コード例 #1
0
bool FArchiveXML::LoadGeometryInstance(FCDObject* object, xmlNode* instanceNode)
{
	if (!FArchiveXML::LoadEntityInstance(object, instanceNode)) return false;

	bool status = true;
	FCDGeometryInstance* geometryInstance = (FCDGeometryInstance*)object;

	// Look for the <bind_material> element. The others are discarded for now.
	xmlNode* bindMaterialNode = FindChildByType(instanceNode, DAE_BINDMATERIAL_ELEMENT);
	if (bindMaterialNode != NULL)
	{
		for (xmlNode* child = bindMaterialNode->children; child != NULL; child = child->next)
		{
			if (child->type != XML_ELEMENT_NODE) continue;

			if (IsEquivalent(child->name, DAE_PARAMETER_ELEMENT))
			{
				FCDEffectParameter* parameter = geometryInstance->AddEffectParameter(FArchiveXML::GetEffectParameterType(child));
				parameter->SetAnimator();
				status &= FArchiveXML::LoadSwitch(parameter, &parameter->GetObjectType(), child);
			}
		} 

		// Retrieve the list of the <technique_common><instance_material> elements.
		xmlNode* techniqueNode = FindChildByType(bindMaterialNode, DAE_TECHNIQUE_COMMON_ELEMENT);
		xmlNodeList materialNodes;
		FindChildrenByType(techniqueNode, DAE_INSTANCE_MATERIAL_ELEMENT, materialNodes);
		for (xmlNodeList::iterator itM = materialNodes.begin(); itM != materialNodes.end(); ++itM)
		{
			FCDMaterialInstance* material = geometryInstance->AddMaterialInstance();
			status &= (FArchiveXML::LoadMaterialInstance(material, *itM));
		}
	}
	else
	{
		// Blinding attempt to use the material semantic from the polygons as a material id.
		FCDGeometry* geometry = (FCDGeometry*) geometryInstance->GetEntity();
		if (geometry != NULL && geometry->HasType(FCDGeometry::GetClassType()) && geometry->IsMesh())
		{
			FCDGeometryMesh* mesh = geometry->GetMesh();
			size_t polyCount = mesh->GetPolygonsCount();
			for (size_t i = 0; i < polyCount; ++i)
			{
				FCDGeometryPolygons* polys = mesh->GetPolygons(i);
				const fstring& semantic = polys->GetMaterialSemantic();
				fm::string semanticUTF8 = TO_STRING(semantic);
				semanticUTF8 = FCDObjectWithId::CleanId(semanticUTF8.c_str());
				FCDMaterial* material = geometry->GetDocument()->FindMaterial(semanticUTF8);
				if (material != NULL)
				{
					geometryInstance->AddMaterialInstance(material, polys);
				}
			}
		}
	}

	geometryInstance->SetDirtyFlag();
	return status;
}
コード例 #2
0
ファイル: FCDEffectTools.cpp プロジェクト: Marlinc/0ad
	FCDParameterAnimatableFloat* GetAnimatedFloat(FCDGeometryInstance* geometryInstance, FCDMaterial* material, const fm::string& semantic)
	{
		//Find the different classes that are needed.
		//FCDMaterial* material = materialInstance->GetMaterial();
		if (material == NULL) return NULL;
		FCDEffect* effect = material->GetEffect();
		if (effect == NULL) return NULL;
		FCDEffectProfile* effectProfile = effect->FindProfile(FUDaeProfileType::COMMON);
		if (effectProfile == NULL) return NULL;
		FCDEffectStandard* effectStandard = (FCDEffectStandard*) effectProfile;
		bool isFloat = true;

