assimp/tools/assimp_view/Material.cpp

1278 lines
37 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
/*static */ CMaterialManager CMaterialManager::s_cInstance;
//-------------------------------------------------------------------------------
// D3DX callback function to fill a texture with a checkers pattern
//
// This pattern is used to mark textures which could not be loaded
//-------------------------------------------------------------------------------
VOID WINAPI FillFunc(D3DXVECTOR4* pOut,
CONST D3DXVECTOR2* pTexCoord,
CONST D3DXVECTOR2* pTexelSize,
LPVOID pData)
{
UNREFERENCED_PARAMETER(pData);
UNREFERENCED_PARAMETER(pTexelSize);
// generate a nice checker pattern (yellow/black)
// size of a square: 32 * 32 px
unsigned int iX = (unsigned int)(pTexCoord->x * 256.0f);
unsigned int iY = (unsigned int)(pTexCoord->y * 256.0f);
bool bBlack = false;
if ((iX / 32) % 2 == 0)
{
if ((iY / 32) % 2 == 0)bBlack = true;
}
else
{
if ((iY / 32) % 2 != 0)bBlack = true;
}
pOut->w = 1.0f;
if (bBlack)
{
pOut->x = pOut->y = pOut->z = 0.0f;
}
else
{
pOut->x = pOut->y = 1.0f;
pOut->z = 0.0f;
}
return;
}
//-------------------------------------------------------------------------------
int CMaterialManager::UpdateSpecularMaterials()
{
if (g_pcAsset && g_pcAsset->pcScene)
{
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode)
{
this->DeleteMaterial(g_pcAsset->apcMeshes[i]);
this->CreateMaterial(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
}
}
}
return 1;
}
//-------------------------------------------------------------------------------
int CMaterialManager::SetDefaultTexture(IDirect3DTexture9** p_ppiOut)
{
if(FAILED(g_piDevice->CreateTexture(
256,
256,
0,
0,
D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED,
p_ppiOut,
NULL)))
{
CLogDisplay::Instance().AddEntry("[ERROR] Unable to create default texture",
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
*p_ppiOut = NULL;
}
D3DXFillTexture(*p_ppiOut,&FillFunc,NULL);
// {9785DA94-1D96-426b-B3CB-BADC36347F5E}
static const GUID guidPrivateData =
{ 0x9785da94, 0x1d96, 0x426b,
{ 0xb3, 0xcb, 0xba, 0xdc, 0x36, 0x34, 0x7f, 0x5e } };
uint32_t iData = 0xFFFFFFFF;
(*p_ppiOut)->SetPrivateData(guidPrivateData,&iData,4,0);
return 1;
}
//-------------------------------------------------------------------------------
bool CMaterialManager::TryLongerPath(char* szTemp,aiString* p_szString)
{
char szTempB[MAX_PATH];
strcpy(szTempB,szTemp);
// go to the beginning of the file name
char* szFile = strrchr(szTempB,'\\');
if (!szFile)szFile = strrchr(szTempB,'/');
char* szFile2 = szTemp + (szFile - szTempB)+1;
szFile++;
char* szExt = strrchr(szFile,'.');
if (!szExt)return false;
szExt++;
*szFile = 0;
strcat(szTempB,"*.*");
const unsigned int iSize = (const unsigned int) ( szExt - 1 - szFile );
HANDLE h;
WIN32_FIND_DATA info;
// build a list of files
h = FindFirstFile(szTempB, &info);
if (h != INVALID_HANDLE_VALUE)
{
do
{
if (!(strcmp(info.cFileName, ".") == 0 || strcmp(info.cFileName, "..") == 0))
{
char* szExtFound = strrchr(info.cFileName, '.');
if (szExtFound)
{
++szExtFound;
if (0 == ASSIMP_stricmp(szExtFound,szExt))
{
const unsigned int iSizeFound = (const unsigned int) (
szExtFound - 1 - info.cFileName);
for (unsigned int i = 0; i < iSizeFound;++i)
info.cFileName[i] = (CHAR)tolower(info.cFileName[i]);
if (0 == memcmp(info.cFileName,szFile2, std::min(iSizeFound,iSize)))
{
// we have it. Build the full path ...
