Пример #1
0
ParamDlg* SampleShaderPlugin::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) 
{
	IAutoMParamDlg* masterDlg = SampleShaderPluginDesc.CreateParamDlgs(hwMtlEdit, imp, this);
	uvGenDlg = uvGen->CreateParamDlg(hwMtlEdit, imp);
	masterDlg->AddDlg(uvGenDlg);
	//TODO: Set the user dialog proc of the param block, and do other initialization	
	return masterDlg;	
}
Пример #2
0
ParamDlg* Output::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) {
	// create the rollout dialogs
	IAutoMParamDlg* masterDlg = maskCD.CreateParamDlgs(hwMtlEdit, imp, this);
	texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp);
	// add the secondary dialogs to the master
	masterDlg->AddDlg(texoutDlg);
	return masterDlg;

	}
Пример #3
0
ParamDlg* BerconTile::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) {	
	IAutoMParamDlg* masterDlg = BerconTileDesc.CreateParamDlgs(hwMtlEdit, imp, this);
	texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp);
	masterDlg->AddDlg(texoutDlg);
	BerconTile_param_blk.SetUserDlgProc(new BerconTileDlgProc(this));
	xyz_blk.SetUserDlgProc(new BerconXYZDlgProc(this));
	EnableStuff(GetCOREInterface()->GetTime());
	return masterDlg;	
}
Пример #4
0
ParamDlg* BerconNoise::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) {	
	IAutoMParamDlg* masterDlg = BerconNoiseDesc.CreateParamDlgs(hwMtlEdit, imp, this);
	texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp);
	masterDlg->AddDlg(texoutDlg);
	berconnoise_param_blk.SetUserDlgProc(new BerconNoiseDlgProc(this));
	BerconCurve_param_blk.SetUserDlgProc(new BerconCurveDlgProcNOISE(this));
	xyz_blk.SetUserDlgProc(new BerconXYZDlgProc(this));	
	EnableStuff();
	return masterDlg;	
}
Пример #5
0
ParamDlg* plLayerTex::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp)
{
    fMtlParams = imp;

    IAutoMParamDlg* masterDlg = plLayerTexDesc.CreateParamDlgs(hwMtlEdit, imp, this);

    fUVGenDlg = fUVGen->CreateParamDlg(hwMtlEdit, imp);
    masterDlg->AddDlg(fUVGenDlg);

    return masterDlg;
}
Пример #6
0
ParamDlg* BerconGradient::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) {
	//xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp);
	IAutoMParamDlg* masterDlg = BerconGradientDesc.CreateParamDlgs(hwMtlEdit, imp, this);
	texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp);
	//masterDlg->AddDlg(xyzGenDlg);	
	masterDlg->AddDlg(texoutDlg);
	gradientmap_param_blk.SetUserDlgProc(new BerconGradientDlgProc(this));
	BerconCurve_param_blk.SetUserDlgProc(new BerconCurveDlgProcGRADIENT(this));
	xyz_blk.SetUserDlgProc(new BerconXYZDlgProc(this));
	EnableStuff();
	return masterDlg;
}						
Пример #7
0
ParamDlg* PainterTextureSample::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) 
{
	IAutoMParamDlg* masterDlg = PainterTextureSampleDesc.CreateParamDlgs(hwMtlEdit, imp, this);
	uvGenDlg = uvGen->CreateParamDlg(hwMtlEdit, imp);
	masterDlg->AddDlg(uvGenDlg);

	paintertexturesample_param_blk.SetUserDlgProc(new PaintTextureTestDlgProc(this));

	//TODO: Set the user dialog proc of the param block, and do other initialization	


	return masterDlg;	
}
Пример #8
0
ParamDlg* Wood::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) 
{
	// create the rollout dialogs
	xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp);	
	IAutoMParamDlg* masterDlg = woodCD.CreateParamDlgs(hwMtlEdit, imp, this);
// add the secondary dialogs to the master
	masterDlg->AddDlg(xyzGenDlg);
//attach a dlg proc to handle the swap button 
	wood_param_blk.SetUserDlgProc(new WoodDlgProc(this));

	return masterDlg;

