Read embedded textures from Collada ZAE
parent
ddd1e770b9
commit
2a72c9b616
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@ -580,15 +580,11 @@ struct Image
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{
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std::string mFileName;
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/** If image file name is zero, embedded image data
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*/
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/** Embedded image data */
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std::vector<uint8_t> mImageData;
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/** If image file name is zero, file format of
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* embedded image data.
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*/
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/** File format hint ofembedded image data */
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std::string mEmbeddedFormat;
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};
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/** An animation channel. */
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@ -235,6 +235,9 @@ void ColladaLoader::InternReadFile(const std::string& pFile, aiScene* pScene, IO
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// store all materials
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StoreSceneMaterials(pScene);
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// store all textures
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StoreSceneTextures(pScene);
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// store all lights
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StoreSceneLights(pScene);
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@ -927,8 +930,7 @@ void ColladaLoader::StoreSceneLights(aiScene* pScene)
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void ColladaLoader::StoreSceneTextures(aiScene* pScene)
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{
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pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
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if (mTextures.size() > 0)
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{
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if (mTextures.size() > 0) {
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pScene->mTextures = new aiTexture*[mTextures.size()];
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std::copy(mTextures.begin(), mTextures.end(), pScene->mTextures);
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mTextures.clear();
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@ -1728,7 +1730,7 @@ void ColladaLoader::BuildMaterials(ColladaParser& pParser, aiScene* /*pScene*/)
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mat->AddProperty(&colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
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const ai_real specExp = 5.0;
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mat->AddProperty(&specExp, 1, AI_MATKEY_SHININESS);
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}
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}
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#endif
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}
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@ -1766,14 +1768,19 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParse
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}
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// if this is an embedded texture image setup an aiTexture for it
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if (imIt->second.mFileName.empty())
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if (!imIt->second.mImageData.empty())
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{
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if (imIt->second.mImageData.empty()) {
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throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
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}
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aiTexture* tex = new aiTexture();
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// Store embedded texture name reference
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tex->mFilename.Set(imIt->second.mFileName.c_str());
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result.Set(imIt->second.mFileName);
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// result.data[0] = '*';
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// result.length = 1 + ASSIMP_itoa10(result.data + 1, static_cast<unsigned int>(MAXLEN - 1), static_cast<int32_t>(mTextures.size()));
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// setup format hint
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if (imIt->second.mEmbeddedFormat.length() > 3) {
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ASSIMP_LOG_WARN("Collada: texture format hint is too long, truncating to 3 characters");
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@ -1786,20 +1793,15 @@ aiString ColladaLoader::FindFilenameForEffectTexture(const ColladaParser& pParse
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tex->pcData = (aiTexel*)new char[tex->mWidth];
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memcpy(tex->pcData, &imIt->second.mImageData[0], tex->mWidth);
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// TODO: check the possibility of using the flag "AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING"
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// In FBX files textures are now stored internally by Assimp with their filename included
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// Now Assimp can lookup through the loaded textures after all data is processed
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// We need to load all textures before referencing them, as FBX file format order may reference a texture before loading it
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// This may occur on this case too, it has to be studied
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// setup texture reference string
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result.data[0] = '*';
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result.length = 1 + ASSIMP_itoa10(result.data + 1, static_cast<unsigned int>(MAXLEN - 1), static_cast<int32_t>(mTextures.size()));
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// and add this texture to the list
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mTextures.push_back(tex);
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}
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else
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{
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if (imIt->second.mFileName.empty()) {
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throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
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}
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result.Set(imIt->second.mFileName);
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ConvertPath(result);
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}
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@ -100,14 +100,14 @@ protected:
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/** Return importer meta information.
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* See #BaseImporter::GetInfo for the details
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*/
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const aiImporterDesc* GetInfo () const;
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const aiImporterDesc* GetInfo () const override;
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void SetupProperties(const Importer* pImp);
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void SetupProperties(const Importer* pImp) override;
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/** Imports the given file into the given scene structure.
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* See BaseImporter::InternReadFile() for details
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*/
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
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void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) override;
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/** Recursively constructs a scene node for the given parser node and returns it. */
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aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode);
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@ -132,7 +132,7 @@ ColladaParser::ColladaParser(IOSystem* pIOHandler, const std::string& pFile)
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// read embedded textures
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if (zip_archive && zip_archive->isOpen()) {
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// TODO
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ReadEmbeddedTextures(*zip_archive);
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}
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}
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@ -3056,6 +3056,26 @@ void ColladaParser::ReadMaterialVertexInputBinding(Collada::SemanticMappingTable
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}
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}
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void Assimp::ColladaParser::ReadEmbeddedTextures(ZipArchiveIOSystem& zip_archive)
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{
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// Attempt to load any undefined Collada::Image in ImageLibrary
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for (ImageLibrary::iterator it = mImageLibrary.begin(); it != mImageLibrary.end(); ++it) {
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Collada::Image &image = (*it).second;
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if (image.mImageData.empty()) {
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std::unique_ptr<IOStream> image_file(zip_archive.Open(image.mFileName.c_str()));
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if (image_file) {
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image.mImageData.resize(image_file->FileSize());
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image_file->Read(image.mImageData.data(), image_file->FileSize(), 1);
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image.mEmbeddedFormat = BaseImporter::GetExtension(image.mFileName);
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if (image.mEmbeddedFormat == "jpeg") {
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image.mEmbeddedFormat = "jpg";
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}
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Reads a mesh reference in a node and adds it to the node's mesh list
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void ColladaParser::ReadNodeGeometry(Node* pNode)
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@ -239,6 +239,9 @@ namespace Assimp
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// Processes bind_vertex_input and bind elements
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void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
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/** Reads embedded textures from a ZAE archive*/
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void ReadEmbeddedTextures(ZipArchiveIOSystem &zip_archive);
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protected:
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/** Aborts the file reading with an exception */
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AI_WONT_RETURN void ThrowException( const std::string& pError) const AI_WONT_RETURN_SUFFIX;
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