1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #include "OgreXSIMaterialExporter.h" |
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30 | #include "OgreMaterialManager.h" |
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31 | #include "OgreMaterial.h" |
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32 | #include "OgreTechnique.h" |
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33 | #include "OgrePass.h" |
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34 | #include "OgreTextureUnitState.h" |
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35 | |
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36 | #include <xsi_shader.h> |
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37 | #include <xsi_imageclip.h> |
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38 | #include <xsi_image.h> |
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39 | |
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40 | |
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41 | namespace Ogre { |
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42 | |
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43 | //------------------------------------------------------------------------- |
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44 | XsiMaterialExporter::XsiMaterialExporter() |
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45 | { |
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46 | |
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47 | } |
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48 | //------------------------------------------------------------------------- |
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49 | XsiMaterialExporter::~XsiMaterialExporter() |
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50 | { |
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51 | clearPassQueue(); |
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52 | } |
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53 | //------------------------------------------------------------------------- |
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54 | void XsiMaterialExporter::exportMaterials(MaterialMap& materials, |
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55 | TextureProjectionMap& texProjMap, const String& filename, |
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56 | bool copyTextures) |
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57 | { |
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58 | LogOgreAndXSI("** Begin OGRE Material Export **"); |
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59 | |
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60 | mTextureProjectionMap = texProjMap; |
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61 | |
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62 | String texturePath; |
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63 | if (copyTextures) |
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64 | { |
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65 | // derive the texture path |
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66 | String::size_type pos = filename.find_last_of("\\"); |
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67 | if (pos == String::npos) |
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68 | { |
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69 | pos = filename.find_last_of("/"); |
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70 | } |
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71 | if (pos != String::npos) |
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72 | { |
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73 | texturePath = filename.substr(0, pos + 1); |
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74 | } |
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75 | } |
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76 | |
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77 | mMatSerializer.clearQueue(); |
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78 | |
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79 | for (MaterialMap::iterator m = materials.begin(); m != materials.end(); ++m) |
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80 | { |
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81 | exportMaterial(m->second, copyTextures, texturePath); |
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82 | } |
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83 | |
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84 | mMatSerializer.exportQueued(filename); |
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85 | |
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86 | LogOgreAndXSI("** OGRE Material Export Complete **"); |
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87 | } |
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88 | //------------------------------------------------------------------------- |
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89 | void XsiMaterialExporter::exportMaterial(MaterialEntry* matEntry, |
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90 | bool copyTextures, const String& texturePath) |
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91 | { |
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92 | LogOgreAndXSI("Exporting " + matEntry->name); |
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93 | |
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94 | MaterialPtr mat = MaterialManager::getSingleton().create( |
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95 | matEntry->name, |
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96 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); |
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97 | Technique* t = mat->createTechnique(); |
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98 | |
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99 | // collect the passes into our queue |
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100 | // XSI stores passes in reverse order, so invert them |
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101 | clearPassQueue(); |
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102 | XSI::Shader shader(matEntry->xsiShader); |
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103 | PassEntry* passEntry = new PassEntry(); |
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104 | mPassQueue.push_front(passEntry); |
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105 | while (1) |
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106 | { |
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107 | passEntry->shaders.Add(shader); |
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108 | |
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109 | XSI::CRef source = shader.GetParameter(L"previous").GetSource(); |
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110 | if(!source.IsValid() || !source.IsA(XSI::siShaderID)) |
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111 | { |
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112 | // finish |
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113 | break; |
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114 | } |
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115 | |
