void bhkProxyObject::CreateMesh() { if (Interface *gi = this->mIP) { if (const Mesh* pMesh = &this->proxyMesh) { if (TriObject *triObject = CreateNewTriObject()) { MNMesh mnmesh(*pMesh); Mesh& mesh = triObject->GetMesh(); mnmesh.OutToTri(mesh); INode *node = gi->CreateObjectNode(triObject); // Wireframe Red color StdMat2 *collMat = NewDefaultStdMat(); collMat->SetDiffuse(Color(1.0f, 0.0f, 0.0f), 0); collMat->SetWire(TRUE); collMat->SetFaceted(TRUE); gi->GetMaterialLibrary().Add(collMat); node->SetMtl(collMat); node->SetPrimaryVisibility(FALSE); node->SetSecondaryVisibility(FALSE); node->BoneAsLine(TRUE); node->SetRenderable(FALSE); node->SetWireColor( RGB(255,0,0) ); gi->SelectNode(node); } } } }
Mtl* FindOrCreateMaterial(MtlBaseLib* library, Interface* max_interface, int& slot, const IfcGeom::Material& material) { Mtl* m = FindMaterialByName(library, material.name()); if (m == 0) { StdMat2* stdm = NewDefaultStdMat(); const TimeValue t = -1; if (material.hasDiffuse()) { const double* diffuse = material.diffuse(); stdm->SetDiffuse(Color(diffuse[0], diffuse[1], diffuse[2]),t); } if (material.hasSpecular()) { const double* specular = material.specular(); stdm->SetSpecular(Color(specular[0], specular[1], specular[2]),t); } if (material.hasSpecularity()) { stdm->SetShininess(material.specularity(), t); } if (material.hasTransparency()) { stdm->SetOpacity(1.0 - material.transparency(), t); } m = stdm; m->SetName(S(material.name())); library->Add(m); if (slot < NUM_MATERIAL_SLOTS) { max_interface->PutMtlToMtlEditor(m,slot++); } } return m; }
bool CollisionImport::ImportBase(bhkRigidBodyRef body, bhkShapeRef shape, INode* parent, INode *shapeNode, Matrix3& tm) { // Now do common post processing for the node if (shapeNode != NULL) { shapeNode->SetName( TSTR(shape->GetType().GetTypeName().c_str()) ); if (!tm.IsIdentity()) { Point3 pos = tm.GetTrans(); Quat rot(tm); PosRotScaleNode(shapeNode, pos, rot, 1.0, prsDefault); } // Wireframe Red color StdMat2 *collMat = NewDefaultStdMat(); collMat->SetDiffuse(Color(1.0f, 0.0f, 0.0f), 0); collMat->SetWire(TRUE); collMat->SetFaceted(TRUE); ni.gi->GetMaterialLibrary().Add(collMat); shapeNode->SetMtl(collMat); shapeNode->SetPrimaryVisibility(FALSE); shapeNode->SetSecondaryVisibility(FALSE); shapeNode->BoneAsLine(TRUE); shapeNode->SetRenderable(FALSE); //shapeNode->XRayMtl(TRUE); shapeNode->SetWireColor( RGB(255,0,0) ); if (parent) parent->AttachChild(shapeNode); return true; } return false; }
void bhkRigidBodyModifier::CreateMesh() { if (Interface *gi = this->mIP) { if (const Mesh* pMesh = this->GetMesh()) { if (TriObject *triObject = CreateNewTriObject()) { MNMesh mnmesh(*pMesh); Mesh& mesh = triObject->GetMesh(); mnmesh.buildNormals(); mnmesh.OutToTri(mesh); INode *node = gi->CreateObjectNode(triObject); // Wireframe Red color StdMat2 *collMat = NewDefaultStdMat(); collMat->SetDiffuse(Color(1.0f, 0.0f, 0.0f), 0); collMat->SetWire(TRUE); collMat->SetFaceted(TRUE); gi->GetMaterialLibrary().Add(collMat); node->SetMtl(collMat); node->SetPrimaryVisibility(FALSE); node->SetSecondaryVisibility(FALSE); node->BoneAsLine(TRUE); node->SetRenderable(FALSE); node->SetWireColor( RGB(255,0,0) ); if (gi->GetSelNodeCount() == 1) { if (INode *snode = gi->GetSelNode(0)) { Matrix3 tm = snode->GetObjTMAfterWSM(0, NULL); node->SetNodeTM(0, tm); } } gi->SelectNode(node); } } } }
StdMat2* M2Importer::createMaterial() { static int i = 1; TCHAR matName[128]; sprintf(matName, "%02d - Default", i++); StdMat2* material = NewDefaultStdMat(); material->SetName(matName); material->SetAmbient(Color(1.0f, 1.0f, 1.0f), 0); material->SetDiffuse(Color(1.0f, 1.0f, 1.0f), 0); material->SetSpecular(Color(1.0f, 1.0f, 1.0f), 0); material->SetShininess(0.5f, 0); material->SetShinStr(0.7f, 0); material->SetMtlFlag(MTL_DISPLAY_ENABLE_FLAGS, TRUE); return material; }
