv ) { uoffset = uv->GetUOffs( t ); voffset = uv->GetVOffs( t ); } /* int nTransparencyType = pStdMtl->GetTransparencyType(); key.dwBlendMode = 0; switch( nTransparencyType ) { case TRANSP_SUBTRACTIVE: key.dwBlendMode |= HR3D_MDX2_MODULATE; break; case TRANSP_ADDITIVE: key.dwBlendMode |= HR3D_MDX2_ADD; break; case TRANSP_FILTER: key.dwBlendMode |= HR3D_MDX2_MODULATE2X; break; default: break; }; */ key.dr = diffuse.r; key.dg = diffuse.g; key.db = diffuse.b; key.da = alpha; if( uv ) { key.uoffset = uv->GetUOffs( t ); key.voffset = uv->GetVOffs( t ); } else { key.uoffset = 0; key.voffset = 0; } track.ColorKeyFrame.getReference(i) = key; } return true; }
void Import::LoadMaterials (dScene& scene, MaterialCache& materialCache) { dScene::Iterator iter (scene); for (iter.Begin(); iter; iter ++) { dScene::dTreeNode* const materialNode = iter.GetNode(); dNodeInfo* const info = scene.GetInfoFromNode(materialNode); if (info->IsType(dMaterialNodeInfo::GetRttiType())) { MaterialProxi material; material.m_mtl = NewDefaultStdMat(); StdMat* const stdMtl = (StdMat*)material.m_mtl; dMaterialNodeInfo* const materialInfo = (dMaterialNodeInfo*) info; stdMtl->SetName(materialInfo->GetName()); dVector ambient (materialInfo->GetAmbientColor()); dVector difusse (materialInfo->GetDiffuseColor()); dVector specular (materialInfo->GetSpecularColor()); float shininess (materialInfo->GetShininess()); //float shininessStr (materialInfo->GetShinStr()); float transparency (materialInfo->GetOpacity()); stdMtl->SetAmbient(*((Point3*)&ambient), 0); stdMtl->SetDiffuse(*((Point3*)&difusse), 0); stdMtl->SetSpecular(*((Point3*)&specular), 0); stdMtl->SetShinStr(shininess / 100.0f, 0); stdMtl->SetOpacity(transparency, 0); if (materialInfo->GetDiffuseTextId() != -1) { dScene::dTreeNode* textNode = scene.FindTextureByTextId(materialNode, materialInfo->GetDiffuseTextId()); if (textNode) { _ASSERTE (textNode); // BitmapTex* bmtex; // const TCHAR* txtName; dTextureNodeInfo* textureInfo = (dTextureNodeInfo*) scene.GetInfoFromNode(textNode); TCHAR txtNameBuffer[256]; sprintf (txtNameBuffer, "%s/%s", m_path, textureInfo->GetPathName()); const TCHAR* txtName = txtNameBuffer; BitmapTex* bmtex = (BitmapTex*)NewDefaultBitmapTex(); bmtex->SetMapName((TCHAR*)txtName); txtName = textureInfo->GetPathName(); bmtex->SetName (txtName); bmtex->GetUVGen()->SetMapChannel(1); stdMtl->SetSubTexmap(ID_DI, bmtex); stdMtl->SetTexmapAmt(ID_DI, 1.0f, 0); stdMtl->EnableMap(ID_DI, TRUE); // const char* materialOpanacity = segment.m_opacityTextureName; // if (materialOpanacity[0]) { // BitmapTex* bmtex; // const TCHAR* txtName; // // txtName = segment.m_opacityPathName; // bmtex = (BitmapTex*)NewDefaultBitmapTex(); // bmtex->SetMapName((TCHAR*)txtName); // // txtName = materialName; // bmtex->SetName (txtName); // bmtex->GetUVGen()->SetMapChannel(2); // // stdMtl->SetSubTexmap(ID_OP, bmtex); // stdMtl->SetTexmapAmt(ID_OP, 1.0f, 0); // stdMtl->EnableMap(ID_OP, TRUE); // } // materialCache.AddMaterial(material, segment.m_textureName); } } materialCache.AddMaterial(material, materialInfo->GetId()); } } }
