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Engine directory for ticket #1
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Engine/source/ts/collada/colladaAppMaterial.cpp
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225
Engine/source/ts/collada/colladaAppMaterial.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "ts/loader/tsShapeLoader.h"
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#include "ts/collada/colladaAppMaterial.h"
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#include "ts/collada/colladaUtils.h"
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#include "ts/tsMaterialList.h"
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#include "materials/materialManager.h"
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using namespace ColladaUtils;
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String cleanString(const String& str)
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{
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String cleanStr(str);
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// Replace invalid characters with underscores
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const String badChars(" -,.+=*/");
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for (String::SizeType i = 0; i < badChars.length(); i++)
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cleanStr.replace(badChars[i], '_');
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// Prefix with an underscore if string starts with a number
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if ((cleanStr[0] >= '0') && (cleanStr[0] <= '9'))
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cleanStr.insert(0, '_');
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return cleanStr;
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}
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//------------------------------------------------------------------------------
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ColladaAppMaterial::ColladaAppMaterial(const char* matName)
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: mat(0),
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effect(0),
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effectExt(0)
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{
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name = matName;
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// Set some defaults
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flags |= TSMaterialList::S_Wrap;
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flags |= TSMaterialList::T_Wrap;
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diffuseColor = ColorF::ONE;
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specularColor = ColorF::ONE;
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specularPower = 8.0f;
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doubleSided = false;
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}
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ColladaAppMaterial::ColladaAppMaterial(const domMaterial *pMat)
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: mat(pMat),
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diffuseColor(ColorF::ONE),
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specularColor(ColorF::ONE),
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specularPower(8.0f),
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doubleSided(false)
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{
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// Get the effect element for this material
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effect = daeSafeCast<domEffect>(mat->getInstance_effect()->getUrl().getElement());
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effectExt = new ColladaExtension_effect(effect);
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// Get the <profile_COMMON>, <diffuse> and <specular> elements
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const domProfile_COMMON* commonProfile = ColladaUtils::findEffectCommonProfile(effect);
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const domCommon_color_or_texture_type_complexType* domDiffuse = findEffectDiffuse(effect);
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const domCommon_color_or_texture_type_complexType* domSpecular = findEffectSpecular(effect);
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// Wrap flags
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if (effectExt->wrapU)
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flags |= TSMaterialList::S_Wrap;
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if (effectExt->wrapV)
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flags |= TSMaterialList::T_Wrap;
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// Set material attributes
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if (commonProfile) {
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F32 transparency = 0.0f;
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if (commonProfile->getTechnique()->getConstant()) {
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const domProfile_COMMON::domTechnique::domConstant* constant = commonProfile->getTechnique()->getConstant();
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diffuseColor.set(1.0f, 1.0f, 1.0f, 1.0f);
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resolveColor(constant->getReflective(), &specularColor);
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resolveFloat(constant->getReflectivity(), &specularPower);
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resolveTransparency(constant, &transparency);
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}
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else if (commonProfile->getTechnique()->getLambert()) {
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const domProfile_COMMON::domTechnique::domLambert* lambert = commonProfile->getTechnique()->getLambert();
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resolveColor(lambert->getDiffuse(), &diffuseColor);
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resolveColor(lambert->getReflective(), &specularColor);
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resolveFloat(lambert->getReflectivity(), &specularPower);
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resolveTransparency(lambert, &transparency);
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}
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else if (commonProfile->getTechnique()->getPhong()) {
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const domProfile_COMMON::domTechnique::domPhong* phong = commonProfile->getTechnique()->getPhong();
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resolveColor(phong->getDiffuse(), &diffuseColor);
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resolveColor(phong->getSpecular(), &specularColor);
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resolveFloat(phong->getShininess(), &specularPower);
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resolveTransparency(phong, &transparency);
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}
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else if (commonProfile->getTechnique()->getBlinn()) {
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const domProfile_COMMON::domTechnique::domBlinn* blinn = commonProfile->getTechnique()->getBlinn();
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resolveColor(blinn->getDiffuse(), &diffuseColor);
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resolveColor(blinn->getSpecular(), &specularColor);
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resolveFloat(blinn->getShininess(), &specularPower);
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resolveTransparency(blinn, &transparency);
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}
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// Normalize specularPower (1-128). Values > 1 are assumed to be
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// already normalized.