char* sz = strrchr(szTempB,'*');
*(sz-2) = 0x0;
strcat(szTempB,info.cFileName);
// copy the result string back to the aiString
const size_t iLen = strlen(szTempB);
size_t iLen2 = iLen+1;
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
memcpy(p_szString->data,szTempB,iLen2);
p_szString->length = iLen;
return true;
}
}
// check whether the 8.3 DOS name is matching
if (0 == ASSIMP_stricmp(info.cAlternateFileName,p_szString->data))
{
strcat(szTempB,info.cAlternateFileName);
// copy the result string back to the aiString
const size_t iLen = strlen(szTempB);
size_t iLen2 = iLen+1;
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
memcpy(p_szString->data,szTempB,iLen2);
p_szString->length = iLen;
return true;
}
}
}
}
while (FindNextFile(h, &info));
FindClose(h);
}
return false;
}
//-------------------------------------------------------------------------------
int CMaterialManager::FindValidPath(aiString* p_szString)
{
ai_assert(NULL != p_szString);
if ('*' == p_szString->data[0])
{
// '*' as first character indicates an embedded file
return 5;
}
// first check whether we can directly load the file
FILE* pFile = fopen(p_szString->data,"rb");
if (pFile)fclose(pFile);
else
{
// check whether we can use the directory of
// the asset as relative base
char szTemp[MAX_PATH*2];
strcpy(szTemp, g_szFileName);
char* szData = p_szString->data;
if (*szData == '\\' || *szData == '/')++szData;
char* szEnd = strrchr(szTemp,'\\');
if (!szEnd)
{
szEnd = strrchr(szTemp,'/');
if (!szEnd)szEnd = szTemp;
}
szEnd++;
*szEnd = 0;
strcat(szEnd,szData);
pFile = fopen(szTemp,"rb");
if (!pFile)
{
// convert the string to lower case
for (unsigned int i = 0;;++i)
{
if ('\0' == szTemp[i])break;
szTemp[i] = (char)tolower(szTemp[i]);
}
if(TryLongerPath(szTemp,p_szString))return 1;
*szEnd = 0;
// search common sub directories
strcat(szEnd,"tex\\");
strcat(szEnd,szData);
pFile = fopen(szTemp,"rb");
if (!pFile)
{
if(TryLongerPath(szTemp,p_szString))return 1;
*szEnd = 0;
strcat(szEnd,"textures\\");
strcat(szEnd,szData);
pFile = fopen(szTemp,"rb");
if (!pFile)
{
if(TryLongerPath(szTemp, p_szString))return 1;
// still unable to load ... however, don't spew
// an error message here, simply let it and wait for
// D3DXCreateTextureFromFileEx() to fail ;-)
}
return 0;
}
}
fclose(pFile);
// copy the result string back to the aiString
const size_t iLen = strlen(szTemp);
size_t iLen2 = iLen+1;
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
memcpy(p_szString->data,szTemp,iLen2);
p_szString->length = iLen;
}
return 1;
}
//-------------------------------------------------------------------------------
int CMaterialManager::LoadTexture(IDirect3DTexture9** p_ppiOut,aiString* szPath)
{
ai_assert(NULL != p_ppiOut);
ai_assert(NULL != szPath);
*p_ppiOut = NULL;
// first get a valid path to the texture
if( 5 == FindValidPath(szPath))
{
// embedded file. Find its index
unsigned int iIndex = atoi(szPath->data+1);
if (iIndex < g_pcAsset->pcScene->mNumTextures)
{
if (0 == g_pcAsset->pcScene->mTextures[iIndex]->mHeight)
{
// it is an embedded file ... don't need the file format hint,
// simply let D3DX load the file
if (FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice,
g_pcAsset->pcScene->mTextures[iIndex]->pcData,
g_pcAsset->pcScene->mTextures[iIndex]->mWidth,
D3DX_DEFAULT,
D3DX_DEFAULT,
0,
D3DUSAGE_AUTOGENMIPMAP,
D3DFMT_UNKNOWN,
D3DPOOL_MANAGED,
D3DX_DEFAULT,
D3DX_DEFAULT,
0,
NULL,
NULL,
p_ppiOut)))
{
std::string sz = "[ERROR] Unable to load embedded texture (#1): ";
sz.append(szPath->data);
CLogDisplay::Instance().AddEntry(sz,D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0));
this->SetDefaultTexture(p_ppiOut);
return 1;
}
}
else
{
// fill a new texture ...
if(FAILED(g_piDevice->CreateTexture(
g_pcAsset->pcScene->mTextures[iIndex]->mWidth,
g_pcAsset->pcScene->mTextures[iIndex]->mHeight,
0,D3DUSAGE_AUTOGENMIPMAP,D3DFMT_A8R8G8B8,D3DPOOL_MANAGED,p_ppiOut,NULL)))
{
std::string sz = "[ERROR] Unable to load embedded texture (#2): ";
sz.append(szPath->data);
CLogDisplay::Instance().AddEntry(sz,D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0));
this->SetDefaultTexture(p_ppiOut);
return 1;
}
// now copy the data to it ... (assume non pow2 to be supported)
D3DLOCKED_RECT sLock;
(*p_ppiOut)->LockRect(0,&sLock,NULL,0);
