mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
899 lines
31 KiB
C++
899 lines
31 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the material oart of the LWO importer class */
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#ifndef ASSIMP_BUILD_NO_LWO_IMPORTER
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// internal headers
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#include "LWOLoader.h"
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#include <assimp/ByteSwapper.h>
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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template <class T>
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T lerp(const T& one, const T& two, float val)
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{
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return one + (two-one)*val;
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}
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// ------------------------------------------------------------------------------------------------
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// Convert a lightwave mapping mode to our's
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inline aiTextureMapMode GetMapMode(LWO::Texture::Wrap in)
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{
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switch (in)
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{
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case LWO::Texture::REPEAT:
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return aiTextureMapMode_Wrap;
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case LWO::Texture::MIRROR:
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return aiTextureMapMode_Mirror;
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case LWO::Texture::RESET:
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ASSIMP_LOG_WARN("LWO2: Unsupported texture map mode: RESET");
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// fall though here
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case LWO::Texture::EDGE:
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return aiTextureMapMode_Clamp;
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}
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return (aiTextureMapMode)0;
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}
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// ------------------------------------------------------------------------------------------------
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bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTextureType type)
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{
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ai_assert(NULL != pcMat);
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unsigned int cur = 0, temp = 0;
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aiString s;
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bool ret = false;
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for (const auto &texture : in) {
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if (!texture.enabled || !texture.bCanUse)
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continue;
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ret = true;
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// Convert lightwave's mapping modes to ours. We let them
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// as they are, the GenUVcoords step will compute UV
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// channels if they're not there.
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aiTextureMapping mapping;
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switch (texture.mapMode)
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{
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case LWO::Texture::Planar:
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mapping = aiTextureMapping_PLANE;
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break;
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case LWO::Texture::Cylindrical:
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mapping = aiTextureMapping_CYLINDER;
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break;
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case LWO::Texture::Spherical:
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mapping = aiTextureMapping_SPHERE;
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break;
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case LWO::Texture::Cubic:
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mapping = aiTextureMapping_BOX;
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break;
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case LWO::Texture::FrontProjection:
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ASSIMP_LOG_ERROR("LWO2: Unsupported texture mapping: FrontProjection");
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mapping = aiTextureMapping_OTHER;
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break;
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case LWO::Texture::UV:
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{
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if( UINT_MAX == texture.mRealUVIndex ) {
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// We have no UV index for this texture, so we can't display it
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continue;
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}
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// add the UV source index
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temp = texture.mRealUVIndex;
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pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_UVWSRC(type,cur));
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mapping = aiTextureMapping_UV;
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}
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break;
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default:
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ai_assert(false);
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};
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if (mapping != aiTextureMapping_UV) {
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// Setup the main axis
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aiVector3D v;
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switch (texture.majorAxis) {
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case Texture::AXIS_X:
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v = aiVector3D(1.0,0.0,0.0);
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break;
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case Texture::AXIS_Y:
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v = aiVector3D(0.0,1.0,0.0);
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break;
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default: // case Texture::AXIS_Z:
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v = aiVector3D(0.0,0.0,1.0);
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break;
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}
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pcMat->AddProperty(&v,1,AI_MATKEY_TEXMAP_AXIS(type,cur));
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// Setup UV scalings for cylindric and spherical projections
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if (mapping == aiTextureMapping_CYLINDER || mapping == aiTextureMapping_SPHERE) {
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aiUVTransform trafo;
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trafo.mScaling.x = texture.wrapAmountW;
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trafo.mScaling.y = texture.wrapAmountH;
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static_assert(sizeof(aiUVTransform)/sizeof(ai_real) == 5, "sizeof(aiUVTransform)/sizeof(ai_real) == 5");
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pcMat->AddProperty(&trafo,1,AI_MATKEY_UVTRANSFORM(type,cur));
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}
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ASSIMP_LOG_DEBUG("LWO2: Setting up non-UV mapping");
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}
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// The older LWOB format does not use indirect references to clips.
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// The file name of a texture is directly specified in the tex chunk.
