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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.h | 208 |
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; + }; + +} |