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//----------------------------------------------------------- // Based upon Lotus's CustomUT skin shaders, code and shaders // used with permission. // // Copyright 2007, Infinity Impossible //----------------------------------------------------------- class UTMT_TeamMaterialTransformer extends ReplicationInfo abstract; struct ReplacementMaterial { var string MaterialName; var MaterialInterface ReplacementMaterial; }; struct VectorParameterTransform { var name ParamName; var LinearColor ParamValue; }; /** * Describes the transforms performed on a given material to turn it into * the new team color using the new materials. Hue is the same as the hue value * in the HSV color space (use the interwebs to find info on hue, saturation * and value if you want more info ;)). R, G and B express a multiplier on the * transformed values: 1 leaves the skin the same after the transform, greater * then 1 makes the skins brigher, less than 1 makes them darker. * * VectorParams can be used to express material-specific parameter changes. For * example, on a character skin you might want something along the lines of: * * ParamName="Char_TeamColor",ParamValue=(R=2,G=0,B=0,A=2) * * which would change the "Char_TeamColor" variable, that controls the glowstick * distance effect to be red for this transform. */ struct TeamColorTransform { var float Hue; var float R; var float G; var float B; var array<VectorParameterTransform> VectorParams; }; /** Named material texture parameters to copy from the old material to the new */ var array<name> TextureParameterNames; /** Named material scalar parameters to copy from the old material to the new */ var array<name> ScalarParameterNames; /** Named material vector parameters to copy from the old material to the new */ var array<name> VectorParameterNames; /** * Any base material with a given replacement name is swapped for the * corresponding replacement material. */ var array<ReplacementMaterial> ReplacementMaterials; var LinearColor RedMask; var LinearColor BlueMask; var LinearColor GreenMask; simulated function MaterialInterface GetTeamColorShader(string MatName) { local int i; local MaterialInterface Mat; Mat = none; for(i = 0; i < ReplacementMaterials.Length; ++i) { if( (ReplacementMaterials[i].MaterialName ~= MatName) || (string(ReplacementMaterials[i].ReplacementMaterial) ~= MatName) ) { Mat = ReplacementMaterials[i].ReplacementMaterial; } } return Mat; } simulated function TransformMaterial(MaterialInstanceConstant OldMIC, TeamColorTransform TCT) { local MaterialInstanceConstant NewMIC; local string NewMatName; local MaterialInterface NewMaterial; NewMatName = GetRootMaterialName(OldMIC); NewMaterial = GetTeamColorShader(NewMatName); if(NewMaterial == None) { LogInternal("No team color material found for Material by the name of:"@NewMatName); } else { if( !(GetRootMaterialName(OldMIC) ~= string(NewMaterial)) ) { NewMIC = new class'MaterialInstanceConstant'; NewMIC.SetParent(NewMaterial); CopySkinParameters(NewMIC, OldMIC); OldMIC.SetParent(NewMIC); } SetTeamHue(OldMIC, TCT); } } simulated function SetTeamHue(MaterialInstanceConstant MIC, TeamColorTransform TCT) { local LinearColor NewRed; local LinearColor NewGreen; local LinearColor NewBlue; local LinearColor LC; local VectorParameterTransform Param; local float ParamSize; local int i; TCT.Hue += 120.0; NewRed = HueTransform(RedMask, TCT.Hue) * TCT.R; NewGreen = HueTransform(GreenMask, TCT.Hue) * TCT.G; NewBlue = HueTransform(BlueMask, TCT.Hue) * TCT.B; for(i = 0; i < TCT.VectorParams.Length; ++i) { Param = TCT.VectorParams[i]; MIC.GetVectorParameterValue(Param.ParamName, LC); ParamSize = Sqrt(LC.R*LC.R + LC.B*LC.B + LC.G*LC.G); MIC.SetVectorParameterValue(Param.ParamName, Param.ParamValue * ParamSize); } MIC.SetVectorParameterValue('ColorMult_Red', NewRed); MIC.SetVectorParameterValue('ColorMult_Green', NewGreen); MIC.SetVectorParameterValue('ColorMult_Blue', NewBlue); } /** * Return the name of the material at the top of the instancing chain. This * assumes that once we reach a MaterialInterface that has itself as its * parent, we have reached the top of the chain. */ static simulated function string GetRootMaterialName(MaterialInterface Mat) { local MaterialInterface LastMat; LastMat = Mat; Mat = Mat.GetMaterial(); while(Mat != LastMat) { LastMat = Mat; Mat = Mat.GetMaterial(); } return string(Mat); } /** * Spins the given color from its current hue by the amount given as deltaH * and returns the transformed color. */ simulated function LinearColor HueTransform(LinearColor L, float deltaH) { local float Max, Min, R, G, B, H, S, V, f, p, q, t; local int sector; R = L.R/255.0; G = L.G/255.0; B = L.B/255.0; if(R == G && G == B) return L; Max = FMax(R, FMax(G, B)); Min = FMin(R, FMin(G, B)); if(max == R) { if(G >= B) H = 60.0*(G-B)/(Max-Min); else H = 60.0*(G-B)/(Max-Min)+360.0; } else if(max == G) { H = 60.0*(B-R)/(Max-Min)+120.0; } else { H = 60.0*(R-G)/(Max-Min)+240.0; } if(Max == 0.0) S = 0.0; else S = 1.0-Min/Max; V = max; H = (H + deltaH)%360; sector = int(H/60)%6; f = H/60.0-sector; p = v*(1-s); q = v*(1-f*s); t = v*(1-(1-f)*s); switch (sector) { case 0: return MakeLinearColor(v,t,p,1); case 1: return MakeLinearColor(q,v,p,1); case 2: return MakeLinearColor(p,v,t,1); case 3: return MakeLinearColor(p,q,v,1); case 4: return MakeLinearColor(t,p,v,1); case 5: return MakeLinearColor(v,p,q,1); } return L; } /** * Copy all skin parameters manually, since, eg, MI.TextureParameterValues.Length * is 0, even though it has parameters we can use... */ simulated function CopySkinParameters(MaterialInstanceConstant NewMI, MaterialInterface MI) { local name ParamName; local LinearColor LC; local float F; local texture Tex; local int i; //=============================================== // Texture Paramaters //=============================================== for(i = 0; i < TextureParameterNames.Length; ++i) { ParamName = TextureParameterNames[i]; MI.GetTextureParameterValue(ParamName, Tex); NewMI.SetTextureParameterValue(ParamName, Tex); } //=============================================== // Scalar Paramaters //=============================================== for(i = 0; i < ScalarParameterNames.Length; ++i) { ParamName = ScalarParameterNames[i]; MI.GetScalarParameterValue(ParamName, F); NewMI.SetScalarParameterValue(ParamName, F); } //=============================================== // Vector Paramaters //=============================================== for(i = 0; i < default.ScalarParameterNames.Length; ++i) { ParamName = ScalarParameterNames[i]; MI.GetVectorParameterValue(ParamName, LC); NewMI.SetVectorParameterValue(ParamName, LC); } } defaultproperties { RedMask=(R=255.000000,G=0.000000,B=0.000000,A=1.000000) BlueMask=(R=0.000000,G=0.000000,B=255.000000,A=1.000000) GreenMask=(R=0.000000,G=255.000000,B=0.000000,A=1.000000) } |
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