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if (mIsLWO2) {
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// find the corresponding clip (take the last one if multiple
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// share the same index)
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ClipList::iterator end = mClips.end(), candidate = end;
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temp = texture.mClipIdx;
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for (ClipList::iterator clip = mClips.begin(); clip != end; ++clip) {
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if ((*clip).idx == temp) {
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candidate = clip;
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}
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}
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if (candidate == end) {
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ASSIMP_LOG_ERROR("LWO2: Clip index is out of bounds");
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temp = 0;
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// fixme: apparently some LWO files shipping with Doom3 don't
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// have clips at all ... check whether that's true or whether
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// it's a bug in the loader.
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s.Set("$texture.png");
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//continue;
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}
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else {
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if (Clip::UNSUPPORTED == (*candidate).type) {
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ASSIMP_LOG_ERROR("LWO2: Clip type is not supported");
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continue;
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}
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AdjustTexturePath((*candidate).path);
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s.Set((*candidate).path);
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// Additional image settings
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int flags = 0;
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if ((*candidate).negate) {
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flags |= aiTextureFlags_Invert;
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}
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pcMat->AddProperty(&flags,1,AI_MATKEY_TEXFLAGS(type,cur));
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}
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}
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else
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{
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std::string ss = texture.mFileName;
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if (!ss.length()) {
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ASSIMP_LOG_WARN("LWOB: Empty file name");
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continue;
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}
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AdjustTexturePath(ss);
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s.Set(ss);
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}
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pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur));
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// add the blend factor
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pcMat->AddProperty<float>(&texture.mStrength,1,AI_MATKEY_TEXBLEND(type,cur));
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// add the blend operation
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switch (texture.blendType)
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{
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case LWO::Texture::Normal:
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case LWO::Texture::Multiply:
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temp = (unsigned int)aiTextureOp_Multiply;
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break;
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case LWO::Texture::Subtractive:
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case LWO::Texture::Difference:
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temp = (unsigned int)aiTextureOp_Subtract;
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break;
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case LWO::Texture::Divide:
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temp = (unsigned int)aiTextureOp_Divide;
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break;
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case LWO::Texture::Additive:
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temp = (unsigned int)aiTextureOp_Add;
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break;
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default:
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temp = (unsigned int)aiTextureOp_Multiply;
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ASSIMP_LOG_WARN("LWO2: Unsupported texture blend mode: alpha or displacement");
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}
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// Setup texture operation
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pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_TEXOP(type,cur));
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// setup the mapping mode
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int mapping_ = static_cast<int>(mapping);
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pcMat->AddProperty<int>(&mapping_, 1, AI_MATKEY_MAPPING(type, cur));
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// add the u-wrapping
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temp = (unsigned int)GetMapMode(texture.wrapModeWidth);
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pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_U(type,cur));
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// add the v-wrapping
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temp = (unsigned int)GetMapMode(texture.wrapModeHeight);
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pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_V(type,cur));
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++cur;
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}
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return ret;
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}
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// ------------------------------------------------------------------------------------------------
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void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
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{
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// copy the name of the surface
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aiString st;
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st.Set(surf.mName);
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pcMat->AddProperty(&st,AI_MATKEY_NAME);
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const int i = surf.bDoubleSided ? 1 : 0;
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pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
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// add the refraction index and the bump intensity
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pcMat->AddProperty(&surf.mIOR,1,AI_MATKEY_REFRACTI);
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pcMat->AddProperty(&surf.mBumpIntensity,1,AI_MATKEY_BUMPSCALING);
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aiShadingMode m;
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if (surf.mSpecularValue && surf.mGlossiness)
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{
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float fGloss;
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if (mIsLWO2) {
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fGloss = std::pow( surf.mGlossiness*ai_real( 10.0 )+ ai_real( 2.0 ), ai_real( 2.0 ) );
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}
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else
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{
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if (16.0 >= surf.mGlossiness)
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fGloss = 6.0;
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else if (64.0 >= surf.mGlossiness)
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fGloss = 20.0;
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else if (256.0 >= surf.mGlossiness)
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fGloss = 50.0;
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else fGloss = 80.0;
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}
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pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
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pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS);
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m = aiShadingMode_Phong;
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}
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else m = aiShadingMode_Gouraud;
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// specular color
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aiColor3D clr = lerp( aiColor3D(1.0,1.0,1.0), surf.mColor, surf.mColorHighlights );
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pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
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pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
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// emissive color
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// luminosity is not really the same but it affects the surface in a similar way. Some scaling looks good.
