CHANGE: Prototype for correct material loading, now the meshes have correct references to the used material.
BUGFIX: Parsing of normals and texture coordinates fixed. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@61 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
b422d4e303
commit
0e125c2255
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@ -80,11 +80,11 @@ struct Face
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Face(std::vector<unsigned int> *pVertices,
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std::vector<unsigned int> *pNormals,
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std::vector<unsigned int> *pTexCoords) :
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m_PrimitiveType(2),
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m_pVertices(pVertices),
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m_pNormals(pNormals),
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m_pTexturCoords(pTexCoords),
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m_pMaterial(0L)
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m_PrimitiveType( 2 ),
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m_pVertices( pVertices ),
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m_pNormals( pNormals ),
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m_pTexturCoords( pTexCoords ),
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m_pMaterial( 0L )
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{
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// empty
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}
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@ -150,6 +150,14 @@ struct Material
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float shineness;
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//! Illumination model
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int illumination_model;
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Material()
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{
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}
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~Material()
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{
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}
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};
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// ------------------------------------------------------------------------------------------------
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@ -159,9 +167,18 @@ struct Mesh
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{
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std::vector<Face*> m_Faces;
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Material *m_pMaterial;
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unsigned int m_uiNumIndices;
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unsigned int m_uiMaterialIndex;
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Mesh() :
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m_pMaterial(NULL)
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m_pMaterial(NULL),
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m_uiNumIndices(0),
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m_uiMaterialIndex(0)
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{
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// empty
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}
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~Mesh()
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{
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// empty
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}
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@ -129,8 +129,8 @@ void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene
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// Create mesh pointer buffer for this scene
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if (pScene->mNumMeshes > 0)
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{
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pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
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for (size_t index =0; index < pScene->mNumMeshes; index++)
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pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
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for (size_t index =0; index < MeshArray.size(); index++)
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{
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pScene->mMeshes [ index ] = MeshArray[ index ];
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}
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@ -139,7 +139,7 @@ void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene
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// Create all materials
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for (size_t index = 0; index < pModel->m_Objects.size(); index++)
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{
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createMaterial(pModel, pModel->m_Objects[ index ], pScene);
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createMaterial( pModel, pModel->m_Objects[ index ], pScene );
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}
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}
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@ -159,13 +159,13 @@ aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile
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if (pParent != NULL)
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this->appendChildToParentNode(pParent, pNode);
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for (int meshIndex = 0; meshIndex < pModel->m_Meshes.size(); meshIndex++)
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aiMesh *pMesh = NULL;
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for (unsigned int meshIndex = 0; meshIndex < pModel->m_Meshes.size(); meshIndex++)
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{
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pMesh = new aiMesh();
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MeshArray.push_back( pMesh );
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createTopology( pModel, pData, meshIndex, pMesh );
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}
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aiMesh *pMesh = new aiMesh();
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MeshArray.push_back( pMesh );
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createTopology( pModel, pData, pMesh );
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// Create all nodes from the subobjects stored in the current object
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if (!pData->m_SubObjects.empty())
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@ -175,27 +175,29 @@ aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile
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pNode->mNumMeshes = 1;
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pNode->mMeshes = new unsigned int[1];
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// Loop over all child objects
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for (size_t index = 0; index < pData->m_SubObjects.size(); index++)
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// Loop over all child objects, TODO
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/*for (size_t index = 0; index < pData->m_SubObjects.size(); index++)
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{
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// Create all child nodes
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pNode->mChildren[ index ] = createNodes( pModel, pData, pNode, pScene, MeshArray );
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pMesh = new aiMesh();
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MeshArray.push_back( pMesh );
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createTopology( pModel, pData, pMesh );
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for (unsigned int meshIndex = 0; meshIndex < pData->m_SubObjects[ index ]->m_Meshes.size(); meshIndex++)
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{
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pMesh = new aiMesh();
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MeshArray.push_back( pMesh );
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createTopology( pModel, pData, meshIndex, pMesh );
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}
