////////////////////////////////////////////////////////////////////////////// // // Shader plug-ins // // Created: 8/18/98 Kells Elmquist // #ifndef SHADERS_H #define SHADERS_H #include "iparamb2.h" #include "stdmat.h" #define STD2_NMAX_TEXMAPS 24 #define N_ID_CHANNELS 12 // number of ids in stdMat class Shader; #define OPACITY_PARAM 0 #define DEFAULT_SOFTEN 0.1f ///////////////////////////////////////////////////////////////////////////// // // Shader param dialog // // Returned by a shader when it is asked to put up its rollup page. class ShaderParamDlg : public ParamDlg { public: virtual Class_ID ClassID()=0; virtual void SetThing(ReferenceTarget *m)=0; virtual void SetThings( StdMat2* pMtl, Shader* pShader )=0; virtual ReferenceTarget* GetThing()=0; virtual Shader* GetShader()=0; virtual void SetTime(TimeValue t) {} virtual void DeleteThis()=0; virtual BOOL PanelProc(HWND hwndDlg, UINT msg, WPARAM wParam, LPARAM lParam )=0; virtual void LoadDialog( int draw )=0; virtual void UpdateDialog( ParamID paramId )=0; virtual HWND GetHWnd()=0; virtual int FindSubTexFromHWND(HWND hw)=0; virtual void UpdateOpacity()=0; virtual void UpdateMapButtons()=0; }; ///////////////////////////////////sh flags ////////////////////////////////////// #define SELFILLUM_CLR_ON (1<<16) // can be or'd w/ mtl, not sure it's necessary // post mapping params for shader class IllumParams { public: ULONG mtlFlags; ULONG shFlags; Point3 N, V; Color channels[ STD2_NMAX_TEXMAPS ]; float falloffOpac; // textured opacity w/ stdfalloff (reg opac in channels) float kR; // combined reflection.a * amt ULONG hasComponents; // bits for active components(e.g.currently has active refl map) ULONG stdParams; int* stdIDToChannel; // combined shader & mtl Color ambIllumOut, diffIllumOut, transIllumOut, selfIllumOut; // the diffuse clrs Color specIllumOut, reflIllumOut; // the specular colors float diffIllumIntens; // used only by reflection dimming, intensity of diffIllum prior to color multiply float finalOpac; // for combining components Color finalC; // final clr: combiner composites into this value. Color finalT; // shader transp clr out public: void ClearOutputs() { finalC = finalT = ambIllumOut=diffIllumOut=transIllumOut=selfIllumOut= specIllumOut=reflIllumOut= Color( 0.0f, 0.0f, 0.0f ); finalOpac = diffIllumIntens = 0.0f; } }; /////////// Components defines #define HAS_BUMPS 0x01L #define HAS_REFLECT 0x02L #define HAS_REFRACT 0x04L #define HAS_OPACITY 0x08L #define HAS_REFLECT_MAP 0x10L #define HAS_REFRACT_MAP 0x20L ////////// Texture channel type flags #define UNSUPPORTED_CHANNEL 0x01L #define CLR_CHANNEL 0x02L #define MONO_CHANNEL 0x04L #define BUMP_CHANNEL 0x08L #define REFL_CHANNEL 0x10L #define REFR_CHANNEL 0x20L #define DISP_CHANNEL 0x40L #define ELIMINATE_CHANNEL 0x8000L #define SKIP_CHANNELS (UNSUPPORTED_CHANNEL+BUMP_CHANNEL+REFL_CHANNEL+REFR_CHANNEL) /////////// Class Id upper half for loading the Pre 3.0 shaders #define DEFAULT_SHADER_CLASS_ID BLINNClassID #define PHONGClassID (STDSHADERS_CLASS_ID+2) #define BLINNClassID (STDSHADERS_CLASS_ID+3) #define METALClassID (STDSHADERS_CLASS_ID+4) class ParamBlockDescID; class IParamBlock; class BaseShader : public SpecialFX { public: RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message) {return REF_SUCCEED;} SClass_ID SuperClassID() {return SHADER_CLASS_ID;} BOOL BypassPropertyLevel() { return TRUE; } // want to promote shader props to material level virtual ULONG GetRequirements(int subMtlNum)=0; // Put up a dialog that lets the user edit the plug-ins parameters. virtual ShaderParamDlg* CreateParamDialog( HWND hOldRollup, HWND hwMtlEdit, IMtlParams *imp, StdMat2* theMtl, int rollupOpen )=0; virtual ShaderParamDlg* GetParamDlg()=0; virtual void SetParamDlg( ShaderParamDlg* newDlg )=0; // Saves and loads name. These should be called at the start of // a plug-in's save and load methods. IOResult Save(ISave *isave) { return SpecialFX::Save(isave); } IOResult Load(ILoad *iload) { return SpecialFX::Load(iload); } // std parameter support virtual ULONG SupportStdParams()=0; // this method only req'd for R2.5 shaders, to convert stdmtl1 paramblks to current virtual void ConvertParamBlk( ParamBlockDescID *descOld, int oldCount, IParamBlock *oldPB ){}; // LOCAL vars of mtl for possible mapping prior to being