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116 | shader = XSI::Shader(source); |
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117 | // If we find a 'blending' parameter, we're on a new pass |
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118 | if (shader.GetParameter(L"blending").IsValid()) |
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119 | { |
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120 | passEntry = new PassEntry(); |
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121 | mPassQueue.push_front(passEntry); // push front to invert order |
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122 | } |
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123 | } |
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124 | |
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125 | |
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126 | // Now go through each pass and create OGRE version |
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127 | for (PassQueue::iterator p = mPassQueue.begin(); p != mPassQueue.end(); ++p) |
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128 | { |
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129 | PassEntry* passEntry = *p; |
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130 | Pass* pass = t->createPass(); |
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131 | LogOgreAndXSI("Added Pass"); |
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132 | |
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133 | // Need to pre-populate pass textures to match up transforms |
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134 | populatePassTextures(pass, passEntry, copyTextures, texturePath); |
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135 | // Do the rest |
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136 | for (int s = 0; s < passEntry->shaders.GetCount(); ++s) |
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137 | { |
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138 | XSI::Shader shader(passEntry->shaders[s]); |
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139 | populatePass(pass, shader); |
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140 | } |
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141 | |
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142 | } |
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143 | |
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144 | |
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145 | mMatSerializer.queueForExport(mat); |
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146 | |
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147 | |
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148 | } |
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149 | //------------------------------------------------------------------------- |
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150 | void XsiMaterialExporter::clearPassQueue(void) |
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151 | { |
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152 | for (PassQueue::iterator i = mPassQueue.begin(); i != mPassQueue.end(); ++i) |
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153 | { |
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154 | delete *i; |
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155 | } |
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156 | mPassQueue.clear(); |
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157 | |
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158 | } |
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159 | //------------------------------------------------------------------------- |
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160 | void XsiMaterialExporter::populatePass(Pass* pass, XSI::Shader& xsishader) |
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161 | { |
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162 | populatePassDepthCull(pass, xsishader); |
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163 | populatePassSceneBlend(pass, xsishader); |
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164 | populatePassLighting(pass, xsishader); |
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165 | populatePassTextureTransforms(pass, xsishader); |
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166 | populatePassCgPrograms(pass, xsishader); |
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167 | populatePassHLSLPrograms(pass, xsishader); |
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168 | populatePassD3DAssemblerPrograms(pass, xsishader); |
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169 | } |
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170 | //------------------------------------------------------------------------- |
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171 | void XsiMaterialExporter::populatePassCgPrograms(Pass* pass, |
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172 | XSI::Shader& xsishader) |
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173 | { |
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174 | XSI::Parameter param = xsishader.GetParameter(L"Cg_Program"); |
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175 | if (param.IsValid()) |
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176 | { |
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177 | // TODO |
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178 | // XSI can't reference external files which makes it v.difficult to |
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179 | // re-use shaders - mod XSI plugin? |
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180 | } |
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181 | } |
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182 | //------------------------------------------------------------------------- |
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183 | void XsiMaterialExporter::populatePassHLSLPrograms(Pass* pass, |
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184 | XSI::Shader& xsishader) |
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185 | { |
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186 | XSI::Parameter param = xsishader.GetParameter(L"HLSL_Program"); |
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187 | if (param.IsValid()) |
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188 | { |
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189 | // TODO |
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190 | // XSI can't reference external files which makes it v.difficult to |
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191 | // re-use shaders - mod XSI plugin? |
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192 | } |
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193 | } |
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194 | //------------------------------------------------------------------------- |
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195 | void XsiMaterialExporter::populatePassD3DAssemblerPrograms(Pass* pass, |
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196 | XSI::Shader& xsishader) |
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197 | { |
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198 | XSI::Parameter param = xsishader.GetParameter(L"Vertex_Shader"); |
