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) 2000-2005 The OGRE Team
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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 | */
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25 | #include "OgreXSIMaterialExporter.h"
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26 | #include "OgreMaterialManager.h"
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27 | #include "OgreMaterial.h"
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28 | #include "OgreTechnique.h"
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29 | #include "OgrePass.h"
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30 | #include "OgreTextureUnitState.h"
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31 |
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32 | #include <xsi_shader.h>
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33 | #include <xsi_imageclip.h>
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34 | #include <xsi_image.h>
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35 |
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36 |
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37 | namespace Ogre {
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38 |
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39 | //-------------------------------------------------------------------------
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40 | XsiMaterialExporter::XsiMaterialExporter()
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41 | {
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42 |
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43 | }
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44 | //-------------------------------------------------------------------------
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45 | XsiMaterialExporter::~XsiMaterialExporter()
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46 | {
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47 | clearPassQueue();
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48 | }
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49 | //-------------------------------------------------------------------------
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50 | void XsiMaterialExporter::exportMaterials(MaterialMap& materials,
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51 | TextureProjectionMap& texProjMap, const String& filename,
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52 | bool copyTextures)
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53 | {
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54 | LogOgreAndXSI("** Begin OGRE Material Export **");
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55 |
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56 | mTextureProjectionMap = texProjMap;
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57 |
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58 | String texturePath;
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59 | if (copyTextures)
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60 | {
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61 | // derive the texture path
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62 | String::size_type pos = filename.find_last_of("\\");
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63 | if (pos == String::npos)
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64 | {
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65 | pos = filename.find_last_of("/");
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66 | }
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67 | if (pos != String::npos)
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68 | {
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69 | texturePath = filename.substr(0, pos + 1);
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70 | }
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71 | }
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72 |
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73 | mMatSerializer.clearQueue();
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74 |
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75 | for (MaterialMap::iterator m = materials.begin(); m != materials.end(); ++m)
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76 | {
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77 | exportMaterial(m->second, copyTextures, texturePath);
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78 | }
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79 |
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80 | mMatSerializer.exportQueued(filename);
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81 |
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82 | LogOgreAndXSI("** OGRE Material Export Complete **");
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83 | }
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84 | //-------------------------------------------------------------------------
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85 | void XsiMaterialExporter::exportMaterial(MaterialEntry* matEntry,
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86 | bool copyTextures, const String& texturePath)
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87 | {
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88 | LogOgreAndXSI("Exporting " + matEntry->name);
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89 |
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90 | MaterialPtr mat = MaterialManager::getSingleton().create(
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91 | matEntry->name,
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92 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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93 | Technique* t = mat->createTechnique();
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94 |
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95 | // collect the passes into our queue
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96 | // XSI stores passes in reverse order, so invert them
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97 | clearPassQueue();
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98 | XSI::Shader shader(matEntry->xsiShader);
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99 | PassEntry* passEntry = new PassEntry();
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100 | mPassQueue.push_front(passEntry);
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101 | while (1)
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102 | {
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103 | passEntry->shaders.Add(shader);
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104 |
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105 | XSI::CRef source = shader.GetParameter(L"previous").GetSource();
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106 | if(!source.IsValid() || !source.IsA(XSI::siShaderID))
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107 | {
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108 | // finish
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109 | break;
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110 | }
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111 |
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112 | shader = XSI::Shader(source);
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113 | // If we find a 'blending' parameter, we're on a new pass
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114 | if (shader.GetParameter(L"blending").IsValid())
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115 | {
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116 | passEntry = new PassEntry();
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117 | mPassQueue.push_front(passEntry); // push front to invert order
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118 | }
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119 | }
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120 |
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121 |
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122 | // Now go through each pass and create OGRE version
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123 | for (PassQueue::iterator p = mPassQueue.begin(); p != mPassQueue.end(); ++p)
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124 | {
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125 | PassEntry* passEntry = *p;
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126 | Pass* pass = t->createPass();
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127 | LogOgreAndXSI("Added Pass");
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128 |
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129 | // Need to pre-populate pass textures to match up transforms
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130 | populatePassTextures(pass, passEntry, copyTextures, texturePath);
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131 | // Do the rest
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132 | for (int s = 0; s < passEntry->shaders.GetCount(); ++s)
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133 | {
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134 | XSI::Shader shader(passEntry->shaders[s]);
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135 | populatePass(pass, shader);
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136 | }
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137 |
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138 | }
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139 |
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140 |
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141 | mMatSerializer.queueForExport(mat);
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142 |
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143 |
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144 | }
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145 | //-------------------------------------------------------------------------
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146 | void XsiMaterialExporter::clearPassQueue(void)
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147 | {
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148 | for (PassQueue::iterator i = mPassQueue.begin(); i != mPassQueue.end(); ++i)
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149 | {
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150 | delete *i;
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151 | }
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152 | mPassQueue.clear();
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153 |
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154 | }
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155 | //-------------------------------------------------------------------------
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156 | void XsiMaterialExporter::populatePass(Pass* pass, XSI::Shader& xsishader)
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157 | {
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158 | populatePassDepthCull(pass, xsishader);
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159 | populatePassSceneBlend(pass, xsishader);
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160 | populatePassLighting(pass, xsishader);
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161 | populatePassTextureTransforms(pass, xsishader);
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162 | populatePassCgPrograms(pass, xsishader);
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163 | populatePassHLSLPrograms(pass, xsishader);
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164 | populatePassD3DAssemblerPrograms(pass, xsishader);
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165 | }
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166 | //-------------------------------------------------------------------------
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167 | void XsiMaterialExporter::populatePassCgPrograms(Pass* pass,
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168 | XSI::Shader& xsishader)
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169 | {
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170 | XSI::Parameter param = xsishader.GetParameter(L"Cg_Program");
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171 | if (param.IsValid())
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172 | {
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173 | // TODO
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174 | // XSI can't reference external files which makes it v.difficult to
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175 | // re-use shaders - mod XSI plugin?
