366 lines
10 KiB
C++
366 lines
10 KiB
C++
/*
|
|
Open Asset Import Library (assimp)
|
|
----------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2012, 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.
|
|
|
|
----------------------------------------------------------------------
|
|
*/
|
|
|
|
/**
|
|
This file contains material related code. This is
|
|
spilitted up from the main file OgreImporter.cpp
|
|
to make it shorter easier to maintain.
|
|
*/
|
|
#include "AssimpPCH.h"
|
|
|
|
#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
|
|
|
|
#include <vector>
|
|
#include <sstream>
|
|
using namespace std;
|
|
|
|
//#include "boost/format.hpp"
|
|
//#include "boost/foreach.hpp"
|
|
//using namespace boost;
|
|
|
|
#include "OgreImporter.hpp"
|
|
#include "irrXMLWrapper.h"
|
|
#include "TinyFormatter.h"
|
|
|
|
namespace Assimp
|
|
{
|
|
namespace Ogre
|
|
{
|
|
|
|
|
|
|
|
aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
|
|
{
|
|
const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
|
|
(void)m_CurrentScene;
|
|
|
|
/*For bettetr understanding of the material parser, here is a material example file:
|
|
|
|
material Sarg
|
|
{
|
|
receive_shadows on
|
|
technique
|
|
{
|
|
pass
|
|
{
|
|
ambient 0.500000 0.500000 0.500000 1.000000
|
|
diffuse 0.640000 0.640000 0.640000 1.000000
|
|
specular 0.500000 0.500000 0.500000 1.000000 12.500000
|
|
emissive 0.000000 0.000000 0.000000 1.000000
|
|
texture_unit
|
|
{
|
|
texture SargTextur.tga
|
|
tex_address_mode wrap
|
|
filtering linear linear none
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
*/
|
|
|
|
/*and here is another one:
|
|
|
|
import * from abstract_base_passes_depth.material
|
|
import * from abstract_base.material
|
|
import * from mat_shadow_caster.material
|
|
import * from mat_character_singlepass.material
|
|
|
|
material hero/hair/caster : mat_shadow_caster_skin_areject
|
|
{
|
|
set $diffuse_map "hero_hair_alpha_c.dds"
|
|
}
|
|
|
|
material hero/hair_alpha : mat_char_cns_singlepass_areject_4weights
|
|
{
|
|
set $diffuse_map "hero_hair_alpha_c.dds"
|
|
set $specular_map "hero_hair_alpha_s.dds"
|
|
set $normal_map "hero_hair_alpha_n.dds"
|
|
set $light_map "black_lightmap.dds"
|
|
|
|
set $shadow_caster_material "hero/hair/caster"
|
|
}
|
|
*/
|
|
|
|
//Read the file into memory and put it in a stringstream
|
|
stringstream ss;
|
|
{// after this block, the temporarly loaded data will be released
|
|
|
|
/*
|
|
We have 3 guesses for the Material filename:
|
|
- the Material Name
|
|
- the Name of the mesh file
|
|
- the DefaultMaterialLib (which you can set before importing)
|
|
*/
|
|
|
|
IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialName+".material");
|
|
if(NULL==MatFilePtr)
|
|
{
|
|
//the filename typically ends with .mesh or .mesh.xml
|
|
const string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.rfind(".mesh"))+".material";
|
|
|
|
IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
|
|
if(NULL==MatFilePtr)
|
|
{
|
|
//try the default mat Library
|
|
if(NULL==MatFilePtr)
|
|
{
|
|
|
|
MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
|
|
if(NULL==MatFilePtr)
|
|
{
|
|
DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opened, Material will not be loaded!");
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
boost::scoped_ptr<IOStream> MaterialFile(MatFilePtr);
|
|
vector<char> FileData(MaterialFile->FileSize());
|
|
MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1);
|
|
BaseImporter::ConvertToUTF8(FileData);
|
|
|
|
ss << &FileData[0];
|
|
}
|
|
|
|
//create the material
|
|
aiMaterial *NewMaterial=new aiMaterial();
|
|
|
|
aiString ts(MaterialName.c_str());
|
|
NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
|
|
|
|
string Line;
|
|
ss >> Line;
|
|
// unsigned int Level=0;//Hierarchielevels in the material file, like { } blocks into another
|
|
while(!ss.eof())
|
|
{
|
|
if(Line=="material")
|
|
{
|
|
ss >> Line;
|
|
if(Line==MaterialName)//Load the next material
|
|
{
|
|
string RestOfLine;
|
|
getline(ss, RestOfLine);//ignore the rest of the line
|
|
ss >> Line;
|
|
|
|
if(Line!="{")
|
|
{
|
|
DefaultLogger::get()->warn("empyt material!");
