adding support to store all the layered textures

pull/983/head
roshan.c 2016-08-15 09:58:53 -07:00
parent 644557c6d6
commit 27f81884f9
3 changed files with 92 additions and 81 deletions

View File

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

View File

@ -594,23 +594,24 @@ public:
BlendMode_BlendModeCount
};
const Texture* getTexture() const
const Texture* getTexture(int index=0) const
{
return texture;
}
return textures[index];
BlendMode GetBlendMode()
}
const int textureCount() const {
return textures.size();
}
const BlendMode GetBlendMode() const
{
return blendMode;
}
float Alpha()
{
return alpha;
}
private:
const Texture* texture;
std::vector<const Texture*> textures;
BlendMode blendMode;
float alpha;
};

View File

@ -227,7 +227,6 @@ Texture::~Texture()
LayeredTexture::LayeredTexture(uint64_t id, const Element& element, const Document& /*doc*/, const std::string& name)
: Object(id,element,name)
,texture(0)
,blendMode(BlendMode_Modulate)
,alpha(1)
{
@ -249,7 +248,7 @@ LayeredTexture::LayeredTexture(uint64_t id, const Element& element, const Docume
LayeredTexture::~LayeredTexture()
{
}
void LayeredTexture::fillTexture(const Document& doc)
@ -267,7 +266,7 @@ void LayeredTexture::fillTexture(const Document& doc)
const Texture* const tex = dynamic_cast<const Texture*>(ob);
texture = tex;
textures.push_back(tex);
}
}