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157 lines
4.3 KiB
C++
157 lines
4.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2015 Winch Gate Property Limited
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// Author: Jan Boon <jan.boon@kaetemi.be>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <nel/misc/types_nl.h>
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#include "assimp_shape.h"
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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#define NL_NODE_INTERNAL_TYPE aiNode
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#define NL_SCENE_INTERNAL_TYPE aiScene
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#include "scene_context.h"
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#include <nel/misc/debug.h>
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#include <nel/misc/path.h>
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#include <nel/misc/tool_logger.h>
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#include <nel/3d/mesh.h>
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using namespace std;
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using namespace NLMISC;
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using namespace NL3D;
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// http://assimp.sourceforge.net/lib_html/materials.html
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inline CRGBA convColor(const aiColor3D &ac)
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{
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return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f);
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}
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inline CRGBA convColor(const aiColor4D &ac)
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{
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return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f);
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}
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void assimpMaterial(NL3D::CMaterial &mat, CMeshUtilsContext &context, const aiMaterial *am)
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{
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mat.initLighted();
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mat.setShader(CMaterial::Normal);
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int i;
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float f;
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aiColor3D c3;
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aiColor4D c4;
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if (am->Get(AI_MATKEY_TWOSIDED, i) == aiReturn_SUCCESS)
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mat.setDoubleSided(i != 0);
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if (am->Get(AI_MATKEY_BLEND_FUNC, i) == aiReturn_SUCCESS) switch ((aiBlendMode)i)
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{
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case aiBlendMode_Default:
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mat.setSrcBlend(CMaterial::srcalpha);
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mat.setDstBlend(CMaterial::invsrcalpha);
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break;
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case aiBlendMode_Additive:
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mat.setSrcBlend(CMaterial::one);
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mat.setDstBlend(CMaterial::one);
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break;
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}
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if (am->Get(AI_MATKEY_OPACITY, f) == aiReturn_SUCCESS)
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mat.setOpacity(f * 255.99f);
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if (am->Get(AI_MATKEY_SHININESS, f) == aiReturn_SUCCESS)
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mat.setShininess(f); // OR (float)pow(2.0, shininess * 10.0) * 4.f ??
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if (am->Get(AI_MATKEY_COLOR_DIFFUSE, c3) == aiReturn_SUCCESS)
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{
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CRGBA diffuse = convColor(c3);
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diffuse.A = mat.getOpacity();
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mat.setDiffuse(diffuse);
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}
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if (am->Get(AI_MATKEY_COLOR_AMBIENT, c3) == aiReturn_SUCCESS)
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mat.setAmbient(convColor(c3));
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if (am->Get(AI_MATKEY_COLOR_SPECULAR, c3) == aiReturn_SUCCESS)
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{
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CRGBA specular = convColor(c3);
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if (am->Get(AI_MATKEY_SHININESS_STRENGTH, f) == aiReturn_SUCCESS)
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{
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CRGBAF fColor = specular;
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fColor *= f;
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uint8 a = specular.A;
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specular = fColor;
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specular.A = a;
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}
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mat.setSpecular(specular);
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}
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if (am->Get(AI_MATKEY_COLOR_EMISSIVE, c3) == aiReturn_SUCCESS)
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mat.setEmissive(convColor(c3));
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}
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CSmartPtr<CMaterial> assimpMaterial(CMeshUtilsContext &context, const aiMaterial *am)
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{
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CSmartPtr<CMaterial> matp = new CMaterial();
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CMaterial &mat = *matp;
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assimpMaterial(mat, context, am);
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return matp;
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}
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void assimpMaterials(CMeshUtilsContext &context)
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{
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set<CSString> materialNames;
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const aiScene *scene = context.InternalScene;
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for (unsigned int mi = 0; mi < scene->mNumMaterials; ++mi)
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{
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const aiMaterial *am = scene->mMaterials[mi];
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for (unsigned int pi = 0; pi < am->mNumProperties; ++pi) // DEBUG
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{ // DEBUG
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const aiMaterialProperty *amp = am->mProperties[pi];
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printf("%s\n", amp->mKey.C_Str());
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} // DEBUG
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aiString amname;
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if (am->Get(AI_MATKEY_NAME, amname) != aiReturn_SUCCESS)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Material has no name");
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continue;
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}
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if (materialNames.find(amname.C_Str()) != materialNames.end())
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Material name '%s' used more than once", amname.C_Str());
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continue;
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}
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if (context.SceneMeta.Materials.find(amname.C_Str())
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== context.SceneMeta.Materials.end())
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{
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materialNames.insert(amname.C_Str());
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context.SceneMeta.Materials[amname.C_Str()] = assimpMaterial(context, am);
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}
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}
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}
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/* end of file */
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