//---------------------------------------------------------------------------------- // dump material textures void DumpTexture(m_material *pMat, IGameMaterial *pGMaxMat) { std::vector<tex_channel> bk_tex_channel; std::vector<unsigned int> bk_tex_idx; std::vector<MatTextureInfo> TexInfos; int texCount = pGMaxMat->GetNumberOfTextureMaps(); for (int i = 0; i < texCount; ++i) { IGameTextureMap * pGMaxTex = pGMaxMat->GetIGameTextureMap(i); int tex_type = pGMaxTex->GetStdMapSlot(); if (pGMaxTex->IsEntitySupported() && tex_type >= 0) //its a bitmap texture { MatTextureInfo TexInfo; tex_channel tc; TexInfo.mat_id = pMat->id; m_texture * pTex = new m_texture; std::string pathname = pGMaxTex->GetBitmapFileName(); int idx = (int)pathname.rfind('\\'); if (idx == INDEX_NONE){ idx = (int)pathname.rfind('/'); } std::string filename = pathname.substr(idx + 1, INDEX_NONE); pTex->name = filename; // set the texture xform... IGameUVGen *pUVGen = pGMaxTex->GetIGameUVGen(); GMatrix UVMat = pUVGen->GetUVTransform(); TexInfo.tex_mat = pTex->tex_mat = (scalar*)UVMat.GetAddr(); // save mapping matrix // get the uv channel to use... Texmap *pTMap = pGMaxTex->GetMaxTexmap(); BitmapTex *pBTex = (BitmapTex*)pTMap; StdUVGen *pStdUVGen = pBTex->GetUVGen(); if (pStdUVGen){ tc.channel = pStdUVGen->GetMapChannel() - 1; } IParamBlock2 *pUVWCropParam = (IParamBlock2*)(pBTex->GetReference(1)); if (pUVWCropParam) { pUVWCropParam->GetValue(0, ExporterMAX::GetExporter()->GetStaticFrame(), TexInfo.uv_offset.x, FOREVER); pUVWCropParam->GetValue(1, ExporterMAX::GetExporter()->GetStaticFrame(), TexInfo.uv_offset.y, FOREVER); pUVWCropParam->GetValue(2, ExporterMAX::GetExporter()->GetStaticFrame(), TexInfo.uv_scale.x, FOREVER); pUVWCropParam->GetValue(3, ExporterMAX::GetExporter()->GetStaticFrame(), TexInfo.uv_scale.y, FOREVER); } // set the type of texture... pTex->type = texture_type[tex_type]; // if we have a bump map, we create a normal map with the convention // that the filename will be the same name as the bump map + "_normal" // appended to it. if (pTex->type == m_texture::BUMP) { std::string normal_map = pTex->name; std::string::size_type pos = normal_map.rfind("."); normal_map.insert(pos, "_normal"); m_texture *pTexNormal = new m_texture; *pTexNormal = *pTex; pTexNormal->name = normal_map; pTexNormal->type = m_texture::NORMAL; tc.pTex = pTexNormal; bk_tex_channel.push_back(tc); // add the new texture to the local TOC TexInfos.push_back(TexInfo); } tc.pTex = pTex; bk_tex_channel.push_back(tc); // add the new texture to the local TOC TexInfos.push_back(TexInfo); } } // lets check if we don't have them already in our global TOC... for (size_t index = 0; index < bk_tex_channel.size(); ++index) { m_texture * pTex = bk_tex_channel[index].pTex; unsigned int idx = ExporterMAX::GetExporter()->FindTexture(pTex); if (idx == INDEX_NONE){ idx = ExporterMAX::GetExporter()->AddTexture(pTex); // add the new texture to the TOC } bk_tex_idx.push_back(idx); pMat->tex_channel.push_back(bk_tex_channel[index].channel); TexInfos[index].base_channel = bk_tex_channel[index].channel; bk_texs.insert(IdxBKTexMapPair(idx, TexInfos[index])); } // set the texture indices... for (size_t index = 0; index < bk_tex_idx.size(); ++index){ pMat->textures.push_back(bk_tex_idx[index]); } }