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176 | }
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177 | }
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178 | //-------------------------------------------------------------------------
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179 | void XsiMaterialExporter::populatePassHLSLPrograms(Pass* pass,
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180 | XSI::Shader& xsishader)
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181 | {
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182 | XSI::Parameter param = xsishader.GetParameter(L"HLSL_Program");
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183 | if (param.IsValid())
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184 | {
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185 | // TODO
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186 | // XSI can't reference external files which makes it v.difficult to
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187 | // re-use shaders - mod XSI plugin?
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188 | }
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189 | }
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190 | //-------------------------------------------------------------------------
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191 | void XsiMaterialExporter::populatePassD3DAssemblerPrograms(Pass* pass,
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192 | XSI::Shader& xsishader)
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193 | {
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194 | XSI::Parameter param = xsishader.GetParameter(L"Vertex_Shader");
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195 | if (param.IsValid())
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196 | {
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197 | // TODO
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198 | // XSI can't reference external files which makes it v.difficult to
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199 | // re-use shaders - mod XSI plugin?
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200 | }
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201 | param = xsishader.GetParameter(L"Pixel_Shader");
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202 | if (param.IsValid())
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203 | {
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204 | // TODO
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205 | // XSI can't reference external files which makes it v.difficult to
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206 | // re-use shaders - mod XSI plugin?
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207 | }
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208 | }
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209 | //-------------------------------------------------------------------------
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210 | void XsiMaterialExporter::populatePassDepthCull(Pass* pass,
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211 | XSI::Shader& xsishader)
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212 | {
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213 | XSI::Parameter param = xsishader.GetParameter(L"cullingmode");
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214 | if (param.IsValid())
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215 | {
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216 | short xsiCull = param.GetValue();
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217 | switch (xsiCull)
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218 | {
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219 | case 0:
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220 | pass->setCullingMode(CULL_NONE);
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221 | pass->setManualCullingMode(MANUAL_CULL_NONE);
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222 | break;
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223 | case 1:
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224 | pass->setCullingMode(CULL_CLOCKWISE);
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225 | pass->setManualCullingMode(MANUAL_CULL_BACK);
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226 | break;
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227 | case 2:
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228 | pass->setCullingMode(CULL_ANTICLOCKWISE);
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229 | pass->setManualCullingMode(MANUAL_CULL_FRONT);
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230 | break;
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231 |
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232 | };
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233 | }
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234 |
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235 | param = xsishader.GetParameter(L"depthtest");
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236 | if (param.IsValid())
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237 | {
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238 | bool depthTest = param.GetValue();
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239 | pass->setDepthCheckEnabled(depthTest);
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240 | }
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241 | param = xsishader.GetParameter(L"depthwrite");
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242 | if (param.IsValid())
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243 | {
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244 | bool depthWrite = param.GetValue();
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245 | pass->setDepthWriteEnabled(depthWrite);
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246 | }
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247 | }
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248 | //-------------------------------------------------------------------------
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249 | void XsiMaterialExporter::populatePassSceneBlend(Pass* pass,
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250 | XSI::Shader& xsishader)
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251 | {
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252 | XSI::Parameter param = xsishader.GetParameter(L"blending");
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253 | if (param.IsValid() && (bool)param.GetValue())
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254 | {
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255 | SceneBlendFactor src = SBF_ONE;
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256 | SceneBlendFactor dst = SBF_ONE;
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257 |
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258 | param = xsishader.GetParameter(L"srcblendingfunction");
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259 | if (param.IsValid())
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260 | {
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261 | src = convertSceneBlend(param.GetValue());
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262 | }
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263 | param = xsishader.GetParameter(L"dstblendingfunction");
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264 | if (param.IsValid())
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265 | {
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266 | dst = convertSceneBlend(param.GetValue());
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267 | }
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268 |
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269 | pass->setSceneBlending(src, dst);
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270 | }
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271 | }
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272 | //-------------------------------------------------------------------------
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273 | void XsiMaterialExporter::populatePassLighting(Pass* pass,
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274 | XSI::Shader& xsishader)
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275 | {
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276 | XSI::Parameter param = xsishader.GetParameter(L"Enable_Lighting");
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277 | if (param.IsValid())
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278 | {
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279 | pass->setLightingEnabled(param.GetValue());
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280 |
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281 | ColourValue tmpColour;
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282 | xsishader.GetColorParameterValue(L"Ambient", tmpColour.r, tmpColour.g,
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283 | tmpColour.b, tmpColour.a);
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284 | pass->setAmbient(tmpColour);
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285 | xsishader.GetColorParameterValue(L"Diffuse", tmpColour.r, tmpColour.g,
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286 | tmpColour.b, tmpColour.a);
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287 | pass->setDiffuse(tmpColour);
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288 | xsishader.GetColorParameterValue(L"Emissive", tmpColour.r, tmpColour.g,
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289 | tmpColour.b, tmpColour.a);
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290 | pass->setSelfIllumination(tmpColour);
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291 | xsishader.GetColorParameterValue(L"Specular", tmpColour.r, tmpColour.g,
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292 | tmpColour.b, tmpColour.a);
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293 | pass->setSpecular(tmpColour);
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294 |
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295 | pass->setShininess(xsishader.GetParameter(L"Shininess").GetValue());
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296 | }
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297 |
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298 |
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299 | }
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300 | //-------------------------------------------------------------------------
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301 | void XsiMaterialExporter::populatePassTextures(Pass* pass,
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302 | PassEntry* passEntry, bool copyTextures, const String& targetFolder)
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303 | {
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304 | // We need to search all shaders back to the point we would change
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305 | // passes, and add all the textures. This is because we don't know
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306 | // where in the shaders the texture transforms might be, since they
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307 | // are linked via 'target' not by being on the same object.