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if (specularPower <= 1.0f)
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specularPower *= 128;
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specularPower = mClampF(specularPower, 1.0f, 128.0f);
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// Set translucency
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if (transparency != 0.0f) {
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flags |= TSMaterialList::Translucent;
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if (transparency > 1.0f) {
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flags |= TSMaterialList::Additive;
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diffuseColor.alpha = transparency - 1.0f;
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}
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else if (transparency < 0.0f) {
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flags |= TSMaterialList::Subtractive;
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diffuseColor.alpha = -transparency;
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}
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else {
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diffuseColor.alpha = transparency;
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}
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}
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else
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diffuseColor.alpha = 1.0f;
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}
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// Double-sided flag
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doubleSided = effectExt->double_sided;
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// Get the paths for the various textures => Collada indirection at its finest!
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// <texture>.<newparam>.<sampler2D>.<source>.<newparam>.<surface>.<init_from>.<image>.<init_from>
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diffuseMap = getSamplerImagePath(effect, getTextureSampler(effect, domDiffuse));
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specularMap = getSamplerImagePath(effect, getTextureSampler(effect, domSpecular));
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normalMap = getSamplerImagePath(effect, effectExt->bumpSampler);
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// Set the material name
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name = ColladaUtils::getOptions().matNamePrefix;
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if ( ColladaUtils::getOptions().useDiffuseNames )
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{
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Torque::Path diffusePath( diffuseMap );
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name += diffusePath.getFileName();
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}
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else
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{
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name += _GetNameOrId(mat);
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}
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}
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void ColladaAppMaterial::resolveFloat(const domCommon_float_or_param_type* value, F32* dst)
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{
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if (value && value->getFloat()) {
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*dst = value->getFloat()->getValue();
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}
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}
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void ColladaAppMaterial::resolveColor(const domCommon_color_or_texture_type* value, ColorF* dst)
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{
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if (value && value->getColor()) {
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dst->red = value->getColor()->getValue()[0];
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dst->green = value->getColor()->getValue()[1];
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dst->blue = value->getColor()->getValue()[2];
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dst->alpha = value->getColor()->getValue()[3];
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}
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}
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// Generate a new Material object
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Material *ColladaAppMaterial::createMaterial(const Torque::Path& path) const
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{
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// The filename and material name are used as TorqueScript identifiers, so
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// clean them up first
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String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
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String cleanName = cleanString(getName());
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// Prefix the material name with the filename (if not done already by TSShapeConstructor prefix)
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if (!cleanName.startsWith(cleanFile))
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cleanName = cleanFile + "_" + cleanName;
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// Determine the blend operation for this material
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Material::BlendOp blendOp = (flags & TSMaterialList::Translucent) ? Material::LerpAlpha : Material::None;
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if (flags & TSMaterialList::Additive)
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blendOp = Material::Add;
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else if (flags & TSMaterialList::Subtractive)
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blendOp = Material::Sub;
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// Create the Material definition
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const String oldScriptFile = Con::getVariable("$Con::File");
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Con::setVariable("$Con::File", path.getFullPath()); // modify current script path so texture lookups are correct
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Material *newMat = MATMGR->allocateAndRegister( cleanName, getName() );
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Con::setVariable("$Con::File", oldScriptFile); // restore script path
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newMat->mDiffuseMapFilename[0] = diffuseMap;
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newMat->mNormalMapFilename[0] = normalMap;
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newMat->mSpecularMapFilename[0] = specularMap;
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newMat->mDiffuse[0] = diffuseColor;
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newMat->mSpecular[0] = specularColor;
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newMat->mSpecularPower[0] = specularPower;
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newMat->mDoubleSided = doubleSided;
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newMat->mTranslucent = (bool)(flags & TSMaterialList::Translucent);
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newMat->mTranslucentBlendOp = blendOp;
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return newMat;
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}
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