mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-26 19:00:53 +00:00
228 lines
7.4 KiB
C++
228 lines
7.4 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2015 Winch Gate Property Limited
|
|
// Author: Jan Boon <jan.boon@kaetemi.be>
|
|
//
|
|
// 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 <http://www.gnu.org/licenses/>.
|
|
|
|
#include <nel/misc/types_nl.h>
|
|
#include "assimp_shape.h"
|
|
|
|
#include <assimp/postprocess.h>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/Importer.hpp>
|
|
|
|
#define NL_NODE_INTERNAL_TYPE aiNode
|
|
#define NL_SCENE_INTERNAL_TYPE aiScene
|
|
#include "scene_context.h"
|
|
|
|
#include <nel/misc/debug.h>
|
|
#include <nel/misc/path.h>
|
|
#include <nel/misc/tool_logger.h>
|
|
|
|
#include <nel/3d/mesh.h>
|
|
#include <nel/3d/texture_file.h>
|
|
|
|
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<CTextureFile> 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<CMaterial> assimpMaterial(CMeshUtilsContext &context, const aiMaterial *am)
|
|
{
|
|
CSmartPtr<CMaterial> matp = new CMaterial();
|
|
CMaterial &mat = *matp;
|
|
assimpMaterial(mat, context, am);
|
|
return matp;
|
|
}
|
|
|
|
void assimpMaterials(CMeshUtilsContext &context)
|
|
{
|
|
set<CSString> 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 */
|