		//Find out if the parameter is animated
		FCDEffectParameter* effectStandardParam = effectStandard->GetParam(semantic, &isFloat);
		if (!effectStandardParam) return NULL; 
		const fm::string& reference = effectStandardParam->GetReference();
		if (reference.empty())
		{
			if (isFloat) return &(((FCDEffectParameterFloat*)effectStandardParam)->GetValue());
			else return NULL;
		}
		FCDEffectParameter* geometryParam = geometryInstance != NULL ? FindEffectParameterBySemantic(geometryInstance, semantic) : NULL;
		FCDEffectParameter* materialParam = FindEffectParameterByReference(material, reference, true);
		FCDEffectParameter* effectParam = FindEffectParameterByReference(effect, reference, true);
		FCDEffectParameter* effectProfileParam = FindEffectParameterByReference(effectProfile, reference, false);

		if (isFloat)
		{
			if (geometryParam)
			{
				if (geometryParam->GetType() != FCDEffectParameter::FLOAT) return NULL;
				else return &((FCDEffectParameterFloat*)geometryParam)->GetValue();
			}
			//From this on out, could call GetDefaultFloat... and return that?
			else if (materialParam)
			{
				if (materialParam->GetType() != FCDEffectParameter::FLOAT) return NULL;
				else return &((FCDEffectParameterFloat*)materialParam)->GetValue();
			}
			else if (effectParam)
			{
				if (effectParam->GetType() != FCDEffectParameter::FLOAT) return NULL;
				else return &((FCDEffectParameterFloat*)effectParam)->GetValue();
			}
			else if (effectProfileParam)
			{
				if (effectProfileParam->GetType() != FCDEffectParameter::FLOAT) return NULL;
				else return &((FCDEffectParameterFloat*)effectProfileParam)->GetValue();
			}
			else return &((FCDEffectParameterFloat*)effectStandardParam)->GetValue();
		}
		else return NULL;
	}
コード例 #3
0
ファイル: FCDEffectTools.cpp プロジェクト: Marlinc/0ad
	void LinkAnimatedParamCommonFloat(const fm::string& semantic, FCDEffectParameterFloat* param, FCDGeometryInstance* geometry, FCDMaterial* material, FCDEffect* effect, FCDEffectProfile* profile)
	{
		const fm::string& reference = param->GetReference();
		if (reference.empty()) return;
		FCDEffectParameter* geometryParam = FindEffectParameterBySemantic(geometry, semantic);
		FCDEffectParameter* materialParam = FindEffectParameterByReference(material, reference, true);
		FCDEffectParameter* effectParam = FindEffectParameterByReference(effect, reference, true);
		FCDEffectParameter* profileParam = FindEffectParameterByReference(profile, reference, false);
		if (!geometryParam && !materialParam && !effectParam && !profileParam) return;

		// If there's ANIMATORS, link them.
		if (geometryParam && geometryParam->GetType() == FCDEffectParameter::FLOAT)
		{
			FCDEffectParameterFloat* animatedParam = (FCDEffectParameterFloat*) geometryParam;
			if (materialParam && materialParam->GetType() == FCDEffectParameter::FLOAT)
			{
				FCDEffectParameterFloat* floatParam = (FCDEffectParameterFloat*) materialParam;
				animatedParam->SetValue(floatParam->GetValue());
			}
			else if (effectParam && effectParam->GetType() == FCDEffectParameter::FLOAT)
			{
				FCDEffectParameterFloat* floatParam = (FCDEffectParameterFloat*) effectParam;
				animatedParam->SetValue(floatParam->GetValue());
			}
			else if (profileParam && profileParam->GetType() == FCDEffectParameter::FLOAT)
			{
				FCDEffectParameterFloat* floatParam = (FCDEffectParameterFloat*) profileParam;
				animatedParam->SetValue(floatParam->GetValue());
			}
		}
	}
コード例 #4
0
ファイル: FCDEffectTools.cpp プロジェクト: Marlinc/0ad
	float* GetDefaultFloat(FCDMaterial* material, const fm::string& semantic)
	{
		//Find the different classes that are needed.
		FCDEffect* effect = material->GetEffect();
		FCDEffectProfile* effectProfile = effect->FindProfile(FUDaeProfileType::COMMON);
		FCDEffectStandard* effectStandard = (FCDEffectStandard*) effectProfile;
		bool isFloat = true;

