aboutsummaryrefslogtreecommitdiff
path: root/NvCloth/samples/external/assimp-4.1.0/tools/assimp_view/MaterialManager.h
diff options
context:
space:
mode:
Diffstat (limited to 'NvCloth/samples/external/assimp-4.1.0/tools/assimp_view/MaterialManager.h')
-rw-r--r--NvCloth/samples/external/assimp-4.1.0/tools/assimp_view/MaterialManager.h208
1 files changed, 208 insertions, 0 deletions
diff --git a/NvCloth/samples/external/assimp-4.1.0/tools/assimp_view/MaterialManager.h b/NvCloth/samples/external/assimp-4.1.0/tools/assimp_view/MaterialManager.h
new file mode 100644
index 0000000..17e1338
--- /dev/null
+++ b/NvCloth/samples/external/assimp-4.1.0/tools/assimp_view/MaterialManager.h
@@ -0,0 +1,208 @@
+/*
+---------------------------------------------------------------------------
+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.
+---------------------------------------------------------------------------
+*/
+
+#pragma once
+
+#include <map>
+
+#include "AssetHelper.h"
+
+namespace AssimpView
+{
+
+ //-------------------------------------------------------------------------------
+ /* Helper class to create, access and destroy materials
+ */
+ //-------------------------------------------------------------------------------
+ class CMaterialManager
+ {
+ private:
+
+ friend class CDisplay;
+
+ // default constructor
+ CMaterialManager()
+ : m_iShaderCount( 0 ), sDefaultTexture() {}
+
+ ~CMaterialManager() {
+ if( sDefaultTexture ) {
+ sDefaultTexture->Release();
+ }
+ Reset();
+ }
+
+ public:
+
+ //------------------------------------------------------------------
+ // Singleton accessors
+ static CMaterialManager s_cInstance;
+ inline static CMaterialManager& Instance()
+ {
+ return s_cInstance;
+ }
+
+ //------------------------------------------------------------------
+ // Delete all resources of a given material
+ //
+ // Must be called before CreateMaterial() to prevent memory leaking
+ void DeleteMaterial( AssetHelper::MeshHelper* pcIn );
+
+ //------------------------------------------------------------------
+ // Create the material for a mesh.
+ //
+ // The function checks whether an identical shader is already in use.
+ // A shader is considered to be identical if it has the same input
+ // signature and takes the same number of texture channels.
+ int CreateMaterial( AssetHelper::MeshHelper* pcMesh,
+ const aiMesh* pcSource );
+
+ //------------------------------------------------------------------
+ // Setup the material for a given mesh
+ // pcMesh Mesh to be rendered
+ // pcProj Projection matrix
+ // aiMe Current world matrix
+ // pcCam Camera matrix
+ // vPos Position of the camera
+ // TODO: Extract camera position from matrix ...
+ //
+ int SetupMaterial( AssetHelper::MeshHelper* pcMesh,
+ const aiMatrix4x4& pcProj,
+ const aiMatrix4x4& aiMe,
+ const aiMatrix4x4& pcCam,
+ const aiVector3D& vPos );
+
+ //------------------------------------------------------------------
+ // End the material for a given mesh
+ // Called after mesh rendering is complete
+ // pcMesh Mesh object
+ int EndMaterial( AssetHelper::MeshHelper* pcMesh );
+
+ //------------------------------------------------------------------
+ // Recreate all specular materials depending on the current
+ // specularity settings
+ //
+ // Diffuse-only materials are ignored.
+ // Must be called after specular highlights have been toggled
+ int UpdateSpecularMaterials();
+
+ //------------------------------------------------------------------
+ // find a valid path to a texture file
+ //
+ // Handle 8.3 syntax correctly, search the environment of the
+ // executable and the asset for a texture with a name very similar
+ // to a given one
+ int FindValidPath( aiString* p_szString );
+
+ //------------------------------------------------------------------
+ // Load a texture into memory and create a native D3D texture resource
+ //
+ // The function tries to find a valid path for a texture
+ int LoadTexture( IDirect3DTexture9** p_ppiOut, aiString* szPath );
+
+
+ //------------------------------------------------------------------
+ // Getter for m_iShaderCount
+ //
+ inline unsigned int GetShaderCount()
+ {
+ return this->m_iShaderCount;
+ }
+
+ //------------------------------------------------------------------
+ // Reset the state of the class
+ // Called whenever a new asset is loaded
+ inline void Reset()
+ {
+ this->m_iShaderCount = 0;
+ for( TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it ) {
+ ( *it ).second->Release();
+ }
+ sCachedTextures.clear();
+ }
+
+ private:
+
+ //------------------------------------------------------------------
+ // find a valid path to a texture file
+ //
+ // Handle 8.3 syntax correctly, search the environment of the
+ // executable and the asset for a texture with a name very similar
+ // to a given one
+ bool TryLongerPath( char* szTemp, aiString* p_szString );
+
+ //------------------------------------------------------------------
+ // Setup the default texture for a texture channel
+ //
+ // Generates a default checker pattern for a texture
+ int SetDefaultTexture( IDirect3DTexture9** p_ppiOut );
+
+ //------------------------------------------------------------------
+ // Convert a height map to a normal map if necessary
+ //
+ // The function tries to detect the type of a texture automatically.
+ // However, this won't work in every case.
+ void HMtoNMIfNecessary( IDirect3DTexture9* piTexture,
+ IDirect3DTexture9** piTextureOut,
+ bool bWasOriginallyHM = true );
+
+ //------------------------------------------------------------------
+ // Search for non-opaque pixels in a texture
+ //
+ // A pixel is considered to be non-opaque if its alpha value is
+ // less than 255
+ //------------------------------------------------------------------
+ bool HasAlphaPixels( IDirect3DTexture9* piTexture );
+
+ private:
+
+ //
+ // Specifies the number of different shaders generated for
+ // the current asset. This number is incremented by CreateMaterial()
+ // each time a shader isn't found in cache and needs to be created
+ //
+ unsigned int m_iShaderCount;
+ IDirect3DTexture9* sDefaultTexture;
+
+ typedef std::map<std::string, IDirect3DTexture9*> TextureCache;
+ TextureCache sCachedTextures;
+ };
+
+}