Torque3D/Engine/source/ts/collada/colladaAppMaterial.h
2012-09-19 11:15:01 -04:00

90 lines
3.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _COLLADA_APP_MATERIAL_H_
#define _COLLADA_APP_MATERIAL_H_
#ifndef _APPMATERIAL_H_
#include "ts/loader/appMaterial.h"
#endif
#ifndef _COLLADA_EXTENSIONS_H_
#include "ts/collada/colladaExtensions.h"
#endif
class Material;
class ColladaAppMaterial : public AppMaterial
{
public:
const domMaterial* mat; ///< Collada <material> element
domEffect* effect; ///< Collada <effect> element
ColladaExtension_effect* effectExt; ///< effect extension
String name; ///< Name of this material (cleaned)
// Settings extracted from the Collada file, and optionally saved to materials.cs
String diffuseMap;
String normalMap;
String specularMap;
ColorF diffuseColor;
ColorF specularColor;
F32 specularPower;
bool doubleSided;
ColladaAppMaterial(const char* matName);
ColladaAppMaterial(const domMaterial* pMat);
~ColladaAppMaterial() { delete effectExt; }
String getName() const { return name; }
void resolveFloat(const domCommon_float_or_param_type* value, F32* dst);
void resolveColor(const domCommon_color_or_texture_type* value, ColorF* dst);
// Determine the material transparency
template<class T> void resolveTransparency(const T shader, F32* dst)
{
// Start out by getting the <transparency> value
*dst = 1.0f;
resolveFloat(shader->getTransparency(), dst);
// Multiply the transparency by the transparent color
ColorF transColor(1.0f, 1.0f, 1.0f, 1.0f);
if (shader->getTransparent() && shader->getTransparent()->getColor()) {
const domCommon_color_or_texture_type::domColor* color = shader->getTransparent()->getColor();
transColor.set(color->getValue()[0], color->getValue()[1], color->getValue()[2], color->getValue()[3]);
}
if (!shader->getTransparent() || (shader->getTransparent()->getOpaque() == FX_OPAQUE_ENUM_A_ONE)) {
// multiply by alpha value and invert (so 1.0 is fully opaque)
*dst = 1.0f - (*dst * transColor.alpha);
}
else {
// multiply by average of the RGB values
F32 avg = (transColor.red + transColor.blue + transColor.green) / 3;
*dst *= avg;
}
}
Material *createMaterial(const Torque::Path& path) const;
};
#endif // _COLLADA_APP_MATERIAL_H_