//------------------------------ 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); } }
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); }
// --[ 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; }
//---------------------------------------------------------------------------- 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)); } } } }
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; }
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()); } } }
//---------------------------------------------------------------------------------- // 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]); } }