tge/lib/maxsdk70/include/expmtlControl.h
2017-04-17 06:17:10 -06:00

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/**********************************************************************
*<
FILE: expmtlControl.h
DESCRIPTION: Classes to extend materials and shaders. These class
provide control over whether the exposure control
is to process the shaded values of the material,
and whether the material should use the exposure
control to convert self-illumination, reflection and
refraction from RGB to scaled physical values.
CREATED BY: Cleve Ard
HISTORY:
*> Copyright (c) 2000, All Rights Reserved.
**********************************************************************/
#ifndef __EXPMTLCONTROL_H__
#define __EXPMTLCONTROL_H__
/*=====================================================================
* class ExposureMaterialControl
*
* This class is an extension to allow maxscript to determine whether
* a material's shaded output is to be processed by a tone operator
* and whether the self-illumination, reflection or refraction channels
* are to be inverted by the tone operator so the actual rgb values
* will appear in the display.
*
* This class is added to materials that want to expose control over
* the results of the exposure control on the shaded output of the
* material.
*
* You determine whether a material allows this control by asking
* for the interface. If the interface is present, then you can
* set values. This is how you ask for the interface:
*
* ExposureMaterialControl* exp = GetExposureMaterialControl(mtl);
*
* There are four properties in the interface, each with a get and
* a set method. Use the get method to get the current value and
* set to set a new value for the property.
*
* The properties are:
*
* NoExposure: When this property is true, the shaded output of the
* material is NOT processed by the exposure control. When the
* property is false the shaded output is processed by the exposure
* control. This is useful for materials that aren't interacting
* with lighting that want specific RGB values to end up in the
* rendered image.
*
* InvertSelfIllum: When this property is true, the self-illumination
* portion of the shaded output is converted from RGB to a physical
* value, so that the physical value gives the original RGB value when
* processed by the exposure control. When the property is false
* the self-illumination value is converted by multiplying by the
* physical scale. This is useful, if the self-illumination value
* is a RGB value that you want preserved, but you also want lighting
* to interact with the material.
*
* InvertReflect: When this property is true, the reflection map
* portion of the shaded output is converted from RGB to a physical
* valueso that the physical value gives the original RGB value when
* processed by the exposure control. When the property is false
* the reflection map value is converted by multiplying by the
* physical scale. This is useful, if the reflection value is not
* being calculated by the renderer from the scene.
*
* InvertRefract: When this property is true, the refraction map
* portion of the shaded output is converted from RGB to a physical
* valueso that the physical value gives the original RGB value when
* processed by the exposure control. When the property is false
* the refraction map value is converted by multiplying by the
* physical scale. This is useful, if the reflection value is not
* being calculated by the renderer from the scene.
*
*===================================================================*/
#define EXPOSURE_MATERIAL_CONTROL Interface_ID(0x153b0cbc, 0x5d6b0879)
class ExposureMaterialControl : public FPMixinInterface {
public:
enum {
kGetNoExposureControl = 0,
kSetNoExposureControl = 1,
kGetInvertSelfIllum = 2,
kSetInvertSelfIllum = 3,
kGetInvertReflect = 4,
kSetInvertReflect = 5,
kGetInvertRefract = 6,
kSetInvertRefract = 7
};
ExposureMaterialControl() :
mNoExposure(false),
mInvertSelfIllum(false),
mInvertReflect(false),
mInvertRefract(false) {}
ExposureMaterialControl& operator=(const ExposureMaterialControl& emc) {
mNoExposure = emc.mNoExposure;
mInvertSelfIllum = emc.mInvertSelfIllum;
mInvertReflect = emc.mInvertReflect;
mInvertRefract = emc.mInvertRefract;
return *this;
}
BEGIN_FUNCTION_MAP
PROP_FNS(kGetNoExposureControl, GetNoExposure,
kSetNoExposureControl, SetNoExposure, TYPE_BOOL);
PROP_FNS(kGetInvertSelfIllum, GetInvertSelfIllum,
kSetInvertSelfIllum, SetInvertSelfIllum, TYPE_BOOL);
