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195
vendor/assimp/tools/assimp_view/MaterialManager.h
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vendor/assimp/tools/assimp_view/MaterialManager.h
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#pragma once
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#include <map>
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#include "AssetHelper.h"
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namespace AssimpView {
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//-------------------------------------------------------------------------------
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/* Helper class to create, access and destroy materials
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*/
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//-------------------------------------------------------------------------------
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class CMaterialManager {
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friend class CDisplay;
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public:
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//------------------------------------------------------------------
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// Singleton accessors
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inline static CMaterialManager &Instance() {
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return s_cInstance;
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}
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//------------------------------------------------------------------
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// Delete all resources of a given material
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//
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// Must be called before CreateMaterial() to prevent memory leaking
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void DeleteMaterial(AssetHelper::MeshHelper *pcIn);
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/// @brief Create the material for a mesh.
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///
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/// The function checks whether an identical shader is already in use.
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/// A shader is considered to be identical if it has the same input
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/// signature and takes the same number of texture channels.
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int CreateMaterial(AssetHelper::MeshHelper *pcMesh, const aiMesh *pcSource);
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/// @brief Setup the material for a given mesh.
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/// @param pcMesh Mesh to be rendered
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/// @param pcProj Projection matrix
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/// @param aiMe Current world matrix
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/// @param pcCam Camera matrix
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/// @param vPos Position of the camera
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/// @return 0 if successful.
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int SetupMaterial(AssetHelper::MeshHelper *pcMesh,
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const aiMatrix4x4 &pcProj,
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const aiMatrix4x4 &aiMe,
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const aiMatrix4x4 &pcCam,
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const aiVector3D &vPos);
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//------------------------------------------------------------------
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// End the material for a given mesh
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// Called after mesh rendering is complete
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// pcMesh Mesh object
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int EndMaterial(AssetHelper::MeshHelper *pcMesh);
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//------------------------------------------------------------------
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// Recreate all specular materials depending on the current
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// specularity settings
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//
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// Diffuse-only materials are ignored.
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// Must be called after specular highlights have been toggled
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int UpdateSpecularMaterials();
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//------------------------------------------------------------------
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// find a valid path to a texture file
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//
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// Handle 8.3 syntax correctly, search the environment of the
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// executable and the asset for a texture with a name very similar
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// to a given one
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int FindValidPath(aiString *p_szString);
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//------------------------------------------------------------------
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// Load a texture into memory and create a native D3D texture resource
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//
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// The function tries to find a valid path for a texture
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int LoadTexture(IDirect3DTexture9 **p_ppiOut, aiString *szPath);
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//------------------------------------------------------------------
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// Getter for m_iShaderCount
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//
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inline unsigned int GetShaderCount() {
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return this->m_iShaderCount;
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}
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//------------------------------------------------------------------
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// Reset the state of the class
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// Called whenever a new asset is loaded
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inline void Reset() {
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m_iShaderCount = 0;
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for (auto & sCachedTexture : sCachedTextures) {
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sCachedTexture.second->Release();
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}
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sCachedTextures.clear();
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}
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private:
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// The default constructor
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CMaterialManager() :
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m_iShaderCount(0),
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sDefaultTexture() {
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// empty
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}
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// Destructor, private.
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~CMaterialManager() {
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if (sDefaultTexture) {
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sDefaultTexture->Release();
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}
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Reset();
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}
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//------------------------------------------------------------------
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// find a valid path to a texture file
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//
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// Handle 8.3 syntax correctly, search the environment of the
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// executable and the asset for a texture with a name very similar
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// to a given one
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bool TryLongerPath(char *szTemp, aiString *p_szString);
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//------------------------------------------------------------------
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// Setup the default texture for a texture channel
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//
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// Generates a default checker pattern for a texture
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int SetDefaultTexture(IDirect3DTexture9 **p_ppiOut);
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//------------------------------------------------------------------
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// Convert a height map to a normal map if necessary
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//
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// The function tries to detect the type of a texture automatically.
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// However, this won't work in every case.
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void HMtoNMIfNecessary(IDirect3DTexture9 *piTexture,
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IDirect3DTexture9 **piTextureOut,
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bool bWasOriginallyHM = true);
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//------------------------------------------------------------------
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// Search for non-opaque pixels in a texture
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//
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// A pixel is considered to be non-opaque if its alpha value is
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// less than 255
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//------------------------------------------------------------------
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bool HasAlphaPixels(IDirect3DTexture9 *piTexture);
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private:
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static CMaterialManager s_cInstance;
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// Specifies the number of different shaders generated for
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// the current asset. This number is incremented by CreateMaterial()
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// each time a shader isn't found in cache and needs to be created
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unsigned int m_iShaderCount;
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IDirect3DTexture9 *sDefaultTexture;
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using TextureCache = std::map<std::string, IDirect3DTexture9 *>;
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TextureCache sCachedTextures;
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};
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} // namespace AssimpView
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