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clr.g = clr.b = clr.r = surf.mLuminosity*ai_real( 0.8 );
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pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
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// opacity ... either additive or default-blended, please
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if (0.0 != surf.mAdditiveTransparency) {
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const int add = aiBlendMode_Additive;
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pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY);
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pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC);
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} else if (10e10f != surf.mTransparency) {
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const int def = aiBlendMode_Default;
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const float f = 1.0f-surf.mTransparency;
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pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY);
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pcMat->AddProperty(&def,1,AI_MATKEY_BLEND_FUNC);
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}
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// ADD TEXTURES to the material
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// TODO: find out how we can handle COLOR textures correctly...
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bool b = HandleTextures(pcMat,surf.mColorTextures,aiTextureType_DIFFUSE);
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b = (b || HandleTextures(pcMat,surf.mDiffuseTextures,aiTextureType_DIFFUSE));
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HandleTextures(pcMat,surf.mSpecularTextures,aiTextureType_SPECULAR);
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HandleTextures(pcMat,surf.mGlossinessTextures,aiTextureType_SHININESS);
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HandleTextures(pcMat,surf.mBumpTextures,aiTextureType_HEIGHT);
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HandleTextures(pcMat,surf.mOpacityTextures,aiTextureType_OPACITY);
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HandleTextures(pcMat,surf.mReflectionTextures,aiTextureType_REFLECTION);
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// Now we need to know which shader to use .. iterate through the shader list of
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// the surface and search for a name which we know ...
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for (const auto &shader : surf.mShaders) {
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if (shader.functionName == "LW_SuperCelShader" || shader.functionName == "AH_CelShader") {
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ASSIMP_LOG_INFO("LWO2: Mapping LW_SuperCelShader/AH_CelShader to aiShadingMode_Toon");
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m = aiShadingMode_Toon;
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break;
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}
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else if (shader.functionName == "LW_RealFresnel" || shader.functionName == "LW_FastFresnel") {
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ASSIMP_LOG_INFO("LWO2: Mapping LW_RealFresnel/LW_FastFresnel to aiShadingMode_Fresnel");
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m = aiShadingMode_Fresnel;
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break;
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}
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else
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{
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ASSIMP_LOG_WARN_F("LWO2: Unknown surface shader: ", shader.functionName);
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}
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}
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if (surf.mMaximumSmoothAngle <= 0.0)
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m = aiShadingMode_Flat;
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int m_ = static_cast<int>(m);
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pcMat->AddProperty(&m_, 1, AI_MATKEY_SHADING_MODEL);
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// (the diffuse value is just a scaling factor)
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// If a diffuse texture is set, we set this value to 1.0
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clr = (b && false ? aiColor3D(1.0,1.0,1.0) : surf.mColor);
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clr.r *= surf.mDiffuseValue;
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clr.g *= surf.mDiffuseValue;
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clr.b *= surf.mDiffuseValue;
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pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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}
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// ------------------------------------------------------------------------------------------------
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char LWOImporter::FindUVChannels(LWO::TextureList& list,
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LWO::Layer& /*layer*/,LWO::UVChannel& uv, unsigned int next)
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{
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char ret = 0;
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for (auto &texture : list) {
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// Ignore textures with non-UV mappings for the moment.
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if (!texture.enabled || !texture.bCanUse || texture.mapMode != LWO::Texture::UV) {
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continue;
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}
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if (texture.mUVChannelIndex == uv.name) {
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ret = 1;
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// got it.
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if (texture.mRealUVIndex == UINT_MAX || texture.mRealUVIndex == next)
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{
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texture.mRealUVIndex = next;
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}
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else {
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// channel mismatch. need to duplicate the material.
