mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
225 lines
7.7 KiB
C
225 lines
7.7 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 texture.h
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* @brief Defines texture helper structures for the library
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*
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* Used for file formats which embed their textures into the model file.
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* Supported are both normal textures, which are stored as uncompressed
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* pixels, and "compressed" textures, which are stored in a file format
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* such as PNG or TGA.
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*/
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#pragma once
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#ifndef AI_TEXTURE_H_INC
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#define AI_TEXTURE_H_INC
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#ifdef __GNUC__
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# pragma GCC system_header
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#endif
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#include <assimp/types.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// --------------------------------------------------------------------------------
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/** \def AI_EMBEDDED_TEXNAME_PREFIX
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* \ref AI_MAKE_EMBEDDED_TEXNAME
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*/
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#ifndef AI_EMBEDDED_TEXNAME_PREFIX
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# define AI_EMBEDDED_TEXNAME_PREFIX "*"
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#endif
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/** @def AI_MAKE_EMBEDDED_TEXNAME
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* Used to build the reserved path name used by the material system to
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* reference textures that are embedded into their corresponding
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* model files. The parameter specifies the index of the texture
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* (zero-based, in the aiScene::mTextures array)
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*/
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#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
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# define AI_MAKE_EMBEDDED_TEXNAME(_n_) AI_EMBEDDED_TEXNAME_PREFIX # _n_
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#endif
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#include "./Compiler/pushpack1.h"
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// --------------------------------------------------------------------------------
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/** @brief Helper structure to represent a texel in a ARGB8888 format
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*
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* Used by aiTexture.
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*/
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struct aiTexel {
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unsigned char b,g,r,a;
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#ifdef __cplusplus
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//! Comparison operator
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bool operator== (const aiTexel& other) const
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{
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return b == other.b && r == other.r &&
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g == other.g && a == other.a;
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}
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//! Inverse comparison operator
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bool operator!= (const aiTexel& other) const
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{
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return b != other.b || r != other.r ||
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g != other.g || a != other.a;
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}
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//! Conversion to a floating-point 4d color
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operator aiColor4D() const
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{
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return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
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}
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#endif // __cplusplus
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} PACK_STRUCT;
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#include "./Compiler/poppack1.h"
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#define HINTMAXTEXTURELEN 9
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// --------------------------------------------------------------------------------
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/** Helper structure to describe an embedded texture
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*
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* Normally textures are contained in external files but some file formats embed
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* them directly in the model file. There are two types of embedded textures:
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* 1. Uncompressed textures. The color data is given in an uncompressed format.
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* 2. Compressed textures stored in a file format like png or jpg. The raw file
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* bytes are given so the application must utilize an image decoder (e.g. DevIL) to
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* get access to the actual color data.
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*
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* Embedded textures are referenced from materials using strings like "*0", "*1", etc.
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* as the texture paths (a single asterisk character followed by the
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* zero-based index of the texture in the aiScene::mTextures array).
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*/
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struct aiTexture {
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/** Width of the texture, in pixels
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*
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* If mHeight is zero the texture is compressed in a format
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* like JPEG. In this case mWidth specifies the size of the
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* memory area pcData is pointing to, in bytes.
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*/
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unsigned int mWidth;
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/** Height of the texture, in pixels
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*
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* If this value is zero, pcData points to an compressed texture
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* in any format (e.g. JPEG).
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*/
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unsigned int mHeight;
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/** A hint from the loader to make it easier for applications
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* to determine the type of embedded textures.
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*
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* If mHeight != 0 this member is show how data is packed. Hint will consist of
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* two parts: channel order and channel bitness (count of the bits for every
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* color channel). For simple parsing by the viewer it's better to not omit
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* absent color channel and just use 0 for bitness. For example:
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* 1. Image contain RGBA and 8 bit per channel, achFormatHint == "rgba8888";
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* 2. Image contain ARGB and 8 bit per channel, achFormatHint == "argb8888";
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* 3. Image contain RGB and 5 bit for R and B channels and 6 bit for G channel, achFormatHint == "rgba5650";
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* 4. One color image with B channel and 1 bit for it, achFormatHint == "rgba0010";
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* If mHeight == 0 then achFormatHint is set set to '\\0\\0\\0\\0' if the loader has no additional
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* information about the texture file format used OR the
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* file extension of the format without a trailing dot. If there
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* are multiple file extensions for a format, the shortest
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* extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
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* E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
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* The fourth character will always be '\\0'.
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*/
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char achFormatHint[ HINTMAXTEXTURELEN ];// 8 for string + 1 for terminator.
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/** Data of the texture.
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*
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* Points to an array of mWidth * mHeight aiTexel's.
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* The format of the texture data is always ARGB8888 to
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* make the implementation for user of the library as easy
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* as possible. If mHeight = 0 this is a pointer to a memory
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* buffer of size mWidth containing the compressed texture
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* data. Good luck, have fun!
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*/
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C_STRUCT aiTexel* pcData;
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/** Texture original filename
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*
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* Used to get the texture reference
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*/
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C_STRUCT aiString mFilename;
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#ifdef __cplusplus
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//! For compressed textures (mHeight == 0): compare the
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//! format hint against a given string.
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//! @param s Input string. 3 characters are maximally processed.
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//! Example values: "jpg", "png"
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//! @return true if the given string matches the format hint
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bool CheckFormat(const char* s) const {
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if (nullptr == s) {
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return false;
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}
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return (0 == ::strncmp(achFormatHint, s, sizeof(achFormatHint)));
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}
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// Construction
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aiTexture() AI_NO_EXCEPT
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: mWidth(0)
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, mHeight(0)
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, pcData(nullptr)
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, mFilename() {
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memset(achFormatHint, 0, sizeof(achFormatHint));
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}
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// Destruction
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~aiTexture () {
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delete[] pcData;
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}
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#endif
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};
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#ifdef __cplusplus
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}
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#endif
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#endif // AI_TEXTURE_H_INC
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