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308 | mTextureUnitTargetMap.clear();
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309 |
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310 | for (int s = 0; s < passEntry->shaders.GetCount(); ++s)
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311 | {
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312 | XSI::Shader shader(passEntry->shaders[s]);
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313 | TextureUnitState* tex = 0;
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314 |
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315 | String progID = XSItoOgre(shader.GetProgID());
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316 | if (progID.find("OGL13Texture") != String::npos ||
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317 | progID.find("DXTexture") != String::npos ||
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318 | progID.find("OGLCom") != String::npos)
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319 | {
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320 | if (!shader.GetParameter(L"bottom").IsValid())
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321 | {
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322 | tex = add2DTexture(pass, shader, copyTextures, targetFolder);
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323 | }
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324 | else if (shader.GetParameter(L"bottom").IsValid())
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325 | {
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326 | tex = addCubicTexture(pass, shader, copyTextures, targetFolder);
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327 | }
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328 | }
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329 | else
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330 | {
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331 | continue; // not a texture so skip the rest
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332 | }
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333 |
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334 |
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335 | // texture coordinate set
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336 | XSI::Parameter param = shader.GetParameter(L"tspace_id");
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337 | if (param.IsValid())
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338 | {
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339 | // this is a name, need to look up index
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340 | tex->setTextureCoordSet(
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341 | getTextureCoordIndex(XSItoOgre(param.GetValue())));
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342 | }
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343 |
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344 | // filtering & anisotropy
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345 | // DX and GL shaders deal differently
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346 | if (progID.find("OGL") != String::npos)
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347 | {
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348 | populateOGLFiltering(tex, shader);
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349 | }
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350 | else if (progID.find("DX") != String::npos)
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351 | {
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352 | populateDXFiltering(tex, shader);
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353 | }
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354 |
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355 | // colour operation
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356 | param = shader.GetParameter(L"modulation");
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357 | if (param.IsValid())
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358 | {
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359 | long colourop = param.GetValue();
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360 | switch (colourop)
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361 | {
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362 | case 0:
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363 | // modulate
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364 | tex->setColourOperation(LBO_MODULATE);
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365 | break;
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366 | case 1:
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367 | // decal
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368 | tex->setColourOperation(LBO_ALPHA_BLEND);
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369 | break;
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370 | case 2:
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371 | // blend
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372 | tex->setColourOperation(LBO_MODULATE);
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373 | break;
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374 | case 3:
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375 | // replace
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376 | tex->setColourOperation(LBO_REPLACE);
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377 | break;
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378 | case 4:
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379 | // add
