123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456 |
- /*
- Open Asset Import Library (assimp)
- ----------------------------------------------------------------------
- Copyright (c) 2006-2012, 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.
- ----------------------------------------------------------------------
- */
- /**
- This file contains material related code. This is
- spilitted up from the main file OgreImporter.cpp
- to make it shorter easier to maintain.
- */
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
- #include <vector>
- #include <sstream>
- using namespace std;
- #include "OgreImporter.hpp"
- #include "irrXMLWrapper.h"
- #include "TinyFormatter.h"
- namespace Assimp
- {
- namespace Ogre
- {
- aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
- {
- const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
- (void)m_CurrentScene;
- /*For bettetr understanding of the material parser, here is a material example file:
- material Sarg
- {
- receive_shadows on
- technique
- {
- pass
- {
- ambient 0.500000 0.500000 0.500000 1.000000
- diffuse 0.640000 0.640000 0.640000 1.000000
- specular 0.500000 0.500000 0.500000 1.000000 12.500000
- emissive 0.000000 0.000000 0.000000 1.000000
- texture_unit
- {
- texture SargTextur.tga
- tex_address_mode wrap
- filtering linear linear none
- }
- }
- }
- }
- */
- /*and here is another one:
- import * from abstract_base_passes_depth.material
- import * from abstract_base.material
- import * from mat_shadow_caster.material
- import * from mat_character_singlepass.material
- material hero/hair/caster : mat_shadow_caster_skin_areject
- {
- set $diffuse_map "hero_hair_alpha_c.dds"
- }
-
- material hero/hair_alpha : mat_char_cns_singlepass_areject_4weights
- {
- set $diffuse_map "hero_hair_alpha_c.dds"
- set $specular_map "hero_hair_alpha_s.dds"
- set $normal_map "hero_hair_alpha_n.dds"
- set $light_map "black_lightmap.dds"
-
- set $shadow_caster_material "hero/hair/caster"
- }
- */
- //Read the file into memory and put it in a stringstream
- stringstream ss;
- {// after this block, the temporarly loaded data will be released
- /*
- We have 3 guesses for the Material filename:
- - the Material Name
- - the Name of the mesh file
- - the DefaultMaterialLib (which you can set before importing)
- */
-
- IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialName+".material");
- if(NULL==MatFilePtr)
- {
- //the filename typically ends with .mesh or .mesh.xml
- const string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.rfind(".mesh"))+".material";
- MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
- if(NULL==MatFilePtr)
- {
- //try the default mat Library
- if(NULL==MatFilePtr)
- {
-
- MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
- if(NULL==MatFilePtr)
- {
- DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opened, Material will not be loaded!");
- return NULL;
- }
- }
- }
- }
- //Fill the stream
- boost::scoped_ptr<IOStream> MaterialFile(MatFilePtr);
- if(MaterialFile->FileSize()>0)
- {
- vector<char> FileData(MaterialFile->FileSize());
- MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1);
- BaseImporter::ConvertToUTF8(FileData);
- FileData.push_back('\0');//terminate the string with zero, so that the ss can parse it correctly
- ss << &FileData[0];
- }
- else
- {
- DefaultLogger::get()->warn("Material " + MaterialName + " seams to be empty");
- return NULL;
- }
- }
- //create the material
- aiMaterial *NewMaterial=new aiMaterial();
- aiString ts(MaterialName.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
- string Line;
- ss >> Line;
- // unsigned int Level=0;//Hierarchielevels in the material file, like { } blocks into another
- while(!ss.eof())
- {
- if(Line=="material")
- {
- ss >> Line;
- if(Line==MaterialName)//Load the next material
- {
- string RestOfLine;
- getline(ss, RestOfLine);//ignore the rest of the line
- ss >> Line;
- if(Line!="{")
- {
- DefaultLogger::get()->warn("empyt material!");
- return NULL;
- }
- while(Line!="}")//read until the end of the material
- {
- //Proceed to the first technique
- ss >> Line;
- if(Line=="technique")
- {
- ReadTechnique(ss, NewMaterial);
- }
- DefaultLogger::get()->info(Line);
- //read informations from a custom material:
- if(Line=="set")
- {
- ss >> Line;
- if(Line=="$specular")//todo load this values:
- {
- }
- if(Line=="$diffuse")
- {
- }
- if(Line=="$ambient")
- {
- }
- if(Line=="$colormap")
- {
- ss >> Line;
- aiString ts(Line.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
- }
- if(Line=="$normalmap")
- {
- ss >> Line;
- aiString ts(Line.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
- }
-
- if(Line=="$shininess_strength")
- {
- ss >> Line;
- float Shininess=fast_atof(Line.c_str());
- NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
- }
- if(Line=="$shininess_exponent")
- {
- ss >> Line;
- float Shininess=fast_atof(Line.c_str());
- NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS);