		//Find out if the parameter is animated
		FCDEffectParameter* effectStandardParam = effectStandard->GetParam(semantic, &isFloat);
		if (!effectStandardParam) return NULL; 
		const fm::string& reference = effectStandardParam->GetReference();
		if (reference.empty())
		{
			if (isFloat) return &(float&) ((FCDEffectParameterFloat*)effectStandardParam)->GetValue();
			else return NULL;
		}
		FCDEffectParameter* materialParam = FindEffectParameterByReference(material, reference, true);
		FCDEffectParameter* effectParam = FindEffectParameterByReference(effect, reference, true);
		FCDEffectParameter* effectProfileParam = FindEffectParameterByReference(effectProfile, reference, false);

		if (isFloat)
		{
			if (materialParam)
			{
				if (materialParam->GetType() != FCDEffectParameter::FLOAT) return NULL;
				else return &(float&) ((FCDEffectParameterFloat*)materialParam)->GetValue();
			}
			else if (effectParam)
			{
				if (effectParam->GetType() != FCDEffectParameter::FLOAT) return NULL;
				else return &(float&) ((FCDEffectParameterFloat*)effectParam)->GetValue();
			}
			else if (effectProfileParam)
			{
				if (effectProfileParam->GetType() != FCDEffectParameter::FLOAT) return NULL;
				else return &(float&) ((FCDEffectParameterFloat*)effectProfileParam)->GetValue();
			}
			else return &(float&) ((FCDEffectParameterFloat*)effectStandardParam)->GetValue();
		}
		else return NULL;
	}
コード例 #5
0
ファイル: collada.cpp プロジェクト: BSVino/Digitanks
bool CModelConverter::ReadDAE(const tstring& sFilename)
{
	if (m_pWorkListener)
		m_pWorkListener->BeginProgress();

	FCollada::Initialize();

	FCDocument* pDoc = FCollada::NewTopDocument();

	if (m_pWorkListener)
		m_pWorkListener->SetAction("Reading file", 0);

	if (FCollada::LoadDocumentFromFile(pDoc, convert_to_fstring(sFilename)))
	{
		size_t i;

		FCDocumentTools::StandardizeUpAxisAndLength(pDoc, FMVector3(0, 1, 0));

		FCDMaterialLibrary* pMatLib = pDoc->GetMaterialLibrary();
		size_t iEntities = pMatLib->GetEntityCount();

		if (m_pWorkListener)
			m_pWorkListener->SetAction("Reading materials", iEntities);

		for (i = 0; i < iEntities; ++i)
		{
			FCDMaterial* pColladaMaterial = pMatLib->GetEntity(i);
			FCDEffect* pEffect = pColladaMaterial->GetEffect();

			size_t iMaterial = m_pScene->AddMaterial(convert_from_fstring(pColladaMaterial->GetName()));
			CConversionMaterial* pMaterial = m_pScene->GetMaterial(iMaterial);

			if (pEffect->GetProfileCount() < 1)
				continue;

			FCDEffectProfile* pEffectProfile = pEffect->GetProfile(0);

			FUDaeProfileType::Type eProfileType = pEffectProfile->GetType();
			if (eProfileType == FUDaeProfileType::COMMON)
			{
				FCDEffectStandard* pStandardProfile = dynamic_cast<FCDEffectStandard*>(pEffectProfile);
				if (pStandardProfile)
				{
					pMaterial->m_vecAmbient = Vector((float*)pStandardProfile->GetAmbientColor());
					pMaterial->m_vecDiffuse = Vector((float*)pStandardProfile->GetDiffuseColor());
					pMaterial->m_vecSpecular = Vector((float*)pStandardProfile->GetSpecularColor());
					pMaterial->m_vecEmissive = Vector((float*)pStandardProfile->GetEmissionColor());
					pMaterial->m_flShininess = pStandardProfile->GetShininess();
				}
			}

			for (size_t j = 0; j < pEffectProfile->GetEffectParameterCount(); j++)
			{
				FCDEffectParameter* pEffectParameter = pEffectProfile->GetEffectParameter(j);