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199 | if (param.IsValid()) |
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200 | { |
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201 | // TODO |
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202 | // XSI can't reference external files which makes it v.difficult to |
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203 | // re-use shaders - mod XSI plugin? |
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204 | } |
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205 | param = xsishader.GetParameter(L"Pixel_Shader"); |
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206 | if (param.IsValid()) |
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207 | { |
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208 | // TODO |
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209 | // XSI can't reference external files which makes it v.difficult to |
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210 | // re-use shaders - mod XSI plugin? |
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211 | } |
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212 | } |
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213 | //------------------------------------------------------------------------- |
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214 | void XsiMaterialExporter::populatePassDepthCull(Pass* pass, |
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215 | XSI::Shader& xsishader) |
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216 | { |
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217 | XSI::Parameter param = xsishader.GetParameter(L"cullingmode"); |
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218 | if (param.IsValid()) |
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219 | { |
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220 | short xsiCull = param.GetValue(); |
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221 | switch (xsiCull) |
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222 | { |
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223 | case 0: |
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224 | pass->setCullingMode(CULL_NONE); |
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225 | pass->setManualCullingMode(MANUAL_CULL_NONE); |
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226 | break; |
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227 | case 1: |
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228 | pass->setCullingMode(CULL_CLOCKWISE); |
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229 | pass->setManualCullingMode(MANUAL_CULL_BACK); |
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230 | break; |
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231 | case 2: |
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232 | pass->setCullingMode(CULL_ANTICLOCKWISE); |
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233 | pass->setManualCullingMode(MANUAL_CULL_FRONT); |
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234 | break; |
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235 | |
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236 | }; |
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237 | } |
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238 | |
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239 | param = xsishader.GetParameter(L"depthtest"); |
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240 | if (param.IsValid()) |
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241 | { |
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242 | bool depthTest = param.GetValue(); |
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243 | pass->setDepthCheckEnabled(depthTest); |
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244 | } |
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245 | param = xsishader.GetParameter(L"depthwrite"); |
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246 | if (param.IsValid()) |
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247 | { |
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248 | bool depthWrite = param.GetValue(); |
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249 | pass->setDepthWriteEnabled(depthWrite); |
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250 | } |
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251 | } |
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252 | //------------------------------------------------------------------------- |
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253 | void XsiMaterialExporter::populatePassSceneBlend(Pass* pass, |
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254 | XSI::Shader& xsishader) |
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255 | { |
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256 | XSI::Parameter param = xsishader.GetParameter(L"blending"); |
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257 | if (param.IsValid() && (bool)param.GetValue()) |
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258 | { |
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259 | SceneBlendFactor src = SBF_ONE; |
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260 | SceneBlendFactor dst = SBF_ONE; |
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261 | |
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262 | param = xsishader.GetParameter(L"srcblendingfunction"); |
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263 | if (param.IsValid()) |
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264 | { |
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265 | src = convertSceneBlend(param.GetValue()); |
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266 | } |
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267 | param = xsishader.GetParameter(L"dstblendingfunction"); |
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268 | if (param.IsValid()) |
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269 | { |
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270 | dst = convertSceneBlend(param.GetValue()); |
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271 | } |
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272 | |
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273 | pass->setSceneBlending(src, dst); |
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274 | } |
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275 | } |
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276 | //------------------------------------------------------------------------- |
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277 | void XsiMaterialExporter::populatePassLighting(Pass* pass, |
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278 | XSI::Shader& xsishader) |
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279 | { |
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280 | XSI::Parameter param = xsishader.GetParameter(L"Enable_Lighting"); |
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281 | if (param.IsValid()) |
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282 | { |
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283 | pass->setLightingEnabled(param.GetValue()); |
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284 | |
