source: OGRE/trunk/ogrenew/Tools/XSIExport/include/OgreXSIMaterialExporter.h @ 692

Revision 692, 4.2 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23-----------------------------------------------------------------------------
24*/
25#ifndef __XSIMATERIALEXPORTER_H__
26#define __XSIMATERIALEXPORTER_H__
27
28#include "OgreXSIHelper.h"
29#include "OgreBlendMode.h"
30#include "OgreMaterialSerializer.h"
31
32namespace Ogre {
33
34        class XsiMaterialExporter
35        {
36        public:
37                XsiMaterialExporter();
38                virtual ~XsiMaterialExporter();
39
40                /** Export a set of XSI materials to a material script.
41                @param materials List of materials to export
42                @param filename Name of the script file to create
43                @param copyTextures Whether to copy any textures used into the same
44                        folder as the material script.
45                */
46                void exportMaterials(MaterialMap& materials, TextureProjectionMap& texProjMap,
47                        const String& filename, bool copyTextures);
48        protected:     
49                MaterialSerializer mMatSerializer;
50               
51                typedef std::multimap<long,TextureUnitState*> TextureUnitTargetMap;
52                /// Map of target id -> texture unit to match up tex transforms
53                TextureUnitTargetMap mTextureUnitTargetMap;
54                /// Pass queue, used to invert ordering
55                PassQueue mPassQueue;
56                /// Texture projection map
57                TextureProjectionMap mTextureProjectionMap;
58
59               
60                // Export a single material
61                void exportMaterial(MaterialEntry* matEntry, bool copyTextures,
62                        const String& texturePath);
63                /// Fill in all the details of a pass
64                void populatePass(Pass* pass, XSI::Shader& xsishader);
65                /// Fill in the texture units - note this won't pick up transforms yet
66                void populatePassTextures(Pass* pass, PassEntry* passEntry,
67                        bool copyTextures, const String& texturePath);
68                /// Find any texture transforms and hook them up via 'target'
69                void populatePassTextureTransforms(Pass* pass, XSI::Shader& xsishader);
70                /// Populate basic rejection parameters for the pass
71                void populatePassDepthCull(Pass* pass, XSI::Shader& xsishader);
72                /// Populate lighting parameters for the pass
73                void populatePassLighting(Pass* pass, XSI::Shader& xsishader);
74                /// Populate scene blending parameters for the pass
75                void populatePassSceneBlend(Pass* pass, XSI::Shader& xsishader);
76                void populatePassCgPrograms(Pass* pass, XSI::Shader& xsishader);
77                void populatePassHLSLPrograms(Pass* pass, XSI::Shader& xsishader);
78                void populatePassD3DAssemblerPrograms(Pass* pass, XSI::Shader& xsishader);
79                void populateOGLFiltering(TextureUnitState* tex, XSI::Shader& xsishader);
80                void populateDXFiltering(TextureUnitState* tex, XSI::Shader& xsishader);
81
82
83                // Utility method to get texture coord set from tspace_id name
84                unsigned short getTextureCoordIndex(const String& tspace);
85
86                /// Add a 2D texture from a shader
87                TextureUnitState* add2DTexture(Pass* pass, XSI::Shader& shader,
88                        bool copyTextures, const String& targetFolder);
89                /// Add a cubic texture from a shader
90                TextureUnitState* addCubicTexture(Pass* pass, XSI::Shader& shader,
91                        bool copyTextures, const String& targetFolder);
92
93
94                void clearPassQueue(void);
95
96                SceneBlendFactor convertSceneBlend(short xsiVal);
97                TextureUnitState::TextureAddressingMode convertAddressingMode(short xsiVal);
98                void convertTexGenOGL(TextureUnitState* tex, long xsiVal, XSI::Shader& shader);
99                void convertTexGenDX(TextureUnitState* tex, long xsiVal, XSI::Shader& shader);
100        };
101}
102
103#endif
104
105
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