StdMat2 *NifImporter::ImportMaterialAndTextures(ImpNode *node, NiAVObjectRef avObject) { // Texture NiMaterialPropertyRef matRef = avObject->GetPropertyByType(NiMaterialProperty::TYPE); if (matRef != NULL){ StdMat2 *m = NewDefaultStdMat(); m->SetName(matRef->GetName().c_str()); if (showTextures) { m->SetMtlFlag(MTL_DISPLAY_ENABLE_FLAGS, TRUE); } // try the civ4 shader first then default back to normal shaders if (ImportNiftoolsShader(node, avObject, m)) { return m; } NiTexturingPropertyRef texRef = avObject->GetPropertyByType(NiTexturingProperty::TYPE); NiWireframePropertyRef wireRef = avObject->GetPropertyByType(NiWireframeProperty::TYPE); NiAlphaPropertyRef alphaRef = avObject->GetPropertyByType(NiAlphaProperty::TYPE); NiStencilPropertyRef stencilRef = avObject->GetPropertyByType(NiStencilProperty::TYPE); NiShadePropertyRef shadeRef = avObject->GetPropertyByType(NiShadeProperty::TYPE); vector<NiPropertyRef> props = avObject->GetProperties(); if (IsFallout3()) { m->SetAmbient(Color(0.588f, 0.588f, 0.588f),0); m->SetDiffuse(Color(0.588f, 0.588f, 0.588f),0); m->SetSpecular(Color(0.902f, 0.902f, 0.902f),0); } else { m->SetAmbient(TOCOLOR(matRef->GetAmbientColor()),0); m->SetDiffuse(TOCOLOR(matRef->GetDiffuseColor()),0); m->SetSpecular(TOCOLOR(matRef->GetSpecularColor()),0); } Color c = TOCOLOR(matRef->GetEmissiveColor()); if (c.r != 0 || c.b != 0 || c.g != 0) { m->SetSelfIllumColorOn(TRUE); m->SetSelfIllumColor(c,0); } m->SetShinStr(0.0,0); m->SetShininess(matRef->GetGlossiness()/100.0,0); m->SetOpacity(matRef->GetTransparency(),0); bool hasShaderAttributes = (wireRef != NULL) || (stencilRef != NULL) || (shadeRef != NULL); if (m->SupportsShaders() && hasShaderAttributes) { if (Shader *s = m->GetShader()) { if (wireRef != NULL && (wireRef->GetFlags() & 1)) { BOOL value = TRUE; m->SetWire(value); } if (stencilRef != NULL) { if (stencilRef->GetFaceDrawMode() == DRAW_BOTH) { BOOL value = TRUE; m->SetTwoSided(value); } } if (shadeRef != NULL && shadeRef->GetFlags() & 1) { m->SetFaceted(TRUE); } } } if (NULL != texRef) { // Handle Base/Detail ??? if (texRef->HasTexture(DECAL_0_MAP)){ if (Texmap* tex = CreateTexture(texRef->GetTexture(DECAL_0_MAP))) m->SetSubTexmap(ID_DI, tex); if (texRef->HasTexture(BASE_MAP)){ m->LockAmbDiffTex(FALSE); if (Texmap* tex = CreateTexture(texRef->GetTexture(BASE_MAP))) m->SetSubTexmap(ID_AM, tex); } } else if (texRef->HasTexture(BASE_MAP)) { if (Texmap* tex = CreateTexture(texRef->GetTexture(BASE_MAP))) { m->SetSubTexmap(ID_DI, tex); if (showTextures) gi->ActivateTexture(tex,m); } } // Handle Bump map if (texRef->HasTexture(BUMP_MAP)) { if (Texmap* tex = CreateTexture(texRef->GetTexture(BUMP_MAP))) m->SetSubTexmap(ID_BU, CreateNormalBump(NULL, tex)); } // Shiny map if (texRef->HasTexture(GLOSS_MAP)) { if (Texmap* tex = CreateTexture(texRef->GetTexture(GLOSS_MAP))) m->SetSubTexmap(ID_SS, tex); } // Self illumination if (texRef->HasTexture(GLOW_MAP)) { if (Texmap* tex = CreateTexture(texRef->GetTexture(GLOW_MAP))) m->SetSubTexmap(ID_SI, tex); } // Custom Shader Handling int nTex = texRef->GetShaderTextureCount(); if (nTex > 0) { list<NiExtraDataRef> data = avObject->GetExtraData(); NiGeometryRef trigeom = DynamicCast<NiGeometry>(avObject); if (trigeom->HasShader()) { for (list<NiExtraDataRef>::iterator itr = data.begin(); itr != data.end(); ++itr) { if ( NiIntegerExtraDataRef idx = DynamicCast<NiIntegerExtraData>(*itr) ) { string