RenderShader* RBShaderLoader::ParseFile( const tchar* fname, ShaderManager* db ) { Asset::ShaderAssetPtr shaderClass = Asset::AssetClass::LoadAssetClass< Asset::ShaderAsset >( fname ); if ( !shaderClass.ReferencesObject() ) { Log::Warning( TXT( "Could not load shader '%s'.\n" ), fname ); return NULL; } // this seems like a valid shader, allocate a shader RenderShader* sh = new RenderShader(db,fname); tstring texturePath; bool hadError = false; SetShaderClassAlpha( sh, shaderClass->m_AlphaMode ); if (shaderClass->m_DoubleSided) sh->m_flags|=SHDR_FLAG_TWO_SIDED; TextureSettings settings; settings.Clear(); settings.m_WrapU = TextureAddressModes( shaderClass->m_WrapModeU ); settings.m_WrapV = TextureAddressModes( shaderClass->m_WrapModeV ); Asset::TexturePtr textureClass = Asset::AssetClass::LoadAssetClass< Asset::Texture >( shaderClass->m_ColorMapPath ); if( textureClass.ReferencesObject() ) { settings.m_Path = textureClass->GetPath().Get(); settings.m_Anisotropy = 0; settings.m_Filter = TextureFilterMode( textureClass->GetFilter() ); settings.m_Format = GetD3DColorFormat( textureClass->GetFormat() ); settings.m_MipBias = 0.0f; } else { settings.m_Format = D3DFMT_UNKNOWN; settings.m_Path = TXT( "@@base" ); } UpdateShader(sh, shaderClass); if( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_BASE_MAP ) ) { if ( settings.m_Path != TXT( "@@base" ) ) { Log::Warning( TXT( "Could not load base map '%s', loading default.\n" ), settings.m_Path.c_str() ); settings.Clear(); settings.m_Format = D3DFMT_UNKNOWN; settings.m_Path = TXT( "@@base" ); if ( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_BASE_MAP ) ) { Log::Error( TXT( "Could not load default base map.\n" ) ); hadError = true; } } } settings.Clear(); settings.m_WrapU = TextureAddressModes( shaderClass->m_WrapModeU ); settings.m_WrapV = TextureAddressModes( shaderClass->m_WrapModeV ); if ( shaderClass->m_NormalMapScaling > 0.0f ) { Asset::TexturePtr normalMap = Asset::AssetClass::LoadAssetClass< Asset::Texture >( shaderClass->m_NormalMapPath ); if ( normalMap.ReferencesObject() ) { settings.m_Path = normalMap->GetPath().Get(); settings.m_Anisotropy = 0; settings.m_Filter = TextureFilterMode( normalMap->GetFilter() ); settings.m_Format = GetD3DColorFormat( normalMap->GetFormat() ); settings.m_MipBias = 0.0f; } else { settings.m_Format = D3DFMT_UNKNOWN; settings.m_Path = TXT( "@@normal" ); } } UpdateShader(sh, shaderClass); if( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_NORMAL_MAP ) ) { if ( settings.m_Path != TXT( "@@normal" ) ) { Log::Warning( TXT( "Could not load normal map '%s', loading default.\n" ), settings.m_Path.c_str() ); settings.Clear(); settings.m_Format = D3DFMT_UNKNOWN; settings.m_Path = TXT( "@@normal" ); if ( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_NORMAL_MAP ) ) { Log::Error( TXT( "Could not load default normal map.\n" ) ); hadError = true; } } } settings.Clear(); settings.m_WrapU = TextureAddressModes( shaderClass->m_WrapModeU ); settings.m_WrapV = TextureAddressModes( shaderClass->m_WrapModeV ); Asset::TexturePtr gpiMap = Asset::AssetClass::LoadAssetClass< Asset::Texture >( shaderClass->m_GPIMapPath ); if( gpiMap.ReferencesObject() ) { settings.m_Path = gpiMap->GetPath().Get(); settings.m_Anisotropy = 0; settings.m_Filter = TextureFilterMode( gpiMap->GetFilter() ); settings.m_Format = GetD3DColorFormat( gpiMap->GetFormat() ); settings.m_MipBias = 0.0f; if( db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_GPI_MAP ) ) { sh->m_textures[ Texture::SAMPLER_INCAN_MAP ] = 0xffffffff; sh->m_textures[ Texture::SAMPLER_PARALLAX_MAP ] = 0xffffffff; sh->m_flags |= SHDR_FLAG_GPI_MAP; UpdateShader( sh, shaderClass ); } else { UpdateShader( sh, 0 ); Log::Warning( TXT( "Could not load expensive map '%s', loading defaults.\n" ), settings.m_Path.c_str() ); settings.Clear(); settings.m_Format = D3DFMT_UNKNOWN; settings.m_Path = TXT( "@@gloss" ); if ( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_GLOSS_MAP ) ) { Log::Error( TXT( "Could not load default gloss map.\n" ) ); hadError = true; } settings.m_Path = TXT( "@@parallax" ); if ( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_PARALLAX_MAP ) ) { Log::Error( TXT( "Could not load default parallax map.