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285 | ColourValue tmpColour; |
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286 | xsishader.GetColorParameterValue(L"Ambient", tmpColour.r, tmpColour.g, |
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287 | tmpColour.b, tmpColour.a); |
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288 | pass->setAmbient(tmpColour); |
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289 | xsishader.GetColorParameterValue(L"Diffuse", tmpColour.r, tmpColour.g, |
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290 | tmpColour.b, tmpColour.a); |
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291 | pass->setDiffuse(tmpColour); |
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292 | xsishader.GetColorParameterValue(L"Emissive", tmpColour.r, tmpColour.g, |
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293 | tmpColour.b, tmpColour.a); |
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294 | pass->setSelfIllumination(tmpColour); |
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295 | xsishader.GetColorParameterValue(L"Specular", tmpColour.r, tmpColour.g, |
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296 | tmpColour.b, tmpColour.a); |
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297 | pass->setSpecular(tmpColour); |
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298 | |
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299 | pass->setShininess(xsishader.GetParameter(L"Shininess").GetValue()); |
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300 | } |
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301 | |
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302 | |
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303 | } |
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304 | //------------------------------------------------------------------------- |
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305 | void XsiMaterialExporter::populatePassTextures(Pass* pass, |
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306 | PassEntry* passEntry, bool copyTextures, const String& targetFolder) |
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307 | { |
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308 | // We need to search all shaders back to the point we would change |
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309 | // passes, and add all the textures. This is because we don't know |
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310 | // where in the shaders the texture transforms might be, since they |
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311 | // are linked via 'target' not by being on the same object. |
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312 | mTextureUnitTargetMap.clear(); |
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313 | |
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314 | for (int s = 0; s < passEntry->shaders.GetCount(); ++s) |
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315 | { |
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316 | XSI::Shader shader(passEntry->shaders[s]); |
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317 | TextureUnitState* tex = 0; |
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318 | |
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319 | String progID = XSItoOgre(shader.GetProgID()); |
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320 | if (progID.find("OGL13Texture") != String::npos || |
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321 | progID.find("DXTexture") != String::npos || |
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322 | progID.find("OGLCom") != String::npos) |
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323 | { |
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324 | if (!shader.GetParameter(L"bottom").IsValid()) |
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325 | { |
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326 | tex = add2DTexture(pass, shader, copyTextures, targetFolder); |
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327 | } |
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328 | else if (shader.GetParameter(L"bottom").IsValid()) |
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329 | { |
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330 | tex = addCubicTexture(pass, shader, copyTextures, targetFolder); |
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331 | } |
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332 | } |
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333 | else |
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334 | { |
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335 | continue; // not a texture so skip the rest |
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336 | } |
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337 | |
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338 | |
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339 | // texture coordinate set |
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340 | XSI::Parameter param = shader.GetParameter(L"tspace_id"); |
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341 | if (param.IsValid()) |
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342 | { |
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343 | // this is a name, need to look up index |
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344 | tex->setTextureCoordSet( |
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345 | getTextureCoordIndex(XSItoOgre(XSI::CString(param.GetValue())))); |
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346 | } |
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347 | |
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348 | // filtering & anisotropy |
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349 | // DX and GL shaders deal differently |
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350 | if (progID.find("OGL") != String::npos) |
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351 | { |
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352 | populateOGLFiltering(tex, shader); |
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353 | } |
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354 | else if (progID.find("DX") != String::npos) |
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355 | { |
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356 | populateDXFiltering(tex, shader); |
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357 | } |
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358 | |
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359 | // colour operation |
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360 | param = shader.GetParameter(L"modulation"); |
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361 | if (param.IsValid()) |
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362 | { |
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363 | long colourop = param.GetValue(); |
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364 | switch (colourop) |
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365 | { |
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366 | case 0: |
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367 | // modulate |
