#include #include #include #include #include #include #include namespace wp { image::image (json json_data, wp::scene* scene) : object3d (object3d::Type::Type_Material, scene) { json::const_iterator visible_it = json_data.find ("visible"); json::const_iterator file_it = json_data.find ("image"); json::const_iterator origin_it = json_data.find ("origin"); if (visible_it != json_data.end () && (*visible_it).is_boolean () == true) { this->m_visible = *visible_it; } // basic texture, main thing to assign first if (file_it != json_data.end () && (*file_it).is_string () == true) { this->m_file = wp::fs::resolver.resolve (*file_it); this->m_content = ""; std::ifstream _in (this->m_file.c_str ()); this->m_content.append (std::istreambuf_iterator (_in), std::istreambuf_iterator ()); json content = json::parse (this->m_content); json::const_iterator it = content.find ("material"); if (it != content.end () && (*it).is_string () == true) { irr::io::path materialfile = wp::fs::resolver.resolveOnWorkingDirectory ((*it)); std::ifstream _in (materialfile.c_str ()); std::string texturejson_content = ""; texturejson_content.append (std::istreambuf_iterator (_in), std::istreambuf_iterator ()); json materialcontent = json::parse (texturejson_content); // change working directory for the resolver to the materials folder this->m_resolver = wp::fs::resolver.clone (); this->m_resolver.changeWorkingDirectory(this->m_resolver.resolveOnWorkingDirectory ("materials")); // now try to read the texture if any json::const_iterator it = materialcontent.find ("passes"); if (it != materialcontent.end () && (*it).is_array() == true) { json::const_iterator passesCur = (*it).begin (); json::const_iterator passesEnd = (*it).end (); for (; passesCur != passesEnd; passesCur ++) { json::const_iterator texture = (*passesCur).find ("textures"); if (texture != (*passesCur).end () && (*texture).is_array () == true) { json::const_iterator texturesCur = (*texture).begin (); json::const_iterator texturesEnd = (*texture).end (); for (; texturesCur != texturesEnd; texturesCur ++) { // TODO: SUPPORT PROPER WALLPAPERENGINE FORMATS std::string name = (*texturesCur); name += ".tex"; irr::io::path texturePath = this->m_resolver.resolveOnWorkingDirectory (name); std::string basename = (*texturesCur); this->m_textures.push_back (new wp::texture (texturePath)); } } } } } } // TODO: CHECK EFFECT PASSES HERE SO WE CAN TAKE IN ACCOUNT THE EXTRA TEXTURES FOR SHADERS, ETC json::const_iterator effects = json_data.find ("effects"); if (effects != json_data.end ()) { // TODO: SUPPORT MULTIPLE EFFECTS json::const_iterator effectsItem = (*effects).begin (); if (effectsItem != (*effects).end ()) { // TODO: SUPPORT MULTIPLE PASSES FOR EFFECTS json::const_iterator passes = (*effectsItem).find ("passes"); json::const_iterator file = (*effectsItem).find ("file"); } } if (origin_it != json_data.end ()) { std::string origin = *origin_it; this->m_origin = wp::core::ato3vf (origin.c_str ()); } else { // TOOD: CHANGE TO CENTER? this->m_origin = irr::core::vector3df (0.0f, 0.0f, 0.0f); } // initialize actual material properties irr::f32 xright = this->m_origin.X; irr::f32 xleft = -this->m_origin.X; irr::f32 ztop = this->m_origin.Y; irr::f32 zbottom = -this->m_origin.Y; irr::f32 z = this->m_scene->getCamera ()->getEye ().Z; m_vertices [0].Pos = irr::core::vector3df (xleft, ztop, z); // top left m_vertices [1].Pos = irr::core::vector3df (xright, ztop, z); // top right m_vertices [2].Pos = irr::core::vector3df (xright, zbottom, z); // bottom right m_vertices [3].Pos = irr::core::vector3df (xleft, zbottom, z); // bottom left m_vertices [0].TCoords = irr::core::vector2df (1.0f, 0.0f); m_vertices [1].TCoords = irr::core::vector2df (0.0f, 0.0f); m_vertices [2].TCoords = irr::core::vector2df (0.0f, 1.0f); m_vertices [3].TCoords = irr::core::vector2df (1.0f, 1.0f); m_vertices [0].Color = irr::video::SColor (255, 255, 255, 255); m_vertices [1].Color = irr::video::SColor (255, 255, 255, 255); m_vertices [2].Color = irr::video::SColor (255, 255, 255, 255); m_vertices [3].Color = irr::video::SColor (255, 255, 255, 255); // once textures are defined, prepare them to be displayed std::vector::const_iterator cur = this->m_textures.begin (); std::vector::const_iterator end = this->m_textures.end (); for (irr::u32 i = 0; cur != end; cur ++, i ++) { this->getMaterial ().setTexture (i, (*cur)->getIrrTexture ()); } // set basic material flags this->setType (irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL); this->setFlag (irr::video::EMF_LIGHTING, false); this->setFlag (irr::video::EMF_BLEND_OPERATION, true); } void image::setFlag(irr::video::E_MATERIAL_FLAG flag, bool newvalue) { this->getMaterial ().setFlag (flag, newvalue); } void image::setType(irr::video::E_MATERIAL_TYPE newType) { this->getMaterial ().MaterialType = newType; } irr::video::SMaterial& image::getMaterial () { return this->m_material; } void image::render () { if (this->m_visible == false) return; uint16_t indices[] = { 0, 1, 2, 3 }; wp::irrlicht::driver->setMaterial (this->getMaterial ()); wp::irrlicht::driver->drawVertexPrimitiveList (this->m_vertices, 4, indices, 1, irr::video::EVT_STANDARD, irr::scene::EPT_QUADS, irr::video::EIT_16BIT); } }