assimp/code/AssetLib/Irr/IRRShared.h

118 lines
3.7 KiB
C++

/** @file IRRShared.h
* @brief Shared utilities for the IRR and IRRMESH loaders
*/
#ifndef INCLUDED_AI_IRRSHARED_H
#define INCLUDED_AI_IRRSHARED_H
#include <assimp/BaseImporter.h>
#include <assimp/XmlParser.h>
#include <cstdint>
struct aiMaterial;
namespace Assimp {
/** @brief Matrix to convert from Assimp to IRR and backwards
*/
extern const aiMatrix4x4 AI_TO_IRR_MATRIX;
// Default: 0 = solid, one texture
#define AI_IRRMESH_MAT_solid_2layer 0x10000
// Transparency flags
#define AI_IRRMESH_MAT_trans_vertex_alpha 0x1
#define AI_IRRMESH_MAT_trans_add 0x2
// Lightmapping flags
#define AI_IRRMESH_MAT_lightmap 0x2
#define AI_IRRMESH_MAT_lightmap_m2 (AI_IRRMESH_MAT_lightmap | 0x4)
#define AI_IRRMESH_MAT_lightmap_m4 (AI_IRRMESH_MAT_lightmap | 0x8)
#define AI_IRRMESH_MAT_lightmap_light (AI_IRRMESH_MAT_lightmap | 0x10)
#define AI_IRRMESH_MAT_lightmap_light_m2 (AI_IRRMESH_MAT_lightmap | 0x20)
#define AI_IRRMESH_MAT_lightmap_light_m4 (AI_IRRMESH_MAT_lightmap | 0x40)
#define AI_IRRMESH_MAT_lightmap_add (AI_IRRMESH_MAT_lightmap | 0x80)
// Standard NormalMap (or Parallax map, they're treated equally)
#define AI_IRRMESH_MAT_normalmap_solid (0x100)
// Normal map combined with vertex alpha
#define AI_IRRMESH_MAT_normalmap_tva \
(AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_vertex_alpha)
// Normal map combined with additive transparency
#define AI_IRRMESH_MAT_normalmap_ta \
(AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_add)
// Special flag. It indicates a second texture has been found
// Its type depends ... either a normal textue or a normal map
#define AI_IRRMESH_EXTRA_2ND_TEXTURE 0x100000
// ---------------------------------------------------------------------------
/** Base class for the Irr and IrrMesh importers.
*
* Declares some irrlight-related xml parsing utilities and provides tools
* to load materials from IRR and IRRMESH files.
*/
class IrrlichtBase {
protected:
IrrlichtBase() :
mNode(nullptr) {
// empty
}
~IrrlichtBase() = default;
/** @brief Data structure for a simple name-value property
*/
template <class T>
struct Property {
std::string name;
T value;
};
typedef Property<uint32_t> HexProperty;
typedef Property<std::string> StringProperty;
typedef Property<bool> BoolProperty;
typedef Property<float> FloatProperty;
typedef Property<aiVector3D> VectorProperty;
typedef Property<int> IntProperty;
/// XML reader instance
XmlParser mParser;
pugi::xml_node *mNode;
// -------------------------------------------------------------------
/** Parse a material description from the XML
* @return The created material
* @param matFlags Receives AI_IRRMESH_MAT_XX flags
*/
aiMaterial *ParseMaterial(unsigned int &matFlags);
// -------------------------------------------------------------------
/** Read a property of the specified type from the current XML element.
* @param out Receives output data
*/
void ReadHexProperty(HexProperty &out);
void ReadStringProperty(StringProperty &out);
void ReadBoolProperty(BoolProperty &out);
void ReadFloatProperty(FloatProperty &out);
void ReadVectorProperty(VectorProperty &out);
void ReadIntProperty(IntProperty &out);
};
// ------------------------------------------------------------------------------------------------
// Unpack a hex color, e.g. 0xdcdedfff
inline void ColorFromARGBPacked(uint32_t in, aiColor4D &clr) {
clr.a = ((in >> 24) & 0xff) / 255.f;
clr.r = ((in >> 16) & 0xff) / 255.f;
clr.g = ((in >> 8) & 0xff) / 255.f;
clr.b = ((in)&0xff) / 255.f;
}
} // end namespace Assimp
#endif // !! INCLUDED_AI_IRRSHARED_H