given to back to illum virtual void GetIllumParams( ShadeContext &sc, IllumParams& ip )=0; // actual shader virtual void Illum(ShadeContext &sc, IllumParams &ip)=0; virtual void AffectReflection(ShadeContext &sc, IllumParams &ip, Color &rcol)=0; virtual void CombineComponents( ShadeContext &sc, IllumParams& ip )=0; // texture maps virtual long nTexChannelsSupported()=0; virtual TSTR GetTexChannelName( long nTextureChan )=0; virtual TSTR GetTexChannelInternalName( long nTextureChan ) { return GetTexChannelName(nTextureChan); } virtual long ChannelType( long nTextureChan )=0; // map StdMat Channel ID's to the channel number virtual long StdIDToChannel( long stdID )=0; virtual void Reset()=0; //reset to default values }; // Chunk IDs saved by base class #define SHADERBASE_CHUNK 0x39bf #define SHADERNAME_CHUNK 0x0100 ///////////////////////////////////////////////////////////////////////////// // // Standard params for shaders // // combination of these is returned by Shader.SupportStdParams() #define STD_PARAM_NONE (0) #define STD_PARAM_ALL (0xffffffffL) #define STD_PARAM_METAL (1) #define STD_PARAM_LOCKDS (1<<1) #define STD_PARAM_LOCKAD (1<<2) #define STD_PARAM_LOCKADTEX (1<<3) #define STD_PARAM_SELFILLUM (1<<4) #define STD_PARAM_SELFILLUM_CLR (1<<5) #define STD_PARAM_AMBIENT_CLR (1<<6) #define STD_PARAM_DIFFUSE_CLR (1<<7) #define STD_PARAM_SPECULAR_CLR (1<<8) #define STD_PARAM_FILTER_CLR (1<<9) #define STD_PARAM_GLOSSINESS (1<<10) #define STD_PARAM_SOFTEN_LEV (1<<11) #define STD_PARAM_SPECULAR_LEV (1<<12) #define STD_PARAM_DIFFUSE_LEV (1<<13) #define STD_PARAM_DIFFUSE_RHO (1<<14) #define STD_PARAM_ANISO (1<<15) #define STD_PARAM_ORIENTATION (1<<16) #define STD_PARAM_REFL_LEV (1<<17) #define STD_PARAM_SELFILLUM_CLR_ON (1<<18) #define STD_BASIC2_DLG (1<<20) #define STD_EXTRA_DLG (1<<21) // not including these 3 in yr param string disables the relevant params // in extra params dialog #define STD_EXTRA_REFLECTION (1<<22) #define STD_EXTRA_REFRACTION (1<<23) #define STD_EXTRA_OPACITY (1<<24) #define STD_EXTRA (STD_EXTRA_DLG \ +STD_EXTRA_REFLECTION+STD_EXTRA_REFRACTION \ +STD_EXTRA_OPACITY ) #define STD_BASIC (0x00020ffeL | STD_BASIC2_DLG) #define STD_BASIC_METAL (0x00020fffL | STD_BASIC2_DLG) #define STD_ANISO (0x0002cffe) #define STD_MULTILAYER (0x0002fffe) #define STD_ONB (0x00023ffe) #define STD_WARD (0x00000bce) /////////////////////////////////////////////////////////////////////////////// class Shader : public BaseShader { public: virtual void CopyStdParams( Shader* pFrom )=0; // these are the standard shader params virtual void SetLockDS(BOOL lock)=0; virtual BOOL GetLockDS()=0; virtual void SetLockAD(BOOL lock)=0; virtual BOOL GetLockAD()=0; virtual void SetLockADTex(BOOL lock)=0; virtual BOOL GetLockADTex()=0; virtual void SetSelfIllum(float v, TimeValue t)=0; virtual void SetSelfIllumClrOn( BOOL on )=0; virtual void SetSelfIllumClr(Color c, TimeValue t)=0; virtual void SetAmbientClr(Color c, TimeValue t)=0; virtual void SetDiffuseClr(Color c, TimeValue t)=0; virtual void SetSpecularClr(Color c, TimeValue t)=0; virtual void SetGlossiness(float v, TimeValue t)=0; virtual void SetSpecularLevel(float v, TimeValue t)=0; virtual void SetSoftenLevel(float v, TimeValue t)=0; virtual BOOL IsSelfIllumClrOn(int mtlNum, BOOL backFace)=0; virtual Color GetAmbientClr(int mtlNum, BOOL backFace)=0; virtual Color GetDiffuseClr(int mtlNum, BOOL backFace)=0; virtual Color GetSpecularClr(int mtlNum, BOOL backFace)=0; virtual Color GetSelfIllumClr(int mtlNum, BOOL backFace)=0; virtual float GetSelfIllum(int mtlNum, BOOL backFace)=0; virtual float GetGlossiness(int mtlNum, BOOL backFace)=0; virtual float GetSpecularLevel(int mtlNum, BOOL backFace)=0; virtual float GetSoftenLevel(int mtlNum, BOOL backFace)=0; virtual BOOL IsSelfIllumClrOn()=0; virtual Color GetAmbientClr(TimeValue t)=0; virtual Color GetDiffuseClr(TimeValue t)=0; virtual Color GetSpecularClr(TimeValue t)=0; virtual float GetGlossiness( TimeValue t)=0; virtual float GetSpecularLevel(TimeValue t)=0; virtual float GetSoftenLevel(TimeValue t)=0; virtual float GetSelfIllum(TimeValue t)=0; virtual Color GetSelfIllumClr(TimeValue t)=0; virtual float EvalHiliteCurve(float x){ return 0.0f; } virtual float EvalHiliteCurve2(float x, float y, int level = 0 ){ return 0.0f; } }; #endif