const aiTexel* pcData = g_pcAsset->pcScene->mTextures[iIndex]->pcData;
for (unsigned int y = 0; y < g_pcAsset->pcScene->mTextures[iIndex]->mHeight;++y)
{
memcpy(sLock.pBits,pcData,g_pcAsset->pcScene->mTextures[iIndex]->
mWidth *sizeof(aiTexel));
sLock.pBits = (char*)sLock.pBits + sLock.Pitch;
pcData += g_pcAsset->pcScene->mTextures[iIndex]->mWidth;
}
(*p_ppiOut)->UnlockRect(0);
(*p_ppiOut)->GenerateMipSubLevels();
}
return 1;
}
else
{
std::string sz = "[ERROR] Invalid index for embedded texture: ";
sz.append(szPath->data);
CLogDisplay::Instance().AddEntry(sz,D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0));
SetDefaultTexture(p_ppiOut);
return 1;
}
}
// then call D3DX to load the texture
if (FAILED(D3DXCreateTextureFromFileEx(
g_piDevice,
szPath->data,
D3DX_DEFAULT,
D3DX_DEFAULT,
0,
0,
D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED,
D3DX_DEFAULT,
D3DX_DEFAULT,
0,
NULL,
NULL,
p_ppiOut)))
{
// error ... use the default texture instead
std::string sz = "[ERROR] Unable to load texture: ";
sz.append(szPath->data);
CLogDisplay::Instance().AddEntry(sz,D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0));
this->SetDefaultTexture(p_ppiOut);
}
return 1;
}
//-------------------------------------------------------------------------------
void CMaterialManager::DeleteMaterial(AssetHelper::MeshHelper* pcIn)
{
if (!pcIn || !pcIn->piEffect)return;
pcIn->piEffect->Release();
// release all textures associated with the material
if (pcIn->piDiffuseTexture)
{
pcIn->piDiffuseTexture->Release();
pcIn->piDiffuseTexture = NULL;
}
if (pcIn->piSpecularTexture)
{
pcIn->piSpecularTexture->Release();
pcIn->piSpecularTexture = NULL;
}
if (pcIn->piEmissiveTexture)
{
pcIn->piEmissiveTexture->Release();
pcIn->piEmissiveTexture = NULL;
}
if (pcIn->piAmbientTexture)
{
pcIn->piAmbientTexture->Release();
pcIn->piAmbientTexture = NULL;
}
if (pcIn->piOpacityTexture)
{
pcIn->piOpacityTexture->Release();
pcIn->piOpacityTexture = NULL;
}
if (pcIn->piNormalTexture)
{
pcIn->piNormalTexture->Release();
pcIn->piNormalTexture = NULL;
}
if (pcIn->piShininessTexture)
{
pcIn->piShininessTexture->Release();
pcIn->piShininessTexture = NULL;
}
}
//-------------------------------------------------------------------------------
void CMaterialManager::HMtoNMIfNecessary(
IDirect3DTexture9* piTexture,
IDirect3DTexture9** piTextureOut,
bool bWasOriginallyHM)
{
ai_assert(NULL != piTexture);
ai_assert(NULL != piTextureOut);
bool bMustConvert = false;
uintptr_t iElement = 3;
*piTextureOut = piTexture;
// Lock the input texture and try to determine its type.
// Criterias:
// - If r,g,b channel are identical it MUST be a height map
// - If one of the rgb channels is used and the others are empty it
// must be a height map, too.
// - If the average color of the whole image is something inside the
// purple range we can be sure it is a normal map
//
// - Otherwise we assume it is a normal map
// To increase performance we take not every pixel
D3DLOCKED_RECT sRect;
D3DSURFACE_DESC sDesc;
piTexture->GetLevelDesc(0,&sDesc);
if (FAILED(piTexture->LockRect(0,&sRect,NULL,D3DLOCK_READONLY)))
{
return;
}
const int iPitchDiff = (int)sRect.Pitch - (int)(sDesc.Width * 4);
struct SColor
{
union
{
struct {unsigned char b,g,r,a;};
char _array[4];
};
};
const SColor* pcData = (const SColor*)sRect.pBits;
union
{
const SColor* pcPointer;
const unsigned char* pcCharPointer;
};
pcPointer = pcData;
// 1. If r,g,b channel are identical it MUST be a height map
bool bIsEqual = true;
for (unsigned int y = 0; y < sDesc.Height;++y)
{
for (unsigned int x = 0; x < sDesc.Width;++x)
{
if (pcPointer->b != pcPointer->r || pcPointer->b != pcPointer->g)
{
bIsEqual = false;
break;
}
pcPointer++;
}
pcCharPointer += iPitchDiff;
}
if (bIsEqual)bMustConvert = true;
else
{
// 2. If one of the rgb channels is used and the others are empty it
// must be a height map, too.
pcPointer = pcData;
while (*pcCharPointer == 0)pcCharPointer++;
iElement = (uintptr_t)(pcCharPointer - (unsigned char*)pcData) % 4;
unsigned int aiIndex[3] = {0,1,2};
if (3 != iElement)aiIndex[iElement] = 3;
pcPointer = pcData;
bIsEqual = true;
if (3 != iElement)
{
for (unsigned int y = 0; y < sDesc.Height;++y)
{
for (unsigned int x = 0; x < sDesc.Width;++x)
{
for (unsigned int ii = 0; ii < 3;++ii)
{
// don't take the alpha channel into account.
