ColladaLoader does now load transparency. hacky, but it could work.
Cleaned up Collada material importing. No changes to other loader parts. Adding missing FileSystemFilter.h to vc8 build config. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@383 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
f3324da6ea
commit
0c762117b8
|
@ -470,15 +470,6 @@ struct Sampler
|
|||
float mMixWithPrevious;
|
||||
};
|
||||
|
||||
/** Describes different alpha blending modes. */
|
||||
enum AlphaMode
|
||||
{
|
||||
AM_RGB_ZERO,
|
||||
AM_RGB_ONE,
|
||||
AM_ALPHA_ONE,
|
||||
AM_ALPHA_ZERO
|
||||
};
|
||||
|
||||
/** A collada effect. Can contain about anything according to the Collada spec,
|
||||
but we limit our version to a reasonable subset. */
|
||||
struct Effect
|
||||
|
@ -486,9 +477,6 @@ struct Effect
|
|||
// Shading mode
|
||||
ShadeType mShadeType;
|
||||
|
||||
// Alpha mode
|
||||
AlphaMode mAlphaMode;
|
||||
|
||||
// Colors
|
||||
aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
|
||||
mTransparent, mReflective;
|
||||
|
@ -512,7 +500,6 @@ struct Effect
|
|||
|
||||
Effect()
|
||||
: mShadeType (Shade_Phong)
|
||||
, mAlphaMode (AM_ALPHA_ZERO)
|
||||
, mEmissive ( 0, 0, 0, 1)
|
||||
, mAmbient ( 0.1f, 0.1f, 0.1f, 1)
|
||||
, mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
|
||||
|
|
|
@ -315,18 +315,6 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
|
|||
if (srcLight->mPenumbraAngle == 10e10f)
|
||||
{
|
||||
// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
|
||||
// ci - inner cone angle
|
||||
// co - outer cone angle
|
||||
// fe - falloff exponent
|
||||
// ld - spot direction - normalized
|
||||
// rd - ray direction - normalized
|
||||
//
|
||||
// Formula is:
|
||||
// 1. (cos(acos (ld dot rd) - ci))^fe == epsilon
|
||||
// 2. (ld dot rd) == cos(acos(epsilon^(1/fe)) + ci)
|
||||
// 3. co == acos (ld dot rd)
|
||||
// 4. co == acos(epsilon^(1/fe)) + ci)
|
||||
|
||||
// epsilon chosen to be 0.1
|
||||
out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+
|
||||
srcLight->mFalloffAngle);
|
||||
|
@ -486,10 +474,10 @@ void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Coll
|
|||
|
||||
// if we already have the mesh at the library, just add its index to the node's array
|
||||
std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find( index);
|
||||
if( dstMeshIt != mMeshIndexByID.end())
|
||||
{
|
||||
if( dstMeshIt != mMeshIndexByID.end()) {
|
||||
newMeshRefs.push_back( dstMeshIt->second);
|
||||
} else
|
||||
}
|
||||
else
|
||||
{
|
||||
// else we have to add the mesh to the collection and store its newly assigned index at the node
|
||||
aiMesh* dstMesh = CreateMesh( pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
|
||||
|
@ -1166,6 +1154,14 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* pScene
|
|||
mat.AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
|
||||
mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
|
||||
|
||||
// transparency, a very hard one. seemingly not all files are following the
|
||||
// specification here .. but we can trick.
|
||||
if (effect.mTransparency > 0.f && effect.mTransparency < 1.f) {
|
||||
effect.mTransparency = 1.f- effect.mTransparency;
|
||||
mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
|
||||
mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
|
||||
}
|
||||
|
||||
// add textures, if given
|
||||
if( !effect.mTexAmbient.mName.empty())
|
||||
/* It is merely a lightmap */
|
||||
|
|
|
@ -1070,8 +1070,9 @@ void ColladaParser::ReadEffect( Collada::Effect& pEffect)
|
|||
else if( IsElement( "reflective")) {
|
||||
ReadEffectColor( pEffect.mReflective, pEffect.mTexReflective);
|
||||
}
|
||||
else if( IsElement( "transparent"))
|
||||
else if( IsElement( "transparent")) {
|
||||
ReadEffectColor( pEffect.mTransparent,pEffect.mTexTransparent);
|
||||
}
|
||||
else if( IsElement( "shininess"))
|
||||
ReadEffectFloat( pEffect.mShininess);
|
||||
|
||||
|
|
|
@ -1352,6 +1352,10 @@
|
|||
RelativePath="..\..\code\BaseProcess.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\FileSystemFilter.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\IFF.h"
|
||||
>
|
||||
|
|
Loading…
Reference in New Issue