mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
190 lines
6.9 KiB
C++
190 lines
6.9 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "material.h"
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#include "renderer.h"
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#include "utilities.h"
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#include "globals.h"
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// helper, returns potential path part from provided file name
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std::string path( std::string const &Filename ) {
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return (
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Filename.rfind( '\\' ) != std::string::npos ?
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Filename.substr( 0, Filename.rfind( '\\' ) + 1 ) :
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"" );
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}
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bool
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opengl_material::deserialize( cParser &Input, bool const Loadnow ) {
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bool result { false };
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while( true == deserialize_mapping( Input, 0, Loadnow ) ) {
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result = true; // once would suffice but, eh
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}
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has_alpha = (
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texture1 != null_handle ?
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GfxRenderer.Texture( texture1 ).has_alpha :
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false );
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return result;
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}
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// imports member data pair from the config file
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bool
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opengl_material::deserialize_mapping( cParser &Input, int const Priority, bool const Loadnow ) {
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// token can be a key or block end
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std::string const key { Input.getToken<std::string>( true, "\n\r\t ,;[]" ) };
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if( ( true == key.empty() ) || ( key == "}" ) ) { return false; }
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auto const value { Input.getToken<std::string>( true, "\n\r\t ,;" ) };
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if( Priority != -1 ) {
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// regular attribute processing mode
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if( key == Global.Weather ) {
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// weather textures override generic (pri 0) and seasonal (pri 1) textures
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// seasonal weather textures (pri 1+2=3) override generic weather (pri 2) textures
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while( true == deserialize_mapping( Input, Priority + 2, Loadnow ) ) {
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; // all work is done in the header
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}
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}
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else if( key == Global.Season ) {
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// seasonal textures override generic textures
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while( true == deserialize_mapping( Input, 1, Loadnow ) ) {
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; // all work is done in the header
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}
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}
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else if( key == "texture1:" ) {
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if( ( texture1 == null_handle )
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|| ( Priority > priority1 ) ) {
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texture1 = GfxRenderer.Fetch_Texture( path( name ) + value, Loadnow );
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priority1 = Priority;
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}
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}
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else if( key == "texture2:" ) {
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if( ( texture2 == null_handle )
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|| ( Priority > priority2 ) ) {
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texture2 = GfxRenderer.Fetch_Texture( path( name ) + value, Loadnow );
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priority2 = Priority;
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}
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}
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else if( value == "{" ) {
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// unrecognized or ignored token, but comes with attribute block and potential further nesting
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// go through it and discard the content
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while( true == deserialize_mapping( Input, -1, Loadnow ) ) {
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; // all work is done in the header
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}
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}
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}
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else {
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// discard mode; ignores all retrieved tokens
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if( value == "{" ) {
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// ignored tokens can come with their own blocks, ignore these recursively
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// go through it and discard the content
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while( true == deserialize_mapping( Input, -1, Loadnow ) ) {
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; // all work is done in the header
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}
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}
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}
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return true; // return value marks a key: value pair was extracted, nothing about whether it's recognized
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}
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// create material object from data stored in specified file.
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// NOTE: the deferred load parameter is passed to textures defined by material, the material itself is always loaded immediately
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material_handle
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material_manager::create( std::string const &Filename, bool const Loadnow ) {
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auto filename { Filename };
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if( filename.find( '|' ) != std::string::npos )
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filename.erase( filename.find( '|' ) ); // po | może być nazwa kolejnej tekstury
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if( ( filename.rfind( '.' ) != std::string::npos )
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&& ( filename.rfind( '.' ) != filename.rfind( ".." ) + 1 ) ) {
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// we can get extension for .mat or, in legacy files, some image format. just trim it and set it to material file extension
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filename.erase( filename.rfind( '.' ) );
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}
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filename += ".mat";
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// change forward slashes to windows ones. NOTE: probably not strictly necessary, but eh
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std::replace(
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std::begin( filename ), std::end( filename ),
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'/', '\\' );
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if( filename.find( '\\' ) == std::string::npos ) {
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// jeśli bieżaca ścieżka do tekstur nie została dodana to dodajemy domyślną
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filename = szTexturePath + filename;
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}
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// try to locate requested material in the databank
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auto const databanklookup = find_in_databank( filename );
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if( databanklookup != null_handle ) {
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return databanklookup;
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}
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// if this fails, try to look for it on disk
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opengl_material material;
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material.name = filename;
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auto const disklookup = find_on_disk( filename );
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if( disklookup != "" ) {
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cParser materialparser( disklookup, cParser::buffer_FILE );
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if( false == material.deserialize( materialparser, Loadnow ) ) {
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// deserialization failed but the .mat file does exist, so we give up at this point
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return null_handle;
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}
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}
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else {
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// 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
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material.texture1 = GfxRenderer.Fetch_Texture( Filename, Loadnow );
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if( material.texture1 == null_handle ) {
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// if there's also no texture, give up
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return null_handle;
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}
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material.has_alpha = GfxRenderer.Texture( material.texture1 ).has_alpha;
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}
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material_handle handle = m_materials.size();
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m_materials.emplace_back( material );
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m_materialmappings.emplace( material.name, handle );
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return handle;
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};
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// checks whether specified texture is in the texture bank. returns texture id, or npos.
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material_handle
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material_manager::find_in_databank( std::string const &Materialname ) const {
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auto lookup = m_materialmappings.find( Materialname );
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if( lookup != m_materialmappings.end() ) {
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return lookup->second;
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}
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// jeszcze próba z dodatkową ścieżką
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lookup = m_materialmappings.find( szTexturePath + Materialname );
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return (
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lookup != m_materialmappings.end() ?
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lookup->second :
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null_handle );
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}
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// checks whether specified file exists.
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// NOTE: this is direct copy of the method used by texture manager. TBD, TODO: refactor into common routine?
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std::string
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material_manager::find_on_disk( std::string const &Materialname ) const {
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return(
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FileExists( Materialname ) ? Materialname :
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FileExists( szTexturePath + Materialname ) ? szTexturePath + Materialname :
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"" );
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}
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//---------------------------------------------------------------------------
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