// if the texture was stored n RGB888 format D3DX has
// converted it to ARGB8888 format with a fixed alpha channel
if (aiIndex[ii] != 3 && pcPointer->_array[aiIndex[ii]] != 0)
{
bIsEqual = false;
break;
}
}
pcPointer++;
}
pcCharPointer += iPitchDiff;
}
if (bIsEqual)bMustConvert = true;
else
{
// If the average color of the whole image is something inside the
// purple range we can be sure it is a normal map
// (calculate the average color line per line to prevent overflows!)
pcPointer = pcData;
aiColor3D clrColor;
for (unsigned int y = 0; y < sDesc.Height;++y)
{
aiColor3D clrColorLine;
for (unsigned int x = 0; x < sDesc.Width;++x)
{
clrColorLine.r += pcPointer->r;
clrColorLine.g += pcPointer->g;
clrColorLine.b += pcPointer->b;
pcPointer++;
}
clrColor.r += clrColorLine.r /= (float)sDesc.Width;
clrColor.g += clrColorLine.g /= (float)sDesc.Width;
clrColor.b += clrColorLine.b /= (float)sDesc.Width;
pcCharPointer += iPitchDiff;
}
clrColor.r /= (float)sDesc.Height;
clrColor.g /= (float)sDesc.Height;
clrColor.b /= (float)sDesc.Height;
if (!(clrColor.b > 215 &&
clrColor.r > 100 && clrColor.r < 140 &&
clrColor.g > 100 && clrColor.g < 140))
{
// Unable to detect. Believe the original value obtained from the loader
if (bWasOriginallyHM)
{
bMustConvert = true;
}
}
}
}
}
piTexture->UnlockRect(0);
// if the input data is assumed to be a height map we'll
// need to convert it NOW
if (bMustConvert)
{
D3DSURFACE_DESC sDesc;
piTexture->GetLevelDesc(0, &sDesc);
IDirect3DTexture9* piTempTexture;
if(FAILED(g_piDevice->CreateTexture(
sDesc.Width,
sDesc.Height,
piTexture->GetLevelCount(),
sDesc.Usage,
sDesc.Format,
sDesc.Pool, &piTempTexture, NULL)))
{
CLogDisplay::Instance().AddEntry(
"[ERROR] Unable to create normal map texture",
D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0));
return;
}
DWORD dwFlags;
if (3 == iElement)dwFlags = D3DX_CHANNEL_LUMINANCE;
else if (2 == iElement)dwFlags = D3DX_CHANNEL_RED;
else if (1 == iElement)dwFlags = D3DX_CHANNEL_GREEN;
else /*if (0 == iElement)*/dwFlags = D3DX_CHANNEL_BLUE;
if(FAILED(D3DXComputeNormalMap(piTempTexture,
piTexture,NULL,0,dwFlags,1.0f)))
{
CLogDisplay::Instance().AddEntry(
"[ERROR] Unable to compute normal map from height map",
D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0));
piTempTexture->Release();
return;
}
*piTextureOut = piTempTexture;
piTexture->Release();
}
}
//-------------------------------------------------------------------------------
bool CMaterialManager::HasAlphaPixels(IDirect3DTexture9* piTexture)
{
ai_assert(NULL != piTexture);
D3DLOCKED_RECT sRect;
D3DSURFACE_DESC sDesc;
piTexture->GetLevelDesc(0,&sDesc);
if (FAILED(piTexture->LockRect(0,&sRect,NULL,D3DLOCK_READONLY)))
{
return false;
}
const int iPitchDiff = (int)sRect.Pitch - (int)(sDesc.Width * 4);
struct SColor
{
unsigned char b,g,r,a;;
};
const SColor* pcData = (const SColor*)sRect.pBits;
union
{
const SColor* pcPointer;
const unsigned char* pcCharPointer;
};
pcPointer = pcData;
for (unsigned int y = 0; y < sDesc.Height;++y)
{
for (unsigned int x = 0; x < sDesc.Width;++x)
{
if (pcPointer->a != 0xFF)
{
piTexture->UnlockRect(0);
return true;
}
pcPointer++;
}
pcCharPointer += iPitchDiff;
}
piTexture->UnlockRect(0);
return false;
}
//-------------------------------------------------------------------------------
int CMaterialManager::CreateMaterial(
AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource)
{
ai_assert(NULL != pcMesh);
ai_assert(NULL != pcSource);
ID3DXBuffer* piBuffer;
D3DXMACRO sMacro[64];
// extract all properties from the ASSIMP material structure
const aiMaterial* pcMat = g_pcAsset->pcScene->mMaterials[pcSource->mMaterialIndex];
//
// DIFFUSE COLOR --------------------------------------------------
//
if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_DIFFUSE,
(aiColor4D*)&pcMesh->vDiffuseColor))
{
pcMesh->vDiffuseColor.x = 1.0f;
pcMesh->vDiffuseColor.y = 1.0f;
pcMesh->vDiffuseColor.z = 1.0f;
pcMesh->vDiffuseColor.w = 1.0f;
}
//
// SPECULAR COLOR --------------------------------------------------
//
if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_SPECULAR,
(aiColor4D*)&pcMesh->vSpecularColor))
{
pcMesh->vSpecularColor.x = 1.0f;
pcMesh->vSpecularColor.y = 1.0f;
pcMesh->vSpecularColor.z = 1.0f;
pcMesh->vSpecularColor.w = 1.0f;
}
//
// AMBIENT COLOR --------------------------------------------------
//
if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_AMBIENT,
(aiColor4D*)&pcMesh->vAmbientColor))
{
pcMesh->vAmbientColor.x = 0.0f;