- }
- //Properties from Venetica:
- if(Line=="$diffuse_map")
- {
- ss >> Line;
- if(Line[0]=='"')// "file" -> file
- Line=Line.substr(1, Line.size()-2);
- aiString ts(Line.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
- }
- if(Line=="$specular_map")
- {
- ss >> Line;
- if(Line[0]=='"')// "file" -> file
- Line=Line.substr(1, Line.size()-2);
- aiString ts(Line.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0));
- }
- if(Line=="$normal_map")
- {
- ss >> Line;
- if(Line[0]=='"')// "file" -> file
- Line=Line.substr(1, Line.size()-2);
- aiString ts(Line.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
- }
- if(Line=="$light_map")
- {
- ss >> Line;
- if(Line[0]=='"')// "file" -> file
- Line=Line.substr(1, Line.size()-2);
- aiString ts(Line.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0));
- }
- }
- }//end of material
- }
- else {} //this is the wrong material, proceed the file until we reach the next material
- }
- ss >> Line;
- }
- return NewMaterial;
- }
- void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial) const
- {
- unsigned int CurrentDiffuseTextureId=0;
- unsigned int CurrentSpecularTextureId=0;
- unsigned int CurrentNormalTextureId=0;
- unsigned int CurrentLightTextureId=0;
- string RestOfLine;
- getline(ss, RestOfLine);//ignore the rest of the line
- string Line;
- ss >> Line;
- if(Line!="{")
- {
- DefaultLogger::get()->warn("empty technique!");
- return;
- }
- while(Line!="}")//read until the end of the technique
- {
- ss >> Line;
- if(Line=="pass")
- {
- getline(ss, RestOfLine);//ignore the rest of the line
- ss >> Line;
- if(Line!="{")
- {
- DefaultLogger::get()->warn("empty pass!");
- return;
- }
- while(Line!="}")//read until the end of the pass
- {
- ss >> Line;
- if(Line=="ambient")
- {
- float r,g,b;
- ss >> r >> g >> b;
- const aiColor3D Color(r,g,b);
- NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_AMBIENT);
- }
- else if(Line=="diffuse")
- {
- float r,g,b;
- ss >> r >> g >> b;
- const aiColor3D Color(r,g,b);
- NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_DIFFUSE);
- }
- else if(Line=="specular")
- {
- float r,g,b;
- ss >> r >> g >> b;
- const aiColor3D Color(r,g,b);
- NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_SPECULAR);
- }
- else if(Line=="emmisive")
- {
- float r,g,b;
- ss >> r >> g >> b;
- const aiColor3D Color(r,g,b);
- NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_EMISSIVE);
- }
- else if(Line=="texture_unit")
- {
- getline(ss, RestOfLine);//ignore the rest of the line
- std::string TextureName;
- int TextureType=-1;
- int UvSet=0;
- ss >> Line;
- if(Line!="{")
- throw DeadlyImportError("empty texture unit!");
- while(Line!="}")//read until the end of the texture_unit
- {
- ss >> Line;
- if(Line=="texture")
- {
- ss >> Line;
- TextureName=Line;
- if(m_TextureTypeFromFilename)
- {
- if(Line.find("_n.")!=string::npos)// Normalmap
- {
- TextureType=aiTextureType_NORMALS;
- }
- else if(Line.find("_s.")!=string::npos)// Specularmap
- {
- TextureType=aiTextureType_SPECULAR;
- }
- else if(Line.find("_l.")!=string::npos)// Lightmap
- {
- TextureType=aiTextureType_LIGHTMAP;
- }
- else// colormap
- {
- TextureType=aiTextureType_DIFFUSE;
- }
- }
- else
- {
- TextureType=aiTextureType_DIFFUSE;
- }
- }
- else if(Line=="tex_coord_set")
- {
- ss >> UvSet;
- }
- else if(Line=="colour_op")//TODO implement this
- {
- /*
- ss >> Line;
- if("replace"==Line)//I don't think, assimp has something for this...
- {
- }
- else if("modulate"==Line)
- {
- //TODO: set value
- //NewMaterial->AddProperty(aiTextureOp_Multiply)
- }
- */
- }
-
- }//end of texture unit
- Line="";//clear the } that would end the outer loop
- //give the texture to assimp:
-
- aiString ts(TextureName.c_str());
- switch(TextureType)
- {
- case aiTextureType_DIFFUSE:
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, CurrentDiffuseTextureId));
- NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentDiffuseTextureId));
- CurrentDiffuseTextureId++;
- break;
- case aiTextureType_NORMALS:
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, CurrentNormalTextureId));
- NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentNormalTextureId));
- CurrentNormalTextureId++;
- break;
- case aiTextureType_SPECULAR:
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, CurrentSpecularTextureId));
- NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentSpecularTextureId));
- CurrentSpecularTextureId++;
- break;
- case aiTextureType_LIGHTMAP:
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, CurrentLightTextureId));
- NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentLightTextureId));
- CurrentLightTextureId++;
- break;
- default:
- DefaultLogger::get()->warn("Invalid Texture Type!");
- break;
- }
- }
- }
- Line="";//clear the } that would end the outer loop
- }
- }//end of technique
- }
- }//namespace Ogre
- }//namespace Assimp
- #endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
|