				FCDEffectParameter::Type eType = pEffectParameter->GetType();

				if (eType == FCDEffectParameter::SAMPLER)
				{
					FCDEffectParameterSampler* pSampler = dynamic_cast<FCDEffectParameterSampler*>(pEffectParameter);
					if (pSampler)
					{
						FCDEffectParameterSurface* pSurface = pSampler->GetSurface();
						if (pSurface)
						{
							if (pSurface->GetImageCount())
							{
								// Christ Collada why do you have to make things so damn complicated?
								FCDImage* pImage = pSurface->GetImage(0);

								pMaterial->m_sDiffuseTexture = convert_from_fstring(pImage->GetFilename());

								// Fix up a bug in the Max Collada exporter
								if (pMaterial->m_sDiffuseTexture.startswith("\\\\C\\"))
									pMaterial->m_sDiffuseTexture = "C:\\" + pMaterial->m_sDiffuseTexture.substr(4);
								else if (pMaterial->m_sDiffuseTexture.startswith("\\\\D\\"))
									pMaterial->m_sDiffuseTexture = "D:\\" + pMaterial->m_sDiffuseTexture.substr(4);
							}
						}
					}
				}
			}

			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(i+1);
		}

		FCDGeometryLibrary* pGeoLib = pDoc->GetGeometryLibrary();
		iEntities = pGeoLib->GetEntityCount();

		if (m_pWorkListener)
			m_pWorkListener->SetAction("Loading entities", iEntities);

		for (i = 0; i < iEntities; ++i)
		{
			FCDGeometry* pGeometry = pGeoLib->GetEntity(i);
			if (pGeometry->IsMesh())
			{
				size_t j;

				size_t iMesh = m_pScene->AddMesh(convert_from_fstring(pGeometry->GetName()));
				CConversionMesh* pMesh = m_pScene->GetMesh(iMesh);
				pMesh->AddBone(convert_from_fstring(pGeometry->GetName()));

				FCDGeometryMesh* pGeoMesh = pGeometry->GetMesh();
				FCDGeometrySource* pPositionSource = pGeoMesh->GetPositionSource();
				size_t iVertexCount = pPositionSource->GetValueCount();

				for (j = 0; j < iVertexCount; j++)
				{
					const float* pflValues = pPositionSource->GetValue(j);
					pMesh->AddVertex(pflValues[0], pflValues[1], pflValues[2]);
				}

				FCDGeometrySource* pNormalSource = pGeoMesh->FindSourceByType(FUDaeGeometryInput::NORMAL);
				if (pNormalSource)
				{
					iVertexCount = pNormalSource->GetValueCount();
					for (j = 0; j < iVertexCount; j++)
					{
						const float* pflValues = pNormalSource->GetValue(j);
						pMesh->AddNormal(pflValues[0], pflValues[1], pflValues[2]);
					}
				}

				FCDGeometrySource* pUVSource = pGeoMesh->FindSourceByType(FUDaeGeometryInput::TEXCOORD);
				if (pUVSource)
				{
					iVertexCount = pUVSource->GetValueCount();
					for (j = 0; j < iVertexCount; j++)
					{
						const float* pflValues = pUVSource->GetValue(j);
						pMesh->AddUV(pflValues[0], pflValues[1]);
					}
				}

				for (j = 0; j < pGeoMesh->GetPolygonsCount(); j++)
				{
					FCDGeometryPolygons* pPolygons = pGeoMesh->GetPolygons(j);
					FCDGeometryPolygonsInput* pPositionInput = pPolygons->FindInput(FUDaeGeometryInput::POSITION);
					FCDGeometryPolygonsInput* pNormalInput = pPolygons->FindInput(FUDaeGeometryInput::NORMAL);
					FCDGeometryPolygonsInput* pUVInput = pPolygons->FindInput(FUDaeGeometryInput::TEXCOORD);

					size_t iPositionCount = pPositionInput->GetIndexCount();
					uint32* pPositions = pPositionInput->GetIndices();

					size_t iNormalCount = 0;
					uint32* pNormals = NULL;

					if (pNormalInput)
					{
						iNormalCount = pNormalInput->GetIndexCount();
						pNormals = pNormalInput->GetIndices();
					}

					size_t iUVCount = 0;
					uint32* pUVs = NULL;

					if (pUVInput)
					{
						iUVCount = pUVInput->GetIndexCount();
						pUVs = pUVInput->GetIndices();
					}