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368 | tex->setColourOperation(LBO_MODULATE); |
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369 | break; |
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370 | case 1: |
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371 | // decal |
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372 | tex->setColourOperation(LBO_ALPHA_BLEND); |
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373 | break; |
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374 | case 2: |
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375 | // blend |
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376 | tex->setColourOperation(LBO_MODULATE); |
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377 | break; |
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378 | case 3: |
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379 | // replace |
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380 | tex->setColourOperation(LBO_REPLACE); |
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381 | break; |
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382 | case 4: |
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383 | // add |
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384 | tex->setColourOperation(LBO_ADD); |
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385 | break; |
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386 | } |
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387 | |
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388 | } |
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389 | |
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390 | |
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391 | |
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392 | } |
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393 | } |
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394 | //------------------------------------------------------------------------- |
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395 | TextureUnitState* XsiMaterialExporter::add2DTexture(Pass* pass, XSI::Shader& shader, |
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396 | bool copyTextures, const String& targetFolder) |
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397 | { |
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398 | // create texture unit state and map from target incase future xforms |
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399 | TextureUnitState* tex = pass->createTextureUnitState(); |
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400 | |
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401 | XSI::Parameter param = shader.GetParameter(L"target"); // OGL |
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402 | if (!param.IsValid()) |
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403 | param = shader.GetParameter(L"Texture_Target"); // DX |
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404 | |
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405 | long target = param.GetValue(); |
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406 | mTextureUnitTargetMap.insert( |
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407 | TextureUnitTargetMap::value_type(target, tex)); |
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408 | |
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409 | // Get image |
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410 | XSI::CRef src = shader.GetParameter(L"Texture").GetSource(); |
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411 | if (!src.IsValid() || !src.IsA(XSI::siImageClipID)) |
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412 | { |
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413 | // Try Texture_1 (OGL Combined) |
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414 | src = shader.GetParameter(L"Texture_1").GetSource(); |
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415 | |
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416 | } |
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417 | if (src.IsValid() && src.IsA(XSI::siImageClipID)) |
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418 | { |
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419 | XSI::ImageClip imgClip(src); |
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420 | String srcTextureName = |
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421 | XSItoOgre(XSI::CString(imgClip.GetParameter(L"SourceFileName").GetValue())); |
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422 | |
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423 | String::size_type pos = srcTextureName.find_last_of("\\"); |
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424 | if (pos == String::npos) |
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425 | { |
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426 | pos = srcTextureName.find_last_of("/"); |
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427 | } |
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428 | String textureName = |
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429 | srcTextureName.substr(pos+1, srcTextureName.size() - pos - 1); |
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430 | String destTextureName = targetFolder + textureName; |
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431 | |
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432 | // copy texture if required |
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433 | if (copyTextures) |
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434 | { |
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435 | copyFile(srcTextureName, destTextureName); |
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436 | } |
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437 | |
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438 | LogOgreAndXSI("Adding texture " + textureName); |
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439 | tex->setTextureName(textureName); |
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440 | |
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441 | } |
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442 | |
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443 | return tex; |
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444 | } |
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445 | //------------------------------------------------------------------------- |
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446 | void XsiMaterialExporter::populateOGLFiltering(TextureUnitState* tex, |
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447 | XSI::Shader& shader) |
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448 | { |
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449 | FilterOptions minFilter, mipFilter, magFilter; |
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450 | minFilter = FO_LINEAR; |
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451 | magFilter = FO_LINEAR; |
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452 | mipFilter = FO_POINT; |
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453 | XSI::Parameter param = shader.GetParameter(L"minfilter"); |
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454 | if (param.IsValid()) |
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455 | { |
