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Initial commit of Command & Conquer Renegade source code.
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147
Code/Tools/max2w3d/PCToPS2Material.cpp
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147
Code/Tools/max2w3d/PCToPS2Material.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project name : Buccaneer Bay *
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* *
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* File name : PCToPS2Material.cpp *
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* *
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* Programmer : Mike Lytle *
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* *
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* Start date : 10/22/1999 *
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* *
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* Last update : 10/27/1999 *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* PTPMC::BeginEditParams -- Change all W3D materials in the mesh to be PS2 compatible. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include <Max.h>
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#include <gport.h>
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#include <hsv.h>
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#include "dllmain.h"
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#include "resource.h"
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#include "util.h"
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#include "utilapi.h"
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#include "nodelist.h"
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#include "gamemtl.h"
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Class_ID PCToPS2MaterialClassID(0x40d11cee, 0x68881657);
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class PCToPS2MaterialClass : public UtilityObj {
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public:
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void BeginEditParams(Interface *ip,IUtil *iu);
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void EndEditParams(Interface *ip,IUtil *iu) {}
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void DeleteThis() {delete this;}
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};
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/***********************************************************************************************
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* PTPMC::BeginEditParams -- Change all W3D materials in the mesh to be PS2 compatible. *
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* *
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* *
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* *
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* *
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* HISTORY: *
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* 10/27/1999MLL: Created. *
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*=============================================================================================*/
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void PCToPS2MaterialClass::BeginEditParams(Interface *ip,IUtil *iu)
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{
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// This function is called when the utility is chosen.
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// Since we don't need any window gadgets, we'll just go through all the materials right away.
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INode *root = ip->GetRootNode();
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INodeListClass *meshlist = NULL;
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// Change all materials associated with the mesh, starting with the root node.
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if (root) {
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meshlist = new INodeListClass(root, 0);
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if (meshlist) {
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int i;
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for (i = 0; i < meshlist->Num_Nodes(); i++) {
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Mtl *nodemtl = ((*meshlist)[i])->GetMtl();
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if (nodemtl == NULL) {
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// No material on this node, go to the next.
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continue;
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}
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if (!nodemtl->IsMultiMtl()) {
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// Only change those that are W3D materials.
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if (nodemtl->ClassID() == GameMaterialClassID) {
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int pass;
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for (pass = 0; pass < ((GameMtl*)nodemtl)->Get_Pass_Count(); pass++) {
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// Change the material for each pass.
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((GameMtl*)nodemtl)->Compute_PS2_Shader_From_PC_Shader(pass);
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}
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}
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} else {
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// Loop through all sub materials of the multi-material.
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for (unsigned mi = 0; mi < nodemtl->NumSubMtls(); mi++) {
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// Only change those that are W3D materials.
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if (nodemtl->GetSubMtl(mi)->ClassID() == GameMaterialClassID) {
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int pass;
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for (pass = 0; pass < ((GameMtl*)nodemtl->GetSubMtl(mi))->Get_Pass_Count(); pass++) {
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// Change the material for each pass.
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((GameMtl*)nodemtl->GetSubMtl(mi))->Compute_PS2_Shader_From_PC_Shader(pass);
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}
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} else if (nodemtl->GetSubMtl(mi)->ClassID() == PS2GameMaterialClassID) {
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}
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}
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}
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}
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}
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delete meshlist;
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}
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}
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class PCToPS2MaterialClassDesc:public ClassDesc {
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public:
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int IsPublic() { return 1; }
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void * Create(BOOL loading)
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{
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return ((void*)new PCToPS2MaterialClass);
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}
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const TCHAR * ClassName() { return Get_String(IDS_PC_TO_PS2_MAT_CONVERTER); }
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SClass_ID SuperClassID() { return UTILITY_CLASS_ID; }
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Class_ID ClassID() { return PCToPS2MaterialClassID; }
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const TCHAR* Category() { return _T(""); }
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};
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static PCToPS2MaterialClassDesc _PCToPS2MaterialCD;
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ClassDesc * Get_PS2_Material_Conversion() { return &_PCToPS2MaterialCD; }
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