mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 05:34:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
275 lines
9.9 KiB
C++
275 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 Implementation of the Terragen importer class */
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#ifndef ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
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#include "TerragenLoader.h"
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#include <assimp/StreamReader.h>
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#include <assimp/Importer.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Terragen Heightmap Importer",
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"",
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"",
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"http://www.planetside.co.uk/",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"ter"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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TerragenImporter::TerragenImporter()
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: configComputeUVs (false)
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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TerragenImporter::~TerragenImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool TerragenImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// check file extension
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std::string extension = GetExtension(pFile);
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if( extension == "ter")
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return true;
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if( !extension.length() || checkSig) {
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/* If CanRead() is called in order to check whether we
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* support a specific file extension in general pIOHandler
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* might be NULL and it's our duty to return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"terragen"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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const aiImporterDesc* TerragenImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup import properties
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void TerragenImporter::SetupProperties(const Importer* pImp)
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{
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// AI_CONFIG_IMPORT_TER_MAKE_UVS
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configComputeUVs = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS,0) );
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void TerragenImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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IOStream* file = pIOHandler->Open( pFile, "rb");
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// Check whether we can read from the file
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if( file == NULL)
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throw DeadlyImportError( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
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// Construct a stream reader to read all data in the correct endianness
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StreamReaderLE reader(file);
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if(reader.GetRemainingSize() < 16)
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throw DeadlyImportError( "TER: file is too small" );
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// Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
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if (::strncmp((const char*)reader.GetPtr(),AI_TERR_BASE_STRING,8))
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throw DeadlyImportError( "TER: Magic string \'TERRAGEN\' not found" );
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if (::strncmp((const char*)reader.GetPtr()+8,AI_TERR_TERRAIN_STRING,8))
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throw DeadlyImportError( "TER: Magic string \'TERRAIN\' not found" );
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unsigned int x = 0,y = 0,mode = 0;
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aiNode* root = pScene->mRootNode = new aiNode();
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root->mName.Set("<TERRAGEN.TERRAIN>");
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// Default scaling is 30
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root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
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// Now read all chunks until we're finished or an EOF marker is encountered
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reader.IncPtr(16);
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while (reader.GetRemainingSize() >= 4)
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{
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const char* head = (const char*)reader.GetPtr();
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reader.IncPtr(4);
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// EOF, break in every case
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if (!::strncmp(head,AI_TERR_EOF_STRING,4))
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break;
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// Number of x-data points
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if (!::strncmp(head,AI_TERR_CHUNK_XPTS,4))
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{
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x = (uint16_t)reader.GetI2();
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}
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// Number of y-data points
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else if (!::strncmp(head,AI_TERR_CHUNK_YPTS,4))
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{
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y = (uint16_t)reader.GetI2();
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}
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// Squared terrains width-1.
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else if (!::strncmp(head,AI_TERR_CHUNK_SIZE,4))
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{
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x = y = (uint16_t)reader.GetI2()+1;
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}
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// terrain scaling
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else if (!::strncmp(head,AI_TERR_CHUNK_SCAL,4))
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{
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root->mTransformation.a1 = reader.GetF4();
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root->mTransformation.b2 = reader.GetF4();
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root->mTransformation.c3 = reader.GetF4();
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}
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// mapping == 1: earth radius
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else if (!::strncmp(head,AI_TERR_CHUNK_CRAD,4))
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{
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reader.GetF4();
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}
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// mapping mode
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else if (!::strncmp(head,AI_TERR_CHUNK_CRVM,4))
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{
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mode = reader.GetI1();
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if (0 != mode)
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ASSIMP_LOG_ERROR("TER: Unsupported mapping mode, a flat terrain is returned");
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}
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// actual terrain data
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else if (!::strncmp(head,AI_TERR_CHUNK_ALTW,4))
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{
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float hscale = (float)reader.GetI2() / 65536;
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float bheight = (float)reader.GetI2();
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if (!hscale)hscale = 1;
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// Ensure we have enough data
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if (reader.GetRemainingSize() < x*y*2)
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throw DeadlyImportError("TER: ALTW chunk is too small");
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if (x <= 1 || y <= 1)
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throw DeadlyImportError("TER: Invalid terrain size");
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// Allocate the output mesh
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 1];
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aiMesh* m = pScene->mMeshes[0] = new aiMesh();
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// We return quads
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aiFace* f = m->mFaces = new aiFace[m->mNumFaces = (x-1)*(y-1)];
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aiVector3D* pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces*4];
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aiVector3D *uv( NULL );
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float step_y( 0.0f ), step_x( 0.0f );
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if (configComputeUVs) {
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uv = m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
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step_y = 1.f/y;
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step_x = 1.f/x;
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}
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const int16_t* data = (const int16_t*)reader.GetPtr();
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for (unsigned int yy = 0, t = 0; yy < y-1;++yy) {
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for (unsigned int xx = 0; xx < x-1;++xx,++f) {
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// make verts
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const float fy = (float)yy, fx = (float)xx;
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unsigned tmp,tmp2;
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*pv++ = aiVector3D(fx,fy, (float)data[(tmp2=x*yy) + xx] * hscale + bheight);
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*pv++ = aiVector3D(fx,fy+1, (float)data[(tmp=x*(yy+1)) + xx] * hscale + bheight);
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*pv++ = aiVector3D(fx+1,fy+1,(float)data[tmp + xx+1] * hscale + bheight);
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*pv++ = aiVector3D(fx+1,fy, (float)data[tmp2 + xx+1] * hscale + bheight);
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// also make texture coordinates, if necessary
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if (configComputeUVs) {
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*uv++ = aiVector3D( step_x*xx, step_y*yy, 0.f );
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*uv++ = aiVector3D( step_x*xx, step_y*(yy+1), 0.f );
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*uv++ = aiVector3D( step_x*(xx+1), step_y*(yy+1), 0.f );
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*uv++ = aiVector3D( step_x*(xx+1), step_y*yy, 0.f );
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}
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// make indices
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f->mIndices = new unsigned int[f->mNumIndices = 4];
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for (unsigned int i = 0; i < 4;++i)
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f->mIndices[i] = t++;
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}
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}
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// Add the mesh to the root node
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root->mMeshes = new unsigned int[root->mNumMeshes = 1];
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root->mMeshes[0] = 0;
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}
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// Get to the next chunk (4 byte aligned)
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unsigned dtt;
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if ((dtt = reader.GetCurrentPos() & 0x3))
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reader.IncPtr(4-dtt);
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}
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// Check whether we have a mesh now
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if (pScene->mNumMeshes != 1)
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throw DeadlyImportError("TER: Unable to load terrain");
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// Set the AI_SCENE_FLAGS_TERRAIN bit
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pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
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}
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#endif // !! ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
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