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380 | tex->setColourOperation(LBO_ADD);
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381 | break;
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382 | }
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383 |
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384 | }
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385 |
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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 | TextureUnitState* XsiMaterialExporter::add2DTexture(Pass* pass, XSI::Shader& shader,
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392 | bool copyTextures, const String& targetFolder)
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393 | {
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394 | // create texture unit state and map from target incase future xforms
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395 | TextureUnitState* tex = pass->createTextureUnitState();
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396 |
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397 | XSI::Parameter param = shader.GetParameter(L"target"); // OGL
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398 | if (!param.IsValid())
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399 | param = shader.GetParameter(L"Texture_Target"); // DX
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400 |
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401 | long target = param.GetValue();
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402 | mTextureUnitTargetMap.insert(
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403 | TextureUnitTargetMap::value_type(target, tex));
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404 |
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405 | // Get image
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406 | XSI::CRef src = shader.GetParameter(L"Texture").GetSource();
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407 | if (!src.IsValid() || !src.IsA(XSI::siImageClipID))
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408 | {
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409 | // Try Texture_1 (OGL Combined)
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410 | src = shader.GetParameter(L"Texture_1").GetSource();
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411 |
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412 | }
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413 | if (src.IsValid() && src.IsA(XSI::siImageClipID))
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414 | {
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415 | XSI::ImageClip imgClip(src);
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416 | String srcTextureName =
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417 | XSItoOgre(imgClip.GetParameter(L"SourceFileName").GetValue());
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418 |
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419 | String::size_type pos = srcTextureName.find_last_of("\\");
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420 | if (pos == String::npos)
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421 | {
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422 | pos = srcTextureName.find_last_of("/");
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423 | }
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424 | String textureName =
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425 | srcTextureName.substr(pos+1, srcTextureName.size() - pos - 1);
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426 | String destTextureName = targetFolder + textureName;
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427 |
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428 | // copy texture if required
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429 | if (copyTextures)
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430 | {
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431 | copyFile(srcTextureName, destTextureName);
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432 | }
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433 |
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434 | LogOgreAndXSI("Adding texture " + textureName);
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435 | tex->setTextureName(textureName);
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436 |
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437 | }
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438 |
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439 | return tex;
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440 | }
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441 | //-------------------------------------------------------------------------
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442 | void XsiMaterialExporter::populateOGLFiltering(TextureUnitState* tex,
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443 | XSI::Shader& shader)
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444 | {
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445 | FilterOptions minFilter, mipFilter, magFilter;
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446 | minFilter = FO_LINEAR;
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447 | magFilter = FO_LINEAR;
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448 | mipFilter = FO_POINT;
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449 | XSI::Parameter param = shader.GetParameter(L"minfilter");
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450 | if (param.IsValid())
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451 | {
