Torque3D/Engine/lib/assimp/code/Material/MaterialSystem.cpp
Areloch 6ade6f08ce Updated Assimp
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Cleaned up a bunch of old, outdated code in the asset importer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
2020-03-19 09:47:38 -05:00

633 lines
20 KiB
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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file MaterialSystem.cpp
* @brief Implementation of the material system of the library
*/
#include <assimp/Hash.h>
#include <assimp/fast_atof.h>
#include <assimp/ParsingUtils.h>
#include "MaterialSystem.h"
#include <assimp/types.h>
#include <assimp/material.h>
#include <assimp/DefaultLogger.hpp>
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Get a specific property from a material
aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
const aiMaterialProperty** pPropOut)
{
ai_assert( pMat != NULL );
ai_assert( pKey != NULL );
ai_assert( pPropOut != NULL );
/* Just search for a property with exactly this name ..
* could be improved by hashing, but it's possibly
* no worth the effort (we're bound to C structures,
* thus std::map or derivates are not applicable. */
for ( unsigned int i = 0; i < pMat->mNumProperties; ++i ) {
aiMaterialProperty* prop = pMat->mProperties[i];
if (prop /* just for safety ... */
&& 0 == strcmp( prop->mKey.data, pKey )
&& (UINT_MAX == type || prop->mSemantic == type) /* UINT_MAX is a wild-card, but this is undocumented :-) */
&& (UINT_MAX == index || prop->mIndex == index))
{
*pPropOut = pMat->mProperties[i];
return AI_SUCCESS;
}
}
*pPropOut = NULL;
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Get an array of floating-point values from the material.
aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
ai_real* pOut,
unsigned int* pMax)
{
ai_assert( pOut != nullptr );
ai_assert( pMat != nullptr );
const aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index, (const aiMaterialProperty**) &prop);
if ( nullptr == prop) {
return AI_FAILURE;
}
// data is given in floats, convert to ai_real
unsigned int iWrite = 0;
if( aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
iWrite = prop->mDataLength / sizeof(float);
if (pMax) {
iWrite = std::min(*pMax,iWrite); ;
}
for (unsigned int a = 0; a < iWrite; ++a) {
pOut[ a ] = static_cast<ai_real> ( reinterpret_cast<float*>(prop->mData)[a] );
}
if (pMax) {
*pMax = iWrite;
}
}
// data is given in doubles, convert to float
else if( aiPTI_Double == prop->mType) {
iWrite = prop->mDataLength / sizeof(double);
if (pMax) {
iWrite = std::min(*pMax,iWrite); ;
}
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = static_cast<ai_real> ( reinterpret_cast<double*>(prop->mData)[a] );
}
if (pMax) {
*pMax = iWrite;
}
}
// data is given in ints, convert to float
else if( aiPTI_Integer == prop->mType) {
iWrite = prop->mDataLength / sizeof(int32_t);
if (pMax) {
iWrite = std::min(*pMax,iWrite); ;
}
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = static_cast<ai_real> ( reinterpret_cast<int32_t*>(prop->mData)[a] );
}
if (pMax) {
*pMax = iWrite;
}
}
// a string ... read floats separated by spaces
else {
if (pMax) {
iWrite = *pMax;
}
// strings are zero-terminated with a 32 bit length prefix, so this is safe
const char *cur = prop->mData + 4;
ai_assert( prop->mDataLength >= 5 );
ai_assert( !prop->mData[ prop->mDataLength - 1 ] );
for ( unsigned int a = 0; ;++a) {
cur = fast_atoreal_move<ai_real>(cur,pOut[a]);
if ( a==iWrite-1 ) {
break;
}
if ( !IsSpace(*cur) ) {
ASSIMP_LOG_ERROR("Material property" + std::string(pKey) +
" is a string; failed to parse a float array out of it.");
return AI_FAILURE;
}
}
if (pMax) {
*pMax = iWrite;
}
}
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get an array if integers from the material
aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
int* pOut,
unsigned int* pMax)
{
ai_assert( pOut != NULL );
ai_assert( pMat != NULL );
const aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**) &prop);
if (!prop) {
return AI_FAILURE;
}
// data is given in ints, simply copy it
unsigned int iWrite = 0;
if( aiPTI_Integer == prop->mType || aiPTI_Buffer == prop->mType) {
iWrite = std::max(static_cast<unsigned int>(prop->mDataLength / sizeof(int32_t)), 1u);
