void StraussShaderDlg::LoadDialog(BOOL draw) { if (pShader && hRollup) { glSpin->SetValue( FracToPc( pShader->GetGlossiness() ),FALSE); glSpin->SetKeyBrackets(KeyAtCurTime(st_glossiness)); mtSpin->SetValue( FracToPc( pShader->GetMetalness() ), FALSE); mtSpin->SetKeyBrackets(KeyAtCurTime(st_metalness)); trSpin->SetValue(FracToPc(pMtl->GetOpacity(curTime)),FALSE); trSpin->SetKeyBrackets(pMtl->KeyAtTimeByID(OPACITY_PARAM, curTime)); UpdateColSwatches(); UpdateHilite(); IParamBlock2 * shaderpblock = pShader->pblock; if ( shaderpblock ) { cs[0]->UpdateEnableState( shaderpblock, shaderpblock->GetAnimNum( st_diffuse ) ); glSpin->UpdateEnableState( shaderpblock, shaderpblock->GetAnimNum( st_glossiness ) ); mtSpin->UpdateEnableState( shaderpblock, shaderpblock->GetAnimNum( st_metalness ) ); } // trSpin: opacity is accessed through the material: only handle StdMat2. EnableMtl2OpacityControl( pMtl, trSpin ); } }
void WardShaderDlg::LoadDialog(BOOL draw) { if (pShader && hRollup) { dlevSpin->SetValue(FracToPc(pShader->GetDiffuseLevel()),FALSE); dlevSpin->SetKeyBrackets(KeyAtCurTime(PB_DIFFUSE_LEV)); slevSpin->SetValue(FracToPc(pShader->GetSpecularLevel()/SPEC_MAX),FALSE); slevSpin->SetKeyBrackets(KeyAtCurTime(PB_SPECULAR_LEV)); glxSpin->SetValue( 100.0f * ((ALPHA_MAX - pShader->GetGlossiness())/ALPHA_SZ),FALSE); glxSpin->SetKeyBrackets(KeyAtCurTime(PB_GLOSSINESS_X)); glySpin->SetValue(100.0f * ((ALPHA_MAX - pShader->GetGlossinessY())/ALPHA_SZ),FALSE); glySpin->SetKeyBrackets(KeyAtCurTime(PB_GLOSSINESS_Y)); trSpin->SetValue(FracToPc(pMtl->GetOpacity( curTime )),FALSE); trSpin->SetKeyBrackets(pMtl->KeyAtTime(OPACITY_PARAM, curTime)); CheckButton(hRollup, IDC_LOCK_AD, pShader->GetLockAD() ); CheckButton(hRollup, IDC_LOCK_DS, pShader->GetLockDS() ); SetCheckBox(hRollup, IDC_NORMALIZE_CHECK, !pShader->GetNormalizeOn() ); UpdateLockADTex( FALSE ); //don't send to mtl UpdateColSwatches(); UpdateHilite(); } }
void OrenNayarShaderDlg::SetLockDS(BOOL lock) { if (lock) { if (IDYES!=MessageBox(hwmEdit, GetString(IDS_KE_LOCKDS),GetString(IDS_DS_LOCKCOL), MB_YESNO)) { CheckButton(hRollup, IDC_LOCK_DS, FALSE); return; } pShader->SetSpecularClr( pShader->GetDiffuseClr(), 0 ); UpdateColSwatches(); } pShader->SetLockDS( lock ); }
void OrenNayarShaderDlg::SetLockAD(BOOL lock) { if (lock) { if (IDYES!=MessageBox(hwmEdit, GetString(IDS_DS_LOCKAD), GetString(IDS_DS_LOCKCOL), MB_YESNO)) { CheckButton(hRollup, IDC_LOCK_AD, FALSE); return; } // set ambient color to diffuse pShader->SetAmbientClr( pShader->GetDiffuseClr(), 0 ); UpdateColSwatches(); } pShader->SetLockAD(lock); }
void OrenNayarShaderDlg::LoadDialog(BOOL draw) { if (pShader && hRollup) { shSpin->SetValue(FracToPc(pShader->GetGlossiness()),FALSE); shSpin->SetKeyBrackets(KeyAtCurTime(onb_glossiness)); ssSpin->SetValue(FracToPc(pShader->GetSpecularLevel()),FALSE); ssSpin->SetKeyBrackets(KeyAtCurTime(onb_specular_level)); softSpin->SetValue(pShader->GetSoftenLevel(),FALSE); softSpin->SetKeyBrackets(KeyAtCurTime(onb_soften)); trSpin->SetValue(FracToPc(pMtl->GetOpacity( curTime )),FALSE); trSpin->SetKeyBrackets(pMtl->KeyAtTime(OPACITY_PARAM, curTime)); dlevSpin->SetValue(FracToPc(pShader->GetDiffuseLevel()),FALSE); dlevSpin->SetKeyBrackets(KeyAtCurTime(onb_diffuse_level)); roughSpin->SetValue(FracToPc(pShader->GetDiffuseRoughness()),FALSE); roughSpin->SetKeyBrackets(KeyAtCurTime(onb_roughness)); CheckButton(hRollup, IDC_LOCK_AD, pShader->GetLockAD() ); CheckButton(hRollup, IDC_LOCK_DS, pShader->GetLockDS() ); UpdateLockADTex( FALSE ); //don't send to mtl BOOL colorSelfIllum = pShader->IsSelfIllumClrOn(); SetCheckBox(hRollup,IDC_SI_COLORON, colorSelfIllum ); if( colorSelfIllum ) { // ShowWindow( siSpin->GetHwnd(), SW_HIDE ); ShowWindow( GetDlgItem(hRollup, IDC_SI_EDIT), SW_HIDE ); ShowWindow( GetDlgItem(hRollup, IDC_SI_SPIN), SW_HIDE ); ShowWindow( cs[N_SI_CLR]->GetHwnd(), SW_SHOW ); } else { // disable the color swatch ShowWindow( cs[N_SI_CLR]->GetHwnd(), SW_HIDE ); // show self-illum slider // ShowWindow( siSpin->GetHwnd(), SW_SHOW ); ShowWindow( GetDlgItem(hRollup, IDC_SI_EDIT), SW_SHOW ); ShowWindow( GetDlgItem(hRollup, IDC_SI_SPIN), SW_SHOW ); siSpin->SetValue(FracToPc(pShader->GetSelfIllum()), FALSE); siSpin->SetKeyBrackets(KeyAtCurTime(onb_self_illum_amnt)); } UpdateColSwatches(); UpdateHilite(); } }