mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
266 lines
9.9 KiB
C++
266 lines
9.9 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 ImporterRegistry.cpp
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Central registry for all postprocessing steps available. Do not edit this file
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directly (unless you are adding new steps), instead use the
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corresponding preprocessor flag to selectively disable steps.
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*/
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#include "PostProcessing/ProcessHelper.h"
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#ifndef ASSIMP_BUILD_NO_CALCTANGENTS_PROCESS
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# include "PostProcessing/CalcTangentsProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
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# include "PostProcessing/JoinVerticesProcess.h"
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#endif
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#if !(defined ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS && defined ASSIMP_BUILD_NO_FLIPUVS_PROCESS && defined ASSIMP_BUILD_NO_FLIPWINDINGORDER_PROCESS)
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# include "PostProcessing/ConvertToLHProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
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# include "PostProcessing/TriangulateProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_DROPFACENORMALS_PROCESS
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# include "PostProcessing/DropFaceNormalsProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_GENFACENORMALS_PROCESS
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# include "PostProcessing/GenFaceNormalsProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_GENVERTEXNORMALS_PROCESS
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# include "PostProcessing/GenVertexNormalsProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_REMOVEVC_PROCESS
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# include "PostProcessing/RemoveVCProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_SPLITLARGEMESHES_PROCESS
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# include "PostProcessing/SplitLargeMeshes.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS
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# include "PostProcessing/PretransformVertices.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_LIMITBONEWEIGHTS_PROCESS
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# include "PostProcessing/LimitBoneWeightsProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
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# include "PostProcessing/ValidateDataStructure.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_IMPROVECACHELOCALITY_PROCESS
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# include "PostProcessing/ImproveCacheLocality.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_FIXINFACINGNORMALS_PROCESS
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# include "PostProcessing/FixNormalsStep.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS
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# include "PostProcessing/RemoveRedundantMaterials.h"
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#endif
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#if (!defined ASSIMP_BUILD_NO_EMBEDTEXTURES_PROCESS)
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# include "PostProcessing/EmbedTexturesProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
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# include "PostProcessing/FindInvalidDataProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_FINDDEGENERATES_PROCESS
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# include "PostProcessing/FindDegenerates.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_SORTBYPTYPE_PROCESS
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# include "PostProcessing/SortByPTypeProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_GENUVCOORDS_PROCESS
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# include "PostProcessing/ComputeUVMappingProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_TRANSFORMTEXCOORDS_PROCESS
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# include "PostProcessing/TextureTransform.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_FINDINSTANCES_PROCESS
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# include "PostProcessing/FindInstancesProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
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# include "PostProcessing/OptimizeMeshes.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
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# include "PostProcessing/OptimizeGraph.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_SPLITBYBONECOUNT_PROCESS
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# include "PostProcessing/SplitByBoneCountProcess.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_DEBONE_PROCESS
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# include "PostProcessing/DeboneProcess.h"
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#endif
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#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
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# include "PostProcessing/ScaleProcess.h"
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#endif
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#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
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# include "PostProcessing/ArmaturePopulate.h"
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#endif
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#if (!defined ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS)
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# include "PostProcessing/GenBoundingBoxesProcess.h"
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#endif
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namespace Assimp {
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// ------------------------------------------------------------------------------------------------
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void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out)
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{
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// ----------------------------------------------------------------------------
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// Add an instance of each post processing step here in the order
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// of sequence it is executed. Steps that are added here are not
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// validated - as RegisterPPStep() does - all dependencies must be given.
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// ----------------------------------------------------------------------------
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out.reserve(31);
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#if (!defined ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS)
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out.push_back( new MakeLeftHandedProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_FLIPUVS_PROCESS)
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out.push_back( new FlipUVsProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_FLIPWINDINGORDER_PROCESS)
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out.push_back( new FlipWindingOrderProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_REMOVEVC_PROCESS)
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out.push_back( new RemoveVCProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS)
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out.push_back( new RemoveRedundantMatsProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_EMBEDTEXTURES_PROCESS)
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out.push_back( new EmbedTexturesProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_FINDINSTANCES_PROCESS)
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out.push_back( new FindInstancesProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS)
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out.push_back( new OptimizeGraphProcess());
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#endif
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#ifndef ASSIMP_BUILD_NO_GENUVCOORDS_PROCESS
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out.push_back( new ComputeUVMappingProcess());
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#endif
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#ifndef ASSIMP_BUILD_NO_TRANSFORMTEXCOORDS_PROCESS
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out.push_back( new TextureTransformStep());
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#endif
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#if (!defined ASSIMP_BUILD_NO_GLOBALSCALE_PROCESS)
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out.push_back( new ScaleProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_ARMATUREPOPULATE_PROCESS)
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out.push_back( new ArmaturePopulate());
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#endif
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#if (!defined ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS)
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out.push_back( new PretransformVertices());
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#endif
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#if (!defined ASSIMP_BUILD_NO_TRIANGULATE_PROCESS)
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out.push_back( new TriangulateProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_FINDDEGENERATES_PROCESS)
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//find degenerates should run after triangulation (to sort out small
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//generated triangles) but before sort by p types (in case there are lines
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//and points generated and inserted into a mesh)
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out.push_back( new FindDegeneratesProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_SORTBYPTYPE_PROCESS)
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out.push_back( new SortByPTypeProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS)
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out.push_back( new FindInvalidDataProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS)
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out.push_back( new OptimizeMeshesProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_FIXINFACINGNORMALS_PROCESS)
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out.push_back( new FixInfacingNormalsProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_SPLITBYBONECOUNT_PROCESS)
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out.push_back( new SplitByBoneCountProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_SPLITLARGEMESHES_PROCESS)
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out.push_back( new SplitLargeMeshesProcess_Triangle());
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#endif
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#if (!defined ASSIMP_BUILD_NO_GENFACENORMALS_PROCESS)
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out.push_back( new DropFaceNormalsProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_GENFACENORMALS_PROCESS)
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out.push_back( new GenFaceNormalsProcess());
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#endif
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// .........................................................................
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// DON'T change the order of these five ..
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// XXX this is actually a design weakness that dates back to the time
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// when Importer would maintain the postprocessing step list exclusively.
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// Now that others access it too, we need a better solution.
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out.push_back( new ComputeSpatialSortProcess());
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// .........................................................................
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#if (!defined ASSIMP_BUILD_NO_GENVERTEXNORMALS_PROCESS)
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out.push_back( new GenVertexNormalsProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_CALCTANGENTS_PROCESS)
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out.push_back( new CalcTangentsProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_JOINVERTICES_PROCESS)
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out.push_back( new JoinVerticesProcess());
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#endif
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// .........................................................................
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out.push_back( new DestroySpatialSortProcess());
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// .........................................................................
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#if (!defined ASSIMP_BUILD_NO_SPLITLARGEMESHES_PROCESS)
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out.push_back( new SplitLargeMeshesProcess_Vertex());
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#endif
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#if (!defined ASSIMP_BUILD_NO_DEBONE_PROCESS)
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out.push_back( new DeboneProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_LIMITBONEWEIGHTS_PROCESS)
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out.push_back( new LimitBoneWeightsProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_IMPROVECACHELOCALITY_PROCESS)
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out.push_back( new ImproveCacheLocalityProcess());
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#endif
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#if (!defined ASSIMP_BUILD_NO_GENBOUNDINGBOXES_PROCESS)
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out.push_back(new GenBoundingBoxesProcess);
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#endif
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}
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}
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