示例#1
0
AColor UVtex::EvalColor(ShadeContext& sc) {
	if (gbufID) sc.SetGBufferID(gbufID);

#if MAX_RELEASE > 3100
	Point3 uvw;
	if (uvChannel < 0)
	{
		if (sc.InMtlEditor())
		{
			Point2 a, b;
			sc.ScreenUV(a, b);
			uvw = Point3(a.x, a.y, 0.0f);
		} else if (sc.globContext != NULL && sc.NodeID() >= 0)
		{
			RenderInstance* ri = sc.globContext->GetRenderInstance(sc.NodeID());
			Mesh* m = ri->mesh;
			if (m->mapSupport(uvChannel))
			{
				Point3 bc = sc.BarycentricCoords();
				int i = sc.FaceNumber();

				UVVert* v = m->mapVerts(uvChannel);
				TVFace* f = m->mapFaces(uvChannel);

				uvw =	v[f[i].t[0]] * bc.x +
						v[f[i].t[1]] * bc.y +
						v[f[i].t[2]] * bc.z;
			} else {
				uvw = Point3(0.0,0.0,0.0);
			}
		} else {
			uvw = Point3(0.0,0.0,0.0);
		}
	} else {
		uvw = sc.UVW(uvChannel);
	}
#else
	Point3 uvw = sc.UVW(uvChannel);
#endif

	if (clampUVW) {
		uvw.x = Clamp(uvw.x);
		uvw.y = Clamp(uvw.y);
		uvw.z = Clamp(uvw.z);
	} else {
		uvw.x = mod(uvw.x, 1.0000001f);
		uvw.y = mod(uvw.y, 1.0000001f);
		uvw.z = mod(uvw.z, 1.0000001f);
	}

	return EvalUVtex(uvw);
}
示例#2
0
// Seed random number generator		
void BerconGradient::seedRandomGen(ShadeContext& sc) {
	int seed = 1;
	if (previewMatIDMode) {
		seed = sc.mtlNum;
	} else {
		if (p_randMat) { 		
			seed += sc.mtlNum;
		}
		if (p_randObj) {
			int hand = (int)sc.Node()->GetHandle();
			seed += hand*(hand*hand*15731 + 789221);
		}
		if (p_randPar) {
			Object *ob = sc.GetEvalObject();		
			if (ob && ob->IsParticleSystem()) {
				ParticleObject *obj = (ParticleObject*)ob;
				IChkMtlAPI* chkMtlAPI = static_cast<IChkMtlAPI*>(obj->GetInterface(I_NEWMTLINTERFACE));
				if ((chkMtlAPI && chkMtlAPI->SupportsParticleIDbyFace())) {
					int id = chkMtlAPI->GetParticleFromFace(sc.FaceNumber());
					seed += id*(id*id*571 + 789221);
				}			
			}
		}
		if (p_randTile) {
			seed += (int)(sc.UVW(99).z);
		}
	}

	seed *= p_seed;
	srand(seed*(seed*seed*15731 + 789221));	
}