// NeL - MMORPG Framework // Copyright (C) 2015 Winch Gate Property Limited // Author: Jan Boon // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include #include "assimp_shape.h" #include #include #include #define NL_NODE_INTERNAL_TYPE aiNode #define NL_SCENE_INTERNAL_TYPE aiScene #include "scene_context.h" #include #include #include #include #include using namespace std; using namespace NLMISC; using namespace NL3D; // http://assimp.sourceforge.net/lib_html/materials.html inline CRGBA convColor(const aiColor3D &ac, uint8 a = 255) { return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f); } inline CRGBA convColor(const aiColor4D &ac) { return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f); } void assimpMaterial(NL3D::CMaterial &mat, CMeshUtilsContext &context, const aiMaterial *am) { aiString amname; if (am->Get(AI_MATKEY_NAME, amname) != aiReturn_SUCCESS) amname = ""; mat.initLighted(); mat.setShader(CMaterial::Normal); int i; float f; aiColor3D c3; aiColor4D c4; if (am->Get(AI_MATKEY_TWOSIDED, i) == aiReturn_SUCCESS) mat.setDoubleSided(i != 0); if (am->Get(AI_MATKEY_BLEND_FUNC, i) == aiReturn_SUCCESS) switch ((aiBlendMode)i) { case aiBlendMode_Default: mat.setSrcBlend(CMaterial::srcalpha); mat.setDstBlend(CMaterial::invsrcalpha); break; case aiBlendMode_Additive: mat.setSrcBlend(CMaterial::one); mat.setDstBlend(CMaterial::one); break; } // Colors follow GL convention // "While the ambient, diffuse, specular and emission // "material parameters all have alpha components, only the diffuse" // "alpha component is used in the lighting computation." if (am->Get(AI_MATKEY_COLOR_DIFFUSE, c3) == aiReturn_SUCCESS) mat.setDiffuse(convColor(c3)); if (am->Get(AI_MATKEY_OPACITY, f) == aiReturn_SUCCESS) mat.setOpacity(f * 255.99f); if (am->Get(AI_MATKEY_COLOR_AMBIENT, c3) == aiReturn_SUCCESS) mat.setAmbient(convColor(c3)); if (am->Get(AI_MATKEY_SHININESS, f) == aiReturn_SUCCESS) mat.setShininess(f); // (float)pow(2.0, f * 10.0) * 4.f; if (am->Get(AI_MATKEY_COLOR_SPECULAR, c3) == aiReturn_SUCCESS) mat.setSpecular(convColor(c3)); if (am->Get(AI_MATKEY_SHININESS_STRENGTH, f) == aiReturn_SUCCESS) mat.setSpecular(CRGBAF(mat.getSpecular()) * f); else mat.setSpecular(NLMISC::CRGBA::Black); if (am->Get(AI_MATKEY_COLOR_EMISSIVE, c3) == aiReturn_SUCCESS) mat.setEmissive(convColor(c3)); // Textures unsigned int texCount = am->GetTextureCount(aiTextureType_DIFFUSE); if (texCount > IDRV_MAT_MAXTEXTURES) { tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Material '%s' has more than %i textures (%i textures found)", amname.C_Str(), IDRV_MAT_MAXTEXTURES, texCount); texCount = IDRV_MAT_MAXTEXTURES; } for (unsigned int ti = 0; ti < texCount; ++ti) { aiString path; aiTextureMapping mapping; unsigned int uvindex; float blend; // Partially supported aiTextureOp op; aiTextureMapMode mapmode; if (am->GetTexture(aiTextureType_DIFFUSE, ti, &path, &mapping, &uvindex, &blend, &op, &mapmode) != aiReturn_SUCCESS) { tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Failed to get texture %i in material '%s'", ti, amname.C_Str()); break; } std::string fileName = CFile::getFilename(CPath::standardizePath(path.C_Str(), false)); std::string knownPath = CPath::lookup(fileName, false, false, false); if (knownPath.empty()) { tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Texture '%s' referenced in material '%s' but not found in the database search paths", fileName.c_str(), amname.C_Str()); } // NeL supports bitmap and cubemap, but we import only basic bitmap here. Cubemap can be inserted from the mesh editor tool // NeL also has fancy multi-bitmap thing to switch between summer and winter and so on. Same story CSmartPtr tex = new CTextureFile(); tex->setFileName(fileName); tex->setWrapS(mapmode == aiTextureMapMode_Clamp ? ITexture::Clamp : ITexture::Repeat); tex->setWrapT(mapmode == aiTextureMapMode_Clamp ? ITexture::Clamp : ITexture::Repeat); mat.setTexture(ti, tex); // TODO uvindex for uv routing (probably necessary during shape import - if so also need to also ask the uv channel in the editor and store in meta) // TODO aiTextureMapping texcoordgen if useful to import mat.texEnvArg0Alpha(ti, CMaterial::Texture, CMaterial::SrcAlpha); mat.texEnvArg0RGB(ti, CMaterial::Texture, CMaterial::SrcColor); mat.texEnvArg1Alpha(ti, ti == 0 ? CMaterial::Diffuse : CMaterial::Previous, CMaterial::SrcAlpha); mat.texEnvArg1RGB(ti, ti == 0 ? CMaterial::Diffuse : CMaterial::Previous, CMaterial::SrcColor); switch (op) { case aiTextureOp_Multiply: default: mat.texEnvOpAlpha(ti, CMaterial::Modulate); mat.texEnvOpRGB(ti, CMaterial::Modulate); break; case aiTextureOp_Add: mat.texEnvOpAlpha(ti, CMaterial::Add); mat.texEnvOpRGB(ti, CMaterial::Add); break; case aiTextureOp_Subtract: mat.texEnvArg0Alpha(ti, CMaterial::Texture, CMaterial::InvSrcAlpha); mat.texEnvArg0RGB(ti, CMaterial::Texture, CMaterial::InvSrcColor); mat.texEnvOpAlpha(ti, CMaterial::Add); mat.texEnvOpRGB(ti, CMaterial::Add); break; case aiTextureOp_SignedAdd: mat.texEnvOpAlpha(ti, CMaterial::AddSigned); mat.texEnvOpRGB(ti, CMaterial::AddSigned); break; } } } CSmartPtr assimpMaterial(CMeshUtilsContext &context, const aiMaterial *am) { CSmartPtr matp = new CMaterial(); CMaterial &mat = *matp; assimpMaterial(mat, context, am); return matp; } void assimpMaterials(CMeshUtilsContext &context) { set materialNames; const aiScene *scene = context.InternalScene; for (unsigned int mi = 0; mi < scene->mNumMaterials; ++mi) { const aiMaterial *am = scene->mMaterials[mi]; for (unsigned int pi = 0; pi < am->mNumProperties; ++pi) // DEBUG { // DEBUG const aiMaterialProperty *amp = am->mProperties[pi]; printf("%s\n", amp->mKey.C_Str()); } // DEBUG aiString amname; if (am->Get(AI_MATKEY_NAME, amname) != aiReturn_SUCCESS) { tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Material has no name"); continue; } if (materialNames.find(amname.C_Str()) != materialNames.end()) { tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), "Material name '%s' used more than once", amname.C_Str()); continue; } if (context.SceneMeta.Materials.find(amname.C_Str()) == context.SceneMeta.Materials.end()) { materialNames.insert(amname.C_Str()); context.SceneMeta.Materials[amname.C_Str()] = assimpMaterial(context, am); } } } /* end of file */