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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
334 lines
9.6 KiB
C++
334 lines
9.6 KiB
C++
/*
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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
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following 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 Md3Loader.h
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* @brief Declaration of the .MD3 importer class.
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*/
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#ifndef AI_MD3LOADER_H_INCLUDED
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#define AI_MD3LOADER_H_INCLUDED
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#include <assimp/BaseImporter.h>
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#include <assimp/ByteSwapper.h>
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#include "MD3FileData.h"
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#include <assimp/StringComparison.h>
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#include <assimp/types.h>
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#include <list>
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struct aiMaterial;
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namespace Assimp {
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using namespace MD3;
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namespace Q3Shader {
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// ---------------------------------------------------------------------------
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/** @brief Tiny utility data structure to hold the data of a .skin file
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*/
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struct SkinData
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{
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//! A single entryin texture list
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struct TextureEntry : public std::pair<std::string,std::string>
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{
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// did we resolve this texture entry?
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bool resolved;
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// for std::find()
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bool operator == (const std::string& f) const {
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return f == first;
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}
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};
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//! List of textures
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std::list<TextureEntry> textures;
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// rest is ignored for the moment
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};
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// ---------------------------------------------------------------------------
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/** @brief Specifies cull modi for Quake shader files.
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*/
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enum ShaderCullMode
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{
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CULL_NONE,
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CULL_CW,
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CULL_CCW
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};
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// ---------------------------------------------------------------------------
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/** @brief Specifies alpha blend modi (src + dest) for Quake shader files
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*/
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enum BlendFunc
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{
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BLEND_NONE,
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BLEND_GL_ONE,
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BLEND_GL_ZERO,
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BLEND_GL_DST_COLOR,
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BLEND_GL_ONE_MINUS_DST_COLOR,
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BLEND_GL_SRC_ALPHA,
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BLEND_GL_ONE_MINUS_SRC_ALPHA
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};
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// ---------------------------------------------------------------------------
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/** @brief Specifies alpha test modi for Quake texture maps
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*/
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enum AlphaTestFunc
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{
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AT_NONE,
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AT_GT0,
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AT_LT128,
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AT_GE128
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};
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// ---------------------------------------------------------------------------
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/** @brief Tiny utility data structure to hold a .shader map data block
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*/
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struct ShaderMapBlock
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{
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ShaderMapBlock() AI_NO_EXCEPT
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: blend_src (BLEND_NONE)
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, blend_dest (BLEND_NONE)
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, alpha_test (AT_NONE)
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{}
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//! Name of referenced map
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std::string name;
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//! Blend and alpha test settings for texture
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BlendFunc blend_src,blend_dest;
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AlphaTestFunc alpha_test;
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//! For std::find()
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bool operator== (const std::string& o) const {
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return !ASSIMP_stricmp(o,name);
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}
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};
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// ---------------------------------------------------------------------------
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/** @brief Tiny utility data structure to hold a .shader data block
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*/
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struct ShaderDataBlock
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{
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ShaderDataBlock() AI_NO_EXCEPT
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: cull (CULL_CW)
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{}
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//! Name of referenced data element
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std::string name;
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//! Cull mode for the element
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ShaderCullMode cull;
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//! Maps defined in the shader
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std::list<ShaderMapBlock> maps;
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//! For std::find()
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bool operator== (const std::string& o) const {
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return !ASSIMP_stricmp(o,name);
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}
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};
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// ---------------------------------------------------------------------------
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/** @brief Tiny utility data structure to hold the data of a .shader file
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*/
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struct ShaderData
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{
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//! Shader data blocks
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std::list<ShaderDataBlock> blocks;
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};
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// ---------------------------------------------------------------------------
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/** @brief Load a shader file
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*
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* Generally, parsing is error tolerant. There's no failure.
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* @param fill Receives output data
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* @param file File to be read.
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* @param io IOSystem to be used for reading
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* @return false if file is not accessible
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*/
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bool LoadShader(ShaderData& fill, const std::string& file,IOSystem* io);
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// ---------------------------------------------------------------------------
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/** @brief Convert a Q3Shader to an aiMaterial
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*
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* @param[out] out Material structure to be filled.
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* @param[in] shader Input shader
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*/
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void ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader);
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// ---------------------------------------------------------------------------
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/** @brief Load a skin file
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*
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* Generally, parsing is error tolerant. There's no failure.
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* @param fill Receives output data
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* @param file File to be read.
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* @param io IOSystem to be used for reading
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* @return false if file is not accessible
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*/
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bool LoadSkin(SkinData& fill, const std::string& file,IOSystem* io);
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} // ! namespace Q3SHader
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// ---------------------------------------------------------------------------
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/** @brief Importer class to load MD3 files
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*/
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class MD3Importer : public BaseImporter
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{
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public:
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MD3Importer();
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~MD3Importer();
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public:
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// -------------------------------------------------------------------
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/** Returns whether the class can handle the format of the given file.
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* See BaseImporter::CanRead() for details. */
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bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
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bool checkSig) const;
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// -------------------------------------------------------------------
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/** Called prior to ReadFile().
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* The function is a request to the importer to update its configuration
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* basing on the Importer's configuration property list.
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*/
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void SetupProperties(const Importer* pImp);
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protected:
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// -------------------------------------------------------------------
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const;
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// -------------------------------------------------------------------
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene,
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IOSystem* pIOHandler);
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// -------------------------------------------------------------------
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/** Validate offsets in the header
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*/
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void ValidateHeaderOffsets();
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void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
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// -------------------------------------------------------------------
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/** Read a Q3 multipart file
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* @return true if multi part has been processed
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*/
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bool ReadMultipartFile();
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// -------------------------------------------------------------------
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/** Try to read the skin for a MD3 file
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* @param fill Receives output information
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*/
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void ReadSkin(Q3Shader::SkinData& fill) const;
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// -------------------------------------------------------------------
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/** Try to read the shader for a MD3 file
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* @param fill Receives output information
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*/
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void ReadShader(Q3Shader::ShaderData& fill) const;
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// -------------------------------------------------------------------
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/** Convert a texture path in a MD3 file to a proper value
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* @param[in] texture_name Path to be converted
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* @param[in] header_path Base path specified in MD3 header
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* @param[out] out Receives the converted output string
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*/
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void ConvertPath(const char* texture_name, const char* header_path,
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std::string& out) const;
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protected:
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/** Configuration option: frame to be loaded */
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unsigned int configFrameID;
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/** Configuration option: process multi-part files */
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bool configHandleMP;
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/** Configuration option: name of skin file to be read */
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std::string configSkinFile;
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/** Configuration option: name or path of shader */
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std::string configShaderFile;
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/** Configuration option: speed flag was set? */
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bool configSpeedFlag;
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/** Header of the MD3 file */
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BE_NCONST MD3::Header* pcHeader;
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/** File buffer */
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BE_NCONST unsigned char* mBuffer;
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/** Size of the file, in bytes */
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unsigned int fileSize;
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/** Current file name */
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std::string mFile;
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/** Current base directory */
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std::string path;
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/** Pure file we're currently reading */
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std::string filename;
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/** Output scene to be filled */
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aiScene* mScene;
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/** IO system to be used to access the data*/
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IOSystem* mIOHandler;
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};
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} // end of namespace Assimp
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#endif // AI_3DSIMPORTER_H_INC
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