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ASSIMP_LOG_WARN("LWO: Channel mismatch, would need to duplicate surface [design bug]");
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// TODO
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}
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}
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}
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return ret;
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}
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// ------------------------------------------------------------------------------------------------
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void LWOImporter::FindUVChannels(LWO::Surface& surf,
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LWO::SortedRep& sorted,LWO::Layer& layer,
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unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS])
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{
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unsigned int next = 0, extra = 0, num_extra = 0;
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// Check whether we have an UV entry != 0 for one of the faces in 'sorted'
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for (unsigned int i = 0; i < layer.mUVChannels.size();++i) {
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LWO::UVChannel& uv = layer.mUVChannels[i];
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for (LWO::SortedRep::const_iterator it = sorted.begin(); it != sorted.end(); ++it) {
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LWO::Face& face = layer.mFaces[*it];
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for (unsigned int n = 0; n < face.mNumIndices; ++n) {
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unsigned int idx = face.mIndices[n];
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if (uv.abAssigned[idx] && ((aiVector2D*)&uv.rawData[0])[idx] != aiVector2D()) {
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if (extra >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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ASSIMP_LOG_ERROR("LWO: Maximum number of UV channels for "
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"this mesh reached. Skipping channel \'" + uv.name + "\'");
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}
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else {
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// Search through all textures assigned to 'surf' and look for this UV channel
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char had = 0;
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had |= FindUVChannels(surf.mColorTextures,layer,uv,next);
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had |= FindUVChannels(surf.mDiffuseTextures,layer,uv,next);
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had |= FindUVChannels(surf.mSpecularTextures,layer,uv,next);
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had |= FindUVChannels(surf.mGlossinessTextures,layer,uv,next);
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had |= FindUVChannels(surf.mOpacityTextures,layer,uv,next);
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had |= FindUVChannels(surf.mBumpTextures,layer,uv,next);
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had |= FindUVChannels(surf.mReflectionTextures,layer,uv,next);
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// We have a texture referencing this UV channel so we have to take special care
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// and are willing to drop unreferenced channels in favour of it.
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if (had != 0) {
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if (num_extra) {
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for (unsigned int a = next; a < std::min( extra, AI_MAX_NUMBER_OF_TEXTURECOORDS-1u ); ++a) {
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out[a+1] = out[a];
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}
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}
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++extra;
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out[next++] = i;
