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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project name : Buccaneer Bay *
- * *
- * File name : PCToPS2Material.cpp *
- * *
- * Programmer : Mike Lytle *
- * *
- * Start date : 10/22/1999 *
- * *
- * Last update : 10/27/1999 *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * PTPMC::BeginEditParams -- Change all W3D materials in the mesh to be PS2 compatible. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include <Max.h>
- #include <gport.h>
- #include <hsv.h>
- #include "dllmain.h"
- #include "resource.h"
- #include "util.h"
- #include "utilapi.h"
- #include "nodelist.h"
- #include "gamemtl.h"
- Class_ID PCToPS2MaterialClassID(0x40d11cee, 0x68881657);
- class PCToPS2MaterialClass : public UtilityObj {
- public:
-
- void BeginEditParams(Interface *ip,IUtil *iu);
- void EndEditParams(Interface *ip,IUtil *iu) {}
- void DeleteThis() {delete this;}
- };
- /***********************************************************************************************
- * PTPMC::BeginEditParams -- Change all W3D materials in the mesh to be PS2 compatible. *
- * *
- * *
- * *
- * *
- * HISTORY: *
- * 10/27/1999MLL: Created. *
- *=============================================================================================*/
- void PCToPS2MaterialClass::BeginEditParams(Interface *ip,IUtil *iu)
- {
- // This function is called when the utility is chosen.
- // Since we don't need any window gadgets, we'll just go through all the materials right away.
- INode *root = ip->GetRootNode();
- INodeListClass *meshlist = NULL;
- // Change all materials associated with the mesh, starting with the root node.
- if (root) {
- meshlist = new INodeListClass(root, 0);
- if (meshlist) {
- int i;
- for (i = 0; i < meshlist->Num_Nodes(); i++) {
- Mtl *nodemtl = ((*meshlist)[i])->GetMtl();
- if (nodemtl == NULL) {
- // No material on this node, go to the next.
- continue;
- }
- if (!nodemtl->IsMultiMtl()) {
- // Only change those that are W3D materials.
- if (nodemtl->ClassID() == GameMaterialClassID) {
- int pass;
- for (pass = 0; pass < ((GameMtl*)nodemtl)->Get_Pass_Count(); pass++) {
- // Change the material for each pass.
- ((GameMtl*)nodemtl)->Compute_PS2_Shader_From_PC_Shader(pass);
- }
- }
- } else {
- // Loop through all sub materials of the multi-material.
- for (unsigned mi = 0; mi < nodemtl->NumSubMtls(); mi++) {
- // Only change those that are W3D materials.
- if (nodemtl->GetSubMtl(mi)->ClassID() == GameMaterialClassID) {
- int pass;
- for (pass = 0; pass < ((GameMtl*)nodemtl->GetSubMtl(mi))->Get_Pass_Count(); pass++) {
- // Change the material for each pass.
- ((GameMtl*)nodemtl->GetSubMtl(mi))->Compute_PS2_Shader_From_PC_Shader(pass);
- }
- } else if (nodemtl->GetSubMtl(mi)->ClassID() == PS2GameMaterialClassID) {
- }
- }
- }
- }
- }
- delete meshlist;
- }
- }
- class PCToPS2MaterialClassDesc:public ClassDesc {
- public:
- int IsPublic() { return 1; }
- void * Create(BOOL loading)
- {
- return ((void*)new PCToPS2MaterialClass);
- }
- const TCHAR * ClassName() { return Get_String(IDS_PC_TO_PS2_MAT_CONVERTER); }
- SClass_ID SuperClassID() { return UTILITY_CLASS_ID; }
- Class_ID ClassID() { return PCToPS2MaterialClassID; }
- const TCHAR* Category() { return _T(""); }
- };
- static PCToPS2MaterialClassDesc _PCToPS2MaterialCD;
- ClassDesc * Get_PS2_Material_Conversion() { return &_PCToPS2MaterialCD; }
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