					fm::stringT<fchar> sMaterial = pPolygons->GetMaterialSemantic();

					size_t iCurrentMaterial = pMesh->AddMaterialStub(convert_from_fstring(sMaterial));

					if (pPolygons->TestPolyType() == 3)
					{
						// All triangles!
						for (size_t k = 0; k < iPositionCount; k+=3)
						{
							size_t iFace = pMesh->AddFace(iCurrentMaterial);

							pMesh->AddVertexToFace(iFace, pPositions[k+0], pUVs?pUVs[k+0]:~0, pNormals?pNormals[k+0]:~0);
							pMesh->AddVertexToFace(iFace, pPositions[k+1], pUVs?pUVs[k+1]:~0, pNormals?pNormals[k+1]:~0);
							pMesh->AddVertexToFace(iFace, pPositions[k+2], pUVs?pUVs[k+2]:~0, pNormals?pNormals[k+2]:~0);
						}
					}
					else if (pPolygons->TestPolyType() == 4)
					{
						// All quads!
						for (size_t k = 0; k < iPositionCount; k+=4)
						{
							size_t iFace = pMesh->AddFace(iCurrentMaterial);

							pMesh->AddVertexToFace(iFace, pPositions[k+0], pUVs?pUVs[k+0]:~0, pNormals?pNormals[k+0]:~0);
							pMesh->AddVertexToFace(iFace, pPositions[k+1], pUVs?pUVs[k+1]:~0, pNormals?pNormals[k+1]:~0);
							pMesh->AddVertexToFace(iFace, pPositions[k+2], pUVs?pUVs[k+2]:~0, pNormals?pNormals[k+2]:~0);
							pMesh->AddVertexToFace(iFace, pPositions[k+3], pUVs?pUVs[k+3]:~0, pNormals?pNormals[k+3]:~0);
						}
					}
					else
					{
						size_t iFaces = pPolygons->GetFaceCount();
						for (size_t k = 0; k < iFaces; k++)
						{
							size_t iFace = pMesh->AddFace(iCurrentMaterial);
							size_t o = pPolygons->GetFaceVertexOffset(k);
							size_t iFaceVertexCount = pPolygons->GetFaceVertexCount(k);
							for (size_t v = 0; v < iFaceVertexCount; v++)
								pMesh->AddVertexToFace(iFace, pPositions[o+v], pUVs?pUVs[o+v]:~0, pNormals?pNormals[o+v]:~0);
						}
					}
				}
			}

			if (m_pWorkListener)
				m_pWorkListener->WorkProgress(i+1);
		}

		FCDVisualSceneNodeLibrary* pVisualScenes = pDoc->GetVisualSceneLibrary();
		iEntities = pVisualScenes->GetEntityCount();
		for (i = 0; i < iEntities; ++i)
		{
			FCDSceneNode* pNode = pVisualScenes->GetEntity(i);

			size_t iScene = m_pScene->AddScene(convert_from_fstring(pNode->GetName()));
			ReadDAESceneTree(pNode, m_pScene->GetScene(iScene));
		}
	}
	else
	{
		printf("Oops! Some kind of error happened!\n");
		return false;
	}

	m_pScene->SetWorkListener(m_pWorkListener);

	m_pScene->CalculateExtends();

	for (size_t i = 0; i < m_pScene->GetNumMeshes(); i++)
	{
		if (m_bWantEdges)
			m_pScene->GetMesh(i)->CalculateEdgeData();

		if (m_pScene->GetMesh(i)->GetNumNormals() == 0)
			m_pScene->GetMesh(i)->CalculateVertexNormals();

		m_pScene->GetMesh(i)->CalculateVertexTangents();
	}

	pDoc->Release();