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}
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// Bah ... seems not to be used at all. Push to end if enough space is available.
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else {
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out[extra++] = i;
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++num_extra;
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}
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}
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|
it = sorted.end()-1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (extra < AI_MAX_NUMBER_OF_TEXTURECOORDS) {
|
|
out[extra] = UINT_MAX;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void LWOImporter::FindVCChannels(const LWO::Surface& surf, LWO::SortedRep& sorted, const LWO::Layer& layer,
|
|
unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS])
|
|
{
|
|
unsigned int next = 0;
|
|
|
|
// Check whether we have an vc entry != 0 for one of the faces in 'sorted'
|
|
for (unsigned int i = 0; i < layer.mVColorChannels.size();++i) {
|
|
const LWO::VColorChannel& vc = layer.mVColorChannels[i];
|
|
|
|
if (surf.mVCMap == vc.name) {
|
|
// The vertex color map is explicitly requested by the surface so we need to take special care of it
|
|
for (unsigned int a = 0; a < std::min(next,AI_MAX_NUMBER_OF_COLOR_SETS-1u); ++a) {
|
|
out[a+1] = out[a];
|
|
}
|
|
out[0] = i;
|
|
++next;
|
|
}
|
|
else {
|
|
|
|
for (LWO::SortedRep::iterator it = sorted.begin(); it != sorted.end(); ++it) {
|
|
const LWO::Face& face = layer.mFaces[*it];
|
|
|
|
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
|
|
unsigned int idx = face.mIndices[n];
|
|
|
|
if (vc.abAssigned[idx] && ((aiColor4D*)&vc.rawData[0])[idx] != aiColor4D(0.0,0.0,0.0,1.0)) {
|
|
if (next >= AI_MAX_NUMBER_OF_COLOR_SETS) {
|
|
|
|
ASSIMP_LOG_ERROR("LWO: Maximum number of vertex color channels for "
|
|
"this mesh reached. Skipping channel \'" + vc.name + "\'");
|
|
|
|
}
|
|
else {
|
|
out[next++] = i;
|
|
}
|
|
it = sorted.end()-1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (next != AI_MAX_NUMBER_OF_COLOR_SETS) {
|
|
out[next] = UINT_MAX;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void LWOImporter::LoadLWO2ImageMap(unsigned int size, LWO::Texture& tex )
|
|
{
|
|
LE_NCONST uint8_t* const end = mFileBuffer + size;
|
|
while (true)
|
|
{
|
|
if (mFileBuffer + 6 >= end)break;
|
|
LE_NCONST IFF::SubChunkHeader head = IFF::LoadSubChunk(mFileBuffer);
|
|
|
|
if (mFileBuffer + head.length > end)
|
|
throw DeadlyImportError("LWO2: Invalid SURF.BLOCK chunk length");
|
|
|
|
uint8_t* const next = mFileBuffer+head.length;
|
|
switch (head.type)
|
|
{
|
|
case AI_LWO_PROJ:
|
|
tex.mapMode = (Texture::MappingMode)GetU2();
|
|
break;
|
|
case AI_LWO_WRAP:
|
|
tex.wrapModeWidth = (Texture::Wrap)GetU2();
|
|
tex.wrapModeHeight = (Texture::Wrap)GetU2();
|
|
break;
|
|
case AI_LWO_AXIS:
|
|
tex.majorAxis = (Texture::Axes)GetU2();
|
|
break;
|
|
case AI_LWO_IMAG:
|
|
tex.mClipIdx = GetU2();
|
|
break;
|
|
case AI_LWO_VMAP:
|
|
GetS0(tex.mUVChannelIndex,head.length);
|
|
break;
|
|
case AI_LWO_WRPH:
|
|
tex.wrapAmountH = GetF4();
|
|
break;
|
|
case AI_LWO_WRPW:
|
|
tex.wrapAmountW = GetF4();
|
|
break;
|
|
}
|
|
mFileBuffer = next;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void LWOImporter::LoadLWO2Procedural(unsigned int /*size*/, LWO::Texture& tex )
|
|
{
|
|
// --- not supported at the moment
|
|
ASSIMP_LOG_ERROR("LWO2: Found procedural texture, this is not supported");
|
|
tex.bCanUse = false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void LWOImporter::LoadLWO2Gradient(unsigned int /*size*/, LWO::Texture& tex )
|
|
{
|
|
// --- not supported at the moment
|
|
ASSIMP_LOG_ERROR("LWO2: Found gradient texture, this is not supported");
|
|
tex.bCanUse = false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void LWOImporter::LoadLWO2TextureHeader(unsigned int size, LWO::Texture& tex )
|
|
{
|
|
LE_NCONST uint8_t* const end = mFileBuffer + size;
|
|
|
|
// get the ordinal string
|
|
GetS0( tex.ordinal, size);
|
|
|
|
// we could crash later if this is an empty string ...
|
|
if (!tex.ordinal.length())
|
|
{
|
|
ASSIMP_LOG_ERROR("LWO2: Ill-formed SURF.BLOK ordinal string");
|
|
tex.ordinal = "\x00";
|
|
}
|
|
while (true)
|
|
{
|
|
