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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #ifndef _COLLADA_APP_MATERIAL_H_
- #define _COLLADA_APP_MATERIAL_H_
- #ifndef _APPMATERIAL_H_
- #include "ts/loader/appMaterial.h"
- #endif
- #ifndef _COLLADA_EXTENSIONS_H_
- #include "ts/collada/colladaExtensions.h"
- #endif
- class Material;
- class ColladaAppMaterial : public AppMaterial
- {
- public:
- const domMaterial* mat; ///< Collada <material> element
- domEffect* effect; ///< Collada <effect> element
- ColladaExtension_effect* effectExt; ///< effect extension
- String name; ///< Name of this material (cleaned)
- // Settings extracted from the Collada file, and optionally saved to materials.tscript
- String diffuseMap;
- String normalMap;
- LinearColorF diffuseColor;
- F32 roughness;
- F32 metalness;
- bool doubleSided;
- ColladaAppMaterial(const char* matName);
- ColladaAppMaterial(const domMaterial* pMat);
- ~ColladaAppMaterial() { delete effectExt; }
- String getName() const { return name; }
- void resolveFloat(const domCommon_float_or_param_type* value, F32* dst);
- void resolveColor(const domCommon_color_or_texture_type* value, LinearColorF* dst);
- // Determine the material transparency
- template<class T> void resolveTransparency(const T shader, F32* dst)
- {
- // Start out by getting the <transparency> value
- *dst = 1.0f;
- resolveFloat(shader->getTransparency(), dst);
- // Multiply the transparency by the transparent color
- LinearColorF transColor(1.0f, 1.0f, 1.0f, 1.0f);
- if (shader->getTransparent() && shader->getTransparent()->getColor()) {
- const domCommon_color_or_texture_type::domColor* color = shader->getTransparent()->getColor();
- transColor.set(color->getValue()[0], color->getValue()[1], color->getValue()[2], color->getValue()[3]);
- }
- if (!shader->getTransparent() || (shader->getTransparent()->getOpaque() == FX_OPAQUE_ENUM_A_ONE)) {
- // multiply by alpha value and invert (so 1.0 is fully opaque)
- *dst = 1.0f - (*dst * transColor.alpha);
- }
- else {
- // multiply by average of the RGB values
- F32 avg = (transColor.red + transColor.blue + transColor.green) / 3;
- *dst *= avg;
- }
- }
- Material *createMaterial(const Torque::Path& path) const;
- };
- #endif // _COLLADA_APP_MATERIAL_H_
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