Torque3D/Engine/source/ts/collada/colladaAppMaterial.cpp
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

224 lines
8.1 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "ts/loader/tsShapeLoader.h"
#include "ts/collada/colladaAppMaterial.h"
#include "ts/collada/colladaUtils.h"
#include "ts/tsMaterialList.h"
#include "materials/materialManager.h"
using namespace ColladaUtils;
#ifndef TORQUE_ASSIMP
String AppMaterial::cleanString(const String& str)
{
String cleanStr(str);
// Replace invalid characters with underscores
const String badChars(" -,.+=*/");
for (String::SizeType i = 0; i < badChars.length(); i++)
cleanStr.replace(badChars[i], '_');
// Prefix with an underscore if string starts with a number
if ((cleanStr[0] >= '0') && (cleanStr[0] <= '9'))
cleanStr.insert(0, '_');
return cleanStr;
}
#endif // !TORQUE_ASSIMP
//------------------------------------------------------------------------------
ColladaAppMaterial::ColladaAppMaterial(const char* matName)
: mat(0),
effect(0),
effectExt(0)
{
name = matName;
// Set some defaults
flags |= TSMaterialList::S_Wrap;
flags |= TSMaterialList::T_Wrap;
diffuseColor = LinearColorF::ONE;
roughness = 0.0f;
metalness = 0.0f;
doubleSided = false;
}
ColladaAppMaterial::ColladaAppMaterial(const domMaterial *pMat)
: mat(pMat),
diffuseColor(LinearColorF::ONE),
roughness(0.0f),
metalness(0.0f),
doubleSided(false)
{
// Get the effect element for this material
effect = daeSafeCast<domEffect>(mat->getInstance_effect()->getUrl().getElement());
effectExt = new ColladaExtension_effect(effect);
// Get the <profile_COMMON>, <diffuse> and <specular> elements
const domProfile_COMMON* commonProfile = ColladaUtils::findEffectCommonProfile(effect);
const domCommon_color_or_texture_type_complexType* domDiffuse = findEffectDiffuse(effect);
// Wrap flags
if (effectExt->wrapU)
flags |= TSMaterialList::S_Wrap;
if (effectExt->wrapV)
flags |= TSMaterialList::T_Wrap;
// Set material attributes
if (commonProfile) {
F32 transparency = 0.0f;
if (commonProfile->getTechnique()->getConstant()) {
const domProfile_COMMON::domTechnique::domConstant* constant = commonProfile->getTechnique()->getConstant();
diffuseColor.set(1.0f, 1.0f, 1.0f, 1.0f);
resolveFloat(constant->getReflectivity(), &metalness);
resolveTransparency(constant, &transparency);
}
else if (commonProfile->getTechnique()->getLambert()) {
const domProfile_COMMON::domTechnique::domLambert* lambert = commonProfile->getTechnique()->getLambert();
resolveColor(lambert->getDiffuse(), &diffuseColor);
resolveFloat(lambert->getReflectivity(), &metalness);
resolveTransparency(lambert, &transparency);
}
else if (commonProfile->getTechnique()->getPhong()) {
const domProfile_COMMON::domTechnique::domPhong* phong = commonProfile->getTechnique()->getPhong();
resolveColor(phong->getDiffuse(), &diffuseColor);
resolveFloat(phong->getShininess(), &roughness);
resolveTransparency(phong, &transparency);
}
else if (commonProfile->getTechnique()->getBlinn()) {
const domProfile_COMMON::domTechnique::domBlinn* blinn = commonProfile->getTechnique()->getBlinn();
resolveColor(blinn->getDiffuse(), &diffuseColor);
resolveFloat(blinn->getShininess(), &roughness);
resolveTransparency(blinn, &transparency);
}
// Normalize specularPower (1-128). Values > 1 are assumed to be
// already normalized.
if (roughness <= 1.0f)
roughness *= 128;
roughness = mClampF(roughness, 1.0f, 128.0f);
// Set translucency
if (transparency != 0.0f) {
flags |= TSMaterialList::Translucent;
if (transparency > 1.0f) {
flags |= TSMaterialList::Additive;
diffuseColor.alpha = transparency - 1.0f;
}
else if (transparency < 0.0f) {
flags |= TSMaterialList::Subtractive;
diffuseColor.alpha = -transparency;
}
else {
diffuseColor.alpha = transparency;
}
}
else
diffuseColor.alpha = 1.0f;
}
// Double-sided flag
doubleSided = effectExt->double_sided;
// Get the paths for the various textures => Collada indirection at its finest!
// <texture>.<newparam>.<sampler2D>.<source>.<newparam>.<surface>.<init_from>.<image>.<init_from>
diffuseMap = getSamplerImagePath(effect, getTextureSampler(effect, domDiffuse));
normalMap = getSamplerImagePath(effect, effectExt->bumpSampler);
// Set the material name
name = ColladaUtils::getOptions().matNamePrefix;
if ( ColladaUtils::getOptions().useDiffuseNames )
{
Torque::Path diffusePath( diffuseMap );
name += diffusePath.getFileName();
}
else
{
name += _GetNameOrId(mat);
}
}
void ColladaAppMaterial::resolveFloat(const domCommon_float_or_param_type* value, F32* dst)
{
if (value && value->getFloat()) {
*dst = value->getFloat()->getValue();
}
}
void ColladaAppMaterial::resolveColor(const domCommon_color_or_texture_type* value, LinearColorF* dst)
{
if (value && value->getColor()) {
dst->red = value->getColor()->getValue()[0];
dst->green = value->getColor()->getValue()[1];
dst->blue = value->getColor()->getValue()[2];
dst->alpha = value->getColor()->getValue()[3];
}
}
// Generate a new Material object
Material *ColladaAppMaterial::createMaterial(const Torque::Path& path) const
{
// The filename and material name are used as TorqueScript identifiers, so
// clean them up first
String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
String cleanName = cleanString(getName());
// Prefix the material name with the filename (if not done already by TSShapeConstructor prefix)
if (!cleanName.startsWith(cleanFile))
cleanName = cleanFile + "_" + cleanName;
// Determine the blend operation for this material
Material::BlendOp blendOp = (flags & TSMaterialList::Translucent) ? Material::LerpAlpha : Material::None;
if (flags & TSMaterialList::Additive)
blendOp = Material::Add;
else if (flags & TSMaterialList::Subtractive)
blendOp = Material::Sub;
// Create the Material definition
const String oldScriptFile = Con::getVariable("$Con::File");
Con::setVariable("$Con::File", path.getFullPath()); // modify current script path so texture lookups are correct
Material *newMat = MATMGR->allocateAndRegister( cleanName, getName() );
Con::setVariable("$Con::File", oldScriptFile); // restore script path
newMat->mDiffuseMapName[0] = diffuseMap;
newMat->mNormalMapName[0] = normalMap;
newMat->mDiffuse[0] = diffuseColor;
newMat->mRoughness[0] = roughness;
newMat->mMetalness[0] = metalness;
newMat->mDoubleSided = doubleSided;
newMat->mTranslucent = (bool)(flags & TSMaterialList::Translucent);
newMat->mTranslucentBlendOp = blendOp;
return newMat;
}