if (mFileBuffer + 6 >= end)break;
|
|
const IFF::SubChunkHeader head = IFF::LoadSubChunk(mFileBuffer);
|
|
|
|
if (mFileBuffer + head.length > end)
|
|
throw DeadlyImportError("LWO2: Invalid texture header chunk length");
|
|
|
|
uint8_t* const next = mFileBuffer+head.length;
|
|
switch (head.type)
|
|
{
|
|
case AI_LWO_CHAN:
|
|
tex.type = GetU4();
|
|
break;
|
|
case AI_LWO_ENAB:
|
|
tex.enabled = GetU2() ? true : false;
|
|
break;
|
|
case AI_LWO_OPAC:
|
|
tex.blendType = (Texture::BlendType)GetU2();
|
|
tex.mStrength = GetF4();
|
|
break;
|
|
}
|
|
mFileBuffer = next;
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void LWOImporter::LoadLWO2TextureBlock(LE_NCONST IFF::SubChunkHeader* head, unsigned int size )
|
|
{
|
|
ai_assert(!mSurfaces->empty());
|
|
LWO::Surface& surf = mSurfaces->back();
|
|
LWO::Texture tex;
|
|
|
|
// load the texture header
|
|
LoadLWO2TextureHeader(head->length,tex);
|
|
size -= head->length + 6;
|
|
|
|
// now get the exact type of the texture
|
|
switch (head->type)
|
|
{
|
|
case AI_LWO_PROC:
|
|
LoadLWO2Procedural(size,tex);
|
|
break;
|
|
case AI_LWO_GRAD:
|
|
LoadLWO2Gradient(size,tex);
|
|
break;
|
|
case AI_LWO_IMAP:
|
|
LoadLWO2ImageMap(size,tex);
|
|
}
|
|
|
|
// get the destination channel
|
|
TextureList* listRef = NULL;
|
|
switch (tex.type)
|
|
{
|
|
case AI_LWO_COLR:
|
|
listRef = &surf.mColorTextures;break;
|
|
case AI_LWO_DIFF:
|
|
listRef = &surf.mDiffuseTextures;break;
|
|
case AI_LWO_SPEC:
|
|
listRef = &surf.mSpecularTextures;break;
|
|
case AI_LWO_GLOS:
|
|
listRef = &surf.mGlossinessTextures;break;
|
|
case AI_LWO_BUMP:
|
|
listRef = &surf.mBumpTextures;break;
|
|
case AI_LWO_TRAN:
|
|
listRef = &surf.mOpacityTextures;break;
|
|
case AI_LWO_REFL:
|
|
listRef = &surf.mReflectionTextures;break;
|
|
default:
|
|
ASSIMP_LOG_WARN("LWO2: Encountered unknown texture type");
|
|
return;
|
|
}
|
|
|
|
// now attach the texture to the parent surface - sort by ordinal string
|
|
for (TextureList::iterator it = listRef->begin();it != listRef->end(); ++it) {
|
|
if (::strcmp(tex.ordinal.c_str(),(*it).ordinal.c_str()) < 0) {
|
|
listRef->insert(it,tex);
|
|
return;
|
|
}
|
|
}
|
|
listRef->push_back(tex);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void LWOImporter::LoadLWO2ShaderBlock(LE_NCONST IFF::SubChunkHeader* /*head*/, unsigned int size )
|
|
{
|
|
LE_NCONST uint8_t* const end = mFileBuffer + size;
|
|
|
|
ai_assert(!mSurfaces->empty());
|
|
LWO::Surface& surf = mSurfaces->back();
|
|
LWO::Shader shader;
|
|
|
|
// get the ordinal string
|
|
GetS0( shader.ordinal, size);
|
|
|
|
// we could crash later if this is an empty string ...
|
|
if (!shader.ordinal.length())
|
|
{
|
|
ASSIMP_LOG_ERROR("LWO2: Ill-formed SURF.BLOK ordinal string");
|
|
shader.ordinal = "\x00";
|
|
}
|
|
|
|
// read the header
|
|
while (true)
|
|
{
|
|
if (mFileBuffer + 6 >= end)break;
|
|
const IFF::SubChunkHeader head = IFF::LoadSubChunk(mFileBuffer);
|
|
|
|
if (mFileBuffer + head.length > end)
|
|
throw DeadlyImportError("LWO2: Invalid shader header chunk length");
|
|
|
|
uint8_t* const next = mFileBuffer+head.length;
|
|
switch (head.type)
|
|
{
|
|
case AI_LWO_ENAB:
|
|
shader.enabled = GetU2() ? true : false;
|
|
break;
|
|
|
|
case AI_LWO_FUNC:
|
|
GetS0( shader.functionName, head.length );
|
|
}
|
|
mFileBuffer = next;
|
|
}
|
|
|
|
// now attach the shader to the parent surface - sort by ordinal string
|
|
for (ShaderList::iterator it = surf.mShaders.begin();it != surf.mShaders.end(); ++it) {
|
|
if (::strcmp(shader.ordinal.c_str(),(*it).ordinal.c_str()) < 0) {
|
|
surf.mShaders.insert(it,shader);
|
|
return;
|
|
}
|
|
}
|
|
surf.mShaders.push_back(shader);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void LWOImporter::LoadLWO2Surface(unsigned int size)
|
|
{
|
|
LE_NCONST uint8_t* const end = mFileBuffer + size;
|
|
|
|
mSurfaces->push_back( LWO::Surface () );
|
|
LWO::Surface& surf = mSurfaces->back();
|
|
|
|
GetS0(surf.mName,size);
|
|
|
|
// check whether this surface was derived from any other surface
|
|
std::string derived;
|
|
GetS0(derived,(unsigned int)(end - mFileBuffer));
|
|
if (derived.length()) {
|
|
// yes, find this surface
|
|
for (SurfaceList::iterator it = mSurfaces->begin(), end = mSurfaces->end()-1; it != end; ++it) {
|
|
if ((*it).mName == derived) {
|
|
// we have it ...