pcMesh->vAmbientColor.y = 0.0f;
pcMesh->vAmbientColor.z = 0.0f;
pcMesh->vAmbientColor.w = 1.0f;
}
//
// EMISSIVE COLOR -------------------------------------------------
//
if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_EMISSIVE,
(aiColor4D*)&pcMesh->vEmissiveColor))
{
pcMesh->vEmissiveColor.x = 0.0f;
pcMesh->vEmissiveColor.y = 0.0f;
pcMesh->vEmissiveColor.z = 0.0f;
pcMesh->vEmissiveColor.w = 1.0f;
}
//
// Opacity --------------------------------------------------------
//
if(AI_SUCCESS != aiGetMaterialFloat(pcMat,AI_MATKEY_OPACITY,&pcMesh->fOpacity))
{
pcMesh->fOpacity = 1.0f;
}
//
// Shading Model --------------------------------------------------
//
bool bDefault = false;
if(AI_SUCCESS != aiGetMaterialInteger(pcMat,AI_MATKEY_SHADING_MODEL,(int*)&pcMesh->eShadingMode ))
{
bDefault = true;
pcMesh->eShadingMode = aiShadingMode_Gouraud;
}
//
// Shininess ------------------------------------------------------
//
if(AI_SUCCESS != aiGetMaterialFloat(pcMat,AI_MATKEY_SHININESS,&pcMesh->fShininess))
{
// assume 15 as default shininess
pcMesh->fShininess = 15.0f;
}
else if (bDefault)pcMesh->eShadingMode = aiShadingMode_Phong;
//
// Shininess strength ------------------------------------------------------
//
if(AI_SUCCESS != aiGetMaterialFloat(pcMat,AI_MATKEY_SHININESS_STRENGTH,&pcMesh->fSpecularStrength))
{
// assume 1.0 as default shininess strength
pcMesh->fSpecularStrength = 1.0f;
}
aiString szPath;
if (pcSource->mTextureCoords[0])
{
//
// DIFFUSE TEXTURE ------------------------------------------------
//
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_DIFFUSE(0),&szPath))
{
LoadTexture(&pcMesh->piDiffuseTexture,&szPath);
}
//
// SPECULAR TEXTURE ------------------------------------------------
//
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_SPECULAR(0),&szPath))
{
LoadTexture(&pcMesh->piSpecularTexture,&szPath);
}
//
// OPACITY TEXTURE ------------------------------------------------
//
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_OPACITY(0),&szPath))
{
LoadTexture(&pcMesh->piOpacityTexture,&szPath);
}
else
{
// try to find out whether the diffuse texture has any
// non-opaque pixels. If we find a few, use it as opacity texture
if (pcMesh->piDiffuseTexture && HasAlphaPixels(pcMesh->piDiffuseTexture))
{
int iVal;
// NOTE: This special value is set by the tree view if the user
// manually removes the alpha texture from the view ...
if (AI_SUCCESS != aiGetMaterialInteger(pcMat,"no_a_from_d",&iVal))
{
pcMesh->piOpacityTexture = pcMesh->piDiffuseTexture;
pcMesh->piOpacityTexture->AddRef();
}
}
}
//
// AMBIENT TEXTURE ------------------------------------------------
//
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_AMBIENT(0),&szPath))
{
LoadTexture(&pcMesh->piAmbientTexture,&szPath);
}
//
// EMISSIVE TEXTURE ------------------------------------------------
//
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_EMISSIVE(0),&szPath))
{
LoadTexture(&pcMesh->piEmissiveTexture,&szPath);
}
//
// Shininess TEXTURE ------------------------------------------------
//
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_SHININESS(0),&szPath))
{
LoadTexture(&pcMesh->piShininessTexture,&szPath);
}
//
// NORMAL/HEIGHT MAP ------------------------------------------------
//
bool bHM = false;
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_NORMALS(0),&szPath))
{
LoadTexture(&pcMesh->piNormalTexture,&szPath);
}
else
{
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_HEIGHT(0),&szPath))
{
LoadTexture(&pcMesh->piNormalTexture,&szPath);
}
bHM = true;
}
// normal/height maps are sometimes mixed up. Try to detect the type
// of the texture automatically
if (pcMesh->piNormalTexture)
{
HMtoNMIfNecessary(pcMesh->piNormalTexture, &pcMesh->piNormalTexture,bHM);
}
}
// check whether a global background texture is contained
// in this material. Some loaders set this value ...
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_GLOBAL_BACKGROUND_IMAGE,&szPath))
{
CBackgroundPainter::Instance().SetTextureBG(szPath.data);
}
// BUGFIX: If the shininess is 0.0f disable phong lighting
// This is a workaround for some meshes in the DX SDK (e.g. tiny.x)
// FIX: Added this check to the x-loader, but the line remains to
// catch other loader doing the same ...
if (0.0f == pcMesh->fShininess)
{
pcMesh->eShadingMode = aiShadingMode_Gouraud;
}
// check whether we have already a material using the same
// shader. This will decrease loading time rapidly ...
