/* 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 "parser.h" #include "utilities.h" #include "Logs.h" #include "sn_utils.h" #include "Globals.h" #include "Logs.h" opengl_material::path_data opengl_material::paths; opengl_material::opengl_material() { for (size_t i = 0; i < params.size(); i++) params[i] = glm::vec4(std::numeric_limits::quiet_NaN()); } bool opengl_material::deserialize( cParser &Input, bool const Loadnow ) { parse_info = std::make_unique(); bool result { false }; while( true == deserialize_mapping( Input, 0, Loadnow ) ) { result = true; // once would suffice but, eh } if( ( path == -1 ) && ( update_on_weather_change || update_on_season_change ) ) { // record current texture path in the material, potentially needed when material is reloaded on environment change // NOTE: we're storing this only for textures that can actually change, to keep the size of path database modest auto const lookup{ paths.index_map.find( Global.asCurrentTexturePath ) }; if( lookup != paths.index_map.end() ) { path = lookup->second; } else { path = paths.data.size(); paths.data.emplace_back( Global.asCurrentTexturePath ); paths.index_map.emplace( Global.asCurrentTexturePath, path ); } } return result; } void opengl_material::log_error(const std::string &str) { ErrorLog("bad material: " + name + ": " + str, logtype::material); } std::map texture_bindings { { "diffuse", 0 }, { "normals", 1 }, { "normalmap", 1 } }; void opengl_material::finalize(bool Loadnow) { is_good = true; if (parse_info) { for (auto it : parse_info->tex_mapping) { std::string key = it.first; std::string value = it.second.name; if (key.size() > 0 && key[0] != '_') { key.erase( key.find_first_not_of( "-1234567890" ) ); size_t num = std::stoi(key) - 1; if (num < gl::MAX_TEXTURES) { textures[num] = GfxRenderer->Fetch_Texture(value, Loadnow); } else { log_error("invalid texture binding: " + std::to_string(num)); is_good = false; } } else if (key.size() > 2) { key.erase(0, 1); key.pop_back(); std::map::iterator lookup; if( shader && shader->texture_conf.find( key ) != shader->texture_conf.end() ) { textures[ shader->texture_conf[ key ].id ] = GfxRenderer->Fetch_Texture( value, Loadnow ); } else if( ( shader == nullptr ) && ( lookup = texture_bindings.find( key ) ) != texture_bindings.end() ) { textures[ lookup->second ] = GfxRenderer->Fetch_Texture( value, Loadnow ); } else { // ignore unrecognized texture bindings in legacy render mode, it's most likely data for more advanced shaders if( Global.GfxRenderer == "default" ) { log_error( "unknown texture binding: " + key ); is_good = false; } } } else { log_error("unrecognized texture binding: " + key); is_good = false; } } if (!shader) { // TODO: add error severity to logging, re-enable these errors as low severity messages if (textures[0] == null_handle) { // log_error("shader not specified, assuming \"default_0\""); shader = GfxRenderer->Fetch_Shader("default_0"); } else if (textures[1] == null_handle) { // log_error("shader not specified, assuming \"default_1\""); shader = GfxRenderer->Fetch_Shader("default_1"); } else if (textures[2] == null_handle) { // log_error("shader not specified, assuming \"default_2\""); shader = GfxRenderer->Fetch_Shader("default_2"); } } // TBD, TODO: move material validation to renderer, to eliminate branching? if( Global.GfxRenderer == "default" ) { if( !shader ) { is_good = false; return; } for (auto it : parse_info->param_mapping) { std::string key = it.first; glm::vec4 value = it.second.data; if (key.size() > 1 && key[0] != '_') { size_t num = std::stoi(key) - 1; if (num < gl::MAX_PARAMS) { params[num] = value; } else { log_error("invalid param binding: " + std::to_string(num)); is_good = false; } } else if (key.size() > 2) { key.erase(0, 1); key.pop_back(); if (shader->param_conf.find(key) != shader->param_conf.end()) { gl::shader::param_entry entry = shader->param_conf[key]; for (size_t i = 0; i < entry.size; i++) params[entry.location][entry.offset + i] = value[i]; } else { log_error("unknown param binding: " + key); is_good = false; } } else { log_error("unrecognized param binding: " + key); is_good = false; } } } parse_info.reset(); } if( Global.GfxRenderer != "default" ) { // basic texture validation for legacy branch for( auto texturehandle : textures ) { if( texturehandle == null_handle ) { break; } if( GfxRenderer->Texture( texturehandle ).get_id() <= 0 ) { is_good = false; } } return; } if( !shader ) { is_good = false; return; } for (auto it : shader->param_conf) { gl::shader::param_entry entry = it.second; if (std::isnan(params[entry.location][entry.offset])) { float value = std::numeric_limits::quiet_NaN(); if (entry.defaultparam == gl::shader::defaultparam_e::one) value = 1.0f; else if (entry.defaultparam == gl::shader::defaultparam_e::zero) value = 0.0f; else if (entry.defaultparam == gl::shader::defaultparam_e::required) log_error("unspecified required param: " + it.first); else if (entry.defaultparam != gl::shader::defaultparam_e::nan) { params_state.push_back(entry); continue; } for (size_t i = 0; i < entry.size; i++) params[entry.location][entry.offset + i] = value; } } for (auto it : shader->texture_conf) { gl::shader::texture_entry &entry = it.second; texture_handle handle = textures[entry.id]; // NOTE: texture validation at this stage relies on forced texture load behaviour during its create() call // TODO: move texture id validation to later stage if/when deferred texture loading is implemented if( ( handle ) && ( GfxRenderer->Texture( handle ).get_id() > 0 ) ) { GfxRenderer->Texture(handle).set_components_hint((GLint)entry.components); } else { log_error("missing texture: " + it.first); is_good = false; } } } bool opengl_material::update() { auto const texturepathbackup { Global.asCurrentTexturePath }; auto const namebackup { name }; auto const pathbackup { path }; cParser materialparser( name + ".mat", cParser::buffer_FILE ); // fairly safe to presume .mat is present for branching materials // temporarily set texture path to state recorded in the material Global.asCurrentTexturePath = paths.data[ path ]; // clean material slate, restore relevant members *this = opengl_material(); name = namebackup; path = pathbackup; auto result { false }; if( true == deserialize( materialparser, true ) ) { try { finalize( true ); result = true; } catch( gl::shader_exception const &e ) { ErrorLog( "invalid shader: " + std::string( e.what() ) ); } } // restore texture path Global.asCurrentTexturePath = texturepathbackup; return result; } std::unordered_set seasons = { "winter:", "spring:", "summer:", "autumn:" }; bool is_season( std::string const &String ) { return ( seasons.find( String ) != seasons.end() ); } std::unordered_set weather = { "clear:", "cloudy:", "rain:", "snow:" }; bool is_weather( std::string const &String ) { return ( weather.find( String ) != weather.end() ); } // imports member data pair from the config file bool opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow ) { // NOTE: comma can be part of legacy file names, so we don't treat it as a separator here auto key { Input.getToken( true, "\n\r\t ;[]" ) }; // key can be an actual key or block end if( ( true == key.empty() ) || ( key == "}" ) ) { return false; } if( Priority != -1 ) { // regular attribute processing mode // mark potential material change update_on_weather_change |= is_weather( key ); update_on_season_change |= is_season( key ); 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 // skip the opening bracket auto const value { Input.getToken( true, "\n\r\t ;" ) }; 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 // skip the opening bracket auto const value { Input.getToken( true, "\n\r\t ;" ) }; while( true == deserialize_mapping( Input, Priority + 1, Loadnow ) ) { ; // all work is done in the header } } else if (key.compare(0, 7, "texture") == 0) { key.erase(0, 7); auto value { deserialize_random_set( Input ) }; replace_slashes( value ); auto it = parse_info->tex_mapping.find(key); if (it == parse_info->tex_mapping.end()) parse_info->tex_mapping.emplace(std::make_pair(key, parse_info_s::tex_def({ value, Priority }))); else if (Priority > it->second.priority) { parse_info->tex_mapping.erase(it); parse_info->tex_mapping.emplace(std::make_pair(key, parse_info_s::tex_def({ value, Priority }))); } } else if (key.compare(0, 5, "param") == 0) { key.erase(0, 5); std::string value = Input.getToken( true, "\n\r\t;" ); std::istringstream stream(value); glm::vec4 data; stream >> data.r; stream >> data.g; stream >> data.b; stream >> data.a; auto it = parse_info->param_mapping.find(key); if (it == parse_info->param_mapping.end()) parse_info->param_mapping.emplace(std::make_pair(key, parse_info_s::param_def({ data, Priority }))); else if (Priority > it->second.priority) { parse_info->param_mapping.erase(it); parse_info->param_mapping.emplace(std::make_pair(key, parse_info_s::param_def({ data, Priority }))); } } else if (key == "shader:" && (!shader || Priority > m_shader_priority)) { try { std::string value = deserialize_random_set( Input ); shader = GfxRenderer->Fetch_Shader(value); m_shader_priority = Priority; } catch (gl::shader_exception const &e) { log_error("invalid shader: " + std::string(e.what())); } } else if (key == "opacity:" && Priority > m_opacity_priority) { std::string value = deserialize_random_set( Input ); opacity = std::stof(value); //m7t: handle exception m_opacity_priority = Priority; } else if (key == "selfillum:" && Priority > m_selfillum_priority) { std::string value = deserialize_random_set( Input ); selfillum = std::stof(value); //m7t: handle exception m_selfillum_priority = Priority; } else if (key == "glossiness:" && Priority > m_glossiness_priority) { std::string value = deserialize_random_set( Input ); glossiness = std::stof(value); //m7t: handle exception m_glossiness_priority = Priority; } else if (key == "shadow_rank:") { auto const value { deserialize_random_set( Input ) }; shadow_rank = std::stof(value); //m7t: handle exception } else if( key == "size:" ) { Input.getTokens( 2 ); Input >> size.x >> size.y; } else { auto const value = Input.getToken( true, "\n\r\t ;" ); 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 auto const value { Input.getToken( true, "\n\r\t ;" ) }; 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 } float opengl_material::get_or_guess_opacity() const { if( opacity ) { return opacity.value(); } if (textures[0] != null_handle) { auto const &tex = GfxRenderer->Texture(textures[0]); if (tex.get_has_alpha()) return 0.0f; else return 0.5f; } return 0.5f; } bool opengl_material::is_translucent() const { return ( textures[ 0 ] != null_handle ? GfxRenderer->Texture( textures[ 0 ] ).get_has_alpha() : false ); } // 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( contains( filename, '|' ) ) { filename.erase( filename.find( '|' ) ); // po | może być nazwa kolejnej tekstury } // discern references to textures generated by a script // TBD: support file: for file resources? auto const isgenerated { filename.find( "make:" ) == 0 || filename.find( "internal_src:" ) == 0 }; // process supplied resource name if( isgenerated ) { // generated resource // scheme:(user@)path?query // remove scheme indicator filename.erase( 0, filename.find(':') + 1 ); // TBD, TODO: allow shader specification as part of the query? erase_leading_slashes( filename ); } else { // regular file resource // (filepath/)filename.extension erase_extension( filename ); replace_slashes( filename ); erase_leading_slashes( filename ); } auto const databanklookup { find_in_databank( filename ) }; if( databanklookup != null_handle ) { return databanklookup; } opengl_material material; material_handle materialhandle { null_handle }; auto const locator { isgenerated ? std::make_pair( filename, "make:" ) : find_on_disk( filename ) }; if( ( false == isgenerated ) && ( false == locator.first.empty() ) ) { // try to parse located file resource cParser materialparser( locator.first + locator.second, cParser::buffer_FILE ); if( true == material.deserialize( materialparser, Loadnow ) ) { material.name = locator.first; } } else { // if there's no .mat file, this can be either autogenerated texture, // or legacy method of referring just to diffuse texture directly. // wrap basic material around it in either case auto const texturehandle { GfxRenderer->Fetch_Texture( Filename, Loadnow ) }; if( texturehandle != null_handle ) { // use texture path and name to tell the newly created materials apart material.name = GfxRenderer->Texture( texturehandle ).get_name(); /* // material would attach default shader anyway, but it would spit to error log try { material.shader = GfxRenderer->Fetch_Shader("default_1"); } catch (gl::shader_exception const &e) { ErrorLog("invalid shader: " + std::string(e.what())); } } */ // HACK: create parse info for material finalize() method cParser materialparser( "texture1: \"" + Filename + "\"", cParser::buffer_TEXT ); material.deserialize( materialparser, Loadnow ); } } if( false == material.name.empty() ) { // if we have material name and shader it means resource was processed succesfully materialhandle = m_materials.size(); m_materialmappings.emplace( material.name, materialhandle ); try { material.finalize(Loadnow); m_materials.emplace_back( std::move(material) ); } catch (gl::shader_exception const &e) { ErrorLog("invalid shader: " + std::string(e.what())); } } else { // otherwise record our failure to process the resource, to speed up subsequent attempts m_materialmappings.emplace( filename, materialhandle ); } return materialhandle; }; void material_manager::on_weather_change() { for( auto &material : m_materials ) { if( material.update_on_weather_change ) { material.update(); } } } void material_manager::on_season_change() { for( auto &material : m_materials ) { if( material.update_on_season_change ) { material.update(); } } } // checks whether specified material is in the material bank. returns handle to the material, or a null handle material_handle material_manager::find_in_databank( std::string const &Materialname ) const { std::vector const filenames { Global.asCurrentTexturePath + Materialname, Materialname, szTexturePath + Materialname }; for( auto const &filename : filenames ) { auto const lookup { m_materialmappings.find( filename ) }; if( lookup != m_materialmappings.end() ) { return lookup->second; } } // all lookups failed return null_handle; } // checks whether specified file exists. // NOTE: technically could be static, but we might want to switch from global texture path to instance-specific at some point std::pair material_manager::find_on_disk( std::string const &Materialname ) { auto const materialname { ToLower( Materialname ) }; return ( FileExists( { Global.asCurrentTexturePath + materialname, materialname, szTexturePath + materialname }, { ".mat" } ) ); } //---------------------------------------------------------------------------