mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
222 lines
9 KiB
C++
222 lines
9 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2020, assimp team
|
|
|
|
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
/** @file RemoveRedundantMaterials.cpp
|
|
* @brief Implementation of the "RemoveRedundantMaterials" post processing step
|
|
*/
|
|
|
|
// internal headers
|
|
|
|
#include "RemoveRedundantMaterials.h"
|
|
#include <assimp/ParsingUtils.h>
|
|
#include "ProcessHelper.h"
|
|
#include "Material/MaterialSystem.h"
|
|
#include <stdio.h>
|
|
|
|
using namespace Assimp;
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
|
|
: mConfigFixedMaterials() {
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess()
|
|
{
|
|
// nothing to do here
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the processing step is present in the given flag field.
|
|
bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
|
|
{
|
|
return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Setup import properties
|
|
void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
|
|
{
|
|
// Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
|
|
mConfigFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Executes the post processing step on the given imported data.
|
|
void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
|
|
{
|
|
ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess begin");
|
|
|
|
unsigned int redundantRemoved = 0, unreferencedRemoved = 0;
|
|
if (pScene->mNumMaterials)
|
|
{
|
|
// Find out which materials are referenced by meshes
|
|
std::vector<bool> abReferenced(pScene->mNumMaterials,false);
|
|
for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
|
|
abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
|
|
|
|
// If a list of materials to be excluded was given, match the list with
|
|
// our imported materials and 'salt' all positive matches to ensure that
|
|
// we get unique hashes later.
|
|
if (mConfigFixedMaterials.length()) {
|
|
|
|
std::list<std::string> strings;
|
|
ConvertListToStrings(mConfigFixedMaterials,strings);
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
|
|
aiMaterial* mat = pScene->mMaterials[i];
|
|
|
|
aiString name;
|
|
mat->Get(AI_MATKEY_NAME,name);
|
|
|
|
if (name.length) {
|
|
std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
|
|
if (it != strings.end()) {
|
|
|
|
// Our brilliant 'salt': A single material property with ~ as first
|
|
// character to mark it as internal and temporary.
|
|
const int dummy = 1;
|
|
((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
|
|
|
|
// Keep this material even if no mesh references it
|
|
abReferenced[i] = true;
|
|
ASSIMP_LOG_DEBUG_F( "Found positive match in exclusion list: \'", name.data, "\'");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO: re-implement this algorithm to work in-place
|
|
unsigned int *aiMappingTable = new unsigned int[pScene->mNumMaterials];
|
|
for ( unsigned int i=0; i<pScene->mNumMaterials; i++ ) {
|
|
aiMappingTable[ i ] = 0;
|
|
}
|
|
unsigned int iNewNum = 0;
|
|
|
|
// Iterate through all materials and calculate a hash for them
|
|
// store all hashes in a list and so a quick search whether
|
|
// we do already have a specific hash. This allows us to
|
|
// determine which materials are identical.
|
|
uint32_t *aiHashes = new uint32_t[ pScene->mNumMaterials ];;
|
|
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
|
{
|
|
// No mesh is referencing this material, remove it.
|
|
if (!abReferenced[i]) {
|
|
++unreferencedRemoved;
|
|
delete pScene->mMaterials[i];
|
|
pScene->mMaterials[i] = nullptr;
|
|
continue;
|
|
}
|
|
|
|
// Check all previously mapped materials for a matching hash.
|
|
// On a match we can delete this material and just make it ref to the same index.
|
|
uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
|
|
for (unsigned int a = 0; a < i;++a)
|
|
{
|
|
if (abReferenced[a] && me == aiHashes[a]) {
|
|
++redundantRemoved;
|
|
me = 0;
|
|
aiMappingTable[i] = aiMappingTable[a];
|
|
delete pScene->mMaterials[i];
|
|
pScene->mMaterials[i] = nullptr;
|
|
break;
|
|
}
|
|
}
|
|
// This is a new material that is referenced, add to the map.
|
|
if (me) {
|
|
aiMappingTable[i] = iNewNum++;
|
|
}
|
|
}
|
|
// If the new material count differs from the original,
|
|
// we need to rebuild the material list and remap mesh material indexes.
|
|
if (iNewNum != pScene->mNumMaterials) {
|
|
ai_assert(iNewNum > 0);
|
|
aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
|
|
::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
|
|
for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
|
|
{
|
|
// if the material is not referenced ... remove it
|
|
if (!abReferenced[p]) {
|
|
continue;
|
|
}
|
|
|
|
// generate new names for modified materials that had no names
|
|
const unsigned int idx = aiMappingTable[p];
|
|
if (ppcMaterials[idx]) {
|
|
aiString sz;
|
|
if( ppcMaterials[idx]->Get(AI_MATKEY_NAME, sz) != AI_SUCCESS ) {
|
|
sz.length = ::ai_snprintf(sz.data,MAXLEN,"JoinedMaterial_#%u",p);
|
|
((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
|
|
}
|
|
} else {
|
|
ppcMaterials[idx] = pScene->mMaterials[p];
|
|
}
|
|
}
|
|
// update all material indices
|
|
for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
|
|
aiMesh* mesh = pScene->mMeshes[p];
|
|
ai_assert( NULL!=mesh );
|
|
mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
|
|
}
|
|
// delete the old material list
|
|
delete[] pScene->mMaterials;
|
|
pScene->mMaterials = ppcMaterials;
|
|
pScene->mNumMaterials = iNewNum;
|
|
}
|
|
// delete temporary storage
|
|
delete[] aiHashes;
|
|
delete[] aiMappingTable;
|
|
}
|
|
if (redundantRemoved == 0 && unreferencedRemoved == 0)
|
|
{
|
|
ASSIMP_LOG_DEBUG("RemoveRedundantMatsProcess finished ");
|
|
}
|
|
else
|
|
{
|
|
ASSIMP_LOG_INFO_F("RemoveRedundantMatsProcess finished. Removed ", redundantRemoved, " redundant and ",
|
|
unreferencedRemoved, " unused materials.");
|
|
}
|
|
}
|