diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/tools/assimp_view/MaterialManager.h | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/tools/assimp_view/MaterialManager.h')
-rw-r--r-- | src/mesh/assimp-master/tools/assimp_view/MaterialManager.h | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/tools/assimp_view/MaterialManager.h b/src/mesh/assimp-master/tools/assimp_view/MaterialManager.h new file mode 100644 index 0000000..625cae2 --- /dev/null +++ b/src/mesh/assimp-master/tools/assimp_view/MaterialManager.h @@ -0,0 +1,195 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, 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. +--------------------------------------------------------------------------- +*/ + +#pragma once + +#include <map> + +#include "AssetHelper.h" + +namespace AssimpView { + +//------------------------------------------------------------------------------- +/* Helper class to create, access and destroy materials + */ +//------------------------------------------------------------------------------- +class CMaterialManager { + friend class CDisplay; + +public: + //------------------------------------------------------------------ + // Singleton accessors + 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); + + /// @brief 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); + + /// @brief Setup the material for a given mesh. + /// @param pcMesh Mesh to be rendered + /// @param pcProj Projection matrix + /// @param aiMe Current world matrix + /// @param pcCam Camera matrix + /// @param vPos Position of the camera + /// @return 0 if successful. + 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() { + m_iShaderCount = 0; + for (auto & sCachedTexture : sCachedTextures) { + sCachedTexture.second->Release(); + } + sCachedTextures.clear(); + } + +private: + // The default constructor + CMaterialManager() : + m_iShaderCount(0), + sDefaultTexture() { + // empty + } + + // Destructor, private. + ~CMaterialManager() { + if (sDefaultTexture) { + sDefaultTexture->Release(); + } + Reset(); + } + + //------------------------------------------------------------------ + // 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 won't 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: + static CMaterialManager s_cInstance; + + // 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; + IDirect3DTexture9 *sDefaultTexture; + using TextureCache = std::map<std::string, IDirect3DTexture9 *>; + TextureCache sCachedTextures; +}; + +} // namespace AssimpView |