|
- /*
- ---------------------------------------------------------------------------
- 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.
- ---------------------------------------------------------------------------
- */
-
- #if (!defined AV_MATERIAL_H_INCLUDED)
- #define AV_MATERIAL_H_INCLUDE
-
- //-------------------------------------------------------------------------------
- /* 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 wont 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;
- };
-
- #endif //!! include guard
|