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
if (g_pcAsset->pcScene->mMeshes[i] == pcSource)
{
break;
}
AssetHelper::MeshHelper* pc = g_pcAsset->apcMeshes[i];
if ((pcMesh->piDiffuseTexture != NULL ? true : false) !=
(pc->piDiffuseTexture != NULL ? true : false))
continue;
if ((pcMesh->piSpecularTexture != NULL ? true : false) !=
(pc->piSpecularTexture != NULL ? true : false))
continue;
if ((pcMesh->piAmbientTexture != NULL ? true : false) !=
(pc->piAmbientTexture != NULL ? true : false))
continue;
if ((pcMesh->piEmissiveTexture != NULL ? true : false) !=
(pc->piEmissiveTexture != NULL ? true : false))
continue;
if ((pcMesh->piNormalTexture != NULL ? true : false) !=
(pc->piNormalTexture != NULL ? true : false))
continue;
if ((pcMesh->piOpacityTexture != NULL ? true : false) !=
(pc->piOpacityTexture != NULL ? true : false))
continue;
if ((pcMesh->piShininessTexture != NULL ? true : false) !=
(pc->piShininessTexture != NULL ? true : false))
continue;
if ((pcMesh->eShadingMode != aiShadingMode_Gouraud ? true : false) !=
(pc->eShadingMode != aiShadingMode_Gouraud ? true : false))
continue;
if ((pcMesh->fOpacity != 1.0f ? true : false) != (pc->fOpacity != 1.0f ? true : false))
continue;
if (pcSource->HasBones() != g_pcAsset->pcScene->mMeshes[i]->HasBones())
continue;
// we can reuse this material
if (pc->piEffect)
{
pcMesh->piEffect = pc->piEffect;
pc->bSharedFX = pcMesh->bSharedFX = true;
pcMesh->piEffect->AddRef();
return 2;
}
}
this->m_iShaderCount++;
// build macros for the HLSL compiler
unsigned int iCurrent = 0;
if (pcMesh->piDiffuseTexture)
{
sMacro[iCurrent].Name = "AV_DIFFUSE_TEXTURE";
sMacro[iCurrent].Definition = "1";
++iCurrent;
}
if (pcMesh->piSpecularTexture)
{
sMacro[iCurrent].Name = "AV_SPECULAR_TEXTURE";
sMacro[iCurrent].Definition = "1";
++iCurrent;
}
if (pcMesh->piAmbientTexture)
{
sMacro[iCurrent].Name = "AV_AMBIENT_TEXTURE";
sMacro[iCurrent].Definition = "1";
++iCurrent;
}
if (pcMesh->piEmissiveTexture)
{
sMacro[iCurrent].Name = "AV_EMISSIVE_TEXTURE";
sMacro[iCurrent].Definition = "1";
++iCurrent;
}
if (pcMesh->piNormalTexture)
{
sMacro[iCurrent].Name = "AV_NORMAL_TEXTURE";
sMacro[iCurrent].Definition = "1";
++iCurrent;
}
if (pcMesh->piOpacityTexture)
{
sMacro[iCurrent].Name = "AV_OPACITY_TEXTURE";
sMacro[iCurrent].Definition = "1";
++iCurrent;
if (pcMesh->piOpacityTexture == pcMesh->piDiffuseTexture)
{
sMacro[iCurrent].Name = "AV_OPACITY_TEXTURE_REGISTER_MASK";
sMacro[iCurrent].Definition = "a";
++iCurrent;
}
else
{
sMacro[iCurrent].Name = "AV_OPACITY_TEXTURE_REGISTER_MASK";
sMacro[iCurrent].Definition = "r";
++iCurrent;
}
}
if (pcMesh->eShadingMode != aiShadingMode_Gouraud && !g_sOptions.bNoSpecular)
{
sMacro[iCurrent].Name = "AV_SPECULAR_COMPONENT";
sMacro[iCurrent].Definition = "1";
++iCurrent;
if (pcMesh->piShininessTexture)
{
sMacro[iCurrent].Name = "AV_SHININESS_TEXTURE";
sMacro[iCurrent].Definition = "1";
++iCurrent;
}
}
if (1.0f != pcMesh->fOpacity)
{
sMacro[iCurrent].Name = "AV_OPACITY";
sMacro[iCurrent].Definition = "1";
++iCurrent;
}
if( pcSource->HasBones())
{
sMacro[iCurrent].Name = "AV_SKINNING";
sMacro[iCurrent].Definition = "1";
++iCurrent;
}
// If a cubemap is active, we'll need to lookup it for calculating
// a physically correct reflection
if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode())
{
sMacro[iCurrent].Name = "AV_SKYBOX_LOOKUP";
sMacro[iCurrent].Definition = "1";
++iCurrent;
}
sMacro[iCurrent].Name = NULL;
sMacro[iCurrent].Definition = NULL;
// compile the shader
if(FAILED( D3DXCreateEffect(g_piDevice,
g_szMaterialShader.c_str(),(UINT)g_szMaterialShader.length(),
(const D3DXMACRO*)sMacro,NULL,0,NULL,&pcMesh->piEffect,&piBuffer)))
{
// failed to compile the shader
if( piBuffer)