	FCollada::Release();

	if (m_pWorkListener)
		m_pWorkListener->EndProgress();

	return true;
}
コード例 #6
0
ファイル: FCDEffectTools.cpp プロジェクト: Marlinc/0ad
	void LinkAnimatedParamCommonVector(const fm::string& semantic, FCDEffectParameterColor4* param, FCDGeometryInstance* geometry, FCDMaterial* material, FCDEffect* effect, FCDEffectProfile* profile)
	{
		//Change this to account for the animated params in geometryInstance list.
		const fm::string& reference = param->GetReference();
		if (reference.empty()) return;
		FCDEffectParameter* geometryParam = FindEffectParameterBySemantic(geometry, semantic);
		FCDEffectParameter* materialParam = FindEffectParameterByReference(material, reference, true);
		FCDEffectParameter* effectParam = FindEffectParameterByReference(effect, reference, true);
		FCDEffectParameter* profileParam = FindEffectParameterByReference(profile, reference, false);
		if (!geometryParam && !materialParam && !effectParam && !profileParam) return;
		if (geometryParam && geometryParam->GetType() == FCDEffectParameter::FLOAT3)
		{
			FCDEffectParameterFloat3* animatedParam = (FCDEffectParameterFloat3*) geometryParam;
			if (materialParam && materialParam->GetType() == FCDEffectParameter::FLOAT3)
			{
				FCDEffectParameterFloat3* float3Param = (FCDEffectParameterFloat3*) materialParam;
				animatedParam->SetValue(float3Param->GetValue());
				return;
			}
			else if (materialParam && materialParam->GetType() == FCDEffectParameter::VECTOR)
			{
				FCDEffectParameterColor4* vectorParam = (FCDEffectParameterColor4*) materialParam;
				animatedParam->SetValue(FMVector3((const FMVector4&) vectorParam->GetValue()));
				return;
			}
			else if (effectParam && effectParam->GetType() == FCDEffectParameter::FLOAT3)
			{
				FCDEffectParameterFloat3* float3Param = (FCDEffectParameterFloat3*) effectParam;
				animatedParam->SetValue(float3Param->GetValue());
				return;
			}
			else if (effectParam && effectParam->GetType() == FCDEffectParameter::VECTOR)
			{
				FCDEffectParameterColor4* vectorParam = (FCDEffectParameterColor4*) effectParam;
				animatedParam->SetValue(FMVector3((const FMVector4&) vectorParam->GetValue()));
				return;
			}
			else if (profileParam && profileParam->GetType() == FCDEffectParameter::FLOAT3)
			{
				FCDEffectParameterFloat3* float3Param = (FCDEffectParameterFloat3*) profileParam;
				animatedParam->SetValue(float3Param->GetValue());
				return;
			}
			else if (profileParam && profileParam->GetType() == FCDEffectParameter::VECTOR)
			{
				FCDEffectParameterColor4* vectorParam = (FCDEffectParameterColor4*) profileParam;
				animatedParam->SetValue(FMVector3((const FMVector4&) vectorParam->GetValue()));
				return;
			}
		}
		else if (geometryParam && geometryParam->GetType() == FCDEffectParameter::VECTOR)
		{
			FCDEffectParameterColor4* animatedParam = (FCDEffectParameterColor4*) geometryParam;
			if (materialParam && materialParam->GetType() == FCDEffectParameter::FLOAT3)
			{
				FCDEffectParameterFloat3* float3Param = (FCDEffectParameterFloat3*) materialParam;
				animatedParam->SetValue(FMVector4(float3Param->GetValue(), 1.0f));
				return;
			}
			else if (materialParam && materialParam->GetType() == FCDEffectParameter::VECTOR)
			{
				FCDEffectParameterColor4* vectorParam = (FCDEffectParameterColor4*) materialParam;
				animatedParam->SetValue(vectorParam->GetValue());
				return;
			}
			else if (effectParam && effectParam->GetType() == FCDEffectParameter::FLOAT3)
			{
				FCDEffectParameterFloat3* float3Param = (FCDEffectParameterFloat3*) effectParam;
				animatedParam->SetValue(FMVector4(float3Param->GetValue(), 1.0f));
				return;
			}
			else if (effectParam && effectParam->GetType() == FCDEffectParameter::VECTOR)
			{
				FCDEffectParameterColor4* vectorParam = (FCDEffectParameterColor4*) effectParam;
				animatedParam->SetValue(vectorParam->GetValue());
				return;
			}
			else if (profileParam && profileParam->GetType() == FCDEffectParameter::FLOAT3)
			{
				FCDEffectParameterFloat3* float3Param = (FCDEffectParameterFloat3*) profileParam;
				animatedParam->SetValue(FMVector4(float3Param->GetValue(), 1.0f));
				return;
			}
			else if (profileParam && profileParam->GetType() == FCDEffectParameter::VECTOR)
			{
				FCDEffectParameterColor4* vectorParam = (FCDEffectParameterColor4*) profileParam;
				animatedParam->SetValue(vectorParam->GetValue());
				return;
			}
		}
	}
コード例 #7
0
ファイル: FCDEffectTools.cpp プロジェクト: Marlinc/0ad
	FMVector4* GetDefaultColor(FCDMaterial* material, const fm::string& semantic, bool* isFloat3)
	{
		//Find the different classes that are needed.
		FCDEffect* effect = material->GetEffect();
		FCDEffectProfile* effectProfile = effect->FindProfile(FUDaeProfileType::COMMON);
		FCDEffectStandard* effectStandard = (FCDEffectStandard*) effectProfile;
		bool isFloat = true;

