3DS Export: fix texture export.

pull/317/head
Alexander Gessler 2014-07-23 20:14:32 +02:00
parent d5db6f39e6
commit 026f32733d
1 changed files with 16 additions and 12 deletions

View File

@ -181,7 +181,6 @@ Discreet3DSExporter:: Discreet3DSExporter(boost::shared_ptr<IOStream> outfile, c
: scene(scene)
, writer(outfile)
{
CollectTrafos(scene->mRootNode, trafos);
CollectMeshes(scene->mRootNode, meshes);
@ -191,6 +190,11 @@ Discreet3DSExporter:: Discreet3DSExporter(boost::shared_ptr<IOStream> outfile, c
ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH);
WriteMeshes();
WriteMaterials();
{
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MASTER_SCALE);
writer.PutF4(1.0f);
}
}
{
@ -203,7 +207,6 @@ void Discreet3DSExporter::WriteMaterials()
{
for (unsigned int i = 0; i < scene->mNumMaterials; ++i) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MATERIAL);
const aiMaterial& mat = *scene->mMaterials[i];
{
@ -279,8 +282,7 @@ void Discreet3DSExporter::WriteMaterials()
int twosided;
if (mat.Get(AI_MATKEY_TWOSIDED, twosided) == AI_SUCCESS && twosided != 0) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_TWO_SIDE);
// Intentionally no more data - if the chunk exists, the TWOSIDED
// flag is assumed to be set.
writer.PutI2(1);
}
WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE);
@ -297,9 +299,11 @@ void Discreet3DSExporter::WriteMaterials()
void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags)
{
aiString path;
aiTextureMapMode map_mode = aiTextureMapMode_Wrap;
aiTextureMapMode map_mode[2] = {
aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
};
float blend = 1.0f;
if (mat.GetTexture(type, 0, &path, NULL, NULL, &blend, NULL, &map_mode) != AI_SUCCESS || !path.length) {
if (mat.GetTexture(type, 0, &path, NULL, NULL, &blend, NULL, map_mode) != AI_SUCCESS || !path.length) {
return;
}
@ -309,21 +313,21 @@ void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type
return;
}
ChunkWriter(writer, chunk_flags);
ChunkWriter chunk(writer, chunk_flags);
{
ChunkWriter(writer, Discreet3DS::CHUNK_MAPFILE);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPFILE);
WriteString(path);
}
WritePercentChunk(blend);
{
ChunkWriter(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
uint16_t val = 0; // WRAP
if (map_mode == aiTextureMapMode_Mirror) {
if (map_mode[0] == aiTextureMapMode_Mirror) {
val = 0x2;
}
else if (map_mode == aiTextureMapMode_Decal) {
else if (map_mode[0] == aiTextureMapMode_Decal) {
val = 0x10;
}
writer.PutU2(val);