Files
maszyna/material.cpp
2018-07-19 19:11:06 +02:00

380 lines
13 KiB
C++

/*
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 "Globals.h"
#include "utilities.h"
#include "Logs.h"
opengl_material::opengl_material()
{
for (size_t i = 0; i < params.size(); i++)
params[i] = glm::vec4(std::numeric_limits<float>::quiet_NaN());
}
bool
opengl_material::deserialize( cParser &Input, bool const Loadnow ) {
parse_info = std::make_unique<parse_info_s>();
bool result { false };
while( true == deserialize_mapping( Input, 0, Loadnow ) ) {
result = true; // once would suffice but, eh
}
return result;
}
void opengl_material::log_error(const std::string &str)
{
ErrorLog("bad material: " + name + ": " + str, logtype::material);
}
void opengl_material::finalize(bool Loadnow)
{
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] != '_')
{
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));
}
else if (key.size() > 2)
{
key.erase(0, 1);
key.pop_back();
if (shader && shader->texture_conf.find(key) != shader->texture_conf.end())
textures[shader->texture_conf[key].id] = GfxRenderer.Fetch_Texture(value, Loadnow);
else
log_error("unknown texture binding: " + key);
}
else
log_error("unrecognized texture binding: " + key);
}
if (!shader)
{
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");
}
}
if (!shader)
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));
}
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);
}
else
log_error("unrecognized param binding: " + key);
}
parse_info.reset();
}
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<float>::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];
if (handle)
GfxRenderer.Texture(handle).set_components_hint((GLint)entry.components);
else
log_error("missing texture: " + it.first);
}
}
// 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 key = Input.getToken<std::string>( true, "\n\r\t ,;[]" );
if( ( true == key.empty() ) || ( key == "}" ) ) { return false; }
auto value { Input.getToken<std::string>( 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.compare(0, 7, "texture") == 0) {
key.erase(0, 7);
std::replace(value.begin(), value.end(), '\\', '/');
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::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
{
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)
{
opacity = std::stoi(value); //m7t: handle exception
m_opacity_priority = Priority;
}
else if (key == "selfillum:" &&
Priority > m_selfillum_priority)
{
selfillum = std::stoi(value); //m7t: handle exception
m_selfillum_priority = 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
}
float opengl_material::get_or_guess_opacity()
{
if (!std::isnan(opacity))
return opacity;
if (textures[0] != null_handle)
{
opengl_texture &tex = GfxRenderer.Texture(textures[0]);
if (tex.has_alpha)
return 0.0f;
else
return 0.5f;
}
return 0.0f;
}
// 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
erase_extension( filename );
if( filename[ 0 ] == '/' ) {
// filename can potentially begin with a slash, and we don't need it
filename.erase( 0, 1 );
}
// 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;
auto const disklookup { find_on_disk( filename ) };
if( false == disklookup.first.empty() ) {
cParser materialparser( disklookup.first + disklookup.second, 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;
}
material.name = disklookup.first;
}
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.textures[0] = GfxRenderer.Fetch_Texture( Filename, Loadnow );
if( material.textures[0] == null_handle ) {
// if there's also no texture, give up
return null_handle;
}
// 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()));
}
// use texture path and name to tell the newly created materials apart
filename = GfxRenderer.Texture( material.textures[0] ).name;
erase_extension( filename );
material.name = filename;
}
material.finalize(Loadnow);
if (!material.shader)
return null_handle;
material_handle handle = m_materials.size();
m_materialmappings.emplace(material.name, handle);
m_materials.emplace_back( std::move(material) );
return handle;
};
// 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<std::string> 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<std::string, std::string>
material_manager::find_on_disk( std::string const &Materialname ) const {
return (
FileExists(
{ Global.asCurrentTexturePath + Materialname, Materialname, szTexturePath + Materialname },
{ ".mat" } ) );
}
//---------------------------------------------------------------------------