		//Find out if the parameter is animated
		FCDEffectParameter* effectStandardParam = effectStandard->GetParam(semantic, &isFloat);
		if (!effectStandardParam) return NULL; 
		const fm::string& reference = effectStandardParam->GetReference();
		if (reference.empty())
		{
			if (isFloat) return NULL;
			else return &(FMVector4&)(((FCDEffectParameterColor4*)effectStandardParam)->GetValue());
		}
		FCDEffectParameter* materialParam = FindEffectParameterByReference(material, reference, true);
		FCDEffectParameter* effectParam = FindEffectParameterByReference(effect, reference, true);
		FCDEffectParameter* effectProfileParam = FindEffectParameterByReference(effectProfile, reference, false);

		//Do the figuring out .. ;)
		if (isFloat) return NULL;
		else
		{
			// Don't look at the geometry instance parameters: these are only used for animations!
			if (materialParam)
			{
				if (materialParam->GetType() == FCDEffectParameter::FLOAT3)
				{
					*isFloat3 = true;
					FCDEffectParameterFloat3* tempParam = (FCDEffectParameterFloat3*) materialParam;
					return (FMVector4*) &(FMVector3&) tempParam->GetValue();
				}
				else if (materialParam->GetType() == FCDEffectParameter::VECTOR)
				{
					*isFloat3 = false;
					return &(FMVector4&) ((FCDEffectParameterColor4*)materialParam)->GetValue();
				}
				else return NULL;
			}
			else if (effectParam)
			{
				if (effectParam->GetType() == FCDEffectParameter::FLOAT3)
				{
					*isFloat3 = true;
					FCDEffectParameterFloat3* tempParam = (FCDEffectParameterFloat3*) effectParam;
					return (FMVector4*) &(FMVector3&) tempParam->GetValue();
				}
				else if (effectParam->GetType() == FCDEffectParameter::VECTOR)
				{
					*isFloat3 = false;
					return &(FMVector4&) ((FCDEffectParameterColor4*)effectParam)->GetValue();
				}
				else return NULL;
			}
			else if (effectProfileParam)
			{
				if (effectProfileParam->GetType() == FCDEffectParameter::FLOAT3)
				{
					*isFloat3 = true;
					FCDEffectParameterFloat3* tempParam = (FCDEffectParameterFloat3*) effectProfileParam;
					return (FMVector4*) &(FMVector3&) tempParam->GetValue();
				}
				else if (effectProfileParam->GetType() == FCDEffectParameter::VECTOR)
				{
					*isFloat3 = false;
					return &(FMVector4&) ((FCDEffectParameterColor4*)effectProfileParam)->GetValue();
				}
				else return NULL;
			}
			else 
			{
				*isFloat3 = true;
				return &(FMVector4&) ((FCDEffectParameterColor4*)effectStandardParam)->GetValue();
			}
		}
	}
コード例 #8
0
ファイル: FCDEffectTools.cpp プロジェクト: Marlinc/0ad
	FCDParameterAnimatableColor4* GetAnimatedColor(FCDGeometryInstance* geometryInstance, FCDMaterial* material, const fm::string& semantic, bool* isFloat3)
	{
		//Find the different classes that are needed.
		//FCDMaterial* material = materialInstance->GetMaterial();
		if (material == NULL) return NULL;
		FCDEffect* effect = material->GetEffect();
		if (effect == NULL) return NULL;
		FCDEffectProfile* effectProfile = effect->FindProfile(FUDaeProfileType::COMMON);
		if (effectProfile == NULL) return NULL;
		FCDEffectStandard* effectStandard = (FCDEffectStandard*) effectProfile;
		bool isFloat = true;

