vrshoot

diff libs/assimp/OgreMaterial.cpp @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/OgreMaterial.cpp	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,453 @@
     1.4 +/*
     1.5 +Open Asset Import Library (assimp)
     1.6 +----------------------------------------------------------------------
     1.7 +
     1.8 +Copyright (c) 2006-2012, assimp team
     1.9 +All rights reserved.
    1.10 +
    1.11 +Redistribution and use of this software in source and binary forms, 
    1.12 +with or without modification, are permitted provided that the 
    1.13 +following conditions are met:
    1.14 +
    1.15 +* Redistributions of source code must retain the above
    1.16 +  copyright notice, this list of conditions and the
    1.17 +  following disclaimer.
    1.18 +
    1.19 +* Redistributions in binary form must reproduce the above
    1.20 +  copyright notice, this list of conditions and the
    1.21 +  following disclaimer in the documentation and/or other
    1.22 +  materials provided with the distribution.
    1.23 +
    1.24 +* Neither the name of the assimp team, nor the names of its
    1.25 +  contributors may be used to endorse or promote products
    1.26 +  derived from this software without specific prior
    1.27 +  written permission of the assimp team.
    1.28 +
    1.29 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.30 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.31 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.32 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.33 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.34 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.35 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.36 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.37 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.38 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.39 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.40 +
    1.41 +----------------------------------------------------------------------
    1.42 +*/
    1.43 +
    1.44 +/**
    1.45 +This file contains material related code. This is
    1.46 +spilitted up from the main file OgreImporter.cpp
    1.47 +to make it shorter easier to maintain.
    1.48 +*/
    1.49 +#include "AssimpPCH.h"
    1.50 +
    1.51 +#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
    1.52 +
    1.53 +#include <vector>
    1.54 +#include <sstream>
    1.55 +using namespace std;
    1.56 +
    1.57 +#include "OgreImporter.hpp"
    1.58 +#include "irrXMLWrapper.h"
    1.59 +#include "TinyFormatter.h"
    1.60 +
    1.61 +namespace Assimp
    1.62 +{
    1.63 +namespace Ogre
    1.64 +{
    1.65 +
    1.66 +
    1.67 +
    1.68 +aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
    1.69 +{
    1.70 +	/*For better understanding of the material parser, here is a material example file:
    1.71 +
    1.72 +	material Sarg
    1.73 +	{
    1.74 +		receive_shadows on
    1.75 +		technique
    1.76 +		{
    1.77 +			pass
    1.78 +			{
    1.79 +				ambient 0.500000 0.500000 0.500000 1.000000
    1.80 +				diffuse 0.640000 0.640000 0.640000 1.000000
    1.81 +				specular 0.500000 0.500000 0.500000 1.000000 12.500000
    1.82 +				emissive 0.000000 0.000000 0.000000 1.000000
    1.83 +				texture_unit
    1.84 +				{
    1.85 +					texture SargTextur.tga
    1.86 +					tex_address_mode wrap
    1.87 +					filtering linear linear none
    1.88 +				}
    1.89 +			}
    1.90 +		}
    1.91 +	}
    1.92 +
    1.93 +	*/
    1.94 +
    1.95 +	/*and here is another one:
    1.96 +
    1.97 +	import * from abstract_base_passes_depth.material
    1.98 +	import * from abstract_base.material
    1.99 +	import * from mat_shadow_caster.material
   1.100 +	import * from mat_character_singlepass.material
   1.101 +
   1.102 +	material hero/hair/caster : mat_shadow_caster_skin_areject
   1.103 +	{
   1.104 +	  set $diffuse_map "hero_hair_alpha_c.dds"
   1.105 +	}
   1.106 +	
   1.107 +	material hero/hair_alpha : mat_char_cns_singlepass_areject_4weights
   1.108 +	{
   1.109 +	  set $diffuse_map  "hero_hair_alpha_c.dds"
   1.110 +	  set $specular_map "hero_hair_alpha_s.dds"
