adding support to store all the layered textures
parent
644557c6d6
commit
27f81884f9
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@ -1916,57 +1916,92 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu
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return;
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}
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const Texture* const tex = ( *it ).second->getTexture();
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int texCount = (*it).second->textureCount();
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// Set the blend mode for layered textures
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int blendmode= (*it).second->GetBlendMode();
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out_mat->AddProperty(&blendmode,1,_AI_MATKEY_TEXOP_BASE,target,0);
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aiString path;
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path.Set( tex->RelativeFilename() );
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for(int texIndex = 0; texIndex < texCount; texIndex++){
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const Texture* const tex = ( *it ).second->getTexture(texIndex);
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );
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aiString path;
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path.Set( tex->RelativeFilename() );
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aiUVTransform uvTrafo;
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// XXX handle all kinds of UV transformations
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uvTrafo.mScaling = tex->UVScaling();
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uvTrafo.mTranslation = tex->UVTranslation();
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out_mat->AddProperty( &uvTrafo, 1, _AI_MATKEY_UVTRANSFORM_BASE, target, 0 );
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, texIndex );
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const PropertyTable& props = tex->Props();
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aiUVTransform uvTrafo;
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// XXX handle all kinds of UV transformations
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uvTrafo.mScaling = tex->UVScaling();
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uvTrafo.mTranslation = tex->UVTranslation();
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out_mat->AddProperty( &uvTrafo, 1, _AI_MATKEY_UVTRANSFORM_BASE, target, texIndex );
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int uvIndex = 0;
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const PropertyTable& props = tex->Props();
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bool ok;
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const std::string& uvSet = PropertyGet<std::string>( props, "UVSet", ok );
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if ( ok ) {
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// "default" is the name which usually appears in the FbxFileTexture template
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if ( uvSet != "default" && uvSet.length() ) {
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// this is a bit awkward - we need to find a mesh that uses this
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// material and scan its UV channels for the given UV name because
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// assimp references UV channels by index, not by name.
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int uvIndex = 0;
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// XXX: the case that UV channels may appear in different orders
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// in meshes is unhandled. A possible solution would be to sort
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// the UV channels alphabetically, but this would have the side
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// effect that the primary (first) UV channel would sometimes
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// be moved, causing trouble when users read only the first
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// UV channel and ignore UV channel assignments altogether.
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bool ok;
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const std::string& uvSet = PropertyGet<std::string>( props, "UVSet", ok );
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if ( ok ) {
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// "default" is the name which usually appears in the FbxFileTexture template
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if ( uvSet != "default" && uvSet.length() ) {
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// this is a bit awkward - we need to find a mesh that uses this
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// material and scan its UV channels for the given UV name because
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// assimp references UV channels by index, not by name.
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const unsigned int matIndex = static_cast<unsigned int>( std::distance( materials.begin(),
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std::find( materials.begin(), materials.end(), out_mat )
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) );
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// XXX: the case that UV channels may appear in different orders
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// in meshes is unhandled. A possible solution would be to sort
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// the UV channels alphabetically, but this would have the side
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// effect that the primary (first) UV channel would sometimes
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// be moved, causing trouble when users read only the first
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// UV channel and ignore UV channel assignments altogether.
