188 lines
6.6 KiB
C++
188 lines
6.6 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.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
|
|
#if (!defined AV_MATERIAL_H_INCLUDED)
|
|
#define AV_MATERIAL_H_INCLUDE
|
|
|
|
//-------------------------------------------------------------------------------
|
|
/* Helper class to create, access and destroy materials
|
|
*/
|
|
//-------------------------------------------------------------------------------
|
|
class CMaterialManager
|
|
{
|
|
private:
|
|
|
|
// default constructor
|
|
CMaterialManager()
|
|
: m_iShaderCount (0) {}
|
|
|
|
public:
|
|
|
|
//------------------------------------------------------------------
|
|
// Singleton accessors
|
|
static CMaterialManager s_cInstance;
|
|
inline static CMaterialManager& Instance ()
|
|
{
|
|
return s_cInstance;
|
|
}
|
|
|
|
//------------------------------------------------------------------
|
|
// Delete all resources of a given material
|
|
//
|
|
// Must be called before CreateMaterial() to prevent memory leaking
|
|
void DeleteMaterial(AssetHelper::MeshHelper* pcIn);
|
|
|
|
//------------------------------------------------------------------
|
|
// Create the material for a mesh.
|
|
//
|
|
// The function checks whether an identical shader is already in use.
|
|
// A shader is considered to be identical if it has the same input
|
|
// signature and takes the same number of texture channels.
|
|
int CreateMaterial(AssetHelper::MeshHelper* pcMesh,
|
|
const aiMesh* pcSource);
|
|
|
|
//------------------------------------------------------------------
|
|
// Setup the material for a given mesh
|
|
// pcMesh Mesh to be rendered
|
|
// pcProj Projection matrix
|
|
// aiMe Current world matrix
|
|
// pcCam Camera matrix
|
|
// vPos Position of the camera
|
|
// TODO: Extract camera position from matrix ...
|
|
//
|
|
int SetupMaterial (AssetHelper::MeshHelper* pcMesh,
|
|
const aiMatrix4x4& pcProj,
|
|
const aiMatrix4x4& aiMe,
|
|
const aiMatrix4x4& pcCam,
|
|
const aiVector3D& vPos);
|
|
|
|
//------------------------------------------------------------------
|
|
// End the material for a given mesh
|
|
// Called after mesh rendering is complete
|
|
// pcMesh Mesh object
|
|
int EndMaterial (AssetHelper::MeshHelper* pcMesh);
|
|
|
|
//------------------------------------------------------------------
|
|
// Recreate all specular materials depending on the current
|
|
// specularity settings
|
|
//
|
|
// Diffuse-only materials are ignored.
|
|
// Must be called after specular highlights have been toggled
|
|
int UpdateSpecularMaterials();
|
|
|
|
//------------------------------------------------------------------
|
|
// find a valid path to a texture file
|
|
//
|
|
// Handle 8.3 syntax correctly, search the environment of the
|
|
// executable and the asset for a texture with a name very similar
|
|
// to a given one
|
|
int FindValidPath(aiString* p_szString);
|
|
|
|
//------------------------------------------------------------------
|
|
// Load a texture into memory and create a native D3D texture resource
|
|
//
|
|
// The function tries to find a valid path for a texture
|
|
int LoadTexture(IDirect3DTexture9** p_ppiOut,aiString* szPath);
|
|
|
|
|
|
//------------------------------------------------------------------
|
|
// Getter for m_iShaderCount
|
|
//
|
|
inline unsigned int GetShaderCount()
|
|
{
|
|
return this->m_iShaderCount;
|
|
}
|
|
|
|
//------------------------------------------------------------------
|
|
// Reset the state of the class
|
|
// Called whenever a new asset is loaded
|
|
inline void Reset()
|
|
{
|
|
this->m_iShaderCount = 0;
|
|
}
|
|
|
|
private:
|
|
|
|
//------------------------------------------------------------------
|
|
// find a valid path to a texture file
|
|
//
|
|
// Handle 8.3 syntax correctly, search the environment of the
|
|
// executable and the asset for a texture with a name very similar
|
|
// to a given one
|
|
bool TryLongerPath(char* szTemp,aiString* p_szString);
|
|
|
|
//------------------------------------------------------------------
|
|
// Setup the default texture for a texture channel
|
|
//
|
|
// Generates a default checker pattern for a texture
|
|
int SetDefaultTexture(IDirect3DTexture9** p_ppiOut);
|
|
|
|
//------------------------------------------------------------------
|
|
// Convert a height map to a normal map if necessary
|
|
//
|
|
// The function tries to detect the type of a texture automatically.
|
|
// However, this wont work in every case.
|
|
void HMtoNMIfNecessary(IDirect3DTexture9* piTexture,
|
|
IDirect3DTexture9** piTextureOut,
|
|
bool bWasOriginallyHM = true);
|
|
|
|
//------------------------------------------------------------------
|
|
// Search for non-opaque pixels in a texture
|
|
//
|
|
// A pixel is considered to be non-opaque if its alpha value is
|
|
// less than 255
|
|
//------------------------------------------------------------------
|
|
bool HasAlphaPixels(IDirect3DTexture9* piTexture);
|
|
|
|
private:
|
|
|
|
//
|
|
// Specifies the number of different shaders generated for
|
|
// the current asset. This number is incremented by CreateMaterial()
|
|
// each time a shader isn't found in cache and needs to be created
|
|
//
|
|
unsigned int m_iShaderCount;
|
|
|
|
|
|
};
|
|
|
|
#endif //!! include guard
|