if (pMax) {
iWrite = std::min(*pMax,iWrite);
}
if (1 == prop->mDataLength) {
// bool type, 1 byte
*pOut = static_cast<int>(*prop->mData);
}
else {
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = static_cast<int>(reinterpret_cast<int32_t*>(prop->mData)[a]);
}
}
if (pMax) {
*pMax = iWrite;
}
}
// data is given in floats convert to int
else if( aiPTI_Float == prop->mType) {
iWrite = prop->mDataLength / sizeof(float);
if (pMax) {
iWrite = std::min(*pMax,iWrite); ;
}
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = static_cast<int>(reinterpret_cast<float*>(prop->mData)[a]);
}
if (pMax) {
*pMax = iWrite;
}
}
// it is a string ... no way to read something out of this
else {
if (pMax) {
iWrite = *pMax;
}
// strings are zero-terminated with a 32 bit length prefix, so this is safe
const char *cur = prop->mData+4;
ai_assert( prop->mDataLength >= 5 );
ai_assert( !prop->mData[ prop->mDataLength - 1 ] );
for (unsigned int a = 0; ;++a) {
pOut[a] = strtol10(cur,&cur);
if(a==iWrite-1) {
break;
}
if(!IsSpace(*cur)) {
ASSIMP_LOG_ERROR("Material property" + std::string(pKey) +
" is a string; failed to parse an integer array out of it.");
return AI_FAILURE;
}
}
if (pMax) {
*pMax = iWrite;
}
}
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get a color (3 or 4 floats) from the material
aiReturn aiGetMaterialColor(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
aiColor4D* pOut)
{
unsigned int iMax = 4;
const aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
// if no alpha channel is defined: set it to 1.0
if (3 == iMax) {
pOut->a = 1.0;
}
return eRet;
}
// ------------------------------------------------------------------------------------------------
// Get a aiUVTransform (5 floats) from the material
aiReturn aiGetMaterialUVTransform(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
aiUVTransform* pOut)
{
unsigned int iMax = 5;
return aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
}
// ------------------------------------------------------------------------------------------------
// Get a string from the material
aiReturn aiGetMaterialString(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
aiString* pOut)
{
ai_assert (pOut != NULL);
const aiMaterialProperty* prop;
aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**)&prop);
if (!prop) {
return AI_FAILURE;
}
if( aiPTI_String == prop->mType) {
ai_assert(prop->mDataLength>=5);
// The string is stored as 32 but length prefix followed by zero-terminated UTF8 data
pOut->length = static_cast<unsigned int>(*reinterpret_cast<uint32_t*>(prop->mData));
ai_assert( pOut->length+1+4==prop->mDataLength );
ai_assert( !prop->mData[ prop->mDataLength - 1 ] );
memcpy(pOut->data,prop->mData+4,pOut->length+1);
}
else {
// TODO - implement lexical cast as well
ASSIMP_LOG_ERROR("Material property" + std::string(pKey) +
" was found, but is no string" );
return AI_FAILURE;
}
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get the number of textures on a particular texture stack
unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
C_ENUM aiTextureType type)
{
ai_assert (pMat != NULL);
// Textures are always stored with ascending indices (ValidateDS provides a check, so we don't need to do it again)
unsigned int max = 0;
for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
aiMaterialProperty* prop = pMat->mProperties[i];
if ( prop /* just a sanity check ... */
&& 0 == strcmp( prop->mKey.data, _AI_MATKEY_TEXTURE_BASE )
&& prop->mSemantic == type) {
max = std::max(max,prop->mIndex+1);
}
}
return max;
}
// ------------------------------------------------------------------------------------------------
aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* _mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
ai_real* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/,
unsigned int* flags /*= NULL*/
)
{
ai_assert( NULL != mat );
ai_assert( NULL != path );
// Get the path to the texture
if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path)) {
return AI_FAILURE;
}
// Determine mapping type
int mapping_ = static_cast<int>(aiTextureMapping_UV);
aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index), &mapping_);
aiTextureMapping mapping = static_cast<aiTextureMapping>(mapping_);
if (_mapping)
*_mapping = mapping;
// Get UV index
if (aiTextureMapping_UV == mapping && uvindex) {
aiGetMaterialInteger(mat,AI_MATKEY_UVWSRC(type,index),(int*)uvindex);
}
// Get blend factor
if (blend) {
aiGetMaterialFloat(mat,AI_MATKEY_TEXBLEND(type,index),blend);
}
// Get texture operation
if (op){
aiGetMaterialInteger(mat,AI_MATKEY_TEXOP(type,index),(int*)op);
}
// Get texture mapping modes
if (mapmode) {
aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U(type,index),(int*)&mapmode[0]);
aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V(type,index),(int*)&mapmode[1]);
}
// Get texture flags
if (flags){
aiGetMaterialInteger(mat,AI_MATKEY_TEXFLAGS(type,index),(int*)flags);
}
return AI_SUCCESS;
}
static const unsigned int DefaultNumAllocated = 5;
// ------------------------------------------------------------------------------------------------
// Construction. Actually the one and only way to get an aiMaterial instance
aiMaterial::aiMaterial()
: mProperties( nullptr )
, mNumProperties( 0 )
, mNumAllocated( DefaultNumAllocated ) {
// Allocate 5 entries by default
mProperties = new aiMaterialProperty*[ DefaultNumAllocated ];
}
// ------------------------------------------------------------------------------------------------
aiMaterial::~aiMaterial()
{
Clear();
delete[] mProperties;
}
// ------------------------------------------------------------------------------------------------
aiString aiMaterial::GetName() {
aiString name;
Get(AI_MATKEY_NAME, name);
return name;
}
// ------------------------------------------------------------------------------------------------
void aiMaterial::Clear()
{
for ( unsigned int i = 0; i < mNumProperties; ++i ) {
// delete this entry
delete mProperties[ i ];
AI_DEBUG_INVALIDATE_PTR(mProperties[i]);
}
mNumProperties = 0;
// The array remains allocated, we just invalidated its contents
}
// ------------------------------------------------------------------------------------------------
aiReturn aiMaterial::RemoveProperty ( const char* pKey,unsigned int type, unsigned int index )
{
ai_assert( nullptr != pKey );
for (unsigned int i = 0; i < mNumProperties;++i) {
aiMaterialProperty* prop = mProperties[i];
if (prop && !strcmp( prop->mKey.data, pKey ) &&
prop->mSemantic == type && prop->mIndex == index)
{
// Delete this entry
delete mProperties[i];
// collapse the array behind --.
--mNumProperties;
for (unsigned int a = i; a < mNumProperties;++a) {
mProperties[a] = mProperties[a+1];
}
return AI_SUCCESS;
}
}
return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
unsigned int pSizeInBytes,
const char* pKey,
unsigned int type,
unsigned int index,
aiPropertyTypeInfo pType
)
{
ai_assert( pInput != nullptr );
ai_assert(pKey != nullptr );
ai_assert( 0 != pSizeInBytes );
if ( 0 == pSizeInBytes ) {
return AI_FAILURE;
}
// first search the list whether there is already an entry with this key
unsigned int iOutIndex( UINT_MAX );
for ( unsigned int i = 0; i < mNumProperties; ++i ) {
aiMaterialProperty *prop( mProperties[ i ] );
if (prop /* just for safety */ && !strcmp( prop->mKey.data, pKey ) &&
prop->mSemantic == type && prop->mIndex == index){
delete mProperties[i];
iOutIndex = i;
}
}
// Allocate a new material property
aiMaterialProperty* pcNew = new aiMaterialProperty();
// .. and fill it
pcNew->mType = pType;
pcNew->mSemantic = type;
pcNew->mIndex = index;
pcNew->mDataLength = pSizeInBytes;
pcNew->mData = new char[pSizeInBytes];
memcpy (pcNew->mData,pInput,pSizeInBytes);
pcNew->mKey.length = (ai_uint32)::strlen(pKey);
ai_assert ( MAXLEN > pcNew->mKey.length);
strcpy( pcNew->mKey.data, pKey );
if (UINT_MAX != iOutIndex) {
mProperties[iOutIndex] = pcNew;
return AI_SUCCESS;
}
// resize the array ... double the storage allocated
if (mNumProperties == mNumAllocated) {
const unsigned int iOld = mNumAllocated;
mNumAllocated *= 2;
aiMaterialProperty** ppTemp;
try {
ppTemp = new aiMaterialProperty*[mNumAllocated];
} catch (std::bad_alloc&) {
delete pcNew;
return AI_OUTOFMEMORY;
}
// just copy all items over; then replace the old array
memcpy (ppTemp,mProperties,iOld * sizeof(void*));
delete[] mProperties;
mProperties = ppTemp;
}
// push back ...