{
MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
piBuffer->Release();
}
// use the default material instead
if (g_piDefaultEffect)
{
pcMesh->piEffect = g_piDefaultEffect;
g_piDefaultEffect->AddRef();
}
// get the name of the material and use it in the log message
if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_NAME,&szPath) &&
'\0' != szPath.data[0])
{
std::string sz = "[ERROR] Unable to load material: ";
sz.append(szPath.data);
CLogDisplay::Instance().AddEntry(sz);
}
else
{
CLogDisplay::Instance().AddEntry("Unable to load material: UNNAMED");
}
return 0;
} else
{
// use Fixed Function effect when working with shaderless cards
if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
pcMesh->piEffect->SetTechnique( "MaterialFX_FF");
}
if( piBuffer) piBuffer->Release();
// now commit all constants to the shader
//
// This is not necessary for shared shader. Shader constants for
// shared shaders are automatically recommited before the shader
// is being used for a particular mesh
if (1.0f != pcMesh->fOpacity)
pcMesh->piEffect->SetFloat("TRANSPARENCY",pcMesh->fOpacity);
if (pcMesh->eShadingMode != aiShadingMode_Gouraud && !g_sOptions.bNoSpecular)
{
pcMesh->piEffect->SetFloat("SPECULARITY",pcMesh->fShininess);
pcMesh->piEffect->SetFloat("SPECULAR_STRENGTH",pcMesh->fSpecularStrength);
}
pcMesh->piEffect->SetVector("DIFFUSE_COLOR",&pcMesh->vDiffuseColor);
pcMesh->piEffect->SetVector("SPECULAR_COLOR",&pcMesh->vSpecularColor);
pcMesh->piEffect->SetVector("AMBIENT_COLOR",&pcMesh->vAmbientColor);
pcMesh->piEffect->SetVector("EMISSIVE_COLOR",&pcMesh->vEmissiveColor);
if (pcMesh->piDiffuseTexture)
pcMesh->piEffect->SetTexture("DIFFUSE_TEXTURE",pcMesh->piDiffuseTexture);
if (pcMesh->piOpacityTexture)
pcMesh->piEffect->SetTexture("OPACITY_TEXTURE",pcMesh->piOpacityTexture);
if (pcMesh->piSpecularTexture)
pcMesh->piEffect->SetTexture("SPECULAR_TEXTURE",pcMesh->piSpecularTexture);
if (pcMesh->piAmbientTexture)
pcMesh->piEffect->SetTexture("AMBIENT_TEXTURE",pcMesh->piAmbientTexture);
if (pcMesh->piEmissiveTexture)
pcMesh->piEffect->SetTexture("EMISSIVE_TEXTURE",pcMesh->piEmissiveTexture);
if (pcMesh->piNormalTexture)
pcMesh->piEffect->SetTexture("NORMAL_TEXTURE",pcMesh->piNormalTexture);
if (pcMesh->piShininessTexture)
pcMesh->piEffect->SetTexture("SHININESS_TEXTURE",pcMesh->piShininessTexture);
if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode())
{
pcMesh->piEffect->SetTexture("lw_tex_envmap",CBackgroundPainter::Instance().GetTexture());
}
return 1;
}
//-------------------------------------------------------------------------------
int CMaterialManager::SetupMaterial (
AssetHelper::MeshHelper* pcMesh,
const aiMatrix4x4& pcProj,
const aiMatrix4x4& aiMe,
const aiMatrix4x4& pcCam,
const aiVector3D& vPos)
{
ai_assert(NULL != pcMesh);
if (!pcMesh->piEffect)return 0;
ID3DXEffect* piEnd = pcMesh->piEffect;
piEnd->SetMatrix("WorldViewProjection",
(const D3DXMATRIX*)&pcProj);
piEnd->SetMatrix("World",(const D3DXMATRIX*)&aiMe);
piEnd->SetMatrix("WorldInverseTranspose",
(const D3DXMATRIX*)&pcCam);
D3DXVECTOR4 apcVec[5];
memset(apcVec,0,sizeof(apcVec));
apcVec[0].x = g_avLightDirs[0].x;
apcVec[0].y = g_avLightDirs[0].y;
apcVec[0].z = g_avLightDirs[0].z;
apcVec[0].w = 0.0f;
apcVec[1].x = g_avLightDirs[0].x * -1.0f;
apcVec[1].y = g_avLightDirs[0].y * -1.0f;
apcVec[1].z = g_avLightDirs[0].z * -1.0f;
apcVec[1].w = 0.0f;
D3DXVec4Normalize(&apcVec[0],&apcVec[0]);
D3DXVec4Normalize(&apcVec[1],&apcVec[1]);
piEnd->SetVectorArray("afLightDir",apcVec,5);
apcVec[0].x = ((g_avLightColors[0] >> 16) & 0xFF) / 255.0f;
apcVec[0].y = ((g_avLightColors[0] >> 8) & 0xFF) / 255.0f;
apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f;
apcVec[0].w = 1.0f;