Texmap* NifImporter::CreateTexture(TexDesc& desc) { BitmapManager *bmpMgr = TheManager; if (NiSourceTextureRef texSrc = desc.source){ string filename = texSrc->GetTextureFileName(); if (bmpMgr->CanImport(filename.c_str())){ BitmapTex *bmpTex = NewDefaultBitmapTex(); string name = texSrc->GetName(); if (name.empty()) { TCHAR buffer[MAX_PATH]; _tcscpy(buffer, PathFindFileName(filename.c_str())); PathRemoveExtension(buffer); name = buffer; } bmpTex->SetName(name.c_str()); bmpTex->SetMapName(const_cast<TCHAR*>(FindImage(filename).c_str())); bmpTex->SetAlphaAsMono(TRUE); bmpTex->SetAlphaSource(ALPHA_DEFAULT); switch (desc.filterMode) { case FILTER_TRILERP: bmpTex->SetFilterType(FILTER_PYR); break; case FILTER_BILERP: bmpTex->SetFilterType(FILTER_SAT); break; case FILTER_NEAREST: bmpTex->SetFilterType(FILTER_NADA); break; } if (UVGen *uvGen = bmpTex->GetTheUVGen()){ if (uvGen && uvGen->IsStdUVGen()) { StdUVGen *uvg = (StdUVGen*)uvGen; uvg->SetMapChannel(desc.uvSet + 1); } switch (desc.clampMode) { case WRAP_S_WRAP_T : uvGen->SetTextureTiling(3); break; case WRAP_S_CLAMP_T: uvGen->SetTextureTiling(1); break; case CLAMP_S_WRAP_T: uvGen->SetTextureTiling(2); break; case CLAMP_S_CLAMP_T:uvGen->SetTextureTiling(0); break; } if (desc.hasTextureTransform) { if (RefTargetHandle ref = uvGen->GetReference(0)){ TexCoord trans = desc.translation; TexCoord tiling = desc.tiling; float wangle = TODEG(desc.wRotation); setMAXScriptValue(ref, "U_Offset", 0, trans.u); setMAXScriptValue(ref, "V_Offset", 0, trans.v); setMAXScriptValue(ref, "U_Tiling", 0, tiling.u); setMAXScriptValue(ref, "V_Tiling", 0, tiling.v); setMAXScriptValue(ref, "W_Angle", 0, wangle); } } } if (showTextures) { bmpTex->SetMtlFlag(MTL_TEX_DISPLAY_ENABLED, TRUE); bmpTex->ActivateTexDisplay(TRUE); bmpTex->NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE); } return bmpTex; } } return NULL; }
//---------------------------------------------------------------------------- void SceneBuilder::ConvertMaterial (Mtl &mtl, MtlTree &mtlTree) { // 光照属性 PX2::Shine *shine = new0 PX2::Shine; Color color = mtl.GetAmbient(); float alpha = 1.0f - mtl.GetXParency(); shine->Ambient = PX2::Float4(color.r, color.g, color.b, 1.0f); color = mtl.GetDiffuse(); shine->Diffuse = PX2::Float4(color.r, color.g, color.b, alpha); color = mtl.GetSpecular(); float shininess = mtl.GetShininess()*2.0f; shine->Specular = PX2::Float4(color.r, color.g, color.b, shininess); const char *name = (const char*)mtl.GetName(); shine->SetName(name); mtlTree.SetShine(shine); bool IsDirect9Shader = false; if (mtl.ClassID() == Class_ID(CMTL_CLASS_ID, 0) || mtl.ClassID() == Class_ID(DMTL_CLASS_ID, 0)) { StdMat2 *stdMat2 = (StdMat2*)(&mtl); Interval valid = FOREVER; stdMat2->Update(mTimeStart, valid); std::string strName(stdMat2->GetName()); bool doubleSide = (stdMat2->GetTwoSided()==1); char strBitMapName[256]; memset(strBitMapName, 0, 256*sizeof(char)); std::string resourcePath; PX2::Shader::SamplerFilter filter = PX2::Shader::SF_LINEAR_LINEAR; PX2::Shader::SamplerCoordinate uvCoord = PX2::Shader::SC_REPEAT; PX2_UNUSED(uvCoord); if (stdMat2->MapEnabled(ID_DI)) { BitmapTex *tex = (BitmapTex*)stdMat2->GetSubTexmap(ID_DI); BitmapInfo bI; const char *mapName = tex->GetMapName(); TheManager->GetImageInfo(&bI, mapName); strcpy(strBitMapName, bI.Name()); std::string fullName = std::string(strBitMapName); std::string::size_type sizeT = fullName.find_first_not_of(mSettings->SrcRootDir); resourcePath = std::string(strBitMapName).substr(sizeT); StdUVGen* uvGen = tex->GetUVGen(); PX2_UNUSED(uvGen); int