Ogre: Importerproperty to set Texture Mode from Filename (bla_n.png -> Normalmap etc.)
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1254 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/merge
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5b462d484b
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29243071fa
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@ -244,6 +244,7 @@ const aiImporterDesc* OgreImporter::GetInfo () const
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void OgreImporter::SetupProperties(const Importer* pImp)
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{
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m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
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m_TextureTypeFromFilename=pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
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}
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@ -93,7 +93,7 @@ private:
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//-------------------------------- OgreMaterial.cpp -------------------------------
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aiMaterial* LoadMaterial(const std::string MaterialName) const;
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static void ReadTechnique(std::stringstream &ss, aiMaterial* NewMaterial);
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void ReadTechnique(std::stringstream &ss, aiMaterial* NewMaterial) const;
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@ -101,6 +101,7 @@ private:
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//Now we don't have to give theses parameters to all functions
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std::string m_CurrentFilename;
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std::string m_MaterialLibFilename;
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bool m_TextureTypeFromFilename;
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IOSystem* m_CurrentIOHandler;
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aiScene *m_CurrentScene;
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SubMesh m_SharedGeometry;///< we will just use the vertexbuffers of the submesh
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@ -276,9 +276,12 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
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return NewMaterial;
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}
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void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial)
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void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial) const
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{
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unsigned int CurrentTextureId=0;
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unsigned int CurrentDiffuseTextureId=0;
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unsigned int CurrentSpecularTextureId=0;
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unsigned int CurrentNormalTextureId=0;
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unsigned int CurrentLightTextureId=0;
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string RestOfLine;
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@ -338,6 +341,11 @@ void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial)
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else if(Line=="texture_unit")
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{
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getline(ss, RestOfLine);//ignore the rest of the line
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std::string TextureName;
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int TextureType=-1;
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int UvSet=0;
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ss >> Line;
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if(Line!="{")
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throw DeadlyImportError("empty texture unit!");
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@ -347,17 +355,39 @@ void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial)
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if(Line=="texture")
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{
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ss >> Line;
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aiString ts(Line.c_str());
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NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, CurrentTextureId));
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TextureName=Line;
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if(m_TextureTypeFromFilename)
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{
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if(Line.find("_n.")!=string::npos)// Normalmap
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{
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TextureType=aiTextureType_NORMALS;
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}
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else if(Line.find("_s.")!=string::npos)// Specularmap
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{
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TextureType=aiTextureType_SPECULAR;
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}
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else if(Line.find("_l.")!=string::npos)// Lightmap
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{
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TextureType=aiTextureType_LIGHTMAP;
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}
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else// colormap
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{
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TextureType=aiTextureType_DIFFUSE;
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}
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}
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else
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{
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TextureType=aiTextureType_DIFFUSE;
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}
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}
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else if(Line=="tex_coord_set")
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{
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int UvSet;
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ss >> UvSet;
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NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentTextureId));
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}
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else if(Line=="colour_op")
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else if(Line=="colour_op")//TODO implement this
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{
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/*
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ss >> Line;
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if("replace"==Line)//I don't think, assimp has something for this...
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{
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@ -367,11 +397,41 @@ void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial)
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//TODO: set value
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//NewMaterial->AddProperty(aiTextureOp_Multiply)
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}
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*/
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}
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}//end of texture unit
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Line="";//clear the } that would end the outer loop
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CurrentTextureId++;//new Id for the next texture
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//give the texture to assimp:
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aiString ts(TextureName.c_str());
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switch(TextureType)
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{
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case aiTextureType_DIFFUSE:
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NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, CurrentDiffuseTextureId));
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NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentDiffuseTextureId));
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CurrentDiffuseTextureId++;
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break;
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case aiTextureType_NORMALS:
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NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, CurrentNormalTextureId));
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NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentNormalTextureId));
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CurrentNormalTextureId++;
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break;
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case aiTextureType_SPECULAR:
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NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, CurrentSpecularTextureId));
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NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentSpecularTextureId));
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CurrentSpecularTextureId++;
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break;
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case aiTextureType_LIGHTMAP:
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NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, CurrentLightTextureId));
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NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentLightTextureId));
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CurrentLightTextureId++;
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break;
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default:
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DefaultLogger::get()->warn("Invalid Texture Type!");
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break;
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}
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}
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}
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Line="";//clear the } that would end the outer loop
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14
doc/dox.h
14
doc/dox.h
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@ -1473,6 +1473,20 @@ can find in scripts/OgreImpoter/Assimp.tlp in the assimp source. If you don't se
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If you want more properties in custom materials, you can easily expand the ogre material loader, it will be just a few lines for each property.
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Just look in OgreImporterMaterial.cpp
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@subsection Importer Properties
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- IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME: Normally, a texture is loaded as a colormap, if no
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target is specified in the
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materialfile. Is this switch is enabled, texture names ending with _n, _l, _s
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are used as normalmaps, lightmaps or specularmaps.
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<br>
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Property type: Bool. Default value: false.
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- IMPORT_OGRE_MATERIAL_FILE: Ogre Meshes contain only the MaterialName, not the MaterialFile.
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If there
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is no material file with the same name as the material, Ogre Importer will
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try to load this file and search the material in it.
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<br>
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Property type: String. Default value: guessed.
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@subsection todo Todo
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- Load colors in custom materials
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- extend custom and normal material loading
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@ -686,6 +686,19 @@ enum aiComponent
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#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE"
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// ---------------------------------------------------------------------------
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/** @brief Ogre Importer detect the texture usage from its filename
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*
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* Normally, a texture is loaded as a colormap, if no target is specified in the
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* materialfile. Is this switch is enabled, texture names ending with _n, _l, _s
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* are used as normalmaps, lightmaps or specularmaps.
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* <br>
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* Property type: Bool. Default value: false.
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*/
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#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
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// ---------------------------------------------------------------------------
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/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
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*
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