Improving ColladaExporter to add shading model, bump mapping, transparent & refraction properties
parent
78389e2e86
commit
3317f667e5
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@ -191,10 +191,11 @@ void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial*
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pSrcMat->GetTexture( pTexture, 0, &texfile, NULL, &uvChannel);
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pSrcMat->GetTexture( pTexture, 0, &texfile, NULL, &uvChannel);
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poSurface.texture = texfile.C_Str();
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poSurface.texture = texfile.C_Str();
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poSurface.channel = uvChannel;
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poSurface.channel = uvChannel;
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poSurface.exist = true;
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} else
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} else
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{
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{
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if( pKey )
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if( pKey )
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pSrcMat->Get( pKey, pType, pIndex, poSurface.color);
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poSurface.exist = pSrcMat->Get( pKey, pType, pIndex, poSurface.color) == aiReturn_SUCCESS;
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}
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}
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}
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}
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@ -224,6 +225,7 @@ void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::strin
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// Writes a color-or-texture entry into an effect definition
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// Writes a color-or-texture entry into an effect definition
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void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName)
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void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName)
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{
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{
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if(pSurface.exist) {
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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PushTag();
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if( pSurface.texture.empty() )
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if( pSurface.texture.empty() )
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@ -235,6 +237,7 @@ void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std
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}
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}
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PopTag();
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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@ -266,6 +269,19 @@ void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Writes a scalar property
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void ColladaExporter::WriteFloatEntry( const Property& pProperty, const std::string& pTypeName)
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{
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if(pProperty.exist) {
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mOutput << startstr << "<" << pTypeName << ">" << endstr;
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PushTag();
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mOutput << startstr << "<float sid=\"" << pTypeName << "\">" << pProperty.value << "</float>" << endstr;
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PopTag();
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mOutput << startstr << "</" << pTypeName << ">" << endstr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Writes the material setup
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// Writes the material setup
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void ColladaExporter::WriteMaterials()
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void ColladaExporter::WriteMaterials()
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@ -293,6 +309,20 @@ void ColladaExporter::WriteMaterials()
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if( !isalnum( *it) )
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if( !isalnum( *it) )
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*it = '_';
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*it = '_';
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aiShadingMode shading;
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materials[a].shading_model = "phong";
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if(mat->Get( AI_MATKEY_SHADING_MODEL, shading) == aiReturn_SUCCESS) {
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if(shading == aiShadingMode_Phong) {
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materials[a].shading_model = "phong";
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} else if(shading == aiShadingMode_Blinn) {
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materials[a].shading_model = "blinn";
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} else if(shading == aiShadingMode_NoShading) {
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materials[a].shading_model = "constant";
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} else if(shading == aiShadingMode_Gouraud) {
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materials[a].shading_model = "lambert";
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}
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}
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ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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if( !materials[a].ambient.texture.empty() ) numTextures++;
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if( !materials[a].ambient.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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@ -303,10 +333,15 @@ void ColladaExporter::WriteMaterials()
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if( !materials[a].emissive.texture.empty() ) numTextures++;
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if( !materials[a].emissive.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
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ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
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if( !materials[a].reflective.texture.empty() ) numTextures++;
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if( !materials[a].reflective.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].transparent, mat, aiTextureType_OPACITY, AI_MATKEY_COLOR_TRANSPARENT);
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if( !materials[a].transparent.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
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ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
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if( !materials[a].normal.texture.empty() ) numTextures++;
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if( !materials[a].normal.texture.empty() ) numTextures++;
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mat->Get( AI_MATKEY_SHININESS, materials[a].shininess);
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materials[a].shininess.exist = mat->Get( AI_MATKEY_SHININESS, materials[a].shininess.value) == aiReturn_SUCCESS;
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materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) == aiReturn_SUCCESS;
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materials[a].transparency.value = 1 - materials[a].transparency.value;
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materials[a].index_refraction.exist = mat->Get( AI_MATKEY_REFRACTI, materials[a].index_refraction.value) == aiReturn_SUCCESS;
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}
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}
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// output textures if present
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// output textures if present
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@ -322,6 +357,7 @@ void ColladaExporter::WriteMaterials()
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WriteImageEntry( mat.specular, mat.name + "-specular-image");
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WriteImageEntry( mat.specular, mat.name + "-specular-image");
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WriteImageEntry( mat.emissive, mat.name + "-emission-image");
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WriteImageEntry( mat.emissive, mat.name + "-emission-image");
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WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
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WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
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WriteImageEntry( mat.transparent, mat.name + "-transparent-image");
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WriteImageEntry( mat.normal, mat.name + "-normal-image");
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WriteImageEntry( mat.normal, mat.name + "-normal-image");
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}