   1.111 +	  set $normal_map   "hero_hair_alpha_n.dds"
   1.112 +	  set $light_map    "black_lightmap.dds"
   1.113 +  
   1.114 +	  set $shadow_caster_material "hero/hair/caster"
   1.115 +	}
   1.116 +	*/
   1.117 +
   1.118 +	//Read the file into memory and put it in a stringstream
   1.119 +	stringstream ss;
   1.120 +	{// after this block, the temporarly loaded data will be released
   1.121 +
   1.122 +		/*
   1.123 +		We have 3 guesses for the Material filename:
   1.124 +		- the Material Name
   1.125 +		- the Name of the mesh file
   1.126 +		- the DefaultMaterialLib (which you can set before importing)
   1.127 +		*/
   1.128 +		
   1.129 +		IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialName+".material");
   1.130 +		if(NULL==MatFilePtr)
   1.131 +		{
   1.132 +			//the filename typically ends with .mesh or .mesh.xml
   1.133 +			const string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.rfind(".mesh"))+".material";
   1.134 +
   1.135 +			MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
   1.136 +			if(NULL==MatFilePtr)
   1.137 +			{
   1.138 +				//try the default mat Library
   1.139 +				if(NULL==MatFilePtr)
   1.140 +				{
   1.141 +				
   1.142 +					MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
   1.143 +					if(NULL==MatFilePtr)
   1.144 +					{
   1.145 +						DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opened, Material will not be loaded!");
   1.146 +						return new aiMaterial();
   1.147 +					}
   1.148 +				}
   1.149 +			}
   1.150 +		}
   1.151 +		//Fill the stream
   1.152 +		boost::scoped_ptr<IOStream> MaterialFile(MatFilePtr);
   1.153 +		if(MaterialFile->FileSize()>0)
   1.154 +		{
   1.155 +			vector<char> FileData(MaterialFile->FileSize());
   1.156 +			MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1);
   1.157 +			BaseImporter::ConvertToUTF8(FileData);
   1.158 +
   1.159 +			FileData.push_back('\0');//terminate the string with zero, so that the ss can parse it correctly
   1.160 +			ss << &FileData[0];
   1.161 +		}
   1.162 +		else
   1.163 +		{
   1.164 +			DefaultLogger::get()->warn("Material " + MaterialName + " seams to be empty");
   1.165 +			return NULL;
   1.166 +		}
   1.167 +	}
   1.168 +
   1.169 +	//create the material
   1.170 +	aiMaterial *NewMaterial=new aiMaterial();
   1.171 +
   1.172 +	aiString ts(MaterialName.c_str());
   1.173 +	NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
   1.174 +
   1.175 +	string Line;
   1.176 +	ss >> Line;
   1.177 +//	unsigned int Level=0;//Hierarchielevels in the material file, like { } blocks into another
   1.178 +	while(!ss.eof())
   1.179 +	{
   1.180 +		if(Line=="material")
   1.181 +		{
   1.182 +			ss >> Line;
   1.183 +			if(Line==MaterialName)//Load the next material
   1.184 +			{
   1.185 +				string RestOfLine;
   1.186 +				getline(ss, RestOfLine);//ignore the rest of the line
   1.187 +				ss >> Line;
   1.188 +
   1.189 +				if(Line!="{")
   1.190 +				{
   1.191 +					DefaultLogger::get()->warn("empyt material!");
   1.192 +					return NULL;
   1.193 +				}
   1.194 +
   1.195 +				while(Line!="}")//read until the end of the material
   1.196 +				{
   1.197 +					//Proceed to the first technique
   1.198 +					ss >> Line;
   1.199 +					if(Line=="technique")
   1.200 +					{
   1.201 +						ReadTechnique(ss, NewMaterial);
   1.202 +					}
   1.203 +
   1.204 +					DefaultLogger::get()->info(Line);
   1.205 +					//read informations from a custom material:
   1.206 +					if(Line=="set")
   1.207 +					{
   1.208 +						ss >> Line;
   1.209 +						if(Line=="$specular")//todo load this values:
   1.210 +						{
   1.211 +						}
   1.212 +						if(Line=="$diffuse")
   1.213 +						{
   1.214 +						}
   1.215 +						if(Line=="$ambient")
   1.216 +						{
   1.217 +						}
   1.218 +						if(Line=="$colormap")
   1.219 +						{
   1.220 +							ss >> Line;
   1.221 +							aiString ts(Line.c_str());
   1.222 +							NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
   1.223 +						}
   1.224 +						if(Line=="$normalmap")
   1.225 +						{
   1.226 +							ss >> Line;
   1.227 +							aiString ts(Line.c_str());