}
Пример #9
0
ParamDlg* Gradient::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) 
{
// JBW: the main difference here is the automatic creation of a ParamDlg by the new
// ClassDesc2 function CreateParamDlgs().  This mirrors the way BeginEditParams()
// can be redirected to the ClassDesc2 for automatic ParamMap2 management.  In this 
// case a special subclass of ParamDlg, AutoMParamDlg, defined in IParamm2.h, is 
// created.  It can act as a 'master' ParamDlg to which you can add any number of 
// secondary dialogs and it will make sure all the secondary dialogs are kept 
// up-to-date and deleted as necessary.  
// Here you see we create the Coordinate, Gradient and Output ParamDlgs in the desired 
// order, and then add the Coordinate and Output dlgs as secondaries to the 
// Gradient master AutoMParamDlg so it will keep them up-to-date automatically

	// create the rollout dialogs
	uvGenDlg = uvGen->CreateParamDlg(hwMtlEdit, imp);	
	IAutoMParamDlg* masterDlg = gradCD.CreateParamDlgs(hwMtlEdit, imp, this);
	texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp);
	// add the secondary dialogs to the master
	masterDlg->AddDlg(uvGenDlg);
	masterDlg->AddDlg(texoutDlg);
	EnableStuff();
	return masterDlg;
}
Пример #10
0
ParamDlg* CellTex::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp)
	{
//	paramDlg = new CellTexParamDlg(this,imp,hwMtlEdit);	
//	return paramDlg;
	// create the rollout dialogs
	xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp);	
	IAutoMParamDlg* masterDlg = cellTexCD.CreateParamDlgs(hwMtlEdit, imp, this);
	texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp);
	// add the secondary dialogs to the master
	masterDlg->AddDlg(xyzGenDlg);
	masterDlg->AddDlg(texoutDlg);
//	celTex_param_blk.SetUserDlgProc(new NoiseDlgProc(this));
	return masterDlg;

	}
Пример #11
0
// This method gets called when the material or texture is to be displayed 
// in the material editor parameters area. 
ParamDlg* Planet::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) {
	// Allocate a new instance of ParamDlg to manage the UI.  This will
	// create the rollup page in the materials editor.
//	PlanetDlg *planetDlg = new PlanetDlg(hwMtlEdit, imp, this);
	// Update the dialog display with the proper values of the texture.
//	planetDlg->LoadDialog();
//	paramDlg = planetDlg;
//	return planetDlg;	
	// create the rollout dialogs
	xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp);	
	IAutoMParamDlg* masterDlg = planetCD.CreateParamDlgs(hwMtlEdit, imp, this);
	// add the secondary dialogs to the master
	masterDlg->AddDlg(xyzGenDlg);
	return masterDlg;

}
Пример #12
0
// This method gets called when the material or texture is to be displayed 
// in the material editor parameters area. 
ParamDlg* Speckle::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) {
	// Allocate a new instance of ParamDlg to manage the UI.  This will
	// create the rollup page in the materials editor.
//	SpeckleDlg *speckleDlg = new SpeckleDlg(hwMtlEdit, imp, this);
	// Update the dialog display with the proper values of the texture.
//	speckleDlg->LoadDialog();
//	paramDlg = speckleDlg;
//	return speckleDlg;
	xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp);	
	IAutoMParamDlg* masterDlg = speckleCD.CreateParamDlgs(hwMtlEdit, imp, this);
	// add the secondary dialogs to the master
	masterDlg->AddDlg(xyzGenDlg);
	speckle_param_blk.SetUserDlgProc(new SpeckleDlgProc(this));

	return masterDlg;
	
}
Пример #13
0
ParamDlg* Noise::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) {
// JBW: the main difference here is the automatic creation of a ParamDlg by the new
// ClassDesc2 function CreateParamDlgs().  This mirrors the way BeginEditParams()
// can be redirected to the ClassDesc2 for automatic ParamMap2 management.  In this 
// case a special subclass of ParamDlg, AutoMParamDlg, defined in IParamm2.h, is 
// created.  It can act as a 'master' ParamDlg to which you can add any number of 
// secondary dialogs and it will make sure all the secondary dialogs are kept 
// up-to-date and deleted as necessary.  

	// create the rollout dialogs
	xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp);	
	IAutoMParamDlg* masterDlg = noiseCD.CreateParamDlgs(hwMtlEdit, imp, this);
	texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp);
	// add the secondary dialogs to the master
	masterDlg->AddDlg(xyzGenDlg);
	masterDlg->AddDlg(texoutDlg);
	noise_param_blk.SetUserDlgProc(new NoiseDlgProc(this));
	EnableStuff();
	return masterDlg;

	}