PROP_FNS(kGetInvertReflect, GetInvertReflect,
kSetInvertReflect, SetInvertReflect, TYPE_BOOL);
PROP_FNS(kGetInvertRefract, GetInvertRefract,
kSetInvertRefract, SetInvertRefract, TYPE_BOOL);
END_FUNCTION_MAP
BOOL GetNoExposure() const { return mNoExposure; }
virtual void SetNoExposure(BOOL on) { mNoExposure = on != 0; }
BOOL GetInvertSelfIllum() const { return mInvertSelfIllum; }
virtual void SetInvertSelfIllum(BOOL on) { mInvertSelfIllum = on != 0; }
BOOL GetInvertReflect() const { return mInvertReflect; }
virtual void SetInvertReflect(BOOL on) { mInvertReflect = on != 0; }
BOOL GetInvertRefract() const { return mInvertRefract; }
virtual void SetInvertRefract(BOOL on) { mInvertRefract = on != 0; }
ULONG isNoExposure() const { return mNoExposure ? MTLREQ_NOEXPOSURE : 0; }
bool isInvertSelfIllum() const { return !mNoExposure & mInvertSelfIllum; }
bool isInvertReflect() const { return !mNoExposure & mInvertReflect; }
bool isInvertRefract() const { return !mNoExposure & mInvertRefract; }
IOResult Save(ISave* isave);
IOResult Load(ILoad* iload);
protected:
enum {
DATA_CHUNK = 0x322
};
IOResult write(ISave* isave, bool& b);
IOResult read(ILoad* iload, bool& b);
bool mNoExposure;
bool mInvertSelfIllum;
bool mInvertReflect;
bool mInvertRefract;
};
inline IOResult ExposureMaterialControl::Save(ISave* isave)
{
isave->BeginChunk(DATA_CHUNK);
IOResult res;
if ((res = write(isave, mNoExposure)) == IO_OK
&& (res = write(isave, mInvertSelfIllum)) == IO_OK
&& (res = write(isave, mInvertReflect)) == IO_OK)
res = write(isave, mInvertRefract);
isave->EndChunk();
return res;
}
inline IOResult ExposureMaterialControl::Load(ILoad* iload)
{
IOResult res;
USHORT id;
while (IO_OK==(res=iload->OpenChunk())) {
switch(id = iload->CurChunkID()) {
case DATA_CHUNK:
if ((res = read(iload, mNoExposure)) == IO_OK
&& (res = read(iload, mInvertSelfIllum)) == IO_OK
&& (res = read(iload, mInvertReflect)) == IO_OK)
res = read(iload, mInvertRefract);
break;
}
iload->CloseChunk();
if (res!=IO_OK)
return res;
}
return IO_OK;
}
inline IOResult ExposureMaterialControl::write(ISave* isave, bool& b)
{
DWORD n;
IOResult res = isave->Write(&b, sizeof(b), &n);
if (res != IO_OK)
return res;
return n == sizeof(b) ? IO_OK : IO_ERROR;
}
inline IOResult ExposureMaterialControl::read(ILoad* iload, bool& b)
{
DWORD n;
IOResult res = iload->Read(&b, sizeof(b), &n);
if (res != IO_OK)
return res;
return n == sizeof(b) ? IO_OK : IO_ERROR;
}
inline ExposureMaterialControl* GetExposureMaterialControl(InterfaceServer* mtl)
{
return static_cast<ExposureMaterialControl*>(
mtl->GetInterface(EXPOSURE_MATERIAL_CONTROL));
}
/*=====================================================================
* Implementation classes
*
* These classes are helpers for material developers that want to
* add ExposureMaterialControl to a material.
*
* Step 1: Derive the Material from both ExposureMaterialControl
* and ExposureMaterialControlImp. There are two ways to do this
* depending on whether you are using a common base class for several
* materials, or whether you are implementing a single material.
*
* If you are implementing a single material that was:
*
* class MyMaterial : public Mtl
*
* the do this:
*
* class MyMaterial : public ExposureMaterialControlImp<
* MyMaterial,
* AddExposureMaterialControl<Mtl> >
*
* this derives MyMaterial pretty directly from both ExposureMaterialControlImp
* and ExposureMaterialControl.
*
* If you are implementing several materials from a common base class:
*
* class MyBase : public Mtl
* class MyMaterial1 : public MyBase
* class MyMaterial2 : public MyBase
*
* then do this:
*
* class MyBase : public Mtl, public ExposureMaterialControl
* class MyMaterial1 : public ExposureMaterialControlImp<MyMaterial1, MyBase>
* class MyMaterial2 : public ExposureMaterialControlImp<MyMaterial2, MyBase>
*
* Each material you want to add ExposureMaterialControl to that has a
* class descriptor should be derived from ExposureMaterialControlImp
* separately. This allows MAX Script to connect up the interface with
* the class.
*
* Step 2: Add these lines to each material class that you derive from
* ExposureMaterialControlImp:
*
* typedef ExposureMaterialControlImp<MyMaterial,
* AddExposureMaterialControl<Mtl> > BaseClass;
* static ExposureMaterialControlDesc msExpMtlControlDesc;
*
* or
*
* typedef ExposureMaterialControlImp<MyMaterial1, MyBase> BaseClass;
* static ExposureMaterialControlDesc msExpMtlControlDesc;
*
* Chose the typedef based on the base class of your material.