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452 | // XSI OGL shader uses minfilter to determine mip too
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453 | long filt = param.GetValue();
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454 | switch(filt)
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455 | {
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456 | case 0:
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457 | minFilter = FO_POINT;
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458 | mipFilter = FO_NONE;
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459 | break;
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460 | case 1:
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461 | minFilter = FO_LINEAR;
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462 | mipFilter = FO_NONE;
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463 | break;
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464 | case 2:
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465 | minFilter = FO_POINT;
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466 | mipFilter = FO_POINT;
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467 | break;
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468 | case 3:
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469 | minFilter = FO_POINT;
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470 | mipFilter = FO_LINEAR;
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471 | break;
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472 | case 4:
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473 | minFilter = FO_LINEAR;
|
---|
474 | mipFilter = FO_POINT;
|
---|
475 | break;
|
---|
476 | case 5:
|
---|
477 | minFilter = FO_LINEAR;
|
---|
478 | mipFilter = FO_LINEAR;
|
---|
479 | break;
|
---|
480 | };
|
---|
481 |
|
---|
482 | }
|
---|
483 | param = shader.GetParameter(L"magfilter");
|
---|
484 | if (param.IsValid())
|
---|
485 | {
|
---|
486 | long filt = param.GetValue();
|
---|
487 | switch(filt)
|
---|
488 | {
|
---|
489 | case 0:
|
---|
490 | magFilter = FO_POINT;
|
---|
491 | break;
|
---|
492 | case 1:
|
---|
493 | magFilter = FO_LINEAR;
|
---|
494 | break;
|
---|
495 | };
|
---|
496 | }
|
---|
497 |
|
---|
498 | param = shader.GetParameter(L"anisotropy");
|
---|
499 | if (param.IsValid())
|
---|
500 | {
|
---|
501 | long aniso = param.GetValue();
|
---|
502 | if (aniso > 1)
|
---|
503 | {
|
---|
504 | // No specific aniso filtering option, so upgrade linear -> aniso
|
---|
505 | if (minFilter == FO_LINEAR)
|
---|
506 | minFilter = FO_ANISOTROPIC;
|
---|
507 | if (magFilter == FO_LINEAR)
|
---|
508 | magFilter = FO_ANISOTROPIC;
|
---|
509 | }
|
---|
510 | tex->setTextureAnisotropy(aniso);
|
---|
511 | }
|
---|
512 |
|
---|
513 | tex->setTextureFiltering(minFilter, magFilter, mipFilter);
|
---|
514 | }
|
---|
515 | //-------------------------------------------------------------------------
|
---|
516 | void XsiMaterialExporter::populateDXFiltering(TextureUnitState* tex,
|
---|
517 | XSI::Shader& shader)
|
---|
518 | {
|
---|
519 | FilterOptions minFilter, mipFilter, magFilter;
|
---|
520 | minFilter = FO_LINEAR;
|
---|
521 | magFilter = FO_LINEAR;
|
---|
522 | mipFilter = FO_POINT;
|
---|
523 | XSI::Parameter param = shader.GetParameter(L"minfilter");
|
---|
524 | if (param.IsValid())
|
---|
525 | {
|
---|
526 | // XSI DX shader has min/mag and mip, and has more options
|
---|
527 | long filt = param.GetValue();
|
---|
528 | switch(filt)
|
---|
529 | {
|
---|
530 | case 0:
|
---|
531 | minFilter = FO_NONE;
|
---|
532 | break;
|
---|
533 | case 1:
|
---|
534 | minFilter = FO_POINT;
|
---|
535 | break;
|
---|
536 | case 2:
|
---|
537 | minFilter = FO_LINEAR;
|
---|
538 | break;
|
---|
539 | case 3:
|
---|
540 | case 4: // we don't support cubic/gaussian, use aniso
|
---|
541 | case 5:
|
---|
542 | minFilter = FO_ANISOTROPIC;
|
---|
543 | break;
|
---|
544 | };
|
---|
545 | }
|
---|
546 | param = shader.GetParameter(L"magfilter");
|
---|
547 | if (param.IsValid())
|
---|
548 | {
|
---|
549 | // XSI DX shader has mag/mag and mip, and has more options
|
---|
550 | long filt = param.GetValue();
|
---|
551 | switch(filt)
|
---|
552 | {
|
---|
553 | case 0:
|
---|
554 | magFilter = FO_NONE;
|
---|
555 | break;
|
---|
556 | case 1:
|
---|
557 | magFilter = FO_POINT;
|
---|
558 | break;
|
---|
559 | case 2:
|
---|
560 | magFilter = FO_LINEAR;
|
---|
561 | break;
|
---|
562 | case 3:
|
---|
563 | case 4: // we don't support cubic/gaussian, use aniso
|
---|
564 | case 5:
|
---|
565 | magFilter = FO_ANISOTROPIC;
|
---|
566 | break;
|
---|
567 | };
|
---|
568 | }
|
---|
569 | param = shader.GetParameter(L"mipfilter");
|
---|
570 | if (param.IsValid())
|
---|
571 | {
|
---|
572 | // XSI DX shader has mip/mag and mip, and has more options
|
---|
573 | long filt = param.GetValue();
|
---|
574 | switch(filt)
|
---|
575 | {
|
---|
576 | case 0:
|
---|
577 | mipFilter = FO_NONE;
|
---|
578 | break;
|
---|
579 | case 1:
|
---|
580 | mipFilter = FO_POINT;
|
---|
581 | break;
|
---|
582 | case 2:
|
---|
583 | mipFilter = FO_LINEAR;
|
---|
584 | break;
|
---|
585 | case 3:
|
---|
586 | case 4: // we don't support cubic/gaussian, use aniso
|
---|
587 | case 5:
|
---|
588 | mipFilter = FO_ANISOTROPIC;
|
---|
589 | break;
|
---|
590 | };
|
---|
591 | }
|
---|
592 | // Aniso
|
---|
593 | param = shader.GetParameter(L"anisotropy");
|
---|
594 | if (param.IsValid())
|
---|
595 | {
|
---|
596 | long aniso = param.GetValue();
|
---|
597 | tex->setTextureAnisotropy(aniso);
|
---|
598 | }
|
---|
599 |
|
---|
600 | tex->setTextureFiltering(minFilter, magFilter, mipFilter);
|
---|
601 | }
|
---|
602 | //-------------------------------------------------------------------------
|
---|
603 | TextureUnitState* XsiMaterialExporter::addCubicTexture(Pass* pass, XSI::Shader& shader,
|
---|
604 | bool copyTextures, const String& targetFolder)
|
---|
605 | {
|
---|
606 | // create texture unit state and map from target incase future xforms
|
---|
607 | TextureUnitState* tex = pass->createTextureUnitState();
|
---|
608 |
|
---|
609 | XSI::Parameter param = shader.GetParameter(L"target"); // OGL
|
---|
610 | if (!param.IsValid())
|
---|
611 | param = shader.GetParameter(L"Texture_Target"); // DX
|
---|
612 |
|
---|
613 | long target = param.GetValue();
|
---|
614 | mTextureUnitTargetMap.insert(
|
---|
615 | TextureUnitTargetMap::value_type(target, tex));
|
---|
616 |
|
---|
617 | // Get images
|
---|
618 | wchar_t* cubeFaceName[6] = {
|
---|
619 | L"front", L"back", L"top", L"bottom", L"left", L"right" };
|
---|
620 |
|
---|
621 | String finalNames[6];
|
---|
622 |
|
---|
623 |
|
---|
624 | for (int face = 0; face < 6; ++face)
|
---|
625 | {
|
---|
626 | XSI::CRef src = shader.GetParameter(cubeFaceName[face]).GetSource();
|
---|
627 | if (src.IsValid() && src.IsA(XSI::siImageClipID))
|
---|
628 | {
|
---|
629 | XSI::ImageClip imgClip(src);
|
---|
630 | String srcTextureName =
|
---|
631 | XSItoOgre(imgClip.GetParameter(L"SourceFileName").GetValue());
|
---|
632 |
|
---|
633 | String::size_type pos = srcTextureName.find_last_of("\\");
|
---|
634 | if (pos == String::npos)
|
---|
635 | {
|
---|
636 | pos = srcTextureName.find_last_of("/");
|
---|
637 | }
|
---|
638 | finalNames[face] =
|
---|
639 | srcTextureName.substr(pos+1, srcTextureName.size() - pos - 1);
|
---|
640 | String destTextureName = targetFolder + finalNames[face];
|
---|
641 |
|
---|
642 | // copy texture if required
|
---|
643 | if (copyTextures)
|
---|
644 | {
|
---|
645 | copyFile(srcTextureName, destTextureName);
|
---|
646 | }
|
---|
647 |
|
---|
648 |
|
---|
649 | LogOgreAndXSI("Cubemap face: " + srcTextureName);
|
---|
650 | }
|
---|
651 | }
|
---|
652 |
|
---|
653 | LogOgreAndXSI("Adding cubic texture");
|
---|
654 | // Cannot do combinedUVW for now, DevIL can't write DDS cubemap so
|
---|
655 | // go for separates (user can modify)
|
---|
656 | tex->setCubicTextureName(finalNames, false);
|
---|
657 |
|
---|
658 | return tex;
|
---|
659 |
|
---|
660 | }
|
---|
661 | //-------------------------------------------------------------------------
|
---|
662 | unsigned short XsiMaterialExporter::getTextureCoordIndex(const String& tspace)
|
---|
663 | {
|
---|
664 | TextureProjectionMap::iterator i = mTextureProjectionMap.find(tspace);
|
---|
665 | if (i != mTextureProjectionMap.end())
|
---|
666 | {
|
---|
667 | return i->second;
|
---|
668 | }
|
---|
669 | else
|
---|
670 | {
|
---|
671 | // default
|
---|
672 | return 0;
|
---|
673 | }
|
---|
674 | }
|
---|
675 | //-------------------------------------------------------------------------
|
---|
676 | void XsiMaterialExporter::populatePassTextureTransforms(Pass* pass,
|
---|
677 | XSI::Shader& shader)
|
---|
678 | {
|
---|
679 | // TODO
|
---|
680 | // Check we have the right object
|
---|
681 | XSI::Parameter param = shader.GetParameter(L"wrap_u");
|
---|
682 | if (param.IsValid())
|
---|
683 | {
|
---|
684 |
|
---|
685 | // addressing mode
|
---|
686 | TextureUnitState::UVWAddressingMode uvwadd;
|
---|
687 | uvwadd.u = convertAddressingMode(param.GetValue());
|
---|
688 | // default other dimensions incase not supplied
|
---|
689 | uvwadd.v = uvwadd.u;
|
---|
690 | uvwadd.w = uvwadd.u;
|
---|
691 |
|
---|
692 | param = shader.GetParameter(L"wrap_v");
|
---|
693 | if (param.IsValid())
|
---|
694 | {
|
---|
695 | uvwadd.v = convertAddressingMode(param.GetValue());
|
---|
696 | }
|
---|
697 | param = shader.GetParameter(L"wrap_w");
|
---|
698 | if (param.IsValid())
|
---|
699 | {
|
---|
700 | uvwadd.w = convertAddressingMode(param.GetValue());
|
---|
701 | }
|
---|
702 |
|
---|
703 | // transform
|
---|
704 | bool usexform = false;
|
---|
705 | Matrix4 xform = Matrix4::IDENTITY;
|
---|
706 | param = shader.GetParameter(L"Transform");
|
---|
707 | if (param.IsValid() && (bool)param.GetValue())
|
---|
708 | {
|
---|
709 | Quaternion qx, qy, qz, qfinal;
|
---|
710 | qx.FromAngleAxis(Degree(shader.GetParameter(L"rotx").GetValue()),
|
---|
711 | Vector3::UNIT_X);
|
---|
712 | qy.FromAngleAxis(Degree(shader.GetParameter(L"roty").GetValue()),
|
---|
713 | Vector3::UNIT_Y);
|
---|
714 | qz.FromAngleAxis(Degree(shader.GetParameter(L"rotz").GetValue()),
|
---|
715 | Vector3::UNIT_Z);
|
---|
716 | qfinal = qx * qy * qz;
|
---|
717 |
|
---|
718 | Vector3 trans;
|
---|
719 | trans.x = shader.GetParameter(L"trsx").GetValue();
|
---|
720 | trans.y = shader.GetParameter(L"trsy").GetValue();
|
---|
721 | trans.z = shader.GetParameter(L"trsz").GetValue();
|
---|
722 |
|
---|
723 | Matrix3 rot3x3, scale3x3;
|
---|
724 | qfinal.ToRotationMatrix(rot3x3);
|
---|
725 | scale3x3 = Matrix3::ZERO;
|
---|
726 | scale3x3[0][0] = shader.GetParameter(L"sclx").GetValue();
|
---|
727 | scale3x3[1][1] = shader.GetParameter(L"scly").GetValue();
|
---|
728 | scale3x3[2][2] = shader.GetParameter(L"sclz").GetValue();
|
---|
729 |
|
---|
730 | xform = rot3x3 * scale3x3;
|
---|
731 | xform.setTrans(trans);
|
---|
732 | usexform = true;
|
---|
733 |
|
---|
734 | }
|
---|
735 |
|
---|
736 |
|
---|
737 | // Look up texture unit(s) that are using this target
|
---|
738 | long target = shader.GetParameter(L"Texture_Target").GetValue();
|
---|
739 | TextureUnitTargetMap::iterator i = mTextureUnitTargetMap.find(target);
|
---|
740 | while (i != mTextureUnitTargetMap.end() && i->first == target)
|
---|
741 | {
|
---|
742 | TextureUnitState* tex = i->second;
|
---|
743 | tex->setTextureAddressingMode(uvwadd);
|
---|
744 | if (usexform)
|
---|
745 | tex->setTextureTransform(xform);
|
---|
746 |
|
---|
747 | // texgen (not texcoord_index as in OGRE!)