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456 | // XSI OGL shader uses minfilter to determine mip too |
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457 | long filt = param.GetValue(); |
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458 | switch(filt) |
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459 | { |
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460 | case 0: |
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461 | minFilter = FO_POINT; |
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462 | mipFilter = FO_NONE; |
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463 | break; |
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464 | case 1: |
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465 | minFilter = FO_LINEAR; |
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466 | mipFilter = FO_NONE; |
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467 | break; |
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468 | case 2: |
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469 | minFilter = FO_POINT; |
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470 | mipFilter = FO_POINT; |
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471 | break; |
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472 | case 3: |
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473 | minFilter = FO_POINT; |
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474 | mipFilter = FO_LINEAR; |
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475 | break; |
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476 | case 4: |
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477 | minFilter = FO_LINEAR; |
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478 | mipFilter = FO_POINT; |
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479 | break; |
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480 | case 5: |
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481 | minFilter = FO_LINEAR; |
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482 | mipFilter = FO_LINEAR; |
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483 | break; |
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484 | }; |
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485 | |
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486 | } |
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487 | param = shader.GetParameter(L"magfilter"); |
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488 | if (param.IsValid()) |
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489 | { |
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490 | long filt = param.GetValue(); |
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491 | switch(filt) |
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492 | { |
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493 | case 0: |
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494 | magFilter = FO_POINT; |
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495 | break; |
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496 | case 1: |
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497 | magFilter = FO_LINEAR; |
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498 | break; |
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499 | }; |
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500 | } |
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501 | |
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502 | param = shader.GetParameter(L"anisotropy"); |
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503 | if (param.IsValid()) |
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504 | { |
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505 | long aniso = param.GetValue(); |
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506 | if (aniso > 1) |
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507 | { |
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508 | // No specific aniso filtering option, so upgrade linear -> aniso |
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509 | if (minFilter == FO_LINEAR) |
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510 | minFilter = FO_ANISOTROPIC; |
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511 | if (magFilter == FO_LINEAR) |
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512 | magFilter = FO_ANISOTROPIC; |
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513 | } |
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514 | tex->setTextureAnisotropy(aniso); |
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515 | } |
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516 | |
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517 | tex->setTextureFiltering(minFilter, magFilter, mipFilter); |
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518 | } |
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519 | //------------------------------------------------------------------------- |
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520 | void XsiMaterialExporter::populateDXFiltering(TextureUnitState* tex, |
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521 | XSI::Shader& shader) |
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522 | { |
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523 | FilterOptions minFilter, mipFilter, magFilter; |
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524 | minFilter = FO_LINEAR; |
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525 | magFilter = FO_LINEAR; |
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526 | mipFilter = FO_POINT; |
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527 | XSI::Parameter param = shader.GetParameter(L"minfilter"); |
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528 | if (param.IsValid()) |
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529 | { |
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530 | // XSI DX shader has min/mag and mip, and has more options |
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531 | long filt = param.GetValue(); |
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532 | switch(filt) |
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533 | { |
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534 | case 0: |
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535 | minFilter = FO_NONE; |
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536 | break; |
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537 | case 1: |
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538 | minFilter = FO_POINT; |
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539 | break; |
---|
540 | case 2: |
---|
541 | minFilter = FO_LINEAR; |
---|
542 | break; |
---|
543 | case 3: |
---|
544 | case 4: // we don't support cubic/gaussian, use aniso |
---|
545 | case 5: |
---|
546 | minFilter = FO_ANISOTROPIC; |
---|
547 | break; |
---|
548 | }; |
---|
549 | } |
---|
550 | param = shader.GetParameter(L"magfilter"); |
---|
551 | if (param.IsValid()) |
---|
552 | { |
---|
553 | // XSI DX shader has mag/mag and mip, and has more options |
---|
554 | long filt = param.GetValue(); |
---|
555 | switch(filt) |
---|
556 | { |
---|
557 | case 0: |
---|
558 | magFilter = FO_NONE; |
---|
559 | break; |
---|
560 | case 1: |
---|
561 | magFilter = FO_POINT; |
---|
562 | break; |
---|