filType = tex->GetFilterType(); switch (filType) { case FILTER_PYR: filter = PX2::Shader::SF_LINEAR_LINEAR; break; case FILTER_SAT: filter = PX2::Shader::SF_NEAREST; break; default: break; } } else { sprintf(strBitMapName, "%s/%s", mSettings->SrcRootDir, PX2_DEFAULT_TEXTURE); resourcePath = PX2_DEFAULT_TEXTURE; } PX2::Texture2D *tex2d = PX2::DynamicCast<PX2::Texture2D>( PX2::ResourceManager::GetSingleton().BlockLoad(strBitMapName)); tex2d->SetResourcePath(resourcePath); if (tex2d) { PX2::Texture2DMaterial *tex2dMtl = new0 PX2::Texture2DMaterial(filter, uvCoord, uvCoord); if (doubleSide) { tex2dMtl->GetCullProperty(0, 0)->Enabled = false; } PX2::MaterialInstance *instance = tex2dMtl->CreateInstance(tex2d); mtlTree.SetMaterialInstance(instance); } else { PX2::VertexColor4Material *vcMtl = new0 PX2::VertexColor4Material(); PX2::MaterialInstance *instance = vcMtl->CreateInstance(); mtlTree.SetMaterialInstance(instance); } } else if (mtl.ClassID() == Class_ID(MULTI_CLASS_ID, 0)) { } else if (mtl.ClassID() == DIRECTX_9_SHADER_CLASS_ID) { IsDirect9Shader = true; IDxMaterial* dxMtl = (IDxMaterial*)mtl.GetInterface(IDXMATERIAL_INTERFACE); char *effectName = dxMtl->GetEffectFilename(); IParamBlock2 *paramBlock = mtl.GetParamBlock(0); std::string outPath; std::string outBaseName; std::string outExtention; PX2::StringHelp::SplitFullFilename(effectName, outPath, outBaseName, outExtention); PX2::ShinePtr shineStandard = new0 PX2::Shine(); bool alphaVertex = false; PX2::Texture2DPtr diffTex; bool normalEnable = false; PX2::Texture2DPtr normalTex; float normalScale = 0.0f; bool specEnable = false; PX2::Texture2DPtr specTex; float specPower = 0.0f; bool reflectEnable = false; PX2::TextureCubePtr reflectTex; float reflectPower = 0.0f; bool doubleSide = false; int blendMode = 2; ParamBlockDesc2 *paramDesc = 0; int numParam = 0; if (paramBlock) { paramDesc = paramBlock->GetDesc(); numParam = paramBlock->NumParams(); ParamType2 paramType; for (int i=0; i<numParam; i++) { std::string parmName; PX2::Float4 color4 = PX2::Float4(0.0f, 0.0f, 0.0f, 0.0f); PX2::Float3 color3 = PX2::Float3(0.0f, 0.0f, 0.0f); float floatValue = 0.0f; bool boolValue = false; float *floatTable = 0; int intValue = 0; std::string str; PX2::Texture2D *tex2d = 0; paramType = paramBlock->GetParameterType((ParamID)i); if (TYPE_STRING == paramType) ConvertStringAttrib(paramBlock, i, parmName, str); else if (TYPE_FLOAT == paramType) ConvertFloatAttrib(paramBlock, i, parmName, floatValue); else if (TYPE_INT == paramType) ConvertIntAttrib(paramBlock, i, parmName, intValue); else if (TYPE_RGBA == paramType) ConvertColorAttrib(paramBlock, i, parmName, color4, i); else if (TYPE_POINT3 == paramType) ConvertPoint3Attrib(paramBlock, i, parmName, color3); else if (TYPE_POINT4 == paramType) ConvertPoint4Attrib(paramBlock, i, parmName, color4); else if (TYPE_BOOL == paramType) ConvertBoolAttrib(paramBlock, i, parmName, boolValue); else if (TYPE_FLOAT_TAB == paramType) ConvertFloatTabAttrib(paramBlock, i, parmName, floatTable); else if (TYPE_BITMAP == paramType) ConvertBitMapAttrib(paramBlock, i, parmName, tex2d); else if (TYPE_FRGBA ==paramType) ConvertFRGBAAttrib(paramBlock, i, parmName, color4); // shine if (parmName == "gBlendMode") { blendMode = intValue; } else if (parmName == "gShineEmissive") { shineStandard->Emissive = color4; } else if (parmName == "gShineAmbient") { shineStandard->Ambient = color4; } else if (parmName == "gShineDiffuse") { shineStandard->Diffuse = color4; } // alpha vertex else if (parmName == "gAlphaVertex") { alphaVertex = boolValue; } // diffuse else if (parmName == "gDiffuseTexture") { diffTex = tex2d; } // normal else if (parmName == "gNormalEnable") { normalEnable = boolValue; } else if (parmName == "gNormalTexture") { normalTex = tex2d; } else if (parmName == "gNormalScale") { normalScale = floatValue; } // specular else if (parmName == "gSpecularEnable") { specEnable = boolValue; } else if (parmName == "gSpecularTexture") { specTex = tex2d; } else if (parmName == "gSpecularPower") { specPower = floatValue; } // reflect else if (parmName == "gReflectionEnable") { reflectEnable = boolValue; } else if (parmName == "gReflectTexture") { //reflectTex = tex2d; } else if (parmName == "gReflectPower") { reflectPower = floatValue; } // other else if (parmName == "gDoubleSide") { doubleSide = boolValue; } } } PX2::MaterialInstance *inst = 0; PX2::StandardMaterial *standardMtl = 0; PX2::StandardESMaterial_Default *standardESMtl_D = 0; PX2::StandardESMaterial_Specular *standardESMtl_S = 0; if (outBaseName == "Standard") { char mtlName[256]; memset(mtlName, 0, 256*sizeof(char)); sprintf(mtlName, "%s/%s", mSettings->DstRootDir, "Data/mtls/Standard.pxfx"); standardMtl = new0 PX2::StandardMaterial(mtlName); } else if (outBaseName == "StandardES") { if (false == specEnable) { standardESMtl_D = new0 PX2::StandardESMaterial_Default(); if (0 == blendMode) { standardESMtl_D->GetAlphaProperty(0, 0)->BlendEnabled = false; standardESMtl_D->GetAlphaProperty(0, 0)->CompareEnabled = false; } else if (1 == blendMode) { standardESMtl_D->GetAlphaProperty(0, 0)->BlendEnabled = true; } else if (2 == blendMode) { standardESMtl_D->GetAlphaProperty(0, 0)->BlendEnabled = false; standardESMtl_D->GetAlphaProperty(0, 0)->CompareEnabled = true; standardESMtl_D->GetAlphaProperty(0, 0)->Compare = PX2::AlphaProperty::CM_GEQUAL; standardESMtl_D->GetAlphaProperty(0, 0)->Reference = 0.2f; } } else { char mtlName[256]; memset(mtlName, 0, 256*sizeof(char)); sprintf(mtlName, "%s/%s", mSettings->DstRootDir, "Data/mtls/StandardES_Specular.pxfx"); standardESMtl_S = new0 PX2::StandardESMaterial_Specular(mtlName); } } if (standardMtl && diffTex) { if (doubleSide) { standardMtl->GetCullProperty(0, 0)->Enabled = false; } inst = standardMtl->CreateInstance(diffTex, alphaVertex, normalEnable, normalTex, normalScale, specEnable, specTex, specPower, 0, shineStandard); } else if (standardESMtl_D && diffTex) { if (doubleSide) { standardESMtl_D->GetCullProperty(0, 0)->Enabled = false; } inst = standardESMtl_D->CreateInstance(diffTex, 0, shineStandard); } else if (standardESMtl_S && diffTex && specTex) { if (doubleSide) { standardESMtl_S->GetCullProperty(0, 0)->Enabled = false; } inst = standardESMtl_S->CreateInstance(diffTex, specTex, specPower, 0, shineStandard); } if (inst) { mtlTree.SetMaterialInstance(inst); } else { PX2::MaterialInstance *instance = PX2::VertexColor4Material::CreateUniqueInstance(); mtlTree.SetMaterialInstance(instance); } } else { PX2::VertexColor4Material *vcMtl = new0 PX2::VertexColor4Material(); PX2::MaterialInstance *instance = vcMtl->CreateInstance(); mtlTree.SetMaterialInstance(instance); } // 对子材质进行处理 if (IsDirect9Shader) return; int mQuantity = mtl.NumSubMtls(); // Class_ID(MULTI_CLASS_ID, 0) if (mQuantity > 0) { mtlTree.SetMChildQuantity(mQuantity); for (int i=0; i<mQuantity; i++) { Mtl *subMtl = 0; subMtl = mtl.GetSubMtl(i); if (subMtl) { ConvertMaterial(*subMtl, mtlTree.GetMChild(i)); } } } }