|
|
return NULL;
|
|
}
|
|
|
|
while(Line!="}")//read until the end of the material
|
|
{
|
|
//Proceed to the first technique
|
|
ss >> Line;
|
|
if(Line=="technique")
|
|
{
|
|
ReadTechnique(ss, NewMaterial);
|
|
}
|
|
|
|
DefaultLogger::get()->info(Line);
|
|
//read informations from a custom material:
|
|
if(Line=="set")
|
|
{
|
|
ss >> Line;
|
|
if(Line=="$specular")//todo load this values:
|
|
{
|
|
}
|
|
if(Line=="$diffuse")
|
|
{
|
|
}
|
|
if(Line=="$ambient")
|
|
{
|
|
}
|
|
if(Line=="$colormap")
|
|
{
|
|
ss >> Line;
|
|
aiString ts(Line.c_str());
|
|
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
|
}
|
|
if(Line=="$normalmap")
|
|
{
|
|
ss >> Line;
|
|
aiString ts(Line.c_str());
|
|
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
|
}
|
|
|
|
if(Line=="$shininess_strength")
|
|
{
|
|
ss >> Line;
|
|
float Shininess=fast_atof(Line.c_str());
|
|
NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
|
|
}
|
|
|
|
if(Line=="$shininess_exponent")
|
|
{
|
|
ss >> Line;
|
|
float Shininess=fast_atof(Line.c_str());
|
|
NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS);
|
|
}
|
|
|
|
//Properties from Venetica:
|
|
if(Line=="$diffuse_map")
|
|
{
|
|
ss >> Line;
|
|
if(Line[0]=='"')// "file" -> file
|
|
Line=Line.substr(1, Line.size()-2);
|
|
aiString ts(Line.c_str());
|
|
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
|
}
|
|
if(Line=="$specular_map")
|
|
{
|
|
ss >> Line;
|
|
if(Line[0]=='"')// "file" -> file
|
|
Line=Line.substr(1, Line.size()-2);
|
|
aiString ts(Line.c_str());
|
|
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0));
|
|
}
|
|
if(Line=="$normal_map")
|
|
{
|
|
ss >> Line;
|
|
if(Line[0]=='"')// "file" -> file
|
|
Line=Line.substr(1, Line.size()-2);
|
|
aiString ts(Line.c_str());
|
|
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
|
|
}
|
|
if(Line=="$light_map")
|
|
{
|
|
ss >> Line;
|
|
if(Line[0]=='"')// "file" -> file
|
|
Line=Line.substr(1, Line.size()-2);
|
|
aiString ts(Line.c_str());
|
|
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0));
|
|
}
|
|
}
|
|
}//end of material
|
|
}
|
|
else {} //this is the wrong material, proceed the file until we reach the next material
|
|
}
|
|
ss >> Line;
|
|
}
|
|
|
|
return NewMaterial;
|
|
}
|
|
|
|
void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial)
|
|
{
|
|
string RestOfLine;
|
|
getline(ss, RestOfLine);//ignore the rest of the line
|
|
|
|
string Line;
|
|
ss >> Line;
|
|
if(Line!="{")
|
|
{
|
|
DefaultLogger::get()->warn("empty technique!");
|
|
return;
|
|
}
|
|
while(Line!="}")//read until the end of the technique
|
|
{
|
|
ss >> Line;
|
|
if(Line=="pass")
|
|
{
|
|
getline(ss, RestOfLine);//ignore the rest of the line
|
|
|
|
ss >> Line;
|
|
if(Line!="{")
|
|
{
|
|
DefaultLogger::get()->warn("empty pass!");
|
|
return;
|
|
}
|
|
while(Line!="}")//read until the end of the pass
|
|
{
|
|
ss >> Line;
|
|
if(Line=="ambient")
|
|
{
|
|
float r,g,b;
|
|
ss >> r >> g >> b;
|
|
const aiColor3D Color(r,g,b);
|
|
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
}
|
|
else if(Line=="diffuse")
|
|
{
|
|
float r,g,b;
|
|
ss >> r >> g >> b;
|
|
const aiColor3D Color(r,g,b);
|
|
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
}
|
|
else if(Line=="specular")
|
|
{
|
|
float r,g,b;
|
|
ss >> r >> g >> b;
|
|
const aiColor3D Color(r,g,b);
|
|
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
}
|
|
else if(Line=="emmisive")
|
|
{
|
|
float r,g,b;
|
|
ss >> r >> g >> b;
|
|
const aiColor3D Color(r,g,b);
|
|
NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_EMISSIVE);
|
|
}
|
|
else if(Line=="texture_unit")
|
|
{
|
|
getline(ss, RestOfLine);//ignore the rest of the line
|
|
ss >> Line;
|
|
if(Line!="{")
|
|
throw DeadlyImportError("empty texture unit!");
|
|
while(Line!="}")//read until the end of the texture_unit
|
|
{
|
|
ss >> Line;
|
|
if(Line=="texture")
|
|
{
|
|
ss >> Line;
|
|
aiString ts(Line.c_str());
|
|
NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
|
|
}
|
|
}//end of texture unit
|
|
}
|
|
}
|
|
}
|
|
}//end of technique
|
|
}
|
|
|
|
|
|
}//namespace Ogre
|
|
}//namespace Assimp
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
|