209 lines
7.8 KiB
C
209 lines
7.8 KiB
C
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2012, 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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#pragma once
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#include <map>
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#include "AssetHelper.h"
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namespace AssimpView
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{
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//-------------------------------------------------------------------------------
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/* Helper class to create, access and destroy materials
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*/
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//-------------------------------------------------------------------------------
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class CMaterialManager
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{
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private:
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friend class CDisplay;
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// default constructor
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CMaterialManager()
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: m_iShaderCount( 0 ), sDefaultTexture() {}
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~CMaterialManager() {
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if( sDefaultTexture ) {
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sDefaultTexture->Release();
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}
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Reset();
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}
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public:
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//------------------------------------------------------------------
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// Singleton accessors
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static CMaterialManager s_cInstance;
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inline static CMaterialManager& Instance()
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{
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return s_cInstance;
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}
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//------------------------------------------------------------------
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// Delete all resources of a given material
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//
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// Must be called before CreateMaterial() to prevent memory leaking
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void DeleteMaterial( AssetHelper::MeshHelper* pcIn );
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//------------------------------------------------------------------
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// Create the material for a mesh.
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//
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// The function checks whether an identical shader is already in use.
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// A shader is considered to be identical if it has the same input
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// signature and takes the same number of texture channels.
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int CreateMaterial( AssetHelper::MeshHelper* pcMesh,
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const aiMesh* pcSource );
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//------------------------------------------------------------------
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// Setup the material for a given mesh
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// pcMesh Mesh to be rendered
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// pcProj Projection matrix
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// aiMe Current world matrix
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// pcCam Camera matrix
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// vPos Position of the camera
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// TODO: Extract camera position from matrix ...
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//
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int SetupMaterial( AssetHelper::MeshHelper* pcMesh,
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const aiMatrix4x4& pcProj,
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const aiMatrix4x4& aiMe,
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const aiMatrix4x4& pcCam,
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const aiVector3D& vPos );
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//------------------------------------------------------------------
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// End the material for a given mesh
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// Called after mesh rendering is complete
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// pcMesh Mesh object
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int EndMaterial( AssetHelper::MeshHelper* pcMesh );
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//------------------------------------------------------------------
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// Recreate all specular materials depending on the current
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// specularity settings
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//
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// Diffuse-only materials are ignored.
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// Must be called after specular highlights have been toggled
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int UpdateSpecularMaterials();
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//------------------------------------------------------------------
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// find a valid path to a texture file
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//
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// Handle 8.3 syntax correctly, search the environment of the
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// executable and the asset for a texture with a name very similar
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// to a given one
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int FindValidPath( aiString* p_szString );
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//------------------------------------------------------------------
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// Load a texture into memory and create a native D3D texture resource
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//
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// The function tries to find a valid path for a texture
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int LoadTexture( IDirect3DTexture9** p_ppiOut, aiString* szPath );
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//------------------------------------------------------------------
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// Getter for m_iShaderCount
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//
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inline unsigned int GetShaderCount()
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{
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return this->m_iShaderCount;
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}
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//------------------------------------------------------------------
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// Reset the state of the class
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// Called whenever a new asset is loaded
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inline void Reset()
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{
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this->m_iShaderCount = 0;
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for( TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it ) {
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( *it ).second->Release();
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}
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sCachedTextures.clear();
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}
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private:
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//------------------------------------------------------------------
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// find a valid path to a texture file
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//
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// Handle 8.3 syntax correctly, search the environment of the
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// executable and the asset for a texture with a name very similar
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// to a given one
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bool TryLongerPath( char* szTemp, aiString* p_szString );
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//------------------------------------------------------------------
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// Setup the default texture for a texture channel
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//
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// Generates a default checker pattern for a texture
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int SetDefaultTexture( IDirect3DTexture9** p_ppiOut );
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//------------------------------------------------------------------
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// Convert a height map to a normal map if necessary
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//
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// The function tries to detect the type of a texture automatically.
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// However, this won't work in every case.
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void HMtoNMIfNecessary( IDirect3DTexture9* piTexture,
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IDirect3DTexture9** piTextureOut,
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bool bWasOriginallyHM = true );
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//------------------------------------------------------------------
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// Search for non-opaque pixels in a texture
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//
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// A pixel is considered to be non-opaque if its alpha value is
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// less than 255
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//------------------------------------------------------------------
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bool HasAlphaPixels( IDirect3DTexture9* piTexture );
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private:
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//
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// Specifies the number of different shaders generated for
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// the current asset. This number is incremented by CreateMaterial()
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// each time a shader isn't found in cache and needs to be created
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//
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unsigned int m_iShaderCount;
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IDirect3DTexture9* sDefaultTexture;
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typedef std::map<std::string, IDirect3DTexture9*> TextureCache;
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TextureCache sCachedTextures;
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};
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}
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