assimp/code/OgreImporterMaterial.cpp

216 lines
5.5 KiB
C++

/*
This file contains material related code. This is
spilitted up from the main file OgreImporter.cpp
to make it shorter and better amintainable.
*/
#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.h"
#include "irrXMLWrapper.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
MaterialHelper *NewMaterial=new MaterialHelper();
aiString ts(MaterialName.c_str());
NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
/*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
}
}
}
}
*/
string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.find('.'))+".material";
DefaultLogger::get()->info(str(format("Trying to load %1%") % MaterialFileName));
//Read the file into memory and put it in a stringstream
stringstream ss;
{// after this block, the temporarly loaded data will be released
IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
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 NewMaterial;
}
}
scoped_ptr<IOStream> MaterialFile(MatFilePtr);
vector<char> FileData(MaterialFile->FileSize());
MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1);
BaseImporter::ConvertToUTF8(FileData);
ss << &FileData[0];
}
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
{
ss >> Line;
if(Line!="{")
throw DeadlyImportError("empty material!");
while(Line!="}")//read until the end of the material
{
//Proceed to the first technique
ss >> Line;
if(Line=="technique")
{
ss >> Line;
if(Line!="{")
throw DeadlyImportError("empty technique!");
while(Line!="}")//read until the end of the technique
{
ss >> Line;
if(Line=="pass")
{
ss >> Line;
if(Line!="{")
throw DeadlyImportError("empty pass!");
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")
{
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
}
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));
}
}
}//end of material
}
else {} //this is the wrong material, proceed the file until we reach the next material
}
ss >> Line;
}
return NewMaterial;
}
}//namespace Ogre
}//namespace Assimp
#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER