colladaAppMaterial.h
Engine/source/ts/collada/colladaAppMaterial.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _COLLADA_APP_MATERIAL_H_ 25#define _COLLADA_APP_MATERIAL_H_ 26 27#ifndef _APPMATERIAL_H_ 28#include "ts/loader/appMaterial.h" 29#endif 30#ifndef _COLLADA_EXTENSIONS_H_ 31#include "ts/collada/colladaExtensions.h" 32#endif 33 34class Material; 35 36class ColladaAppMaterial : public AppMaterial 37{ 38public: 39 const domMaterial* mat; ///< Collada <material> element 40 domEffect* effect; ///< Collada <effect> element 41 ColladaExtension_effect* effectExt; ///< effect extension 42 String name; ///< Name of this material (cleaned) 43 44 // Settings extracted from the Collada file, and optionally saved to materials.tscript 45 String diffuseMap; 46 String normalMap; 47 48 LinearColorF diffuseColor; 49 F32 roughness; 50 F32 metalness; 51 bool doubleSided; 52 53 ColladaAppMaterial(const char* matName); 54 ColladaAppMaterial(const domMaterial* pMat); 55 ~ColladaAppMaterial() { delete effectExt; } 56 57 String getName() const { return name; } 58 59 void resolveFloat(const domCommon_float_or_param_type* value, F32* dst); 60 void resolveColor(const domCommon_color_or_texture_type* value, LinearColorF* dst); 61 62 // Determine the material transparency 63 template<class T> void resolveTransparency(const T shader, F32* dst) 64 { 65 // Start out by getting the <transparency> value 66 *dst = 1.0f; 67 resolveFloat(shader->getTransparency(), dst); 68 69 // Multiply the transparency by the transparent color 70 LinearColorF transColor(1.0f, 1.0f, 1.0f, 1.0f); 71 if (shader->getTransparent() && shader->getTransparent()->getColor()) { 72 const domCommon_color_or_texture_type::domColor* color = shader->getTransparent()->getColor(); 73 transColor.set(color->getValue()[0], color->getValue()[1], color->getValue()[2], color->getValue()[3]); 74 } 75 76 if (!shader->getTransparent() || (shader->getTransparent()->getOpaque() == FX_OPAQUE_ENUM_A_ONE)) { 77 // multiply by alpha value and invert (so 1.0 is fully opaque) 78 *dst = 1.0f - (*dst * transColor.alpha); 79 } 80 else { 81 // multiply by average of the RGB values 82 F32 avg = (transColor.red + transColor.blue + transColor.green) / 3; 83 *dst *= avg; 84 } 85 } 86 87 Material *createMaterial(const Torque::Path& path) const; 88}; 89 90#endif // _COLLADA_APP_MATERIAL_H_ 91