tge/lib/maxsdk40/shaders.h
2017-04-17 06:17:10 -06:00

402 lines
14 KiB
C++
Executable File

//////////////////////////////////////////////////////////////////////////////
//
// 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:
// these are the inputs to the shader, mostly textured channels
ULONG mtlFlags;
Shader* pShader; // for render elements to call the shader & mtl again, may be null
Mtl* pMtl; // max mtl being shaded, null if bgnd
// 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
// these are the component-wise outputs from the shading process
Color ambIllumOut, diffIllumOut, transIllumOut, selfIllumOut; // the diffuse clrs
Color specIllumOut, reflIllumOut; // the specular colors
// User Illumination outputs for render elements, name matched
int nUserIllumOut; // one set of names for all illum params instances
TCHAR** userIllumNames; // we just keep ptr to shared name array, not destroyed
Color* userIllumOut; // the user illum color array, new'd & deleted w/ the class
float diffIllumIntens; // used only by reflection dimming, intensity of diffIllum prior to color multiply
float finalOpac; // for combining components
// these are the outputs of the combiner
Color finalC; // final clr: combiner composites into this value.
Color finalT; // shader transp clr out
public:
// Illum params are allocated by materials during shading process to
// communicate with shaders & render elements
// So materials need to know how many userIllum slots they will use
// most materials know this, but std2 will have to get it from the shader
IllumParams( int nUserOut = 0, TCHAR** pUserNames = NULL ){
nUserIllumOut = nUserOut;
userIllumOut = ( nUserOut )? new Color[ nUserOut ] : NULL;
userIllumNames = pUserNames;
}
// IllumParams(){
// nUserIllumOut = 0;
// userIllumOut = NULL;
// userIllumNames = NULL;
// }
~IllumParams(){
// We Dont destroy the name array as it's shared by all
if( userIllumOut )
delete [] userIllumOut;
}
// returns number of user illum channels for this material
int nUserIllumChannels(){ return nUserIllumOut; }
// returns null if no name array specified
TCHAR* GetUserIllumName( int n ) {
DbgAssert( n < nUserIllumOut );
if( userIllumNames )
return userIllumNames[n];
return NULL;
}
// render elements, mtls & shaders can use this to find the index associated with a name
// returns -1 if it can't find the name
int FindUserIllumName( TCHAR* name ){
int n = -1;
for( int i = 0; i < nUserIllumOut; ++i ){
DbgAssert( userIllumNames );
if( strcmp( name, userIllumNames[i] )){
n = i;
break;
}
}
return n;
}
// knowing the index, these set/get the user illum output color
void SetUserIllumOutput( int n, Color& out ){
DbgAssert( n < nUserIllumOut );
userIllumOut[n] = out;
}
void SetUserIllumOutput( TCHAR* name, Color& out ){
for( int i = 0; i < nUserIllumOut; ++i ){
DbgAssert( userIllumNames );
if( strcmp( name, userIllumNames[i] )){
userIllumOut[i] = out;
break;
}
}
DbgAssert( i < nUserIllumOut );
}
Color GetUserIllumOutput( int n ){
DbgAssert( n < nUserIllumOut );
return userIllumOut[n];
}
Color GetUserIllumOutput( TCHAR* name, int n ){
for( int i = 0; i < nUserIllumOut; ++i ){
DbgAssert( userIllumNames );
if( strcmp( name, userIllumNames[i] )){
return userIllumOut[i];
}
}
return Color(0,0,0);
}
void ClearOutputs() {
finalC = finalT = ambIllumOut=diffIllumOut=transIllumOut=selfIllumOut=
specIllumOut=reflIllumOut= Color( 0.0f, 0.0f, 0.0f );
finalOpac = diffIllumIntens = 0.0f;
for( int i=0; i < nUserIllumOut; ++i )
userIllumOut[i] = finalC;
}
void ClearInputs() {
mtlFlags = stdParams = hasComponents = 0;
pShader = NULL; pMtl = NULL;
stdIDToChannel = NULL;
kR = 0.0f;
for( int i=0; i < STD2_NMAX_TEXMAPS; ++i )
channels[ i ] = Color( 0, 0, 0 );
}
};
********/
/////////// 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 SLEV_CHANNEL 0x80L
#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, int n=0 )=0;
virtual int NParamDlgs(){ return 1; }
virtual ShaderParamDlg* GetParamDlg(int n=0 )=0;
virtual void SetParamDlg( ShaderParamDlg* newDlg, int n=0 )=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;
// begin - ke/mjm - 03.16.00 - merge reshading code
// these support the pre-shade/reshade protocol
// virtual void PreIllum(ShadeContext &sc, IReshadeFragment* pFrag){}
// virtual void PostIllum(ShadeContext &sc, IllumParams &ip, IReshadeFragment* pFrag ){ Illum(sc,ip); }
// >>>> new for V4, one call superceded, 2 new ones added
virtual void ShadeReflection(ShadeContext &sc, IllumParams &ip, Color &mapClr){}
virtual void ShadeTransmission(ShadeContext &sc, IllumParams &ip, Color &mapClr, float amount){}
// orphaned, replaced by ShadeReflection()
virtual void AffectReflection(ShadeContext &sc, IllumParams &ip, Color &rcol){}
// end - ke/mjm - 03.16.00 - merge reshading code
virtual void CombineComponents( ShadeContext &sc, IllumParams& ip ){};
// 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;
// Shader Uses these UserIllum output channels
virtual long nUserIllumOut(){ return 0; } // number of channels it will use
// static name array for matching by render elements
virtual TCHAR** UserIllumNameArray(){ return NULL; } // static name of each channel
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 IReshading {
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; }
// the Max std way of handling reflection and Transmission is
// implemented here to provide the default implementation.
CoreExport void ShadeReflection(ShadeContext &sc, IllumParams &ip, Color &mapClr);
CoreExport void ShadeTransmission(ShadeContext &sc, IllumParams &ip, Color &mapClr, float amount);
// Reshading
void PreShade(ShadeContext& sc, IReshadeFragment* pFrag){}
void PostShade(ShadeContext& sc, IReshadeFragment* pFrag, int& nextTexIndex, IllumParams* ip){ Illum( sc, *ip ); }
void* GetInterface(ULONG id){
if( id == IID_IReshading )
return (IReshading*)( this );
// else if ( id == IID_IValidityToken )
// return (IValidityToken*)( this );
else
return BaseShader::GetInterface(id);
}
};
#endif