|
---|
748 | // Can turn into 2 different calls
|
---|
749 | param = shader.GetParameter(L"texcoord_index");
|
---|
750 | if (param.IsValid())
|
---|
751 | {
|
---|
752 | long e = param.GetValue();
|
---|
753 | if (e != 0)
|
---|
754 | {
|
---|
755 | // Not Explicit
|
---|
756 | // details differ per DX/OGL
|
---|
757 | if (XSItoOgre(shader.GetProgID()).find("DX") != String::npos)
|
---|
758 | {
|
---|
759 | convertTexGenDX(tex, e, shader);
|
---|
760 | }
|
---|
761 | else
|
---|
762 | {
|
---|
763 | convertTexGenDX(tex, e, shader);
|
---|
764 | }
|
---|
765 |
|
---|
766 | }
|
---|
767 |
|
---|
768 | }
|
---|
769 | ++i;
|
---|
770 | }
|
---|
771 |
|
---|
772 |
|
---|
773 |
|
---|
774 |
|
---|
775 | }
|
---|
776 | param = shader.GetParameter(L"Additive_Transform");
|
---|
777 | if (param.IsValid())
|
---|
778 | {
|
---|
779 | unsigned short target = shader.GetParameter(L"Texture_Coord_ID").GetValue();
|
---|
780 | if (pass->getNumTextureUnitStates() > target)
|
---|
781 | {
|
---|
782 | TextureUnitState* tex = pass->getTextureUnitState(target);
|
---|
783 |
|
---|
784 | long uvType = shader.GetParameter(L"UV_Type").GetValue();
|
---|
785 | if (uvType != 0)
|
---|
786 | {
|
---|
787 | double val1 = shader.GetParameter(L"Val1").GetValue();
|
---|
788 | double val2 = shader.GetParameter(L"Val2").GetValue();
|
---|
789 | long wave = shader.GetParameter(L"Wave").GetValue();
|
---|
790 | WaveformType wft;
|
---|
791 | switch (wave)
|
---|
792 | {
|
---|
793 | case 1:
|
---|
794 | wft = WFT_SINE;
|
---|
795 | break;
|
---|
796 | case 2:
|
---|
797 | wft = WFT_TRIANGLE;
|
---|
798 | break;
|
---|
799 | case 3:
|
---|
800 | wft = WFT_SQUARE;
|
---|
801 | break;
|
---|
802 | case 4:
|
---|
803 | wft = WFT_SAWTOOTH;
|
---|
804 | break;
|
---|
805 | case 5:
|
---|
806 | wft = WFT_INVERSE_SAWTOOTH;
|
---|
807 | break;
|
---|
808 | }
|
---|
809 | double base = shader.GetParameter(L"Base").GetValue();
|
---|
810 | double amp = shader.GetParameter(L"Amplitude").GetValue();
|
---|
811 | double phase = shader.GetParameter(L"Phase").GetValue();
|
---|
812 | double freq = shader.GetParameter(L"Frequency").GetValue();
|
---|
813 |
|
---|
814 | switch(uvType)
|
---|
815 | {
|
---|
816 | case 1:
|
---|
817 | // translate
|
---|
818 | tex->setTextureScroll(val1, val2);
|
---|
819 | break;
|
---|
820 | case 2:
|
---|
821 | // rotate
|
---|
822 | tex->setTextureRotate(Degree(val1));
|
---|
823 | break;
|
---|
824 | case 3:
|
---|
825 | // scale
|
---|
826 | tex->setTextureScale(val1, val2);
|
---|
827 | break;
|
---|
828 | case 4:
|
---|
829 | // scroll
|
---|
830 | if (wave != 0)
|
---|
831 | {
|
---|
832 | tex->setTransformAnimation(TextureUnitState::TT_TRANSLATE_U,
|
---|
833 | wft, base, freq, phase, amp);
|
---|
834 | tex->setTransformAnimation(TextureUnitState::TT_TRANSLATE_V,
|
---|
835 | wft, base, freq, phase, amp);
|
---|
836 | }
|
---|
837 | else
|
---|
838 | {
|
---|
839 | tex->setScrollAnimation(val1, val2);
|
---|
840 | }
|
---|
841 | break;
|
---|
842 | case 5:
|
---|
843 | // turn
|
---|
844 | if (wave != 0)
|
---|
845 | {
|
---|
846 | tex->setTransformAnimation(TextureUnitState::TT_ROTATE,
|
---|
847 | wft, base, freq, phase, amp);
|
---|
848 | }
|
---|
849 | else
|
---|
850 | {
|
---|
851 | tex->setRotateAnimation(val1 / 360.0f);
|
---|
852 | }
|
---|
853 | break;
|
---|
854 | case 6:
|
---|
855 | // stretch (only wave)
|
---|
856 | if (wave != 0)
|
---|
857 | {
|
---|
858 | tex->setTransformAnimation(TextureUnitState::TT_SCALE_U,
|
---|
859 | wft, base, freq, phase, amp);
|
---|
860 | tex->setTransformAnimation(TextureUnitState::TT_SCALE_V,
|
---|
861 | wft, base, freq, phase, amp);
|
---|
862 | }
|
---|
863 | break;
|
---|
864 |
|
---|
865 | }
|
---|
866 | }
|
---|
867 | }
|
---|
868 |
|
---|
869 | }
|
---|
870 |
|
---|
871 | // if more than one entry for the same target is found, it is ok for the
|
---|
872 | // latter to take precedence since this is what happens in XSI.