mProperties[mNumProperties++] = pcNew;
return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
aiReturn aiMaterial::AddProperty (const aiString* pInput,
const char* pKey,
unsigned int type,
unsigned int index)
{
ai_assert(sizeof(ai_uint32)==4);
return AddBinaryProperty(pInput,
static_cast<unsigned int>(pInput->length+1+4),
pKey,
type,
index,
aiPTI_String);
}
// ------------------------------------------------------------------------------------------------
uint32_t Assimp::ComputeMaterialHash(const aiMaterial* mat, bool includeMatName /*= false*/)
{
uint32_t hash = 1503; // magic start value, chosen to be my birthday :-)
for ( unsigned int i = 0; i < mat->mNumProperties; ++i ) {
aiMaterialProperty* prop;
// Exclude all properties whose first character is '?' from the hash
// See doc for aiMaterialProperty.
if ((prop = mat->mProperties[i]) && (includeMatName || prop->mKey.data[0] != '?')) {
hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
hash = SuperFastHash(prop->mData,prop->mDataLength,hash);
// Combine the semantic and the index with the hash
hash = SuperFastHash((const char*)&prop->mSemantic,sizeof(unsigned int),hash);
hash = SuperFastHash((const char*)&prop->mIndex,sizeof(unsigned int),hash);
}
}
return hash;
}
// ------------------------------------------------------------------------------------------------
void aiMaterial::CopyPropertyList(aiMaterial* pcDest,
const aiMaterial* pcSrc
)
{
ai_assert(NULL != pcDest);
ai_assert(NULL != pcSrc);
unsigned int iOldNum = pcDest->mNumProperties;
pcDest->mNumAllocated += pcSrc->mNumAllocated;
pcDest->mNumProperties += pcSrc->mNumProperties;
aiMaterialProperty** pcOld = pcDest->mProperties;
pcDest->mProperties = new aiMaterialProperty*[pcDest->mNumAllocated];
if (iOldNum && pcOld) {
for (unsigned int i = 0; i < iOldNum;++i) {
pcDest->mProperties[i] = pcOld[i];
}
}
if ( pcOld ) {
delete[] pcOld;
}
for (unsigned int i = iOldNum; i< pcDest->mNumProperties;++i) {
aiMaterialProperty* propSrc = pcSrc->mProperties[i];
// search whether we have already a property with this name -> if yes, overwrite it
aiMaterialProperty* prop;
for ( unsigned int q = 0; q < iOldNum; ++q ) {
prop = pcDest->mProperties[q];
if (prop /* just for safety */ && prop->mKey == propSrc->mKey && prop->mSemantic == propSrc->mSemantic
&& prop->mIndex == propSrc->mIndex) {
delete prop;
// collapse the whole array ...
memmove(&pcDest->mProperties[q],&pcDest->mProperties[q+1],i-q);
i--;
pcDest->mNumProperties--;
}
}
// Allocate the output property and copy the source property
prop = pcDest->mProperties[i] = new aiMaterialProperty();
prop->mKey = propSrc->mKey;
prop->mDataLength = propSrc->mDataLength;
prop->mType = propSrc->mType;
prop->mSemantic = propSrc->mSemantic;
prop->mIndex = propSrc->mIndex;
prop->mData = new char[propSrc->mDataLength];
memcpy(prop->mData,propSrc->mData,prop->mDataLength);
}
}