\n" ) ); hadError = true; } settings.m_Path = TXT( "@@incan" ); if ( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_INCAN_MAP ) ) { Log::Error( TXT( "Could not load default incan map.\n" ) ); hadError = true; } } } else { UpdateShader( sh, 0 ); settings.Clear(); settings.m_Format = D3DFMT_UNKNOWN; settings.m_Path = TXT( "@@gloss" ); if ( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_GLOSS_MAP ) ) { Log::Error( TXT( "Could not load default gloss map.\n" ) ); hadError = true; } settings.m_Path = TXT( "@@parallax" ); if ( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_PARALLAX_MAP ) ) { Log::Error( TXT( "Could not load default parallax map.\n" ) ); hadError = true; } settings.m_Path = TXT( "@@incan" ); if ( !db->LoadTextureWithSettings( settings, sh, Texture::SAMPLER_INCAN_MAP ) ) { Log::Error( TXT( "Could not load default incan map.\n" ) ); hadError = true; } } if ( hadError ) { delete sh; return NULL; } return sh; }
void* ThumbnailLoader::LoadThread::Entry() { #ifdef HELIUM_ASSERT_ENABLED bool emptyQueuePollingCheck = false; #endif while ( true ) { m_Loader.m_Signal.Decrement(); if ( m_Loader.m_Quit ) { break; } // the device is gone, our glorious benefactor is probably cleaning up IDirect3DDevice9* device = m_Loader.m_DeviceManager->GetD3DDevice(); if ( !device ) { // You should stop this thread before letting go of the window that // owns the device. HELIUM_BREAK(); break; } // while the device is lost, just wait for it to come back while ( device->TestCooperativeLevel() != D3D_OK ) { if ( m_Loader.m_Quit ) { break; } wxThread::Sleep( 100 ); continue; } if ( m_Loader.m_Quit ) { break; } Helium::Path path; { Helium::Locker< Helium::OrderedSet< Helium::Path > >::Handle queue( m_Loader.m_FileQueue ); if ( !queue->Empty() ) { #ifdef HELIUM_ASSERT_ENABLED emptyQueuePollingCheck = false; #endif path = queue->Front(); } else { // if you hit this then the bookkeeping of the counting semaphore is broken HELIUM_ASSERT( !emptyQueuePollingCheck ); #ifdef HELIUM_ASSERT_ENABLED emptyQueuePollingCheck = true; #endif continue; } queue->Remove( path ); } ResultArgs args; args.m_Path = path; args.m_Cancelled = false; if ( SceneGraph::IsSupportedTexture( path.Get() ) ) { IDirect3DTexture9* texture = NULL; if ( texture = LoadTexture( device, path.Get() ) ) { ThumbnailPtr thumbnail = new Thumbnail( m_Loader.m_DeviceManager, texture ); args.m_Textures.push_back( thumbnail ); } } else { #pragma TODO( "When we store the thumbnail in the asset file, fix this." ) if ( path.Extension() == TXT( "HeliumEntity" ) ) { Path thumbnailPath( path.Directory() + path.Basename() + TXT( "_thumbnail.png" ) ); if ( thumbnailPath.Exists() ) { IDirect3DTexture9* texture = NULL; if ( texture = LoadTexture( device, thumbnailPath.Get() ) ) { ThumbnailPtr thumbnail = new Thumbnail( m_Loader.m_DeviceManager, texture ); args.m_Textures.push_back( thumbnail ); } } } // Include the color map of a shader as a possible thumbnail image else if ( path.Extension() == TXT( "HeliumShader" ) ) { Asset::ShaderAssetPtr shader = NULL; try { shader = Asset::AssetClass::LoadAssetClass< Asset::ShaderAsset >( path ); } catch( const Exception& ) { shader = NULL; } if ( shader ) { Asset::TexturePtr colorMap = Asset::AssetClass::LoadAssetClass< Asset::Texture >( shader->m_ColorMapPath ); if ( colorMap.ReferencesObject() ) { if ( colorMap->GetContentPath().Exists() && SceneGraph::IsSupportedTexture( colorMap->GetContentPath().Get() ) ) { IDirect3DTexture9* texture = NULL; if ( texture = LoadTexture( device, colorMap->GetContentPath().Get() ) ) { ThumbnailPtr thumbnail = new Thumbnail( m_Loader.m_DeviceManager, texture ); args.m_Textures.push_back( thumbnail ); } } } } } else if ( path.Extension() == TXT( "HeliumTexture" ) ) { Asset::TexturePtr textureAsset = NULL; try { textureAsset = Asset::AssetClass::LoadAssetClass< Asset::Texture >( path ); } catch( const Exception& ) { textureAsset = NULL; } if ( textureAsset.ReferencesObject() ) { if ( textureAsset->GetContentPath().Exists() && SceneGraph::IsSupportedTexture( textureAsset->GetContentPath().Get() ) ) { IDirect3DTexture9* texture = NULL; if ( texture = LoadTexture( device, textureAsset->GetContentPath().Get() ) ) { ThumbnailPtr thumbnail = new Thumbnail( m_Loader.m_DeviceManager, texture ); args.m_Textures.push_back( thumbnail ); } } } } } m_Loader.m_Result.Raise( args ); } return NULL; }