Example #1
0
void Exporter::DumpMaterial(MaxMaterial *maxm,Mtl* mtl, int mtlID, int subNo, int indentLevel)
{
	int i;
	TimeValue t = GetStaticFrame();
	
	if (!mtl) return;
	
//	for(i=0;i<indentLevel;i++) { log("   "); }
//	log("material %s adding. type : ",mtl->GetName());
	
	// We know the Standard material, so we can get some extra info
	if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) {			// top level & standard material

//		log("standard \n");
		StdMat* std = (StdMat*)mtl;

		MaxStdMaterial *stdm=new MaxStdMaterial;
		strcpy(stdm->name,mtl->GetName());
		stdm->Ambient=rvector(std->GetAmbient(t));
		stdm->Ambient.x=-stdm->Ambient.x;
		stdm->Diffuse=rvector(std->GetDiffuse(t));
		stdm->Diffuse.x=-stdm->Diffuse.x;
		stdm->Specular=rvector(std->GetSpecular(t));
		stdm->Specular.x=-stdm->Specular.x;				// 축의 바뀜때문에 만들어 놓은.. 으흑..
		stdm->TwoSide=std->GetTwoSided();
		if(std->GetTransparencyType()==TRANSP_ADDITIVE)
			stdm->ShadeMode=RSSHADEMODE_ADD;
		else stdm->ShadeMode=RSSHADEMODE_NORMAL;
		
		if(rsm->MaxStdMaterialList.GetByName(stdm->name)==-1)	// 이미 있는 standard material 이면 더하지 않음.
		{
			rsm->MaxStdMaterialList.Add(stdm);
			stdm->RMLIndex=rsm->MaxStdMaterialList.GetCount()-1;
			for (i=0; i<mtl->NumSubTexmaps(); i++) {
				Texmap* subTex = mtl->GetSubTexmap(i);
				float amt = 1.0f;
				if (subTex) {
					// If it is a standard material we can see if the map is enabled.
					if (mtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0)) {
						if (!((StdMat*)mtl)->MapEnabled(i))
							continue;
						amt = ((StdMat*)mtl)->GetTexmapAmt(i, 0);
						
					}
					DumpTexture(stdm, subTex, mtl->ClassID(), i, amt, indentLevel+1);
				}
			}
		}
		else
		{
			delete stdm;
		}

		maxm->nSubMaterial=1;
		maxm->SubMaterials=new int[1];
		maxm->SubMaterials[0]=rsm->MaxStdMaterialList.GetByName(mtl->GetName());
	}

	if (mtl->NumSubMtls() > 0)  {
//		log("multi/sub ( count : %d )\n",mtl->NumSubMtls());
		maxm->nSubMaterial=mtl->NumSubMtls();
		maxm->SubMaterials=new int[maxm->nSubMaterial];
		maxm->pSubMaterials=new MaxMaterial*[maxm->nSubMaterial];

		for (i=0; i<mtl->NumSubMtls(); i++) {
			Mtl* subMtl = mtl->GetSubMtl(i);
			if (subMtl) {
				maxm->pSubMaterials[i]=new MaxMaterial;
				DumpMaterial(maxm->pSubMaterials[i],subMtl, 0, i, indentLevel+1);
				if(subMtl->ClassID() == Class_ID(DMTL_CLASS_ID, 0))
				{
					maxm->SubMaterials[i]= rsm->MaxStdMaterialList.GetByName(subMtl->GetName());
				}
				else
					maxm->SubMaterials[i]= maxm->pSubMaterials[i]->SubMaterials[0];
			}
			else
			{
				maxm->pSubMaterials[i]=NULL;
				maxm->SubMaterials[i]=-1;
			}
		}
	}
}
//----------------------------------------------------------------------------------
void DumpMaterial(IGameMaterial *pGMaxMat)
{
    m_material *pMat = NULL;

	if (!pGMaxMat->IsMultiType()) // check not a mix material
	{
        pMat = new m_material;

		// set the name of the material...
	    pMat->name = pGMaxMat->GetMaterialName();

		// add the new material to the TOC(Table Of Contants) and set its id...
		pMat->id = ExporterMAX::GetExporter()->AddMaterial(pGMaxMat, pMat);

		Mtl *pMaxMaterial = pGMaxMat->GetMaxMaterial();
				
		if (pMaxMaterial->ClassID() == Class_ID(DMTL_CLASS_ID, 0))
		{
			StdMat *pStandardMaterial = (StdMat*)pMaxMaterial;
			
			Color col;

			// diffuse color...
			col = pStandardMaterial->GetDiffuse(ExporterMAX::GetExporter()->GetStaticFrame());
			pMat->diffuse = Vector4f(col.r, col.g, col.b, 1.f);

			// ambient color...
			col = pStandardMaterial->GetAmbient(ExporterMAX::GetExporter()->GetStaticFrame());
			pMat->ambient = Vector4f(col.r, col.g, col.b, 1.f);

			// specular color...
			col = pStandardMaterial->GetSpecular(ExporterMAX::GetExporter()->GetStaticFrame());
			pMat->specular = Vector4f(col.r, col.g, col.b, 1.f);

			// emissive color...
			pMat->emission = Vector4f(0.f, 0.f, 0.f, 1.f);

			// level of transparency
			pMat->transparent = pStandardMaterial->GetOpacity(ExporterMAX::GetExporter()->GetStaticFrame());

			// specular exponent...
			pMat->shininess = pStandardMaterial->GetShininess(ExporterMAX::GetExporter()->GetStaticFrame());
	
			// transparency
			if (pMat->transparent < 1.f){
				pMat->diffuse.z = pMat->transparent;
			}
		
		}// 3dsmax6 HLSL Material support. (IDxMaterial)
		else if (IsDynamicDxMaterial((MtlBase*)pMaxMaterial))
		{
			IDxMaterial *idxm = (IDxMaterial*)pMaxMaterial->GetInterface(IDXMATERIAL_INTERFACE);
			
			int lightParams = idxm->GetNumberOfLightParams();

			for (int i = 0; i < lightParams; ++i)
			{
                INode *pNode = idxm->GetLightNode(i);

				if (pNode){
                    TCHAR *paramName = idxm->GetLightParameterName(i);
				}
			}

			// Other attributes are located in paramblk 0...
			IParamBlock2 *pParamBlk2 = (IParamBlock2*)(pMaxMaterial->GetParamBlock(0));
			TimeValue t0 = ExporterMAX::GetExporter()->GetIGame()->GetSceneStartTime();
			TimeValue t1 = ExporterMAX::GetExporter()->GetIGame()->GetSceneEndTime();
			TimeValue DeltaTime = ExporterMAX::GetExporter()->GetIGame()->GetSceneTicks();

			const int SamplingRate = 1;

			int numkeys = (t1 - t0) / (DeltaTime * SamplingRate) + 1; 

			for (int i = 0; i < pParamBlk2->NumParams(); ++i)
			{
				ParamID id = pParamBlk2->IndextoID(i);
				ParamDef paramDef = pParamBlk2->GetParamDef(id);

				// we want the variable name not the UI Name...
				OutputDebugString(paramDef.int_name);
			}
		}
		//do the textures if they are there
		DumpTexture(pMat, pGMaxMat);
	}
}