Exemplo n.º 1
0
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;
	}