   1.228 +							NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
   1.229 +						}
   1.230 +						
   1.231 +						if(Line=="$shininess_strength")
   1.232 +						{
   1.233 +							ss >> Line;
   1.234 +							float Shininess=fast_atof(Line.c_str());
   1.235 +							NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
   1.236 +						}
   1.237 +
   1.238 +						if(Line=="$shininess_exponent")
   1.239 +						{
   1.240 +							ss >> Line;
   1.241 +							float Shininess=fast_atof(Line.c_str());
   1.242 +							NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS);
   1.243 +						}
   1.244 +
   1.245 +						//Properties from Venetica:
   1.246 +						if(Line=="$diffuse_map")
   1.247 +						{
   1.248 +							ss >> Line;
   1.249 +							if(Line[0]=='"')// "file" -> file
   1.250 +								Line=Line.substr(1, Line.size()-2);
   1.251 +							aiString ts(Line.c_str());
   1.252 +							NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
   1.253 +						}
   1.254 +						if(Line=="$specular_map")
   1.255 +						{
   1.256 +							ss >> Line;
   1.257 +							if(Line[0]=='"')// "file" -> file
   1.258 +								Line=Line.substr(1, Line.size()-2);
   1.259 +							aiString ts(Line.c_str());
   1.260 +							NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0));
   1.261 +						}
   1.262 +						if(Line=="$normal_map")
   1.263 +						{
   1.264 +							ss >> Line;
   1.265 +							if(Line[0]=='"')// "file" -> file
   1.266 +								Line=Line.substr(1, Line.size()-2);
   1.267 +							aiString ts(Line.c_str());
   1.268 +							NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
   1.269 +						}
   1.270 +						if(Line=="$light_map")
   1.271 +						{
   1.272 +							ss >> Line;
   1.273 +							if(Line[0]=='"')// "file" -> file
   1.274 +								Line=Line.substr(1, Line.size()-2);
   1.275 +							aiString ts(Line.c_str());
   1.276 +							NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0));
   1.277 +						}
   1.278 +					}					
   1.279 +				}//end of material
   1.280 +			}
   1.281 +			else {} //this is the wrong material, proceed the file until we reach the next material
   1.282 +		}
   1.283 +		ss >> Line;
   1.284 +	}
   1.285 +
   1.286 +	return NewMaterial;
   1.287 +}
   1.288 +
   1.289 +void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial) const
   1.290 +{
   1.291 +	unsigned int CurrentDiffuseTextureId=0;
   1.292 +	unsigned int CurrentSpecularTextureId=0;
   1.293 +	unsigned int CurrentNormalTextureId=0;
   1.294 +	unsigned int CurrentLightTextureId=0;
   1.295 +
   1.296 +
   1.297 +	string RestOfLine;
   1.298 +	getline(ss, RestOfLine);//ignore the rest of the line
   1.299 +
   1.300 +	string Line;
   1.301 +	ss >> Line;
   1.302 +	if(Line!="{")
   1.303 +	{
   1.304 +		DefaultLogger::get()->warn("empty technique!");
   1.305 +		return;
   1.306 +	}
   1.307 +	while(Line!="}")//read until the end of the technique
   1.308 +	{
   1.309 +		ss >> Line;
   1.310 +		if(Line=="pass")
   1.311 +		{
   1.312 +			getline(ss, RestOfLine);//ignore the rest of the line
   1.313 +
   1.314 +			ss >> Line;
   1.315 +			if(Line!="{")
   1.316 +			{
   1.317 +				DefaultLogger::get()->warn("empty pass!");
   1.318 +				return;
   1.319 +			}
   1.320 +			while(Line!="}")//read until the end of the pass
   1.321 +			{
   1.322 +				ss >> Line;
   1.323 +				if(Line=="ambient")
   1.324 +				{
   1.325 +					float r,g,b;
   1.326 +					ss >> r >> g >> b;
   1.327 +					const aiColor3D Color(r,g,b);
   1.328 +					NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_AMBIENT);
   1.329 +				}
   1.330 +				else if(Line=="diffuse")
   1.331 +				{
   1.332 +					float r,g,b;
   1.333 +					ss >> r >> g >> b;
   1.334 +					const aiColor3D Color(r,g,b);
   1.335 +					NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_DIFFUSE);
   1.336 +				}
   1.337 +				else if(Line=="specular")
   1.338 +				{
   1.339 +					float r,g,b;
   1.340 +					ss >> r >> g >> b;
   1.341 +					const aiColor3D Color(r,g,b);
   1.342 +					NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_SPECULAR);
   1.343 +				}
   1.344 +				else if(Line=="emmisive")
   1.345 +				{