563 | case 2: |
---|
564 | magFilter = FO_LINEAR; |
---|
565 | break; |
---|
566 | case 3: |
---|
567 | case 4: // we don't support cubic/gaussian, use aniso |
---|
568 | case 5: |
---|
569 | magFilter = FO_ANISOTROPIC; |
---|
570 | break; |
---|
571 | }; |
---|
572 | } |
---|
573 | param = shader.GetParameter(L"mipfilter"); |
---|
574 | if (param.IsValid()) |
---|
575 | { |
---|
576 | // XSI DX shader has mip/mag and mip, and has more options |
---|
577 | long filt = param.GetValue(); |
---|
578 | switch(filt) |
---|
579 | { |
---|
580 | case 0: |
---|
581 | mipFilter = FO_NONE; |
---|
582 | break; |
---|
583 | case 1: |
---|
584 | mipFilter = FO_POINT; |
---|
585 | break; |
---|
586 | case 2: |
---|
587 | mipFilter = FO_LINEAR; |
---|
588 | break; |
---|
589 | case 3: |
---|
590 | case 4: // we don't support cubic/gaussian, use aniso |
---|
591 | case 5: |
---|
592 | mipFilter = FO_ANISOTROPIC; |
---|
593 | break; |
---|
594 | }; |
---|
595 | } |
---|
596 | // Aniso |
---|
597 | param = shader.GetParameter(L"anisotropy"); |
---|
598 | if (param.IsValid()) |
---|
599 | { |
---|
600 | long aniso = param.GetValue(); |
---|
601 | tex->setTextureAnisotropy(aniso); |
---|
602 | } |
---|
603 | |
---|
604 | tex->setTextureFiltering(minFilter, magFilter, mipFilter); |
---|
605 | } |
---|
606 | //------------------------------------------------------------------------- |
---|
607 | TextureUnitState* XsiMaterialExporter::addCubicTexture(Pass* pass, XSI::Shader& shader, |
---|
608 | bool copyTextures, const String& targetFolder) |
---|
609 | { |
---|
610 | // create texture unit state and map from target incase future xforms |
---|
611 | TextureUnitState* tex = pass->createTextureUnitState(); |
---|
612 | |
---|
613 | XSI::Parameter param = shader.GetParameter(L"target"); // OGL |
---|
614 | if (!param.IsValid()) |
---|
615 | param = shader.GetParameter(L"Texture_Target"); // DX |
---|
616 | |
---|
617 | long target = param.GetValue(); |
---|
618 | mTextureUnitTargetMap.insert( |
---|
619 | TextureUnitTargetMap::value_type(target, tex)); |
---|
620 | |
---|
621 | // Get images |
---|
622 | wchar_t* cubeFaceName[6] = { |
---|
623 | L"front", L"back", L"top", L"bottom", L"left", L"right" }; |
---|
624 | |
---|
625 | String finalNames[6]; |
---|
626 | |
---|
627 | |
---|
628 | for (int face = 0; face < 6; ++face) |
---|
629 | { |
---|
630 | XSI::CRef src = shader.GetParameter(cubeFaceName[face]).GetSource(); |
---|
631 | if (src.IsValid() && src.IsA(XSI::siImageClipID)) |
---|
632 | { |
---|
633 | XSI::ImageClip imgClip(src); |
---|
634 | String srcTextureName = |
---|
635 | XSItoOgre(XSI::CString(imgClip.GetParameter(L"SourceFileName").GetValue())); |
---|
636 | |
---|
637 | String::size_type pos = srcTextureName.find_last_of("\\"); |
---|
638 | if (pos == String::npos) |
---|
639 | { |
---|
640 | pos = srcTextureName.find_last_of("/"); |
---|
641 | } |
---|
642 | finalNames[face] = |
---|
643 | srcTextureName.substr(pos+1, srcTextureName.size() - pos - 1); |
---|
644 | String destTextureName = targetFolder + finalNames[face]; |
---|
645 | |
---|
646 | // copy texture if required |
---|
647 | if (copyTextures) |
---|
648 | { |
---|
649 | copyFile(srcTextureName, destTextureName); |
---|
650 | } |
---|
651 | |
---|
652 | |
---|
653 | LogOgreAndXSI("Cubemap face: " + srcTextureName); |
---|
654 | } |
---|
655 | } |
---|
656 | |
---|
657 | LogOgreAndXSI("Adding cubic texture"); |
---|
658 | // Cannot do combinedUVW for now, DevIL can't write DDS cubemap so |
---|
659 | // go for separates (user can modify) |
---|
660 | tex->setCubicTextureName(finalNames, false); |
---|
661 | |
---|
662 | return tex; |
---|
663 | |
---|
664 | } |
---|
665 | //------------------------------------------------------------------------- |
---|
666 | unsigned short XsiMaterialExporter::getTextureCoordIndex(const String& tspace) |
---|
667 | { |
---|
668 | TextureProjectionMap::iterator i = mTextureProjectionMap.find(tspace); |
---|
669 | if (i != mTextureProjectionMap.end()) |
---|
670 | { |
---|
671 | return i->second; |
---|
672 | } |
---|
673 | else |
---|
674 | { |
---|
675 | // default |
---|
676 | return 0; |
---|
677 | } |
---|
678 | } |
---|
679 | //------------------------------------------------------------------------- |
---|
680 | void XsiMaterialExporter::populatePassTextureTransforms(Pass* pass, |
---|
681 | XSI::Shader& shader) |
---|
682 | { |
---|
683 | // TODO |
---|
684 | // Check we have the right object |
---|
685 | XSI::Parameter param = shader.GetParameter(L"wrap_u"); |
---|
686 | if (param.IsValid()) |
---|
687 | { |
---|
688 | |
---|
689 | // addressing mode |
---|
690 | TextureUnitState::UVWAddressingMode uvwadd; |
---|
691 | uvwadd.u = convertAddressingMode(param.GetValue()); |
---|
692 | // default other dimensions incase not supplied |
---|
693 | uvwadd.v = uvwadd.u; |
---|
694 | uvwadd.w = uvwadd.u; |
---|
695 | |
---|
696 | param = shader.GetParameter(L"wrap_v"); |
---|
697 | if (param.IsValid()) |
---|
698 | { |
---|
699 | uvwadd.v = convertAddressingMode(param.GetValue()); |
---|
700 | } |
---|
701 | param = shader.GetParameter(L"wrap_w"); |
---|
702 | if (param.IsValid()) |
---|
703 | { |
---|
704 | uvwadd.w = convertAddressingMode(param.GetValue()); |
---|
705 | } |
---|
706 | |
---|
707 | // transform |
---|
708 | bool usexform = false; |
---|
709 | Matrix4 xform = Matrix4::IDENTITY; |
---|
710 | param = shader.GetParameter(L"Transform"); |
---|
711 | if (param.IsValid() && (bool)param.GetValue()) |
---|
712 | { |
---|
713 | Quaternion qx, qy, qz, qfinal; |
---|
714 | qx.FromAngleAxis(Degree(shader.GetParameter(L"rotx").GetValue()), |
---|
715 | Vector3::UNIT_X); |
---|
716 | qy.FromAngleAxis(Degree(shader.GetParameter(L"roty").GetValue()), |
---|
717 | Vector3::UNIT_Y); |
---|
718 | qz.FromAngleAxis(Degree(shader.GetParameter(L"rotz").GetValue()), |
---|
719 | Vector3::UNIT_Z); |
---|
720 | qfinal = qx * qy * qz; |
---|
721 | |
---|
722 | Vector3 trans; |
---|
723 | trans.x = shader.GetParameter(L"trsx").GetValue(); |
---|
724 | trans.y = shader.GetParameter(L"trsy").GetValue(); |
---|
725 | trans.z = shader.GetParameter(L"trsz").GetValue(); |
---|
726 | |
---|
727 | Matrix3 rot3x3, scale3x3; |
---|
728 | qfinal.ToRotationMatrix(rot3x3); |
---|
729 | scale3x3 = Matrix3::ZERO; |
---|
730 | scale3x3[0][0] = shader.GetParameter(L"sclx").GetValue(); |
---|
731 | scale3x3[1][1] = shader.GetParameter(L"scly").GetValue(); |
---|
732 | scale3x3[2][2] = shader.GetParameter(L"sclz").GetValue(); |
---|
733 | |
---|
734 | xform = rot3x3 * scale3x3; |
---|
735 | xform.setTrans(trans); |
---|
736 | usexform = true; |
---|
737 | |
---|
738 | } |
---|
739 | |
---|
740 | |
---|
741 | // Look up texture unit(s) that are using this target |
---|
742 | long target = shader.GetParameter(L"Texture_Target").GetValue(); |
---|
743 | TextureUnitTargetMap::iterator i = mTextureUnitTargetMap.find(target); |
---|
744 | while (i != mTextureUnitTargetMap.end() && i->first == target) |
---|
745 | { |
---|
746 | TextureUnitState* tex = i->second; |
---|
747 | tex->setTextureAddressingMode(uvwadd); |
---|
748 | if (usexform) |
---|
749 | tex->setTextureTransform(xform); |
---|
750 | |
---|
751 | // texgen (not texcoord_index as in OGRE!) |
---|
752 | // Can turn into 2 different calls |
---|
753 | param = shader.GetParameter(L"texcoord_index"); |
---|
754 | if (param.IsValid()) |
---|
755 | { |
---|
756 | long e = param.GetValue(); |
