//------------------------------
	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);
		}
	}
예제 #2
0
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);
}
예제 #3
0
// --[  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;
}
예제 #4
0
//----------------------------------------------------------------------------
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));
			}
		}
	}
}
예제 #5
0
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;
}
예제 #6
0
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());
        }
    }
}
예제 #7
0
//----------------------------------------------------------------------------------
// 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]);
	}
}