AWDTexture * AWDExporter::ExportTexture(AWD *awd, awd_ncache *ncache,Texmap* tex, Class_ID cid, int subNo, AWDMaterial * mat ) { AWDTexture *awd_tex; const char* name; int name_len; bool hasAlpha = false; MSTR path; awd_uint8 * buf; int buf_len; if (!tex) return NULL; if (tex->ClassID() != Class_ID(BMTEX_CLASS_ID, 0x00) ) return NULL; // texture already exist in cache awd_tex = (AWDTexture *)awd_ncache_get( ncache, tex ); if( awd_tex ) return awd_tex; BitmapTex *bmptex = (BitmapTex*)tex; MaxSDK::AssetManagement::AssetUser asset = bmptex->GetMap(); hasAlpha = bmptex->GetBitmap( GetStaticFrame() )->HasAlpha(); if( !asset.GetFullFilePath(path) ) { fprintf( logfile, " export !asset.GetFullFilePath(path) : %i \n", asset.GetType() ); fflush( logfile ); //return NULL; } fprintf( logfile, " export : %s \n", path ); fflush( logfile ); AWD_tex_type textype = EXTERNAL; if( GetIncludeMaps() && asset.GetType() == MaxSDK::AssetManagement::kBitmapAsset ) { const char * dot; dot = strrchr(path,'.'); if( !strcmp(dot, ".jpg")|| !strcmp(dot, ".JPG")|| !strcmp(dot, ".jpeg")|| !strcmp(dot, ".JPEG") ) { textype = EMBEDDED_JPEG; } else if ( !strcmp(dot, ".png")|| !strcmp(dot, ".PNG") ) { textype = EMBEDDED_PNG; } if( textype == 0 ) { fprintf( logfile, " export texture : %s \n", path ); fflush( logfile ); // try to extract data Bitmap *bmp = bmptex->GetBitmap( GetStaticFrame() ); BitmapInfo bi; MaxSDK::Util::Path *temppath; bi.SetWidth( bmp->Width() ); bi.SetHeight( bmp->Height() ); if( hasAlpha ) { bi.SetType( BMM_TRUE_32 ); bi.SetFlags( MAP_HAS_ALPHA ); path = "C:\\Users\\lepersp\\Desktop\\temp\\awdexporttempjpg.png"; textype = EMBEDDED_PNG; } else { bi.SetType( BMM_TRUE_24 ); path = "C:\\Users\\lepersp\\Desktop\\temp\\awdexporttempjpg.jpg"; textype = EMBEDDED_JPEG; } temppath = new MaxSDK::Util::Path( path ); bi.SetPath( *temppath ); bmp->OpenOutput( & bi ); bmp->Write( & bi ); bmp->Close(& bi); } if( path != NULL ) { size_t result; int fd; errno_t err = _sopen_s( &fd, path, _O_RDONLY|_O_BINARY, _SH_DENYNO, _S_IREAD ); if( err == 0 ) { struct stat *s; s = (struct stat *)malloc(sizeof(struct stat)); fstat(fd, s); buf_len = s->st_size; buf = (awd_uint8 *) malloc (buf_len * sizeof( awd_uint8 ) ); lseek(fd, 0, SEEK_SET); result = read(fd, buf, buf_len); if (result != buf_len) { textype = EXTERNAL; } _close( fd ); } else { textype = EXTERNAL; } } } name = tex->GetName(); name_len = strlen( name ); char* namecpy = (char*) malloc( name_len*sizeof( char ) ) ; strcpy( namecpy, name ); awd_tex = new AWDTexture( textype, namecpy, name_len ); if( textype != 0 ) { awd_tex->set_embed_data(buf, buf_len); } char * pathcpy = (char *) malloc( (path.length()+1) * sizeof( char ) ); strcpy( pathcpy, path.data() ); awd_tex->set_url( pathcpy, strlen( pathcpy ) ); awd->add_texture( awd_tex ); awd_ncache_add( ncache, tex, awd_tex ); if( subNo == ID_DI ) { mat->set_texture( awd_tex ); mat->alpha_blending = hasAlpha; } return awd_tex; }