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}
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PopTag();
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PopTag();
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@ -348,32 +384,30 @@ void ColladaExporter::WriteMaterials()
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WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
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WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
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WriteTextureParamEntry( mat.specular, "specular", mat.name);
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WriteTextureParamEntry( mat.specular, "specular", mat.name);
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WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
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WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
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WriteTextureParamEntry( mat.transparent, "transparent", mat.name);
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WriteTextureParamEntry( mat.normal, "normal", mat.name);
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mOutput << startstr << "<technique sid=\"standard\">" << endstr;
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mOutput << startstr << "<technique sid=\"standard\">" << endstr;
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PushTag();
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PushTag();
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mOutput << startstr << "<phong>" << endstr;
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mOutput << startstr << "<" << mat.shading_model << ">" << endstr;
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PushTag();
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PushTag();
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WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emission-sampler");
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WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emission-sampler");
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WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
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WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
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WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
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WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
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WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
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WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
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WriteFloatEntry(mat.shininess, "shininess");
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mOutput << startstr << "<shininess>" << endstr;
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PushTag();
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mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr;
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PopTag();
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mOutput << startstr << "</shininess>" << endstr;
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WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
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WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
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WriteTextureColorEntry( mat.transparent, "transparent", mat.name + "-transparent-sampler");
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WriteFloatEntry(mat.transparency, "transparency");
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WriteFloatEntry(mat.index_refraction, "index_of_refraction");
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// deactivated because the Collada spec PHONG model does not allow other textures.
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if(! mat.normal.texture.empty()) {
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// if( !mat.normal.texture.empty() )
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WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
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// WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
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}
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PopTag();
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PopTag();
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mOutput << startstr << "</phong>" << endstr;
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mOutput << startstr << "</" << mat.shading_model << ">" << endstr;
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PopTag();
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PopTag();
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mOutput << startstr << "</technique>" << endstr;
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mOutput << startstr << "</technique>" << endstr;
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PopTag();
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PopTag();
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@ -112,20 +112,29 @@ protected:
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// pair of color and texture - texture precedences color
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// pair of color and texture - texture precedences color
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struct Surface
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struct Surface
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{
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{
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bool exist;
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aiColor4D color;
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aiColor4D color;
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std::string texture;
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std::string texture;
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size_t channel;
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size_t channel;
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Surface() { channel = 0; }
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Surface() { exist = false; channel = 0; }
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};
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struct Property
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{
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bool exist;
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float value;
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Property() { exist = false; }
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};
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};
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// summarize a material in an convinient way.
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// summarize a material in an convinient way.
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struct Material
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struct Material
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{
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{
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std::string name;
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std::string name;
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Surface ambient, diffuse, specular, emissive, reflective, normal;
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std::string shading_model;
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float shininess; /// specular exponent
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Surface ambient, diffuse, specular, emissive, reflective, transparent, normal;
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Property shininess, transparency, index_refraction;
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Material() { shininess = 16.0f; }
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Material() {}
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};
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};
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std::vector<Material> materials;
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std::vector<Material> materials;
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@ -140,6 +149,8 @@ protected:
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void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
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void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
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/// Writes a color-or-texture entry into an effect definition
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/// Writes a color-or-texture entry into an effect definition
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void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
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void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
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/// Writes a scalar property
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void ColladaExporter::WriteFloatEntry( const Property& pProperty, const std::string& pTypeName);
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};
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};
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}
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}
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