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Engine directory for ticket #1
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Engine/source/ts/collada/colladaAppMaterial.h
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Engine/source/ts/collada/colladaAppMaterial.h
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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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#ifndef _COLLADA_APP_MATERIAL_H_
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#define _COLLADA_APP_MATERIAL_H_
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#ifndef _APPMATERIAL_H_
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#include "ts/loader/appMaterial.h"
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#endif
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#ifndef _COLLADA_EXTENSIONS_H_
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#include "ts/collada/colladaExtensions.h"
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#endif
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class Material;
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class ColladaAppMaterial : public AppMaterial
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{
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public:
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const domMaterial* mat; ///< Collada <material> element
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domEffect* effect; ///< Collada <effect> element
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ColladaExtension_effect* effectExt; ///< effect extension
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String name; ///< Name of this material (cleaned)
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// Settings extracted from the Collada file, and optionally saved to materials.cs
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String diffuseMap;
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String normalMap;
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String specularMap;
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ColorF diffuseColor;
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ColorF specularColor;
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F32 specularPower;
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bool doubleSided;
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ColladaAppMaterial(const char* matName);
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ColladaAppMaterial(const domMaterial* pMat);
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~ColladaAppMaterial() { delete effectExt; }
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String getName() const { return name; }
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void resolveFloat(const domCommon_float_or_param_type* value, F32* dst);
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void resolveColor(const domCommon_color_or_texture_type* value, ColorF* dst);
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// Determine the material transparency
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template<class T> void resolveTransparency(const T shader, F32* dst)
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{
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// Start out by getting the <transparency> value
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*dst = 1.0f;
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resolveFloat(shader->getTransparency(), dst);
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// Multiply the transparency by the transparent color
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ColorF transColor(1.0f, 1.0f, 1.0f, 1.0f);
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if (shader->getTransparent() && shader->getTransparent()->getColor()) {
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const domCommon_color_or_texture_type::domColor* color = shader->getTransparent()->getColor();
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transColor.set(color->getValue()[0], color->getValue()[1], color->getValue()[2], color->getValue()[3]);
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}
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if (!shader->getTransparent() || (shader->getTransparent()->getOpaque() == FX_OPAQUE_ENUM_A_ONE)) {
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// multiply by alpha value and invert (so 1.0 is fully opaque)
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*dst = 1.0f - (*dst * transColor.alpha);
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}
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else {
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// multiply by average of the RGB values
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F32 avg = (transColor.red + transColor.blue + transColor.green) / 3;
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*dst *= avg;
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}
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}
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Material *createMaterial(const Torque::Path& path) const;
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};
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#endif // _COLLADA_APP_MATERIAL_H_
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