|
---|
873 |
|
---|
874 | }
|
---|
875 | //-------------------------------------------------------------------------
|
---|
876 | void XsiMaterialExporter::convertTexGenOGL(TextureUnitState* tex,
|
---|
877 | long xsiVal, XSI::Shader& shader)
|
---|
878 | {
|
---|
879 | switch(xsiVal)
|
---|
880 | {
|
---|
881 | // no 0
|
---|
882 | case 1:
|
---|
883 | // Object linear
|
---|
884 | tex->setEnvironmentMap(true, TextureUnitState::ENV_PLANAR);
|
---|
885 | break;
|
---|
886 | case 2:
|
---|
887 | // Eye linear (texture projection)
|
---|
888 | tex->setProjectiveTexturing(true);
|
---|
889 | break;
|
---|
890 | case 3:
|
---|
891 | // Sphere map
|
---|
892 | tex->setEnvironmentMap(true, TextureUnitState::ENV_CURVED);
|
---|
893 | break;
|
---|
894 | case 4:
|
---|
895 | // Reflection map
|
---|
896 | tex->setEnvironmentMap(true, TextureUnitState::ENV_REFLECTION);
|
---|
897 | break;
|
---|
898 | case 5:
|
---|
899 | // Normal map
|
---|
900 | tex->setEnvironmentMap(true, TextureUnitState::ENV_NORMAL);
|
---|
901 | break;
|
---|
902 |
|
---|
903 | };
|
---|
904 | }
|
---|
905 | //-------------------------------------------------------------------------
|
---|
906 | void XsiMaterialExporter::convertTexGenDX(TextureUnitState* tex,
|
---|
907 | long xsiVal, XSI::Shader& shader)
|
---|
908 | {
|
---|
909 | switch(xsiVal)
|
---|
910 | {
|
---|
911 | // no 0
|
---|
912 | case 1:
|
---|
913 | // Normal in camera space
|
---|
914 | tex->setEnvironmentMap(true, TextureUnitState::ENV_CURVED);
|
---|
915 | break;
|
---|
916 | case 2:
|
---|
917 | // Position in camera space
|
---|
918 | tex->setEnvironmentMap(true, TextureUnitState::ENV_PLANAR);
|
---|
919 | break;
|
---|
920 | case 3:
|
---|
921 | // Reflection vector in camera space
|
---|
922 | tex->setEnvironmentMap(true, TextureUnitState::ENV_REFLECTION);
|
---|
923 | break;
|
---|
924 |
|
---|
925 | };
|
---|
926 | }
|
---|
927 | //-------------------------------------------------------------------------
|
---|
928 | TextureUnitState::TextureAddressingMode
|
---|
929 | XsiMaterialExporter::convertAddressingMode(short xsiVal)
|
---|
930 | {
|
---|
931 | // same for OGL and DX
|
---|
932 | switch(xsiVal)
|
---|
933 | {
|
---|
934 | case 0:
|
---|
935 | return TextureUnitState::TAM_WRAP;
|
---|
936 | case 1:
|
---|
937 | return TextureUnitState::TAM_MIRROR;
|
---|
938 | case 2:
|
---|
939 | return TextureUnitState::TAM_CLAMP;
|
---|
940 | case 3:
|
---|
941 | // border?
|
---|
942 | return TextureUnitState::TAM_CLAMP;
|
---|
943 | case 4:
|
---|
944 | // mirror once
|
---|
945 | return TextureUnitState::TAM_MIRROR;
|
---|
946 | case 5:
|
---|
947 | // clamp to edge
|
---|
948 | return TextureUnitState::TAM_CLAMP;
|
---|
949 |
|
---|
950 | };
|
---|
951 |
|
---|
952 | // Keep compiler happy
|
---|
953 | return TextureUnitState::TAM_WRAP;
|
---|
954 | }
|
---|
955 | //-------------------------------------------------------------------------
|
---|
956 | SceneBlendFactor XsiMaterialExporter::convertSceneBlend(short xsiVal)
|
---|
957 | {
|
---|
958 | switch(xsiVal)
|
---|
959 | {
|
---|
960 | case 0:
|
---|
961 | return SBF_ZERO;
|
---|
962 | case 1:
|
---|
963 | return SBF_ONE;
|
---|
964 | case 2:
|
---|
965 | return SBF_DEST_COLOUR;
|
---|
966 | case 3:
|
---|
967 | return SBF_ONE_MINUS_DEST_COLOUR;
|
---|
968 | case 4:
|
---|
969 | return SBF_SOURCE_ALPHA;
|
---|
970 | case 5:
|
---|
971 | return SBF_ONE_MINUS_SOURCE_ALPHA;
|
---|
972 | case 6:
|
---|
973 | return SBF_DEST_ALPHA;
|
---|
974 | case 7:
|
---|
975 | return SBF_ONE_MINUS_DEST_ALPHA;
|
---|
976 | };
|
---|
977 |
|
---|
978 | return SBF_ZERO;
|
---|
979 |
|
---|
980 | }
|
---|
981 |
|
---|
982 | }
|
---|
983 |
|
---|