if( g_sOptions.b3Lights)
{
apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f;
apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f;
apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f;
apcVec[1].w = 0.0f;
} else
{
apcVec[1].x = 0.0f;
apcVec[1].y = 0.0f;
apcVec[1].z = 0.0f;
apcVec[1].w = 0.0f;
}
apcVec[0] *= g_fLightIntensity;
apcVec[1] *= g_fLightIntensity;
piEnd->SetVectorArray("afLightColor",apcVec,5);
apcVec[0].x = ((g_avLightColors[2] >> 16) & 0xFF) / 255.0f;
apcVec[0].y = ((g_avLightColors[2] >> 8) & 0xFF) / 255.0f;
apcVec[0].z = ((g_avLightColors[2]) & 0xFF) / 255.0f;
apcVec[0].w = 1.0f;
apcVec[1].x = ((g_avLightColors[2] >> 16) & 0xFF) / 255.0f;
apcVec[1].y = ((g_avLightColors[2] >> 8) & 0xFF) / 255.0f;
apcVec[1].z = ((g_avLightColors[2]) & 0xFF) / 255.0f;
apcVec[1].w = 0.0f;
// FIX: light intensity doesn't apply to ambient color
//apcVec[0] *= g_fLightIntensity;
//apcVec[1] *= g_fLightIntensity;
piEnd->SetVectorArray("afLightColorAmbient",apcVec,5);
apcVec[0].x = vPos.x;
apcVec[0].y = vPos.y;
apcVec[0].z = vPos.z;
piEnd->SetVector( "vCameraPos",&apcVec[0]);
// if the effect instance is shared by multiple materials we need to
// recommit its whole state once per frame ...
if (pcMesh->bSharedFX)
{
// now commit all constants to the shader
if (1.0f != pcMesh->fOpacity)
pcMesh->piEffect->SetFloat("TRANSPARENCY",pcMesh->fOpacity);
if (pcMesh->eShadingMode != aiShadingMode_Gouraud)
{
pcMesh->piEffect->SetFloat("SPECULARITY",pcMesh->fShininess);
pcMesh->piEffect->SetFloat("SPECULAR_STRENGTH",pcMesh->fSpecularStrength);
}
pcMesh->piEffect->SetVector("DIFFUSE_COLOR",&pcMesh->vDiffuseColor);
pcMesh->piEffect->SetVector("SPECULAR_COLOR",&pcMesh->vSpecularColor);
pcMesh->piEffect->SetVector("AMBIENT_COLOR",&pcMesh->vAmbientColor);
pcMesh->piEffect->SetVector("EMISSIVE_COLOR",&pcMesh->vEmissiveColor);
if (pcMesh->piOpacityTexture)
pcMesh->piEffect->SetTexture("OPACITY_TEXTURE",pcMesh->piOpacityTexture);
if (pcMesh->piDiffuseTexture)
pcMesh->piEffect->SetTexture("DIFFUSE_TEXTURE",pcMesh->piDiffuseTexture);
if (pcMesh->piSpecularTexture)
pcMesh->piEffect->SetTexture("SPECULAR_TEXTURE",pcMesh->piSpecularTexture);
if (pcMesh->piAmbientTexture)
pcMesh->piEffect->SetTexture("AMBIENT_TEXTURE",pcMesh->piAmbientTexture);
if (pcMesh->piEmissiveTexture)
pcMesh->piEffect->SetTexture("EMISSIVE_TEXTURE",pcMesh->piEmissiveTexture);
if (pcMesh->piNormalTexture)
pcMesh->piEffect->SetTexture("NORMAL_TEXTURE",pcMesh->piNormalTexture);
if (pcMesh->piShininessTexture)
pcMesh->piEffect->SetTexture("SHININESS_TEXTURE",pcMesh->piShininessTexture);
if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode())
{
piEnd->SetTexture("lw_tex_envmap",CBackgroundPainter::Instance().GetTexture());
}
}
// setup the correct shader technique to be used for drawing
if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
{
g_piDefaultEffect->SetTechnique( "MaterialFXSpecular_FF");
} else
if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0) || g_sOptions.bLowQuality)
{
if (g_sOptions.b3Lights)
piEnd->SetTechnique("MaterialFXSpecular_PS20_D2");
else piEnd->SetTechnique("MaterialFXSpecular_PS20_D1");
}
else
{
if (g_sOptions.b3Lights)
piEnd->SetTechnique("MaterialFXSpecular_D2");
else piEnd->SetTechnique("MaterialFXSpecular_D1");
}
// activate the effect
UINT dwPasses = 0;
piEnd->Begin(&dwPasses,0);
piEnd->BeginPass(0);
return 1;
}
//-------------------------------------------------------------------------------
int CMaterialManager::EndMaterial (AssetHelper::MeshHelper* pcMesh)
{
ai_assert(NULL != pcMesh);
if (!pcMesh->piEffect)return 0;
// end the effect
pcMesh->piEffect->EndPass();
pcMesh->piEffect->End();
return 1;
}
}; // end namespace AssimpView