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

@ -1916,18 +1916,26 @@ 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);
for(int texIndex = 0; texIndex < texCount; texIndex++){
const Texture* const tex = ( *it ).second->getTexture(texIndex);
aiString path;
path.Set( tex->RelativeFilename() );
out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );
out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, texIndex );
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( &uvTrafo, 1, _AI_MATKEY_UVTRANSFORM_BASE, target, texIndex );
const PropertyTable& props = tex->Props();
@ -2021,7 +2029,8 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu
}
}
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 );

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@ -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)
{
@ -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);
}
}