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// Create material of this object
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createMaterial(pModel, pData->m_SubObjects[ index ], pScene);
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}
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}*/
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}
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// Set mesh instances into scene- and node-instances
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const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
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if (meshSizeDiff > 0 )
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if ( meshSizeDiff > 0 )
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{
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pNode->mMeshes = new unsigned int[ meshSizeDiff ];
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pNode->mNumMeshes++;
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pNode->mNumMeshes = meshSizeDiff;
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size_t index = 0;
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for (size_t i = oldMeshSize; i < MeshArray.size(); i++)
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{
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@ -210,86 +212,119 @@ aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile
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// ------------------------------------------------------------------------------------------------
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// Create topology data
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void ObjFileImporter::createTopology(const ObjFile::Model* pModel, const ObjFile::Object* pData,
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void ObjFileImporter::createTopology(const ObjFile::Model* pModel,
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const ObjFile::Object* pData,
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unsigned int uiMeshIndex,
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aiMesh* pMesh )
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{
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// Checking preconditions
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ai_assert( NULL != pModel );
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if (NULL == pData)
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return;
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// Create mesh vertices
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createVertexArray(pModel, pData, pMesh);
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// Create faces
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pMesh->mNumFaces = (unsigned int)pData->m_Faces.size();
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
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pMesh->mNumFaces = (unsigned int) pObjMesh->m_Faces.size();
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pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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//pMesh->mMaterialIndex = pMode;
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for (size_t index = 0; index < pMesh->mNumFaces; index++)
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pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
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// Copy all data from all stored meshes
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for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
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{
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aiFace *pFace = &pMesh->mFaces[ index ];
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pFace->mNumIndices = (unsigned int)pData->m_Faces[index]->m_pVertices->size();
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const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_pVertices->size();
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pFace->mNumIndices = (unsigned int) uiNumIndices;
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if (pFace->mNumIndices > 0)
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{
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pFace->mIndices = new unsigned int[ pMesh->mFaces[ index ].mNumIndices ];
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ObjFile::Face::IndexArray *pArray = pData->m_Faces[index]->m_pVertices;
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// TODO: Should be implement much better
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//memcpy(pFace->mIndices, &pData->m_Faces[index]->m_pVertices[0], pFace->mNumIndices * sizeof(unsigned int));
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if (pArray != NULL)
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pFace->mIndices = new unsigned int[ uiNumIndices ];
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ObjFile::Face::IndexArray *pIndexArray = pObjMesh->m_Faces[ index ]->m_pVertices;
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ai_assert ( NULL != pIndexArray );
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for ( size_t a=0; a<pFace->mNumIndices; a++ )
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{
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for (size_t a=0; a<pFace->mNumIndices; a++)
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{
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pFace->mIndices[a] = pArray->at( a );
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}
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}
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else
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{
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ai_assert (false);
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pFace->mIndices[ a ] = pIndexArray->at( a );
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}
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}
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else
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{
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pFace->mIndices = NULL;
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}
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}
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// Create mesh vertices
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createVertexArray(pModel, pData, uiMeshIndex, pMesh);
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}
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// ------------------------------------------------------------------------------------------------
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void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
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const ObjFile::Object* pCurrentObject,
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unsigned int uiMeshIndex,
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aiMesh* pMesh)
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{
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// Checking preconditions
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ai_assert ( NULL != pCurrentObject );
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// Break, if no faces are stored in object
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if (pCurrentObject->m_Faces.empty())
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return;
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// Get current mesh
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ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
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if ( NULL == pObjMesh )
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return;
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// Copy vertices of this mesh instance
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pMesh->mNumVertices = (unsigned int)pModel->m_Vertices.size();
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pMesh->mNumVertices = (unsigned int) pObjMesh->m_uiNumIndices;
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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for ( size_t index=0; index < pModel->m_Vertices.size(); index++ )
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{
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pMesh->mVertices[ index ] = *pModel->m_Vertices[ index ];
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}
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// Copy normals for this mesh
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// Allocate buffer for normal vectors
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if ( !pModel->m_Normals.empty() )
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pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
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// Allocate buffer for texture coordinates
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if ( !pModel->m_TextureCoord.empty() )
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{
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pMesh->mNormals = new aiVector3D[pModel->m_Normals.size()];
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for ( size_t index = 0; index < pModel->m_Normals.size(); index++ )
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{
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pMesh->mNormals[ index ] = *pModel->m_Normals[ index ];
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}
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for ( size_t i=0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++)
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pMesh->mTextureCoords[ i ] = new aiVector3D[ pModel->m_TextureCoord.size() ];
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}
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if (!pModel->m_TextureCoord.empty())
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// Copy vertices, normals and textures into aiMesh instance
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unsigned int newIndex = 0;
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for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ )
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{
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pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pModel->m_TextureCoord.size() ];
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// get destination face
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aiFace *pDestFace = &pMesh->mFaces[ index ];
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
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// get source face
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ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
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// Copy all index arrays
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for ( size_t vertexIndex = 0; vertexIndex < pSourceFace->m_pVertices->size(); vertexIndex++ )
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{
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if( pMesh->HasTextureCoords( e ))
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unsigned int vertex = pSourceFace->m_pVertices->at( vertexIndex );
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assert ( vertex < pModel->m_Vertices.size() );
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pMesh->mVertices[ newIndex ] = *pModel->m_Vertices[ vertex ];
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if ( !pModel->m_Normals.empty() )
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{
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for (unsigned int index = 0; index < pModel->m_TextureCoord.size(); index++ )
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const unsigned int normal = pSourceFace->m_pNormals->at( vertexIndex );
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assert( normal < pModel->m_Normals.size() );
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pMesh->mNormals[ newIndex ] = *pModel->m_Normals[ normal ];
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}
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if ( !pModel->m_TextureCoord.empty() )
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{
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const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex );
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ai_assert ( tex < pModel->m_TextureCoord.size() );
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for ( size_t i=0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++)
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{
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aiVector2D *tex = pModel->m_TextureCoord[ index ];
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pMesh->mTextureCoords[ e ][ index ] = aiVector3D( tex->x, tex->y, 0.0f);
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aiVector2D coord2d = *pModel->m_TextureCoord[ tex ];
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pMesh->mTextureCoords[ i ][ newIndex ] = aiVector3D( coord2d.x, coord2d.y, 0.0 );
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}
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}
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assert( pMesh->mNumVertices > newIndex );
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pDestFace->mIndices[ vertexIndex ] = newIndex;
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newIndex++;
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}
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}
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}
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@ -333,16 +368,20 @@ void ObjFileImporter::createMaterial(const ObjFile::Model* pModel, const ObjFile
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// Store material name
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std::map<std::string, ObjFile::Material*>::const_iterator it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] );
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// No material found, use the default material
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if ( pModel->m_MaterialMap.end() == it)
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continue;
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ObjFile::Material *pCurrentMaterial = (*it).second;
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mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME );
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mat->AddProperty<int>( &pCurrentMaterial->illumination_model, 1, AI_MATKEY_SHADING_MODEL);
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// Adding material colors
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mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT);
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mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR);
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mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS);
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mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT );
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mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
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mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR );
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mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS );
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// Adding textures
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if ( 0 != pCurrentMaterial->texture.length )
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@ -352,6 +391,9 @@ void ObjFileImporter::createMaterial(const ObjFile::Model* pModel, const ObjFile
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pScene->mMaterials[ pScene->mNumMaterials ] = mat;
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pScene->mNumMaterials++;
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}
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// Test number of created materials.
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ai_assert( pScene->mNumMaterials == numMaterials );
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}
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// ------------------------------------------------------------------------------------------------
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@ -96,11 +96,11 @@ private:
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//! \brief Creates topology data like faces and meshes for the geometry.
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void createTopology(const ObjFile::Model* pModel, const ObjFile::Object* pData,
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aiMesh* pMesh);
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unsigned int uiMeshIndex, aiMesh* pMesh);
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//! \brief Creates vertices from model.
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void createVertexArray(const ObjFile::Model* pModel,
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const ObjFile::Object* pCurrentObject, aiMesh* pMesh);
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void createVertexArray(const ObjFile::Model* pModel, const ObjFile::Object* pCurrentObject,
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unsigned int uiMeshIndex, aiMesh* pMesh);
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//! \brief Object counter helper method.
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void countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes);
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@ -112,6 +112,9 @@ private:
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//! \brief Appends a child node to a parentnode and updates the datastructures.
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void appendChildToParentNode(aiNode *pParent, aiNode *pChild);
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//! \brief
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void createAnimations();
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private:
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//! Data buffer
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std::vector<char> m_Buffer;
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@ -71,11 +71,13 @@ void ObjFileParser::parseFile()
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else if (*m_DataIt == 't')
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{
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// Read in texture coordinate (2D)
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++m_DataIt;
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getVector2(m_pModel->m_TextureCoord);
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}
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else if (*m_DataIt == 'n')
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{
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// Read in normal vector definition
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++m_DataIt;
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getVector3(m_pModel->m_Normals);
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}
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}
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@ -286,7 +288,7 @@ void ObjFileParser::getFace()
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face->m_pMaterial = m_pModel->m_pDefaultMaterial;
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// Create a default object, if nothing there
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if (NULL == m_pModel->m_pCurrent)
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if ( NULL == m_pModel->m_pCurrent )
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createObject("defaultobject");
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// Store the new instance
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@ -299,6 +301,8 @@ void ObjFileParser::getFace()
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m_pModel->m_Meshes.push_back( m_pModel->m_pCurrentMesh );
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}
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m_pModel->m_pCurrentMesh->m_Faces.push_back( face );
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if ( !face->m_pVertices->empty() )
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m_pModel->m_pCurrentMesh->m_uiNumIndices += face->m_pVertices->size();
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// Skip the rest of the line
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m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
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@ -338,6 +342,7 @@ void ObjFileParser::getMaterialDesc()
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// Create a new mesh for a new material
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m_pModel->m_pCurrentMesh = new ObjFile::Mesh();
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m_pModel->m_Meshes.push_back( m_pModel->m_pCurrentMesh );
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m_pModel->m_pCurrentMesh->m_uiMaterialIndex = getMaterialIndex( strName );
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}
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// Skip rest of line
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@ -387,24 +392,23 @@ void ObjFileParser::getMaterialLib()
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// Extract the extention
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std::string strExt("");
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extractExtension(strMatName, strExt);
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std::string mat = "mtl";
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extractExtension( strMatName, strExt );
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static const std::string mat = "mtl";
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// Load the material library
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DefaultIOSystem FileSystem;
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IOStream *pFile = FileSystem.Open(absName);
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if (0L != pFile)
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{
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// Import material library data from file
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size_t size = pFile->FileSize();
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std::vector<char> buffer;
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buffer.resize( size );
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size_t read_size = pFile->Read( &buffer[ 0 ], sizeof( char ), size );
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FileSystem.Close( pFile );
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// Importing the material library
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ObjFileMtlImporter mtlImporter( buffer, absName, m_pModel );
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m_pModel->m_MaterialLib.push_back( strMatName );
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}
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// Skip rest of line
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@ -422,7 +426,7 @@ void ObjFileParser::getNewMaterial()
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std::string strMat(pStart, *m_DataIt);
|
||||
while (isSpace(*m_DataIt))
|
||||
m_DataIt++;
|
||||
std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find(strMat);
|
||||
std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( strMat );
|
||||
if (it == m_pModel->m_MaterialMap.end())
|
||||
{
|
||||
// Show a warning, if material was not found
|
||||
|
@ -435,11 +439,29 @@ void ObjFileParser::getNewMaterial()
|
|||
{
|
||||
// Set new material
|
||||
m_pModel->m_pCurrentMaterial = (*it).second;
|
||||
m_pModel->m_pCurrentMesh->m_uiMaterialIndex = getMaterialIndex( strMat );
|
||||
}
|
||||
|
||||
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
int ObjFileParser::getMaterialIndex( const std::string &strMaterialName )
|
||||
{
|
||||
int mat_index = -1;
|
||||
if ( strMaterialName.empty() )
|
||||
return mat_index;
|
||||
for (size_t index = 0; index < m_pModel->m_MaterialLib.size(); ++index)
|
||||
{
|
||||
if ( strMaterialName == m_pModel->m_MaterialLib[ index ])
|
||||
{
|
||||
mat_index = index;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return mat_index;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Getter for a group name.
