BitmapTex* SceneExportUtil::getStdMatBitmapTex( StdMat* stdmat, int id ) { StdMat2* stdmat2 = 0; int channel = id; if ( stdmat->SupportsShaders() ) { stdmat2 = static_cast<StdMat2*>( stdmat ); channel = stdmat2->StdIDToChannel( id ); } if ( stdmat->MapEnabled(channel) ) { Texmap* tex = stdmat->GetSubTexmap(channel); if ( tex && tex->ClassID() == Class_ID(BMTEX_CLASS_ID,0) && (!stdmat2 || 2 == stdmat2->GetMapState(channel)) ) { BitmapTex* bmptex = static_cast<BitmapTex*>(tex); if ( bmptex->GetMapName() ) { return bmptex; } } } return 0; }
Value* reload_texture_cf (Value** arg_list, int count) { // Make sure we have the correct number of arguments (1) check_arg_count(reload_texture, 1, count); char *message = "NelReloadTexture [BitmapTex]"; //type_check (arg_list[0], TextureMap, message); // Get a good interface pointer Interface *ip = MAXScript_interface; theCNelExport.init (false, false, ip, true); // The 2 filenames Texmap *texmap = arg_list[0]->to_texmap (); // BitmapTex ? if (texmap->ClassID() == Class_ID (BMTEX_CLASS_ID, 0)) { // Cast BitmapTex *bitmap = (BitmapTex*)texmap; // Reload bitmap->ReloadBitmapAndUpdate (); // Tell the bitmap has changed BroadcastNotification (NOTIFY_BITMAP_CHANGED, (void *)bitmap->GetMapName()); return &true_value; } return &false_value; }
//---------------------------------------------------------------------------- // Material parsing //---------------------------------------------------------------------------- BOOL CEditableObject::ExtractTexName(Texmap *src, LPSTR dest) { if( src->ClassID() != Class_ID(BMTEX_CLASS_ID,0) ) return FALSE; BitmapTex *bmap = (BitmapTex*)src; _splitpath( bmap->GetMapName(), 0, 0, dest, 0 ); EFS.AppendFolderToName(dest,1,TRUE); return TRUE; }
bool SGP_MaxInterface::GetStdMtlChannelBitmapFileName( StdMat* pStdMat, int nChannel, TCHAR szFileName[] ) { if( !pStdMat ) { assert( false ); return false; } Texmap *tx = pStdMat->GetSubTexmap(nChannel); if( !tx ) return false; if(tx->ClassID() != Class_ID(BMTEX_CLASS_ID,0)) return false; BitmapTex *bmt = (BitmapTex*)tx; _tcscpy( szFileName, bmt->GetMapName() ); return true; }
P(GmMaterial) GmUtil::createGmMaterial( Mtl* material, Mtl* bakedmaterial ) { require( material ); P(GmMaterial) s = new GmMaterial; // get name static int unnamedCount = 0; if ( material->GetName().data() ) s->name = material->GetName().data(); else s->name = "noname #"+String::valueOf( ++unnamedCount ); // Standard material (+Diffuse) (+ Reflection) if ( material->ClassID() == Class_ID(DMTL_CLASS_ID,0) ) { StdMat* stdmat = static_cast<StdMat*>(material); StdMat* bakedmat = static_cast<StdMat*>(bakedmaterial); // StdMat2? StdMat2* stdmat2 = 0; if ( stdmat->SupportsShaders() ) stdmat2 = static_cast<StdMat2*>( stdmat ); // uniform transparency s->opacity = stdmat->GetOpacity(0); // self illumination s->selfIllum = stdmat->GetSelfIllum(0); // two-sided material? s->twosided = ( 0 != stdmat->GetTwoSided() ); // blending mode s->blend = GmMaterial::BLEND_COPY; if ( s->opacity < 1.f ) s->blend = GmMaterial::BLEND_MULTIPLY; if ( stdmat->GetTransparencyType() == TRANSP_ADDITIVE ) s->blend = GmMaterial::BLEND_ADD; // diffuse color s->diffuseColor = toColorf( stdmat->GetDiffuse(0) ); // specular highlights float shinStr = stdmat->GetShinStr(0); s->specular = (shinStr > 0.f); if ( s->specular ) { float shininess = stdmat->GetShininess(0); s->specularExponent = Math::pow( 2.f, shininess*10.f + 2.f ); s->specularColor = toColorf( stdmat->GetSpecular(0) ) * shinStr; } if ( bakedmat ) { shinStr = bakedmat->GetShinStr(0); s->specular = (shinStr > 0.f); if ( s->specular ) { float shininess = bakedmat->GetShininess(0); s->specularExponent = Math::pow( 2.f, shininess*10.f + 2.f ); s->specularColor = toColorf( bakedmat->GetSpecular(0) ) * shinStr; } } // diffuse texture layer BitmapTex* tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_DI ); if ( tex ) { GmMaterial::TextureLayer& layer = s->diffuseLayer; setLayerTex( layer, tex, s->name ); } // opacity texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_OP ); if ( tex ) { GmMaterial::TextureLayer& layer = s->opacityLayer; setLayerTex( layer, tex, s->name ); // check alpha channel validity Bitmap* bmp = tex->GetBitmap(0); if ( bmp && !bmp->HasAlpha() ) Debug::printlnError( "Material \"{0}\" opacity map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName() ); //throw IOException( Format("Material \"{0}\" opacity map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName()) ); s->blend = GmMaterial::BLEND_MULTIPLY; // check that opacity map is the same as diffuse map if ( s->opacityLayer.filename != s->diffuseLayer.filename ) throw IOException( Format("Material \"{0}\" diffuse bitmap needs to be the same in opacity map.(diffuse map is \"{1}\" and opacity map is \"{2}\")", s->name, s->diffuseLayer.filename, s->opacityLayer.filename) ); if ( s->opacityLayer.coordset != s->diffuseLayer.coordset ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate set needs to be the same in opacity map.", s->name) ); if ( s->opacityLayer.env != s->diffuseLayer.env ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate generator needs to be the same in opacity map.", s->name) ); } // reflection texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_RL ); if ( tex ) { GmMaterial::TextureLayer& layer = s->reflectionLayer; setLayerTex( layer, tex, s->name ); } // glossiness (shininess strength, SS) texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SS ); if ( tex ) { GmMaterial::TextureLayer& layer = s->glossinessLayer; setLayerTex( layer, tex, s->name ); // check alpha channel validity Bitmap* bmp = tex->GetBitmap(0); //if ( bmp && !bmp->HasAlpha() ) // throw IOException( Format("Material \"{0}\" glossiness map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName()) ); if ( bmp && !bmp->HasAlpha() ) Debug::printlnError("Material \"{0}\" glossiness map \"{1}\" must have image alpha channel.", s->name, tex->GetMapName() ); // check that glossiness map is the same as diffuse map if ( s->glossinessLayer.filename != s->diffuseLayer.filename ) throw IOException( Format("Material \"{0}\" diffuse bitmap needs to be the same in glossiness map.(diffuse map is \"{1}\" and glossiness map is \"{2}\")", s->name, s->diffuseLayer.filename, s->glossinessLayer.filename) ); if ( s->glossinessLayer.coordset != s->diffuseLayer.coordset ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate set needs to be the same in glossiness map.", s->name) ); if ( s->glossinessLayer.env != s->diffuseLayer.env ) throw IOException( Format("Material \"{0}\" diffuse map texture coordinate generator needs to be the same in glossiness map.", s->name) ); // check that reflection map has been set if ( s->reflectionLayer.filename.length() == 0 ) throw IOException( Format("Material \"{0}\" glossiness map requires reflection map to be set.", s->name) ); } // bump texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_BU ); if ( tex ) { GmMaterial::TextureLayer& layer = s->bumpLayer; setLayerTex( layer, tex, s->name ); } // specular color texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SP ); if ( tex ) { GmMaterial::TextureLayer& layer = s->specularColorLayer; setLayerTex( layer, tex, s->name ); } // specular level texture layer tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SH ); if ( tex ) { GmMaterial::TextureLayer& layer = s->specularLevelLayer; setLayerTex( layer, tex, s->name ); } // lightmap texture layer ( from self-illumination map of baked material ) tex = SceneExportUtil::getStdMatBitmapTex( stdmat, ID_SI ); BitmapTex* tex2 = 0; if ( bakedmat ) tex2 = SceneExportUtil::getStdMatBitmapTex( bakedmat, ID_SI ); if ( tex || tex2 ) { GmMaterial::TextureLayer& layer = s->lightMapLayer; if ( tex && !tex2 ) setLayerTex( layer, tex, s->name ); else if ( tex2 ) setLayerTex( layer, tex2, s->name ); } } return s; }
//================================================================= // Methods for DumpModelTEP // int DumpModelTEP::callback(INode *pnode) { Object* pobj; int fHasMat = TRUE; // clear physique export parameters m_mcExport = NULL; m_phyExport = NULL; m_phyMod = NULL; ASSERT_MBOX(!(pnode)->IsRootNode(), "Encountered a root node!"); if (::FNodeMarkedToSkip(pnode)) return TREE_CONTINUE; int iNode = ::GetIndexOfINode(pnode); TSTR strNodeName(pnode->GetName()); // The Footsteps node apparently MUST have a dummy mesh attached! Ignore it explicitly. if (FStrEq((char*)strNodeName, "Bip01 Footsteps")) return TREE_CONTINUE; // Helper nodes don't have meshes pobj = pnode->GetObjectRef(); if (pobj->SuperClassID() == HELPER_CLASS_ID) return TREE_CONTINUE; // The model's root is a child of the real "scene root" INode *pnodeParent = pnode->GetParentNode(); BOOL fNodeIsRoot = pnodeParent->IsRootNode( ); // Get node's material: should be a multi/sub (if it has a material at all) Mtl *pmtlNode = pnode->GetMtl(); if (pmtlNode == NULL) { return TREE_CONTINUE; fHasMat = FALSE; } else if (!(pmtlNode->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlNode->IsMultiMtl())) { // sprintf(st_szDBG, "ERROR--Material on node %s isn't a Multi/Sub-Object", (char*)strNodeName); // ASSERT_AND_ABORT(FALSE, st_szDBG); fHasMat = FALSE; } // Get Node's object, convert to a triangle-mesh object, so I can access the Faces ObjectState os = pnode->EvalWorldState(m_tvToDump); pobj = os.obj; TriObject *ptriobj; BOOL fConvertedToTriObject = pobj->CanConvertToType(triObjectClassID) && (ptriobj = (TriObject*)pobj->ConvertToType(m_tvToDump, triObjectClassID)) != NULL; if (!fConvertedToTriObject) return TREE_CONTINUE; Mesh *pmesh = &ptriobj->mesh; // Shouldn't have gotten this far if it's a helper object if (pobj->SuperClassID() == HELPER_CLASS_ID) { sprintf(st_szDBG, "ERROR--Helper node %s has an attached mesh, and it shouldn't.", (char*)strNodeName); ASSERT_AND_ABORT(FALSE, st_szDBG); } // Ensure that the vertex normals are up-to-date pmesh->buildNormals(); // We want the vertex coordinates in World-space, not object-space Matrix3 mat3ObjectTM = pnode->GetObjectTM(m_tvToDump); // initialize physique export parameters m_phyMod = FindPhysiqueModifier(pnode); if (m_phyMod) { // Physique Modifier exists for given Node m_phyExport = (IPhysiqueExport *)m_phyMod->GetInterface(I_PHYINTERFACE); if (m_phyExport) { // create a ModContext Export Interface for the specific node of the Physique Modifier m_mcExport = (IPhyContextExport *)m_phyExport->GetContextInterface(pnode); if (m_mcExport) { // convert all vertices to Rigid m_mcExport->ConvertToRigid(TRUE); } } } // Dump the triangle face info int cFaces = pmesh->getNumFaces(); for (int iFace = 0; iFace < cFaces; iFace++) { Face* pface = &pmesh->faces[iFace]; TVFace* ptvface = &pmesh->tvFace[iFace]; DWORD smGroupFace = pface->getSmGroup(); // Get face's 3 indexes into the Mesh's vertex array(s). DWORD iVertex0 = pface->getVert(0); DWORD iVertex1 = pface->getVert(1); DWORD iVertex2 = pface->getVert(2); ASSERT_AND_ABORT((int)iVertex0 < pmesh->getNumVerts(), "Bogus Vertex 0 index"); ASSERT_AND_ABORT((int)iVertex1 < pmesh->getNumVerts(), "Bogus Vertex 1 index"); ASSERT_AND_ABORT((int)iVertex2 < pmesh->getNumVerts(), "Bogus Vertex 2 index"); // Get the 3 Vertex's for this face Point3 pt3Vertex0 = pmesh->getVert(iVertex0); Point3 pt3Vertex1 = pmesh->getVert(iVertex1); Point3 pt3Vertex2 = pmesh->getVert(iVertex2); // Get the 3 RVertex's for this face // NOTE: I'm using getRVertPtr instead of getRVert to work around a 3DSMax bug RVertex *prvertex0 = pmesh->getRVertPtr(iVertex0); RVertex *prvertex1 = pmesh->getRVertPtr(iVertex1); RVertex *prvertex2 = pmesh->getRVertPtr(iVertex2); // Find appropriate normals for each RVertex // A vertex can be part of multiple faces, so the "smoothing group" // is used to locate the normal for this face's use of the vertex. Point3 pt3Vertex0Normal; Point3 pt3Vertex1Normal; Point3 pt3Vertex2Normal; if (smGroupFace) { pt3Vertex0Normal = Pt3GetRVertexNormal(prvertex0, smGroupFace); pt3Vertex1Normal = Pt3GetRVertexNormal(prvertex1, smGroupFace); pt3Vertex2Normal = Pt3GetRVertexNormal(prvertex2, smGroupFace); } else { pt3Vertex0Normal = pmesh->getFaceNormal( iFace ); pt3Vertex1Normal = pmesh->getFaceNormal( iFace ); pt3Vertex2Normal = pmesh->getFaceNormal( iFace ); } ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus orig normal 0" ); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus orig normal 1" ); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus orig normal 2" ); // Get Face's sub-material from node's material, to get the bitmap name. // And no, there isn't a simpler way to get the bitmap name, you have to // dig down through all these levels. TCHAR szBitmapName[256] = "null.bmp"; if (fHasMat) { MtlID mtlidFace = pface->getMatID(); if (mtlidFace >= pmtlNode->NumSubMtls()) { sprintf(st_szDBG, "ERROR--Bogus sub-material index %d in node %s; highest valid index is %d", mtlidFace, (char*)strNodeName, pmtlNode->NumSubMtls()-1); // ASSERT_AND_ABORT(FALSE, st_szDBG); mtlidFace = 0; } Mtl *pmtlFace = pmtlNode->GetSubMtl(mtlidFace); ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned"); if ((pmtlFace->ClassID() == Class_ID(MULTI_CLASS_ID, 0) && pmtlFace->IsMultiMtl())) { // it's a sub-sub material. Gads. pmtlFace = pmtlFace->GetSubMtl(mtlidFace); ASSERT_AND_ABORT(pmtlFace != NULL, "NULL Sub-material returned"); } if (!(pmtlFace->ClassID() == Class_ID(DMTL_CLASS_ID, 0))) { sprintf(st_szDBG, "ERROR--Sub-material with index %d (used in node %s) isn't a 'default/standard' material [%x].", mtlidFace, (char*)strNodeName, pmtlFace->ClassID()); ASSERT_AND_ABORT(FALSE, st_szDBG); } StdMat *pstdmtlFace = (StdMat*)pmtlFace; Texmap *ptexmap = pstdmtlFace->GetSubTexmap(ID_DI); // ASSERT_AND_ABORT(ptexmap != NULL, "NULL diffuse texture") if (ptexmap != NULL) { if (!