IRRMESH/IRR
- improved handling of materials with multiple textures - BUG: lightmapping is now broken for the moment AssimpView - Skyboxes and bg images work again - Improved lightmap handling. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@341 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
c865999420
commit
055c3f0d24
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@ -217,12 +217,15 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
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int idx = 1;
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MaterialHelper* mat = ( MaterialHelper* ) curMat;
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if (curMatFlags & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)){
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if (curMatFlags & AI_IRRMESH_MAT_lightmap){
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mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_LIGHTMAP(0));
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}
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else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid){
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mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
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}
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else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
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mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(1));
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}
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}
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}
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else if (!ASSIMP_stricmp("tangents", t))
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@ -275,6 +275,11 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
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: aiShadingMode_NoShading);
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mat->AddProperty(&val,1,AI_MATKEY_SHADING_MODEL);
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}
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else if (prop.name == "BackfaceCulling")
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{
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int val = (!prop.value);
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mat->AddProperty(&val,1,AI_MATKEY_TWOSIDED);
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}
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}
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// String properties - textures and texture related properties
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else if (!ASSIMP_stricmp(reader->getNodeName(),"texture") ||
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@ -339,6 +344,9 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
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{
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matFlags = AI_IRRMESH_MAT_normalmap_ta;
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}
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else {
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DefaultLogger::get()->warn("IRRMat: Unrecognized material type: " + prop.value);
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}
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}
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// Up to 4 texture channels are supported
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@ -352,8 +360,7 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
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else if (prop.name == "Texture2")
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{
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// 2-layer material lightmapped?
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if (matFlags & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap))
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{
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if (matFlags & AI_IRRMESH_MAT_lightmap) {
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_LIGHTMAP(0));
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@ -362,8 +369,7 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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}
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// alternatively: normal or parallax mapping
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else if (matFlags & AI_IRRMESH_MAT_normalmap_solid)
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{
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else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) {
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_NORMALS(0));
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@ -371,6 +377,15 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
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// set the corresponding material flag
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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}
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// or just as second diffuse texture
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else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
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++cnt;
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s.Set(prop.value);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(1));
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// set the corresponding material flag
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matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
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}
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else DefaultLogger::get()->warn("IRRmat: Skipping second texture");
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}
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else if (prop.name == "Texture3")
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@ -398,13 +413,17 @@ aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
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else if (prop.name == "TextureWrap2" && cnt >= 2)
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{
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int map = ConvertMappingMode(prop.value);
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if (matFlags & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)) {
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(1));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(1));
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if (matFlags & AI_IRRMESH_MAT_lightmap) {
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
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}
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else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_NORMALS(1));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_NORMALS(1));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
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}
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else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
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mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
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}
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}
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else if (prop.name == "TextureWrap3" && cnt >= 3)
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@ -283,9 +283,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
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{
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// ValidateDS should check this
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ai_assert(prop2->mDataLength >= 20);
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::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5);
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delete[] prop2->mData;
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// Directly remove this property from the list
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@ -344,11 +342,8 @@ void TextureTransformStep::Execute( aiScene* pScene)
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uv = 0;
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}
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if (mesh->mNumUVComponents[info.uvIndex] >= 3)
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{
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DefaultLogger::get()->warn("UV transformations on 3D mapping channels "
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"are not supported by this step");
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if (mesh->mNumUVComponents[info.uvIndex] >= 3){
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DefaultLogger::get()->warn("UV transformations on 3D mapping channels are not supported");
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continue;
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}
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@ -357,8 +352,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
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// Check whether we have this transform setup already
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for (it = meshLists[n].begin();it != meshLists[n].end(); ++it)
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{
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if ((*it) == info && (*it).uvIndex == uv)
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{
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if ((*it) == info && (*it).uvIndex == uv) {
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(*it).updateList.push_back(update);
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break;
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}
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@ -433,6 +433,7 @@ void CBackgroundPainter::RecreateNativeResource()
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}
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if (!piSkyBoxEffect)
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{
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ID3DXBuffer* piBuffer = NULL;
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if(FAILED( D3DXCreateEffect(
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g_piDevice,
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g_szSkyboxShader.c_str(),
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@ -441,11 +442,17 @@ void CBackgroundPainter::RecreateNativeResource()
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NULL,
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D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,
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NULL,
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&piSkyBoxEffect,NULL)))
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&piSkyBoxEffect,&piBuffer)))
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{
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// failed to compile the shader
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if( piBuffer) {
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MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
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piBuffer->Release();
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}
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CLogDisplay::Instance().AddEntry("[ERROR] Unable to compile skybox shader",
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D3DCOLOR_ARGB(0xFF,0xFF,0,0));
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this->eMode = SIMPLE_COLOR;
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eMode = SIMPLE_COLOR;
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return ;
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}
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}
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@ -1025,8 +1025,16 @@ int CMaterialManager::CreateMaterial(
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sMacro[iCurrent].Definition = "1";
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++iCurrent;
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int idx;
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if(AI_SUCCESS == aiGetMaterialInteger(pcMat,AI_MATKEY_UVWSRC_LIGHTMAP(0),&idx) && idx >= 1 && pcSource->mTextureCoords[idx]) {
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sMacro[iCurrent].Name = "AV_TWO_UV";
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sMacro[iCurrent].Definition = "1";
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++iCurrent;
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sMacro[iCurrent].Definition = "IN.TexCoord1";
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}
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else sMacro[iCurrent].Definition = "IN.TexCoord0";
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sMacro[iCurrent].Name = "AV_LIGHTMAP_TEXTURE_UV_COORD";
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sMacro[iCurrent].Definition = "IN.TexCoord0";
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++iCurrent;
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}
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if (pcMesh->piNormalTexture && !bib)
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@ -1170,8 +1178,7 @@ int CMaterialManager::CreateMaterial(
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if (pcMesh->piLightmapTexture)
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pcMesh->piEffect->SetTexture("LIGHTMAP_TEXTURE",pcMesh->piLightmapTexture);
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if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode())
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{
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if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode()){
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pcMesh->piEffect->SetTexture("lw_tex_envmap",CBackgroundPainter::Instance().GetTexture());
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}
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@ -217,7 +217,7 @@ std::string g_szSkyboxShader = std::string(
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"VS_OUTPUT2 Out;\n"
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"Out.Position.xy = INPosition.xy;\n"
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"Out.Position.z = Out._Position.w = 1.0f;\n"
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"Out.Position.z = Out.Position.w = 1.0f;\n"
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"Out.TexCoord0 = INTexCoord0;\n"
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"return Out;\n"
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@ -676,7 +676,7 @@ std::string g_szMaterialShader = std::string(
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"#endif\n"
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"float2 TexCoord0 : TEXCOORD2;\n"
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"#ifdef AV_DIFFUSE_TEXTURE2 \n"
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"#ifdef AV_TWO_UV \n"
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"float2 TexCoord1 : TEXCOORD3;\n"
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"#endif \n"
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