|
||||
void ObjFileParser::getGroupName()
|
||||
|
|
|
@ -91,6 +91,7 @@ private:
|
|||
void getNewMaterial();
|
||||
void getGroupName();
|
||||
void getGroupNumber();
|
||||
int getMaterialIndex( const std::string &strMaterialName );
|
||||
void getObjectName();
|
||||
void createObject(const std::string &strObjectName);
|
||||
void reportErrorTokenInFace();
|
||||
|
|
|
@ -428,34 +428,43 @@ int CDisplay::AddTextureToDisplayList(unsigned int iType,
|
|||
{
|
||||
case AI_TEXTYPE_DIFFUSE:
|
||||
piTexture = &g_pcAsset->apcMeshes[iMesh]->piDiffuseTexture;
|
||||
szType = "Diffuse";break;
|
||||
szType = "Diffuse";
|
||||
break;
|
||||
case AI_TEXTYPE_SPECULAR:
|
||||
piTexture = &g_pcAsset->apcMeshes[iMesh]->piSpecularTexture;
|
||||
szType = "Specular";break;
|
||||
szType = "Specular";
|
||||
break;
|
||||
case AI_TEXTYPE_AMBIENT:
|
||||
piTexture = &g_pcAsset->apcMeshes[iMesh]->piAmbientTexture;
|
||||
szType = "Ambient";break;
|
||||
szType = "Ambient";
|
||||
break;
|
||||
case AI_TEXTYPE_EMISSIVE:
|
||||
piTexture = &g_pcAsset->apcMeshes[iMesh]->piEmissiveTexture;
|
||||
szType = "Emissive";break;
|
||||
szType = "Emissive";
|
||||
break;
|
||||
case AI_TEXTYPE_HEIGHT:
|
||||
piTexture = &g_pcAsset->apcMeshes[iMesh]->piNormalTexture;
|
||||
szType = "HeightMap";break;
|
||||
szType = "HeightMap";
|
||||
break;
|
||||
case AI_TEXTYPE_NORMALS:
|
||||
piTexture = &g_pcAsset->apcMeshes[iMesh]->piNormalTexture;
|
||||
szType = "NormalMap";break;
|
||||
szType = "NormalMap";
|
||||
break;
|
||||
case AI_TEXTYPE_SHININESS:
|
||||
piTexture = &g_pcAsset->apcMeshes[iMesh]->piShininessTexture;
|
||||
szType = "Shininess";break;
|
||||
szType = "Shininess";
|
||||
break;
|
||||
default: // opacity + opacity | mask
|
||||
piTexture = &g_pcAsset->apcMeshes[iMesh]->piOpacityTexture;
|
||||
szType = "Opacity";break;
|
||||
szType = "Opacity";
|
||||
break;
|
||||
};
|
||||
if (bIsExtraOpacity)
|
||||
{
|
||||
sprintf(chTemp,"%s %i (<copy of diffuse #1>)",szType,iIndex+1);
|
||||
}
|
||||
else sprintf(chTemp,"%s %i (%s)",szType,iIndex+1,sz);
|
||||
else
|
||||
sprintf(chTemp,"%s %i (%s)",szType,iIndex+1,sz);
|
||||
|
||||
TVITEMEX tvi;
|
||||
TVINSERTSTRUCT sNew;
|
||||
|
|
Loading…
Reference in New Issue