		//Find out if the parameter is animated
		FCDEffectParameter* effectStandardParam = effectStandard->GetParam(semantic, &isFloat);
		if (effectStandardParam == NULL) return NULL; 
		const fm::string& reference = effectStandardParam->GetReference();
		if (reference.empty())
		{
			if (isFloat) return NULL;
			else return &(((FCDEffectParameterColor4*)effectStandardParam)->GetValue());
		}
		FCDEffectParameter* geometryParam = geometryInstance != NULL ? FindEffectParameterBySemantic(geometryInstance, semantic) : NULL;
		FCDEffectParameter* materialParam = FindEffectParameterByReference(material, reference, true);
		FCDEffectParameter* effectParam = FindEffectParameterByReference(effect, reference, true);
		FCDEffectParameter* effectProfileParam = FindEffectParameterByReference(effectProfile, reference, false);

		//Do the figuring out .. ;)
		if (isFloat) return NULL;
		else
		{
			if (geometryParam)
			{
				if (geometryParam->GetType() == FCDEffectParameter::FLOAT3)
				{
					*isFloat3 = true;
					FCDEffectParameterFloat3* tempParam = (FCDEffectParameterFloat3*) geometryParam;
					return (FCDParameterAnimatableColor4*) &tempParam->GetValue();
				}
				else if (geometryParam->GetType() == FCDEffectParameter::VECTOR)
				{
					*isFloat3 = false;
					return &((FCDEffectParameterColor4*)geometryParam)->GetValue();
				}
				else return NULL;
			}
			//Could call GetDefaultColor from here on out...
			else if (materialParam)
			{
				if (materialParam->GetType() == FCDEffectParameter::FLOAT3)
				{
					*isFloat3 = true;
					FCDEffectParameterFloat3* tempParam = (FCDEffectParameterFloat3*) materialParam;
					return (FCDParameterAnimatableColor4*) &tempParam->GetValue();
				}
				else if (materialParam->GetType() == FCDEffectParameter::VECTOR)
				{
					*isFloat3 = false;
					return &((FCDEffectParameterColor4*)materialParam)->GetValue();
				}
				else return NULL;
			}
			else if (effectParam)
			{
				if (effectParam->GetType() == FCDEffectParameter::FLOAT3)
				{
					*isFloat3 = true;
					FCDEffectParameterFloat3* tempParam = (FCDEffectParameterFloat3*) effectParam;
					return (FCDParameterAnimatableColor4*) &tempParam->GetValue();
				}
				else if (effectParam->GetType() == FCDEffectParameter::VECTOR)
				{
					*isFloat3 = false;
					return &((FCDEffectParameterColor4*)effectParam)->GetValue();
				}
				else return NULL;
			}
			else if (effectProfileParam)
			{
				if (effectProfileParam->GetType() == FCDEffectParameter::FLOAT3)
				{
					*isFloat3 = true;
					FCDEffectParameterFloat3* tempParam = (FCDEffectParameterFloat3*) effectProfileParam;
					return (FCDParameterAnimatableColor4*) &tempParam->GetValue();
				}
				else if (effectProfileParam->GetType() == FCDEffectParameter::VECTOR)
				{
					*isFloat3 = false;
					return &((FCDEffectParameterColor4*)effectProfileParam)->GetValue();
				}
				else return NULL;
			}
			else 
			{
				*isFloat3 = true;
				return &((FCDEffectParameterColor4*)effectStandardParam)->GetValue();
			}
		}
	}