/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "stdafx.h" #include "material.h" #include "renderer.h" #include "utilities.h" #include "globals.h" // helper, returns potential path part from provided file name std::string path( std::string const &Filename ) { return ( Filename.rfind( '\\' ) != std::string::npos ? Filename.substr( 0, Filename.rfind( '\\' ) + 1 ) : "" ); } bool opengl_material::deserialize( cParser &Input, bool const Loadnow ) { bool result { false }; while( true == deserialize_mapping( Input, 0, Loadnow ) ) { result = true; // once would suffice but, eh } has_alpha = ( texture1 != null_handle ? GfxRenderer.Texture( texture1 ).has_alpha : false ); return result; } // imports member data pair from the config file bool opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow ) { // token can be a key or block end std::string const key { Input.getToken( true, "\n\r\t ,;[]" ) }; if( ( true == key.empty() ) || ( key == "}" ) ) { return false; } auto const value { Input.getToken( true, "\n\r\t ,;" ) }; if( Priority != -1 ) { // regular attribute processing mode if( key == Global.Weather ) { // weather textures override generic (pri 0) and seasonal (pri 1) textures // seasonal weather textures (pri 1+2=3) override generic weather (pri 2) textures while( true == deserialize_mapping( Input, Priority + 2, Loadnow ) ) { ; // all work is done in the header } } else if( key == Global.Season ) { // seasonal textures override generic textures while( true == deserialize_mapping( Input, 1, Loadnow ) ) { ; // all work is done in the header } } else if( key == "texture1:" ) { if( ( texture1 == null_handle ) || ( Priority > priority1 ) ) { texture1 = GfxRenderer.Fetch_Texture( path( name ) + value, Loadnow ); priority1 = Priority; } } else if( key == "texture2:" ) { if( ( texture2 == null_handle ) || ( Priority > priority2 ) ) { texture2 = GfxRenderer.Fetch_Texture( path( name ) + value, Loadnow ); priority2 = Priority; } } else if( value == "{" ) { // unrecognized or ignored token, but comes with attribute block and potential further nesting // go through it and discard the content while( true == deserialize_mapping( Input, -1, Loadnow ) ) { ; // all work is done in the header } } } else { // discard mode; ignores all retrieved tokens if( value == "{" ) { // ignored tokens can come with their own blocks, ignore these recursively // go through it and discard the content while( true == deserialize_mapping( Input, -1, Loadnow ) ) { ; // all work is done in the header } } } return true; // return value marks a key: value pair was extracted, nothing about whether it's recognized } // create material object from data stored in specified file. // NOTE: the deferred load parameter is passed to textures defined by material, the material itself is always loaded immediately material_handle material_manager::create( std::string const &Filename, bool const Loadnow ) { auto filename { Filename }; if( filename.find( '|' ) != std::string::npos ) filename.erase( filename.find( '|' ) ); // po | może być nazwa kolejnej tekstury if( ( filename.rfind( '.' ) != std::string::npos ) && ( filename.rfind( '.' ) != filename.rfind( ".." ) + 1 ) ) { // we can get extension for .mat or, in legacy files, some image format. just trim it and set it to material file extension filename.erase( filename.rfind( '.' ) ); } filename += ".mat"; // change forward slashes to windows ones. NOTE: probably not strictly necessary, but eh std::replace( std::begin( filename ), std::end( filename ), '/', '\\' ); if( filename.find( '\\' ) == std::string::npos ) { // jeśli bieżaca ścieżka do tekstur nie została dodana to dodajemy domyślną filename = szTexturePath + filename; } // try to locate requested material in the databank auto const databanklookup = find_in_databank( filename ); if( databanklookup != null_handle ) { return databanklookup; } // if this fails, try to look for it on disk opengl_material material; material.name = filename; auto const disklookup = find_on_disk( filename ); if( disklookup != "" ) { cParser materialparser( disklookup, cParser::buffer_FILE ); if( false == material.deserialize( materialparser, Loadnow ) ) { // deserialization failed but the .mat file does exist, so we give up at this point return null_handle; } } else { // if there's no .mat file, this could be legacy method of referring just to diffuse texture directly, make a material out of it in such case material.texture1 = GfxRenderer.Fetch_Texture( Filename, Loadnow ); if( material.texture1 == null_handle ) { // if there's also no texture, give up return null_handle; } material.has_alpha = GfxRenderer.Texture( material.texture1 ).has_alpha; } material_handle handle = m_materials.size(); m_materials.emplace_back( material ); m_materialmappings.emplace( material.name, handle ); return handle; }; // checks whether specified texture is in the texture bank. returns texture id, or npos. material_handle material_manager::find_in_databank( std::string const &Materialname ) const { auto lookup = m_materialmappings.find( Materialname ); if( lookup != m_materialmappings.end() ) { return lookup->second; } // jeszcze próba z dodatkową ścieżką lookup = m_materialmappings.find( szTexturePath + Materialname ); return ( lookup != m_materialmappings.end() ? lookup->second : null_handle ); } // checks whether specified file exists. // NOTE: this is direct copy of the method used by texture manager. TBD, TODO: refactor into common routine? std::string material_manager::find_on_disk( std::string const &Materialname ) const { return( FileExists( Materialname ) ? Materialname : FileExists( szTexturePath + Materialname ) ? szTexturePath + Materialname : "" ); } //---------------------------------------------------------------------------