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uvIndex = -1;
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if ( !mesh )
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{
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for( const MeshMap::value_type& v : meshes_converted ) {
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> ( v.first );
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if ( !mesh ) {
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continue;
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const unsigned int matIndex = static_cast<unsigned int>( std::distance( materials.begin(),
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std::find( materials.begin(), materials.end(), out_mat )
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) );
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uvIndex = -1;
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if ( !mesh )
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{
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for( const MeshMap::value_type& v : meshes_converted ) {
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> ( v.first );
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if ( !mesh ) {
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continue;
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}
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const MatIndexArray& mats = mesh->GetMaterialIndices();
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if ( std::find( mats.begin(), mats.end(), matIndex ) == mats.end() ) {
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continue;
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}
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int index = -1;
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for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i ) {
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if ( mesh->GetTextureCoords( i ).empty() ) {
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break;
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}
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const std::string& name = mesh->GetTextureCoordChannelName( i );
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if ( name == uvSet ) {
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index = static_cast<int>( i );
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break;
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}
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}
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if ( index == -1 ) {
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FBXImporter::LogWarn( "did not find UV channel named " + uvSet + " in a mesh using this material" );
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continue;
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}
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if ( uvIndex == -1 ) {
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uvIndex = index;
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}
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else {
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FBXImporter::LogWarn( "the UV channel named " + uvSet +
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" appears at different positions in meshes, results will be wrong" );
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}
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}
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const MatIndexArray& mats = mesh->GetMaterialIndices();
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if ( std::find( mats.begin(), mats.end(), matIndex ) == mats.end() ) {
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continue;
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}
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}
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else
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{
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int index = -1;
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for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i ) {
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if ( mesh->GetTextureCoords( i ).empty() ) {
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@ -1980,48 +2015,22 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu
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}
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if ( index == -1 ) {
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FBXImporter::LogWarn( "did not find UV channel named " + uvSet + " in a mesh using this material" );
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continue;
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}
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if ( uvIndex == -1 ) {
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uvIndex = index;
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}
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else {
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FBXImporter::LogWarn( "the UV channel named " + uvSet +
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" appears at different positions in meshes, results will be wrong" );
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}
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}
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}
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else
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{
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int index = -1;
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for ( unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i ) {
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if ( mesh->GetTextureCoords( i ).empty() ) {
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break;
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}
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const std::string& name = mesh->GetTextureCoordChannelName( i );
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if ( name == uvSet ) {
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index = static_cast<int>( i );
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break;
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}
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}
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if ( index == -1 ) {
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FBXImporter::LogWarn( "did not find UV channel named " + uvSet + " in a mesh using this material" );
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}
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if ( uvIndex == -1 ) {
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uvIndex = index;
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FBXImporter::LogWarn( "failed to resolve UV channel " + uvSet + ", using first UV channel" );
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uvIndex = 0;
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}
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}
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if ( uvIndex == -1 ) {
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FBXImporter::LogWarn( "failed to resolve UV channel " + uvSet + ", using first UV channel" );
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uvIndex = 0;
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}
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}
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}
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out_mat->AddProperty( &uvIndex, 1, _AI_MATKEY_UVWSRC_BASE, target, 0 );
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out_mat->AddProperty( &uvIndex, 1, _AI_MATKEY_UVWSRC_BASE, target, texIndex );
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}
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}
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void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& textures, const MeshGeometry* const mesh )
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@ -2030,6 +2039,7 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& tex
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TrySetTextureProperties( out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh );
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TrySetTextureProperties( out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE, mesh );
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TrySetTextureProperties( out_mat, textures, "SpecularColor", aiTextureType_SPECULAR, mesh );
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TrySetTextureProperties( out_mat, textures, "SpecularFactor", aiTextureType_SPECULAR, mesh);
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TrySetTextureProperties( out_mat, textures, "TransparentColor", aiTextureType_OPACITY, mesh );
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TrySetTextureProperties( out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION, mesh );
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TrySetTextureProperties( out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh );
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@ -2044,6 +2054,7 @@ void Converter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextureM
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TrySetTextureProperties( out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh );
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TrySetTextureProperties( out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE, mesh );
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TrySetTextureProperties( out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR, mesh );
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TrySetTextureProperties( out_mat, layeredTextures, "SpecularFactor", aiTextureType_SPECULAR, mesh);
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TrySetTextureProperties( out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY, mesh );
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TrySetTextureProperties( out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION, mesh );
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TrySetTextureProperties( out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh );
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@ -594,23 +594,24 @@ public:
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BlendMode_BlendModeCount
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};
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const Texture* getTexture() const
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const Texture* getTexture(int index=0) const
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{
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return texture;
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}
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return textures[index];
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BlendMode GetBlendMode()
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}
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const int textureCount() const {
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return textures.size();
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}
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const BlendMode GetBlendMode() const
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{
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return blendMode;
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}
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float Alpha()
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{
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return alpha;
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}
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private:
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const Texture* texture;
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std::vector<const Texture*> textures;
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BlendMode blendMode;
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float alpha;
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};
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@ -227,7 +227,6 @@ Texture::~Texture()
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LayeredTexture::LayeredTexture(uint64_t id, const Element& element, const Document& /*doc*/, const std::string& name)
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: Object(id,element,name)
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,texture(0)
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,blendMode(BlendMode_Modulate)
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,alpha(1)
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{
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@ -249,7 +248,7 @@ LayeredTexture::LayeredTexture(uint64_t id, const Element& element, const Docume
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LayeredTexture::~LayeredTexture()
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{
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}
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void LayeredTexture::fillTexture(const Document& doc)
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@ -267,7 +266,7 @@ void LayeredTexture::fillTexture(const Document& doc)
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const Texture* const tex = dynamic_cast<const Texture*>(ob);
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texture = tex;
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textures.push_back(tex);
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}
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}
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