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+/*
+---------------------------------------------------------------------------
+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