(ptexmap->ClassID() == Class_ID(BMTEX_CLASS_ID, 0))) { sprintf(st_szDBG, "ERROR--Sub-material with index %d (used in node %s) doesn't have a bitmap as its diffuse texture.", mtlidFace, (char*)strNodeName); ASSERT_AND_ABORT(FALSE, st_szDBG); } BitmapTex *pbmptex = (BitmapTex*)ptexmap; strcpy(szBitmapName, pbmptex->GetMapName()); TSTR strPath, strFile; SplitPathFile(TSTR(szBitmapName), &strPath, &strFile); strcpy(szBitmapName,strFile); } } UVVert UVvertex0( 0, 0, 0 ); UVVert UVvertex1( 1, 0, 0 ); UVVert UVvertex2( 0, 1, 0 ); // All faces must have textures assigned to them if (pface->flags & HAS_TVERTS) { // Get TVface's 3 indexes into the Mesh's TVertex array(s). DWORD iTVertex0 = ptvface->getTVert(0); DWORD iTVertex1 = ptvface->getTVert(1); DWORD iTVertex2 = ptvface->getTVert(2); ASSERT_AND_ABORT((int)iTVertex0 < pmesh->getNumTVerts(), "Bogus TVertex 0 index"); ASSERT_AND_ABORT((int)iTVertex1 < pmesh->getNumTVerts(), "Bogus TVertex 1 index"); ASSERT_AND_ABORT((int)iTVertex2 < pmesh->getNumTVerts(), "Bogus TVertex 2 index"); // Get the 3 TVertex's for this TVFace // NOTE: I'm using getRVertPtr instead of getRVert to work around a 3DSMax bug UVvertex0 = pmesh->getTVert(iTVertex0); UVvertex1 = pmesh->getTVert(iTVertex1); UVvertex2 = pmesh->getTVert(iTVertex2); } else { //sprintf(st_szDBG, "ERROR--Node %s has a textureless face. All faces must have an applied texture.", (char*)strNodeName); //ASSERT_AND_ABORT(FALSE, st_szDBG); } /* const char *szExpectedExtension = ".bmp"; if (stricmp(szBitmapName+strlen(szBitmapName)-strlen(szExpectedExtension), szExpectedExtension) != 0) { sprintf(st_szDBG, "Node %s uses %s, which is not a %s file", (char*)strNodeName, szBitmapName, szExpectedExtension); ASSERT_AND_ABORT(FALSE, st_szDBG); } */ // Determine owning bones for the vertices. int iNodeV0, iNodeV1, iNodeV2; if (m_mcExport) { // The Physique add-in allows vertices to be assigned to bones arbitrarily iNodeV0 = InodeOfPhyVectex( iVertex0 ); iNodeV1 = InodeOfPhyVectex( iVertex1 ); iNodeV2 = InodeOfPhyVectex( iVertex2 ); } else { // Simple 3dsMax model: the vertices are owned by the object, and hence the node iNodeV0 = iNode; iNodeV1 = iNode; iNodeV2 = iNode; } // Rotate the face vertices out of object-space, and into world-space space Point3 v0 = pt3Vertex0 * mat3ObjectTM; Point3 v1 = pt3Vertex1 * mat3ObjectTM; Point3 v2 = pt3Vertex2 * mat3ObjectTM; Matrix3 mat3ObjectNTM = mat3ObjectTM; mat3ObjectNTM.NoScale( ); ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus pre normal 0" ); pt3Vertex0Normal = VectorTransform(mat3ObjectNTM, pt3Vertex0Normal); ASSERT_AND_ABORT( Length( pt3Vertex0Normal ) <= 1.1, "bogus post normal 0" ); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus pre normal 1" ); pt3Vertex1Normal = VectorTransform(mat3ObjectNTM, pt3Vertex1Normal); ASSERT_AND_ABORT( Length( pt3Vertex1Normal ) <= 1.1, "bogus post normal 1" ); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus pre normal 2" ); pt3Vertex2Normal = VectorTransform(mat3ObjectNTM, pt3Vertex2Normal); ASSERT_AND_ABORT( Length( pt3Vertex2Normal ) <= 1.1, "bogus post normal 2" ); // Finally dump the bitmap name and 3 lines of face info fprintf(m_pfile, "%s\n", szBitmapName); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV0, v0.x, v0.y, v0.z, pt3Vertex0Normal.x, pt3Vertex0Normal.y, pt3Vertex0Normal.z, UVvertex0.x, UVvertex0.y); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV1, v1.x, v1.y, v1.z, pt3Vertex1Normal.x, pt3Vertex1Normal.y, pt3Vertex1Normal.z, UVvertex1.x, UVvertex1.y); fprintf(m_pfile, "%3d %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f %8.4f\n", iNodeV2, v2.x, v2.y, v2.z, pt3Vertex2Normal.x, pt3Vertex2Normal.y, pt3Vertex2Normal.z, UVvertex2.x, UVvertex2.y); } cleanup( ); return TREE_CONTINUE; }
//---------------------------------------------------------------------------- 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)); } } } }