name = idx->GetName(); if ( wildmatch("*Index", name) ) { int shader = idx->GetData(); if (shader < nTex) { if ( name == "NormalMapIndex" ) { if (Texmap* tex = CreateTexture(texRef->GetShaderTexture(shader))) m->SetSubTexmap(ID_BU, CreateNormalBump(NULL, tex)); } else if ( name == "SpecularIntensity" ) { if (Texmap* tex = CreateTexture(texRef->GetShaderTexture(shader))) m->SetSubTexmap(ID_SP, CreateNormalBump(NULL, tex)); } } } } } } } } if (NiTexturePropertyRef tex2Ref = avObject->GetPropertyByType(NiTextureProperty::TYPE)){ // Handle Base/Detail ??? if (Texmap* tex = CreateTexture(tex2Ref)) { m->SetSubTexmap(ID_DI, tex); } } if (BSShaderNoLightingPropertyRef noLightShadeRef = SelectFirstObjectOfType<BSShaderNoLightingProperty>(props)) { if ( Texmap* tex = CreateTexture( noLightShadeRef->GetFileName() ) ) { m->SetSubTexmap(ID_DI, tex); } } if (BSShaderPPLightingPropertyRef ppLightShadeRef = SelectFirstObjectOfType<BSShaderPPLightingProperty>(props)) { if ( BSShaderTextureSetRef textures = ppLightShadeRef->GetTextureSet() ) { if ( Texmap* tex = CreateTexture( textures->GetTexture(0) ) ) m->SetSubTexmap(ID_DI, tex); if ( Texmap* tex = CreateTexture( textures->GetTexture(1) ) ) m->SetSubTexmap(ID_BU, CreateNormalBump(NULL, tex)); if ( Texmap* tex = CreateTexture( textures->GetTexture(3) ) ) m->SetSubTexmap(ID_SI, tex); if ( Texmap* tex = CreateTexture( textures->GetTexture(4) ) ) m->SetSubTexmap(ID_RL, tex); if ( Texmap* tex = CreateTexture( textures->GetTexture(5) ) ) { if ( Texmap* mask = CreateTexture( textures->GetTexture(2) ) ) tex = CreateMask(NULL, tex, mask); m->SetSubTexmap(ID_SP, tex); } } } if (SkyShaderPropertyRef skyShadeRef = SelectFirstObjectOfType<SkyShaderProperty>(props)) { if ( Texmap* tex = CreateTexture( skyShadeRef->GetFileName() ) ) { m->SetSubTexmap(ID_DI, tex); } } if (TileShaderPropertyRef tileShadeRef = SelectFirstObjectOfType<TileShaderProperty>(props)) { if ( Texmap* tex = CreateTexture( tileShadeRef->GetFileName() ) ) { m->SetSubTexmap(ID_DI, tex); } } if (TallGrassShaderPropertyRef grassShadeRef = SelectFirstObjectOfType<TallGrassShaderProperty>(props)) { if ( Texmap* tex = CreateTexture( grassShadeRef->GetFileName() ) ) { m->SetSubTexmap(ID_DI, tex); } } if (Lighting30ShaderPropertyRef lighting30ShadeRef = SelectFirstObjectOfType<Lighting30ShaderProperty>(props)) { if ( BSShaderTextureSetRef textures = lighting30ShadeRef->GetTextureSet() ) { if ( Texmap* tex = CreateTexture( textures->GetTexture(0) ) ) m->SetSubTexmap(ID_DI, tex); if ( Texmap* tex = CreateTexture( textures->GetTexture(1) ) ) m->SetSubTexmap(ID_BU, CreateNormalBump(NULL, tex)); if ( Texmap* tex = CreateTexture( textures->GetTexture(3) ) ) m->SetSubTexmap(ID_SI, tex); if ( Texmap* tex = CreateTexture( textures->GetTexture(4) ) ) m->SetSubTexmap(ID_RL, tex); if ( Texmap* tex = CreateTexture( textures->GetTexture(5) ) ) { if ( Texmap* mask = CreateTexture( textures->GetTexture(2) ) ) tex = CreateMask(NULL, tex, mask); m->SetSubTexmap(ID_SP, tex); } } } return m; } return NULL; }
//------------------------------ StdMat2* MaterialCreator::createStandardMaterial( const COLLADAFW::EffectCommon& effectCommon, const String& name, const MaterialCreator::MaterialIdentifier& materialIdentifier ) { StdMat2* material = NewDefaultStdMat(); COLLADAFW::EffectCommon::ShaderType shaderType = effectCommon.getShaderType(); switch ( shaderType ) { case COLLADAFW::EffectCommon::SHADER_CONSTANT: material->SetFaceted(true); // BUG393: Max actually does not support a constant shader! case COLLADAFW::EffectCommon::SHADER_BLINN: material->SwitchShader(Class_ID(StandardMaterial::STD2_BLINN_SHADER_CLASS_ID, 