|
|
surf = *it;
|
|
derived.clear();break;
|
|
}
|
|
}
|
|
if (derived.size())
|
|
ASSIMP_LOG_WARN("LWO2: Unable to find source surface: " + derived);
|
|
}
|
|
|
|
while (true)
|
|
{
|
|
if (mFileBuffer + 6 >= end)
|
|
break;
|
|
const IFF::SubChunkHeader head = IFF::LoadSubChunk(mFileBuffer);
|
|
|
|
if (mFileBuffer + head.length > end)
|
|
throw DeadlyImportError("LWO2: Invalid surface chunk length");
|
|
|
|
uint8_t* const next = mFileBuffer+head.length;
|
|
switch (head.type)
|
|
{
|
|
// diffuse color
|
|
case AI_LWO_COLR:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,COLR,12);
|
|
surf.mColor.r = GetF4();
|
|
surf.mColor.g = GetF4();
|
|
surf.mColor.b = GetF4();
|
|
break;
|
|
}
|
|
// diffuse strength ... hopefully
|
|
case AI_LWO_DIFF:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,DIFF,4);
|
|
surf.mDiffuseValue = GetF4();
|
|
break;
|
|
}
|
|
// specular strength ... hopefully
|
|
case AI_LWO_SPEC:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,SPEC,4);
|
|
surf.mSpecularValue = GetF4();
|
|
break;
|
|
}
|
|
// transparency
|
|
case AI_LWO_TRAN:
|
|
{
|
|
// transparency explicitly disabled?
|
|
if (surf.mTransparency == 10e10f)
|
|
break;
|
|
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,TRAN,4);
|
|
surf.mTransparency = GetF4();
|
|
break;
|
|
}
|
|
// additive transparency
|
|
case AI_LWO_ADTR:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,ADTR,4);
|
|
surf.mAdditiveTransparency = GetF4();
|
|
break;
|
|
}
|
|
// wireframe mode
|
|
case AI_LWO_LINE:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,LINE,2);
|
|
if (GetU2() & 0x1)
|
|
surf.mWireframe = true;
|
|
break;
|
|
}
|
|
// glossiness
|
|
case AI_LWO_GLOS:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,GLOS,4);
|
|
surf.mGlossiness = GetF4();
|
|
break;
|
|
}
|
|
// bump intensity
|
|
case AI_LWO_BUMP:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,BUMP,4);
|
|
surf.mBumpIntensity = GetF4();
|
|
break;
|
|
}
|
|
// color highlights
|
|
case AI_LWO_CLRH:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,CLRH,4);
|
|
surf.mColorHighlights = GetF4();
|
|
break;
|
|
}
|
|
// index of refraction
|
|
case AI_LWO_RIND:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,RIND,4);
|
|
surf.mIOR = GetF4();
|
|
break;
|
|
}
|
|
// polygon sidedness
|
|
case AI_LWO_SIDE:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,SIDE,2);
|
|
surf.bDoubleSided = (3 == GetU2());
|
|
break;
|
|
}
|
|
// maximum smoothing angle
|
|
case AI_LWO_SMAN:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,SMAN,4);
|
|
surf.mMaximumSmoothAngle = std::fabs( GetF4() );
|
|
break;
|
|
}
|
|
// vertex color channel to be applied to the surface
|
|
case AI_LWO_VCOL:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,VCOL,12);
|
|
surf.mDiffuseValue *= GetF4(); // strength
|
|
ReadVSizedIntLWO2(mFileBuffer); // skip envelope
|
|
surf.mVCMapType = GetU4(); // type of the channel
|
|
|
|
// name of the channel
|
|
GetS0(surf.mVCMap, (unsigned int) (next - mFileBuffer ));
|
|
break;
|
|
}
|
|
// surface bock entry
|
|
case AI_LWO_BLOK:
|
|
{
|
|
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,BLOK,4);
|
|
IFF::SubChunkHeader head2 = IFF::LoadSubChunk(mFileBuffer);
|
|
|
|
switch (head2.type)
|
|
{
|
|
case AI_LWO_PROC:
|
|
case AI_LWO_GRAD:
|
|
case AI_LWO_IMAP:
|
|
LoadLWO2TextureBlock(&head2, head.length);
|
|
break;
|
|
case AI_LWO_SHDR:
|
|
LoadLWO2ShaderBlock(&head2, head.length);
|
|
break;
|
|
|
|
default:
|
|
ASSIMP_LOG_WARN("LWO2: Found an unsupported surface BLOK");
|
|
};
|
|
|
|
break;
|
|
}
|
|
}
|
|
mFileBuffer = next;
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_X_IMPORTER
|