---|
757 | if (e != 0) |
---|
758 | { |
---|
759 | // Not Explicit |
---|
760 | // details differ per DX/OGL |
---|
761 | if (XSItoOgre(shader.GetProgID()).find("DX") != String::npos) |
---|
762 | { |
---|
763 | convertTexGenDX(tex, e, shader); |
---|
764 | } |
---|
765 | else |
---|
766 | { |
---|
767 | convertTexGenDX(tex, e, shader); |
---|
768 | } |
---|
769 | |
---|
770 | } |
---|
771 | |
---|
772 | } |
---|
773 | ++i; |
---|
774 | } |
---|
775 | |
---|
776 | |
---|
777 | |
---|
778 | |
---|
779 | } |
---|
780 | param = shader.GetParameter(L"Additive_Transform"); |
---|
781 | if (param.IsValid()) |
---|
782 | { |
---|
783 | unsigned short target = shader.GetParameter(L"Texture_Coord_ID").GetValue(); |
---|
784 | if (pass->getNumTextureUnitStates() > target) |
---|
785 | { |
---|
786 | TextureUnitState* tex = pass->getTextureUnitState(target); |
---|
787 | |
---|
788 | long uvType = shader.GetParameter(L"UV_Type").GetValue(); |
---|
789 | if (uvType != 0) |
---|
790 | { |
---|
791 | double val1 = shader.GetParameter(L"Val1").GetValue(); |
---|
792 | double val2 = shader.GetParameter(L"Val2").GetValue(); |
---|
793 | long wave = shader.GetParameter(L"Wave").GetValue(); |
---|
794 | WaveformType wft; |
---|
795 | switch (wave) |
---|
796 | { |
---|
797 | case 1: |
---|
798 | wft = WFT_SINE; |
---|
799 | break; |
---|
800 | case 2: |
---|
801 | wft = WFT_TRIANGLE; |
---|
802 | break; |
---|
803 | case 3: |
---|
804 | wft = WFT_SQUARE; |
---|
805 | break; |
---|
806 | case 4: |
---|
807 | wft = WFT_SAWTOOTH; |
---|
808 | break; |
---|
809 | case 5: |
---|
810 | wft = WFT_INVERSE_SAWTOOTH; |
---|
811 | break; |
---|
812 | } |
---|
813 | double base = shader.GetParameter(L"Base").GetValue(); |
---|
814 | double amp = shader.GetParameter(L"Amplitude").GetValue(); |
---|
815 | double phase = shader.GetParameter(L"Phase").GetValue(); |
---|
816 | double freq = shader.GetParameter(L"Frequency").GetValue(); |
---|
817 | |
---|
818 | switch(uvType) |
---|
819 | { |
---|
820 | case 1: |
---|
821 | // translate |
---|
822 | tex->setTextureScroll(val1, val2); |
---|
823 | break; |
---|
824 | case 2: |
---|
825 | // rotate |
---|
826 | tex->setTextureRotate(Degree(val1)); |
---|
827 | break; |
---|
828 | case 3: |
---|
829 | // scale |
---|
830 | tex->setTextureScale(val1, val2); |
---|
831 | break; |
---|
832 | case 4: |
---|
833 | // scroll |
---|
834 | if (wave != 0) |
---|
835 | { |
---|
836 | tex->setTransformAnimation(TextureUnitState::TT_TRANSLATE_U, |
---|
837 | wft, base, freq, phase, amp); |
---|
838 | tex->setTransformAnimation(TextureUnitState::TT_TRANSLATE_V, |
---|
839 | wft, base, freq, phase, amp); |
---|
840 | } |
---|
841 | else |
---|
842 | { |
---|
843 | tex->setScrollAnimation(val1, val2); |
---|
844 | } |
---|
845 | break; |
---|
846 | case 5: |
---|
847 | // turn |
---|
848 | if (wave != 0) |
---|
849 | { |
---|
850 | tex->setTransformAnimation(TextureUnitState::TT_ROTATE, |
---|
851 | wft, base, freq, phase, amp); |
---|
852 | } |
---|
853 | else |
---|
854 | { |
---|
855 | tex->setRotateAnimation(val1 / 360.0f); |
---|
856 | } |
---|
857 | break; |
---|
858 | case 6: |
---|
859 | // stretch (only wave) |
---|
860 | if (wave != 0) |
---|
861 | { |
---|
862 | tex->setTransformAnimation(TextureUnitState::TT_SCALE_U, |
---|
863 | wft, base, freq, phase, amp); |
---|
864 | tex->setTransformAnimation(TextureUnitState::TT_SCALE_V, |
---|
865 | wft, base, freq, phase, amp); |
---|
866 | } |
---|
867 | break; |
---|
868 | |
---|
869 | } |
---|
870 | } |
---|
871 | } |
---|
872 | |
---|
873 | } |
---|
874 | |
---|
875 | // if more than one entry for the same target is found, it is ok for the |
---|
876 | // latter to take precedence since this is what happens in XSI. |
---|
877 | |
---|
878 | } |
---|
879 | //------------------------------------------------------------------------- |
---|
880 | void XsiMaterialExporter::convertTexGenOGL(TextureUnitState* tex, |
---|
881 | long xsiVal, XSI::Shader& shader) |
---|
882 | { |
---|
883 | switch(xsiVal) |
---|
884 | { |
---|
885 | // no 0 |
---|
886 | case 1: |
---|
887 | // Object linear |
---|
888 | tex->setEnvironmentMap(true, TextureUnitState::ENV_PLANAR); |
---|
889 | break; |
---|
890 | case 2: |
---|
891 | // Eye linear (texture projection) |
---|
892 | tex->setProjectiveTexturing(true); |
---|
893 | break; |
---|
894 | case 3: |
---|
895 | // Sphere map |
---|
896 | tex->setEnvironmentMap(true, TextureUnitState::ENV_CURVED); |
---|
897 | break; |
---|
898 | case 4: |
---|
899 | // Reflection map |
---|
900 | tex->setEnvironmentMap(true, TextureUnitState::ENV_REFLECTION); |
---|
901 | break; |
---|
902 | case 5: |
---|
903 | // Normal map |
---|
904 | tex->setEnvironmentMap(true, TextureUnitState::ENV_NORMAL); |
---|
905 | break; |
---|
906 | |
---|
907 | }; |
---|
908 | } |
---|
909 | //------------------------------------------------------------------------- |
---|
910 | void XsiMaterialExporter::convertTexGenDX(TextureUnitState* tex, |
---|
911 | long xsiVal, XSI::Shader& shader) |
---|
912 | { |
---|
913 | switch(xsiVal) |
---|
914 | { |
---|
915 | // no 0 |
---|
916 | case 1: |
---|
917 | // Normal in camera space |
---|
918 | tex->setEnvironmentMap(true, TextureUnitState::ENV_CURVED); |
---|
919 | break; |
---|
920 | case 2: |
---|
921 | // Position in camera space |
---|
922 | tex->setEnvironmentMap(true, TextureUnitState::ENV_PLANAR); |
---|
923 | break; |
---|
924 | case 3: |
---|
925 | // Reflection vector in camera space |
---|
926 | tex->setEnvironmentMap(true, TextureUnitState::ENV_REFLECTION); |
---|
927 | break; |
---|
928 | |
---|
929 | }; |
---|
930 | } |
---|
931 | //------------------------------------------------------------------------- |
---|
932 | TextureUnitState::TextureAddressingMode |
---|
933 | XsiMaterialExporter::convertAddressingMode(short xsiVal) |
---|
934 | { |
---|
935 | // same for OGL and DX |
---|
936 | switch(xsiVal) |
---|
937 | { |
---|
938 | case 0: |
---|
939 | return TextureUnitState::TAM_WRAP; |
---|
940 | case 1: |
---|
941 | return TextureUnitState::TAM_MIRROR; |
---|
942 | case 2: |
---|
943 | return TextureUnitState::TAM_CLAMP; |
---|
944 | case 3: |
---|
945 | // border? |
---|
946 | return TextureUnitState::TAM_CLAMP; |
---|
947 | case 4: |
---|
948 | // mirror once |
---|
949 | return TextureUnitState::TAM_MIRROR; |
---|
950 | case 5: |
---|
951 | // clamp to edge |
---|
952 | return TextureUnitState::TAM_CLAMP; |
---|
953 | |
---|
954 | }; |
---|
955 | |
---|
956 | // Keep compiler happy |
---|
957 | return TextureUnitState::TAM_WRAP; |
---|
958 | } |
---|
959 | //------------------------------------------------------------------------- |
---|
960 | SceneBlendFactor XsiMaterialExporter::convertSceneBlend(short xsiVal) |
---|
961 | { |
---|
962 | switch(xsiVal) |
---|
963 | { |
---|
964 | case 0: |
---|
965 | return SBF_ZERO; |
---|
966 | case 1: |
---|
967 | return SBF_ONE; |
---|
968 | case 2: |
---|
969 | return SBF_DEST_COLOUR; |
---|
970 | case 3: |
---|
971 | return SBF_ONE_MINUS_DEST_COLOUR; |
---|
972 | case 4: |
---|
973 | return SBF_SOURCE_ALPHA; |
---|
974 | case 5: |
---|
975 | return SBF_ONE_MINUS_SOURCE_ALPHA; |
---|
976 | case 6: |
---|
977 | return SBF_DEST_ALPHA; |
---|
978 | case 7: |
---|
979 | return SBF_ONE_MINUS_DEST_ALPHA; |
---|
980 | }; |
---|
981 | |
---|
982 | return SBF_ZERO; |
---|
983 | |
---|
984 | } |
---|
985 | |
---|
986 | } |
---|
987 | |
---|