0)); break; case COLLADAFW::EffectCommon::SHADER_LAMBERT: case COLLADAFW::EffectCommon::SHADER_PHONG: case COLLADAFW::EffectCommon::SHADER_UNKNOWN: default: material->SwitchShader(Class_ID(StandardMaterial::STD2_PHONG_CLASS_ID, 0)); break; } // Retrieve the shader parameter blocks Shader* materialShader = material->GetShader(); IParamBlock2* shaderParameters = (IParamBlock2*) materialShader->GetReference(0); IParamBlock2* extendedParameters = (IParamBlock2*) material->GetReference(StandardMaterial::EXTENDED_PB_REF); // Common material parameters material->SetName(name.c_str()); const COLLADAFW::ColorOrTexture& diffuse = effectCommon.getDiffuse(); if ( diffuse.isColor() ) material->SetDiffuse( toMaxColor(diffuse), 0); const COLLADAFW::ColorOrTexture& emission = effectCommon.getEmission(); if ( emission.isColor() ) { material->SetSelfIllumColorOn(TRUE); material->SetSelfIllumColor( toMaxColor(emission), 0); } else { material->SetSelfIllumColorOn(FALSE); material->SetSelfIllum( 0, 0 ); } float maxOpacity = 1; const COLLADAFW::ColorOrTexture& opacity = effectCommon.getOpacity(); if ( opacity.isColor() ) { const COLLADAFW::Color& opacityColor = opacity.getColor(); float averageTransparent = (float)(opacityColor.getRed() + opacityColor.getGreen() + opacityColor.getBlue())/3; maxOpacity = averageTransparent; } if ( getDocumentImporter()->getInvertTransparency() ) { maxOpacity = 1 - maxOpacity; } // Max seems to like to have opacity 0 for opacity textures if ( opacity.isTexture() ) { material->SetOpacity( 0, 0); } else { material->SetOpacity( maxOpacity, 0); } if (shaderType != COLLADAFW::EffectCommon::SHADER_CONSTANT && shaderType != COLLADAFW::EffectCommon::SHADER_UNKNOWN) { // Unlock the ambient and diffuse colors materialShader->SetLockAD(FALSE); materialShader->SetLockADTex(FALSE); material->LockAmbDiffTex(FALSE); material->SyncADTexLock(FALSE); // Lambert/Phong material parameters const COLLADAFW::ColorOrTexture& ambient = effectCommon.getAmbient(); if ( ambient.isColor() ) material->SetAmbient( toMaxColor(ambient), 0); } else { // Approximate constant shader, specular is the same color if ( diffuse.isColor() ) material->SetSpecular( toMaxColor(diffuse), 0 ); } const COLLADAFW::ColorOrTexture& specular = effectCommon.getSpecular(); const COLLADAFW::FloatOrParam& shininessFloatOrParam = effectCommon.getShininess(); float shininess = 1; if ( shininessFloatOrParam.getType() == COLLADAFW::FloatOrParam::FLOAT ) { shininess = shininessFloatOrParam.getFloatValue(); } if ( shaderType == COLLADAFW::EffectCommon::SHADER_PHONG || shaderType == COLLADAFW::EffectCommon::SHADER_BLINN) { // Phong material parameters if ( specular.isColor() ) material->SetSpecular( toMaxColor(specular), 0 ); material->SetShininess(ConversionFunctors::fromPercent(shininess), 0); material->SetShinStr(ConversionFunctors::fromPercent(shininess), 0); } //create and assign textures createAndAssignTexture( material, effectCommon, &COLLADAFW::EffectCommon::getAmbient, ID_AM, materialIdentifier.ambientMapChannel); createAndAssignTexture( material, effectCommon, &COLLADAFW::EffectCommon::getDiffuse, ID_DI, materialIdentifier.diffuseMapChannel); createAndAssignTexture( material, effectCommon, &COLLADAFW::EffectCommon::getSpecular, ID_SP, materialIdentifier.specularMapChannel); createAndAssignTexture( material, effectCommon, &COLLADAFW::EffectCommon::getEmission, ID_SI, materialIdentifier.emissionMapChannel); createAndAssignTexture( material, effectCommon, &COLLADAFW::EffectCommon::getOpacity, ID_OP, materialIdentifier.opacityMapChannel); return material; }