/* 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 "sn_utils.h" #include "Globals.h" 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 ) { // NOTE: comma can be part of legacy file names, so we don't treat it as a separator here std::string const 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 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 == "texture1:" ) || ( key == "texture_diffuse:" ) ) { auto const value { deserialize_random_set( Input ) }; if( ( texture1 == null_handle ) || ( Priority > priority1 ) ) { texture1 = GfxRenderer->Fetch_Texture( value, Loadnow ); priority1 = Priority; } } else if( ( key == "texture2:" ) || ( key == "texture_normalmap:" ) ) { auto const value { deserialize_random_set( Input ) }; if( ( texture2 == null_handle ) || ( Priority > priority2 ) ) { texture2 = GfxRenderer->Fetch_Texture( value, Loadnow ); priority2 = Priority; } } 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 } // 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 // discern references to textures generated by a script // TBD: support file: for file resources? auto const isgenerated { filename.find( "make:" ) == 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? replace_slashes( filename ); 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( ToLower( 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 material.texture1 = GfxRenderer->Fetch_Texture( Filename, Loadnow ); if( material.texture1 != null_handle ) { // use texture path and name to tell the newly created materials apart material.name = GfxRenderer->Texture( material.texture1 ).name; material.has_alpha = GfxRenderer->Texture( material.texture1 ).has_alpha; } } if( false == material.name.empty() ) { // if we have material name it means resource was processed succesfully materialhandle = m_materials.size(); m_materials.emplace_back( material ); m_materialmappings.emplace( material.name, materialhandle ); } else { // otherwise record our failure to process the resource, to speed up subsequent attempts m_materialmappings.emplace( filename, materialhandle ); } return materialhandle; }; // 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 ) const { auto const materialname { ToLower( Materialname ) }; return ( FileExists( { Global.asCurrentTexturePath + materialname, materialname, szTexturePath + materialname }, { ".mat" } ) ); } //---------------------------------------------------------------------------