*
* The definition of msExpMtlControlDesc should look like:
*
* ExposureMaterialControlDesc MyMaterial::msExpMtlControlDesc(myMaterialClassDesc,
* IDS_EXPOSURE_MATERIAL_CONTROL,
* IDS_NO_EXPOSURE,
* IDS_INVERTSELFILLUM,
* IDS_INVERTREFLECT,
* IDS_INVERTREFRACT
* );
*
* myMaterialClassDesc is the class descriptor that is used to create
* MyMaterial. The rest of the parameters are string ids in your resource
* file:
*
* IDS_EXPOSURE_MATERIAL_CONTROL is the desription string
* for the interface and should be a localization of
* Exposure Material Control.
* IDS_NO_EXPOSURE is the name of the No Exposure Control property.
* IDS_INVERTSELFILLUM is the name of the Exposure Control Invert SelfIllum property.
* IDS_INVERTREFLECT is the name of the Exposure Control Invert Reflect property.
* IDS_INVERTREFRACT is the name of the Exposure Control Invert Refract property.
*
* Step 3: Modify LocalRequirements, Requirements and GetRequirements.
* Or isNoExposure() in with your other material requirement flags.
* If the class is a material always modify LocalRequirements and
* also modify Requirements if you override it and don't call
* LocalRequirements to get the local flags. In shaders for StdMat2
* you need to modify GetRequirements.
*
* Step 4: Modify GetInterface. If you are already using
* GetInterface(Interface_Id id), then you need to call the
* ExposureMaterialControlImp implementation when you get and id
* that you don't recognize. If you setup the BaseClass typedef use:
*
* return BaseClass::GetInterface(id);
*
* Step 5: Modify your save and load code to save and load the
* values in the interface. Save and Load methods are provided.
* You should Save the interface in a separate chunk.
*
* Step 6: Modify your Shade method. This is an example of how
* you can do that.
*
* if (sc.globContext != NULL && sc.globContext->pToneOp != NULL) {
* if (isInvertSelfIllum())
* sc.globContext->pToneOp->RGBToScaled(selfIllumOut);
* if (isInvertReflect())
* sc.globContext->pToneOp->RGBToScaled(reflIllumOut);
* if (isInvertRefract())
* sc.globContext->pToneOp->RGBToScaled(transIllumOut);
* }
*
* Step 7: Modify the Clone method for the material to copy the
* interface values to the cloned material. I used:
*
* mnew->ExposureMaterialControl::operator=(*this);
*
*===================================================================*/
class ExposureMaterialControlDesc : public FPInterfaceDesc {
public:
ExposureMaterialControlDesc(
ClassDesc& cd,
int idsDescrString,
int idsNoExposureString,
int idsInvertSelfIllumString,
int idsInvertReflectString,
int idsInvertRefractString
) :
FPInterfaceDesc(EXPOSURE_MATERIAL_CONTROL, _T("ExposureMaterialControl"),
idsDescrString, &cd, FP_MIXIN,
properties,
ExposureMaterialControl::kGetNoExposureControl,
ExposureMaterialControl::kSetNoExposureControl, _T("noExposureControl"),
idsNoExposureString, TYPE_BOOL,
ExposureMaterialControl::kGetInvertSelfIllum,
ExposureMaterialControl::kSetInvertSelfIllum, _T("exposureControlInvertSelfIllum"),
idsInvertSelfIllumString, TYPE_BOOL,
ExposureMaterialControl::kGetInvertReflect,
ExposureMaterialControl::kSetInvertReflect, _T("exposureControlInvertReflection"),
idsInvertReflectString, TYPE_BOOL,
ExposureMaterialControl::kGetInvertRefract,
ExposureMaterialControl::kSetInvertRefract, _T("exposureControlInvertRefraction"),
idsInvertRefractString, TYPE_BOOL,
end) {}
};
// This class implements the virtual methods in ExposureMaterialControl
template<class T, class B>
class ExposureMaterialControlImp : public B {
public:
// Visual Studio has problem with using B::GetInterface
// This workaround is to define GetInterface(ULONG id)
// rather than using B::GetInterface.
void* GetInterface(ULONG id) { return B::GetInterface(id); }
BaseInterface* GetInterface(Interface_ID id) {
if (id == EXPOSURE_MATERIAL_CONTROL)
return static_cast<ExposureMaterialControl*>(this);
return B::GetInterface(id);
}
FPInterfaceDesc* GetDesc() { return &T::msExpMtlControlDesc; }
private:
};
template<class B>
class AddExposureMaterialControl : public B, public ExposureMaterialControl {
public:
using B::GetInterface;
};
#endif