   1.346 +					float r,g,b;
   1.347 +					ss >> r >> g >> b;
   1.348 +					const aiColor3D Color(r,g,b);
   1.349 +					NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_EMISSIVE);
   1.350 +				}
   1.351 +				else if(Line=="texture_unit")
   1.352 +				{
   1.353 +					getline(ss, RestOfLine);//ignore the rest of the line
   1.354 +
   1.355 +					std::string TextureName;
   1.356 +					int TextureType=-1;
   1.357 +					int UvSet=0;
   1.358 +
   1.359 +					ss >> Line;
   1.360 +					if(Line!="{")
   1.361 +						throw DeadlyImportError("empty texture unit!");
   1.362 +					while(Line!="}")//read until the end of the texture_unit
   1.363 +					{
   1.364 +						ss >> Line;
   1.365 +						if(Line=="texture")
   1.366 +						{
   1.367 +							ss >> Line;
   1.368 +							TextureName=Line;
   1.369 +
   1.370 +							if(m_TextureTypeFromFilename)
   1.371 +							{
   1.372 +								if(Line.find("_n.")!=string::npos)// Normalmap
   1.373 +								{
   1.374 +									TextureType=aiTextureType_NORMALS;
   1.375 +								}
   1.376 +								else if(Line.find("_s.")!=string::npos)// Specularmap
   1.377 +								{
   1.378 +									TextureType=aiTextureType_SPECULAR;
   1.379 +								}
   1.380 +								else if(Line.find("_l.")!=string::npos)// Lightmap
   1.381 +								{
   1.382 +									TextureType=aiTextureType_LIGHTMAP;
   1.383 +								}
   1.384 +								else// colormap
   1.385 +								{
   1.386 +									TextureType=aiTextureType_DIFFUSE;
   1.387 +								}
   1.388 +							}
   1.389 +							else
   1.390 +							{
   1.391 +								TextureType=aiTextureType_DIFFUSE;
   1.392 +							}
   1.393 +						}
   1.394 +						else if(Line=="tex_coord_set")
   1.395 +						{
   1.396 +							ss >> UvSet;
   1.397 +						}
   1.398 +						else if(Line=="colour_op")//TODO implement this
   1.399 +						{
   1.400 +							/*
   1.401 +							ss >> Line;
   1.402 +							if("replace"==Line)//I don't think, assimp has something for this...
   1.403 +							{
   1.404 +							}
   1.405 +							else if("modulate"==Line)
   1.406 +							{
   1.407 +								//TODO: set value
   1.408 +								//NewMaterial->AddProperty(aiTextureOp_Multiply)
   1.409 +							}
   1.410 +							*/
   1.411 +						}
   1.412 +						
   1.413 +					}//end of texture unit
   1.414 +					Line="";//clear the } that would end the outer loop
   1.415 +
   1.416 +					//give the texture to assimp:
   1.417 +					
   1.418 +					aiString ts(TextureName.c_str());
   1.419 +					switch(TextureType)
   1.420 +					{
   1.421 +					case aiTextureType_DIFFUSE:
   1.422 +						NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, CurrentDiffuseTextureId));
   1.423 +						NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentDiffuseTextureId));
   1.424 +						CurrentDiffuseTextureId++;
   1.425 +						break;
   1.426 +					case aiTextureType_NORMALS:
   1.427 +						NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, CurrentNormalTextureId));
   1.428 +						NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentNormalTextureId));
   1.429 +						CurrentNormalTextureId++;
   1.430 +						break;
   1.431 +					case aiTextureType_SPECULAR:
   1.432 +						NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, CurrentSpecularTextureId));
   1.433 +						NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentSpecularTextureId));
   1.434 +						CurrentSpecularTextureId++;
   1.435 +						break;
   1.436 +					case aiTextureType_LIGHTMAP:
   1.437 +						NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, CurrentLightTextureId));
   1.438 +						NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentLightTextureId));
   1.439 +						CurrentLightTextureId++;
   1.440 +						break;
   1.441 +					default:
   1.442 +						DefaultLogger::get()->warn("Invalid Texture Type!");
   1.443 +						break;
   1.444 +					}
   1.445 +				}
   1.446 +			}
   1.447 +			Line="";//clear the } that would end the outer loop
   1.448 +		}
   1.449 +	}//end of technique
   1.450 +}
   1.451 +
   1.452 +
   1.453 +}//namespace Ogre
   1.454 +}//namespace Assimp
   1.455 +
   1.456 +#endif  // !! ASSIMP_BUILD_NO_OGRE_IMPORTER