long CObjectManager::loadObjectTable()
{
	char * path = "Data/Objects/ObjectTable.dat";

	std::fstream objectTable;
	objectTable.open(path, std::ios::in);

	struct entry {
		long  type;
		char* path;
	};

	entry curEntry;

	std::string etype;
	std::string epath;

	while (!objectTable.eof()) {
		if (objectTable.get() == '{') {
			char* tmp = (char*)malloc(1024);
			objectTable.getline(tmp, 1024);
			int counter = 0;
			for (int it = 0; tmp[it] != ';' && tmp[it] != '}'; ++it) {
				if (tmp[it] == ' ') {
					continue;
				}
				etype.push_back(tmp[it]);
				counter = it;
			}
			for (int it = counter + 2; tmp[it] != ';' && tmp[it] != '}'; ++it) {
				if (tmp[it] == ' ') {
					continue;
				}
				epath.push_back(tmp[it]);
			}

			curEntry.type = getTypeFromString(etype.c_str());
			curEntry.path = const_cast<char*>(epath.c_str());

			CObject* obj;

			switch (curEntry.type) {
			case EMaterial: {
				CMaterial mat = loadMatFromFile(curEntry.path);
				obj = new CMaterial(mat.getName(), mat.getTexture(),
					mat.getCollision(), mat.getWalkspeed());
				obj->registerObj(mat.getName());
				m_ObjectMap.insert(std::pair<std::string, CObject*>(obj->getID(), obj));
			}break;
			}

			etype.clear();
			epath.clear();
		}
	}

	objectTable.close();
	return 0;
}
Esempio n. 2
0
 CMaterial(const CMaterial& that)
 {
     for(auto it = mTextures.begin(); it != mTextures.end(); ++it)
     {
         delete it->second;
         it->second = nullptr;
         mTextures[it->first] = that.getTexture(it->first);
     }
     mOptions = that.mOptions;
 }
Esempio n. 3
0
// *************************************************************************************************
void makeInstanceTransparent(UInstance	&inst, uint8 opacity, bool disableZWrite)
{
	UShape		shape= inst.getShape();
	if(shape.empty())
		return;
	uint	numMats= shape.getNumMaterials();
	if(numMats==0)
		return;
	if(numMats!=inst.getNumMaterials())
		return;

	// instance transparent or not?
	if (opacity == 255)
	{
		// reset default shape opacity / transparency
		inst.setOpacity(shape.getDefaultOpacity());
		inst.setTransparency(shape.getDefaultTransparency());
		inst.setBypassLODOpacityFlag(false);
	}
	else
	{
		// Will have some blend material => sure not to be rendered in Opaque pass
		inst.setOpacity(false);
		inst.setTransparency(true);
		inst.setBypassLODOpacityFlag(true); // these flags prevails over the current lods flags for multi-lod objects
	}

	// set all materials
	for (uint32 j = 0; j < numMats; ++j)
	{
		NL3D::UInstanceMaterial matInst = inst.getMaterial(j);
		NL3D::UMaterial			matShape= shape.getMaterial(j);

		// disalbe zwrite?
		if(disableZWrite)
			matInst.setZWrite(false);
		else
			matInst.setZWrite(matShape.getZWrite());

		// if no more transparent
		if (opacity == 255)
		{
			// reset to default
			matInst.setBlend(matShape.getBlend());
			matInst.setBlendFunc((NL3D::UInstanceMaterial::TBlend)matShape.getSrcBlend(),
				(NL3D::UInstanceMaterial::TBlend)matShape.getDstBlend());
			// if orginal material is opaque or additif and has no alpha test, then ensure restore last tex env if needed
			CMaterial *destInternalMat = matInst.getObjectPtr();
			if (!matShape.getBlend() && !matShape.getAlphaTest())
			{
				if (destInternalMat->getShader() == CMaterial::Normal)
				{
					CMaterial *srcInternalMat = matShape.getObjectPtr();
					uint numTex = 0;
					for (;numTex < 4 && srcInternalMat->getTexture(numTex) != NULL; ++numTex) {}
					if (numTex > 0)
					{
						if (srcInternalMat->getTexEnvMode(numTex - 1) != destInternalMat->getTexEnvMode(numTex - 1))
						{
							destInternalMat->setTexEnvMode(numTex - 1, srcInternalMat->getTexEnvMode(numTex - 1));
						}
					}
				}
			}
			if (destInternalMat->getShader() == CMaterial::Normal)
			{
				// if !lighted, restore color
				if (!destInternalMat->isLighted())
				{
					CMaterial *srcInternalMat = matShape.getObjectPtr();
					// restore alpha in color
					CRGBA color = destInternalMat->getColor();
					color.A = srcInternalMat->getColor().A;
					destInternalMat->setColor(color);
				}
			}
		}
		else
		{
			// Enable blend
			matInst.setBlend(true);
			// If default is ???/one or , then use a srcalpha/one  (eg: for Diamond-like weapons)
			if(matShape.getBlend() && (sint32)matShape.getDstBlend()==(sint32)NL3D::UInstanceMaterial::one)
				matInst.setBlendFunc(NL3D::UInstanceMaterial::srcalpha, NL3D::UInstanceMaterial::one);
			// else use a standard srcalpha/invsrcalpha
			else
				matInst.setBlendFunc(NL3D::UInstanceMaterial::srcalpha, NL3D::UInstanceMaterial::invsrcalpha);
			// if orginal material is opaque or additif and has no alpha test, then ensure that the alpha output is 'diffuse'
			CMaterial *internalMat = matInst.getObjectPtr();
			if (!matShape.getBlend() && !matShape.getAlphaTest())
			{
				if (internalMat->getShader() == CMaterial::Normal)
				{
					uint numTex = 0;
					for (;numTex < 4 && internalMat->getTexture(numTex) != NULL; ++numTex) {}
					if (numTex > 0)
					{
						internalMat->texEnvOpAlpha(numTex - 1, CMaterial::Replace);
						// if material is unlighted, then use the constant at this stage to set the alpha
						internalMat->texEnvArg0Alpha(numTex - 1, CMaterial::Diffuse, CMaterial::SrcAlpha);
					}
				}
			}
			if (internalMat->getShader() == CMaterial::Normal)
			{
				if (!internalMat->isLighted())
				{
					// replace alpha in color
					CRGBA color = internalMat->getColor();
					color.A = opacity;
					internalMat->setColor(color);
				}
			}
		}

		// suppose that default opacity is always 255
		if (matInst.isLighted())
		{
			matInst.setOpacity(opacity);
		}

		matInst.setAlphaTestThreshold(matShape.getAlphaTestThreshold()*((float)opacity)/255.0f);
	}
}
Esempio n. 4
0
bool CRenderSystem::prepareMaterial(/*const */CMaterial& material, float fOpacity) // 由于使用了自动注册纹理的机制,很遗憾的导致不能用“const”
{
	CTextureMgr& TM = GetTextureMgr();
	for (size_t i=0;i<8;++i)
	{
		if (material.uTexture[i]==-1)
		{
			material.uTexture[i] = TM.RegisterTexture(material.getTexture(i));
		}
		// ----
		SetTexture(i, material.uTexture[i]);
		// ----
		if (material.uTexture[i]==0)
		{
			break;
		}
	}
	if (material.uShader==-1)
	{
		material.uShader = GetShaderMgr().registerItem(material.getShader());
	}
	// ----
	SetLightingEnabled(material.bLightingEnabled);
	SetCullingMode((CullingMode)material.uCull);
	// ----
	SetAlphaTestFunc(material.bAlphaTest, (CompareFunction)material.nAlphaTestCompare, material.uAlphaTestValue);
	SetBlendFunc(material.bBlend, (SceneBlendOperation)material.nBlendOP, (SceneBlendFactor)material.nBlendSrc, (SceneBlendFactor)material.nBlendDest);
	SetDepthBufferFunc(material.bDepthTest,material.bDepthWrite);
	// ----
	if (0==material.uShader)
	{
		for (size_t i=0;i<8;++i)
		{
			CMaterial::TextureOP& texOP = material.textureOP[i];
			SetTextureColorOP(i, (TextureBlendOperation)texOP.nColorOP, (TextureBlendSource)texOP.nColorSrc1, (TextureBlendSource)texOP.nColorSrc2);
			SetTextureColorOP(i, (TextureBlendOperation)texOP.nAlphaOP, (TextureBlendSource)texOP.nAlphaSrc1, (TextureBlendSource)texOP.nAlphaSrc2);
			if (TBOP_DISABLE == texOP.nColorOP)
			{
				break;
			}
		}
	}
	else
	{
		CShader* pShader = GetShaderMgr().getSharedShader();
		if (pShader)
		{
			// for Terrain
			pShader->setVec2D("g_fScaleUV",material.vUVScale);
		}
		SetShader(material.uShader);
	}
	return true;
/*	if (material.bLightingEnabled)
	{
		SetMaterial(material.vAmbient,material.vDiffuse);
	}

	if (0==material.uShader)
	{
		//SetSamplerAddressUV(0,ADDRESS_WRAP,ADDRESS_WRAP);
		if (material.vTexAnim.lengthSquared()>0.0f)
		{
			Matrix matTex=Matrix::UNIT;
			float fTime = (float)GetGlobalTimer().GetTime();
			matTex._13=fTime*material.vTexAnim.x;
			matTex._23=fTime*material.vTexAnim.y;
			setTextureMatrix(0, TTF_COUNT3, matTex);
		}

		Color32 cFactor = material.cEmissive;
		if (material.m_fOpacity<0.0f)
		{
			fOpacity = (float)(rand()%255)/255.0f;
		}
		else
		{
			fOpacity *= material.m_fOpacity;
		}

		if (material.uDiffuse)
		{
			SetTexture(0, material.uDiffuse);
			cFactor.a=(unsigned char)(cFactor.a*fOpacity);
			SetTextureFactor(cFactor);
			if (material.bLightingEnabled)
			{
				SetTextureColorOP(0, TBOP_MODULATE, TBS_TEXTURE, TBS_DIFFUSE);
			}
			else
			{
				SetTextureColorOP(0, TBOP_MODULATE, TBS_TEXTURE, TBS_TFACTOR);
			}
			if(material.bBlend||material.m_fOpacity<1.0f)
			{
				SetBlendFunc(true, BLENDOP_ADD, SBF_SOURCE_ALPHA, SBF_ONE_MINUS_SOURCE_ALPHA);
			}

			if (material.m_fOpacity<1.0f)
			{
				SetTextureAlphaOP(0, TBOP_MODULATE, TBS_TEXTURE, TBS_TFACTOR);
			}
			else if (material.bAlphaTest||material.bBlend)
			{
				SetTextureAlphaOP(0, TBOP_SOURCE1, TBS_TEXTURE);
			}
			else
			{
				SetTextureAlphaOP(0, TBOP_DISABLE);
			}

			//////////////////////////////////////////////////////////////////////////
			if (material.uSpecular)
			{
				SetTexture(1, material.uSpecular);
				SetTextureColorOP(0, TBOP_MODULATE, TBS_TEXTURE, TBS_DIFFUSE);
				setResultARGToTemp(1,true);
				SetTextureColorOP(1, TBOP_MODULATE_X2, TBS_TEXTURE, TBS_SPECULAR);
				SetTextureColorOP(2, TBOP_ADD, TBS_CURRENT, TBS_TEMP);

				SetTexCoordIndex(0,0);
				SetTexCoordIndex(1,0);
				SetTexCoordIndex(2,0);
			}
			else if (material.uReflection)
			{
				SetTextureColorOP(1, TBOP_MODULATE_X2, TBS_CURRENT, TBS_TEXTURE);
				SetTexCoordIndex(1,TCI_CAMERASPACE_NORMAL|TCI_CAMERASPACE_POSITION);
				SetTexture(1, material.uReflection);
			}
			else if (material.uLightMap)
			{
				SetTextureColorOP(1, TBOP_MODULATE, TBS_CURRENT, TBS_TEXTURE);
				SetTexCoordIndex(1,1);
				SetTexture(1, material.uLightMap);
			}
			else if (material.uEmissive)
			{
				SetTextureColorOP(1, TBOP_ADD, TBS_CURRENT, TBS_TEXTURE);
				SetTexture(1, material.uEmissive);
			}
			else if(!material.bBlend&&material.m_fOpacity>=1.0f)
			{
				SetTextureColorOP(0, TBOP_MODULATE, TBS_TEXTURE, TBS_DIFFUSE);
			}
		}
		else
		{
			SetTextureFactor(cFactor);
			if (material.uSpecular)
			{
				//SetTexture(0, material.uSpecular);
				SetTextureColorOP(0, TBOP_SOURCE1, TBS_SPECULAR);
				SetTexCoordIndex(0,0);
			}
			else if(material.uReflection)
			{
				cFactor.r=(unsigned char)(cFactor.r*fOpacity);
				cFactor.g=(unsigned char)(cFactor.g*fOpacity);
				cFactor.b=(unsigned char)(cFactor.b*fOpacity);
				SetTextureFactor(cFactor);
				if (material.bBlend)
				{
					SetBlendFunc(true, BLENDOP_ADD, SBF_DEST_COLOUR, SBF_ONE);
				}
				SetTextureColorOP(0, TBOP_MODULATE, TBS_TEXTURE, TBS_TFACTOR);
				SetTextureAlphaOP(0, TBOP_DISABLE);
				SetTexCoordIndex(0,TCI_CAMERASPACE_NORMAL|TCI_CAMERASPACE_POSITION);
				SetTexture(0, material.uReflection);
			}
			else if (material.uLightMap)
			{
				if (material.bBlend)
				{
					SetBlendFunc(true, BLENDOP_ADD, SBF_DEST_COLOUR, SBF_ZERO);
				}
				SetTextureColorOP(0, TBOP_MODULATE, TBS_TEXTURE, TBS_TFACTOR);
				SetTextureAlphaOP(0, TBOP_DISABLE);
				SetTexture(0, material.uLightMap);
			}
			else if (material.uEmissive)
			{
				cFactor.r=(unsigned char)(cFactor.r*fOpacity);
				cFactor.g=(unsigned char)(cFactor.g*fOpacity);
				cFactor.b=(unsigned char)(cFactor.b*fOpacity);
				SetTextureFactor(cFactor);
				if (material.bBlend)
				{
					SetBlendFunc(true, BLENDOP_ADD, SBF_ONE, SBF_ONE);
				}
				SetTextureColorOP(0, TBOP_MODULATE, TBS_TEXTURE, TBS_TFACTOR);
				SetTextureAlphaOP(0, TBOP_DISABLE);
				SetTexture(0, material.uEmissive);
			}
			else if (material.uNormal)
			{
				CShader* pShader = GetShaderMgr().getSharedShader();
				if (pShader)
				{
					static size_t s_uShaderID = GetShaderMgr().registerItem("EngineRes\\fx\\SpaceBump.fx");
					pShader->setTexture("g_texNormal",material.uNormal);
					SetShader(s_uShaderID);
				}
				//SetBlendFunc(true, BLENDOP_ADD, SBF_DEST_COLOUR, SBF_ZERO);
				//SetTextureColorOP(0, TBOP_MODULATE, TBS_TEXTURE, TBS_TFACTOR);
				//SetTextureAlphaOP(0, TBOP_DISABLE);
				//SetTexture(0, uLightMap);
			}
			else
			{
				SetTextureColorOP(0,TBOP_SOURCE2);
				if (material.bBlend)
				{
					SetTextureAlphaOP(0,TBOP_SOURCE2);
				}
				else
				{
					SetTextureAlphaOP(0,TBOP_DISABLE);
				}
				//return false;
			}
		}
	}
	else
	{
		CShader* pShader = GetShaderMgr().getSharedShader();
		if (pShader)
		{
			pShader->setTexture("g_texDiffuse",material.uDiffuse);
			pShader->setTexture("g_texLight",material.uLightMap);
			pShader->setTexture("g_texNormal",material.uNormal);
			//pShader->setTexture("g_texEnvironment",uEmissive);
			//pShader->setTexture("g_texEmissive",uEmissive);
			pShader->setTexture("g_texSpecular",material.uSpecular);
			// for Terrain
			pShader->setVec2D("g_fScaleUV",material.vUVScale);
		}
		SetShader(material.uShader);
	}
	return true;*/
}