mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
215 lines
7.7 KiB
C++
215 lines
7.7 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 "Globals.h"
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#include "utilities.h"
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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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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 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 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.compare(0, 7, "texture") == 0) {
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key.erase(0, 7);
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size_t num = std::stoi(key) - 1;
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if (num < textures.size() &&
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(textures[num] == null_handle || Priority > m_texture_priority[num]))
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{
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std::replace(value.begin(), value.end(), '\\', '/');
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textures[num] = GfxRenderer.Fetch_Texture( value, Loadnow );
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m_texture_priority[num] = Priority;
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}
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}
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else if (key.compare(0, 7, "param") == 0) {
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key.erase(0, 5);
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size_t num = std::stoi(key) - 1;
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if (num < params.size() &&
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(Priority > m_param_priority[num]))
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{
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std::istringstream stream(value);
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stream >> params[num].r;
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stream >> params[num].g;
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stream >> params[num].b;
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stream >> params[num].a;
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m_param_priority[num] = Priority;
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}
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}
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else if (key == "shader:" &&
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(!shader || Priority > m_shader_priority))
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{
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shader = GfxRenderer.Fetch_Shader(value);
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m_shader_priority = Priority;
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}
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else if (key == "opacity:" &&
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Priority > m_opacity_priority)
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{
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opacity = std::stoi(value); //m7t: handle exception
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m_opacity_priority = Priority;
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}
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else if (key == "selfillum:" &&
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Priority > m_selfillum_priority)
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{
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selfillum = std::stoi(value); //m7t: handle exception
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m_selfillum_priority = Priority;
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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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erase_extension( filename );
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if( filename[ 0 ] == '/' ) {
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// filename can potentially begin with a slash, and we don't need it
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filename.erase( 0, 1 );
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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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auto const disklookup { find_on_disk( filename ) };
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if( false == disklookup.first.empty() ) {
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cParser materialparser( disklookup.first + disklookup.second, 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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material.name = disklookup.first;
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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.textures[0] = GfxRenderer.Fetch_Texture( Filename, Loadnow );
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if( material.textures[0] == 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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// use texture path and name to tell the newly created materials apart
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filename = GfxRenderer.Texture( material.textures[0] ).name;
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erase_extension( filename );
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material.name = filename;
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}
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if (!material.shader)
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material.shader = GfxRenderer.Fetch_Shader("default");
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if (std::isnan(material.opacity))
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{
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if (material.textures[0] != null_handle)
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material.opacity = GfxRenderer.Texture( material.textures[0] ).has_alpha ? 0.0f : 1.0f;
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else
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material.opacity = 1.0f;
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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 material is in the material bank. returns handle to the material, or a null handle
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material_handle
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material_manager::find_in_databank( std::string const &Materialname ) const {
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std::vector<std::string> const filenames {
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Global.asCurrentTexturePath + Materialname,
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Materialname,
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szTexturePath + Materialname };
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for( auto const &filename : filenames ) {
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auto const lookup { m_materialmappings.find( filename ) };
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if( lookup != m_materialmappings.end() ) {
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return lookup->second;
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}
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}
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// all lookups failed
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return null_handle;
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}
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// checks whether specified file exists.
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// NOTE: technically could be static, but we might want to switch from global texture path to instance-specific at some point
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std::pair<std::string, 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(
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{ Global.asCurrentTexturePath + Materialname, Materialname, szTexturePath + Materialname },
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{ ".mat" } ) );
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}
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//---------------------------------------------------------------------------
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