FBX exporter - handle multiple vertex color channels (#5695)

Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
pull/5713/head
Kimbatt 2024-08-07 22:43:02 +02:00 committed by GitHub
parent a37d748c17
commit 48c3a0ec46
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1 changed files with 12 additions and 11 deletions

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@ -1217,10 +1217,8 @@ void FBXExporter::WriteObjects ()
} }
// colors, if any // colors, if any
// TODO only one color channel currently for (size_t ci = 0; ci < m->GetNumColorChannels(); ++ci) {
const int32_t colorChannelIndex = 0; FBX::Node vertexcolors("LayerElementColor", int32_t(ci));
if (m->HasVertexColors(colorChannelIndex)) {
FBX::Node vertexcolors("LayerElementColor", int32_t(colorChannelIndex));
vertexcolors.Begin(outstream, binary, indent); vertexcolors.Begin(outstream, binary, indent);
vertexcolors.DumpProperties(outstream, binary, indent); vertexcolors.DumpProperties(outstream, binary, indent);
vertexcolors.EndProperties(outstream, binary, indent); vertexcolors.EndProperties(outstream, binary, indent);
@ -1230,7 +1228,7 @@ void FBXExporter::WriteObjects ()
"Version", int32_t(101), outstream, binary, indent "Version", int32_t(101), outstream, binary, indent
); );
char layerName[8]; char layerName[8];
snprintf(layerName, sizeof(layerName), "COLOR_%d", colorChannelIndex); snprintf(layerName, sizeof(layerName), "COLOR_%d", int32_t(ci));
FBX::Node::WritePropertyNode( FBX::Node::WritePropertyNode(
"Name", (const char*)layerName, outstream, binary, indent "Name", (const char*)layerName, outstream, binary, indent
); );
@ -1247,7 +1245,7 @@ void FBXExporter::WriteObjects ()
for (size_t fi = 0; fi < m->mNumFaces; ++fi) { for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
const aiFace &f = m->mFaces[fi]; const aiFace &f = m->mFaces[fi];
for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) { for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
const aiColor4D &c = m->mColors[colorChannelIndex][f.mIndices[pvi]]; const aiColor4D &c = m->mColors[ci][f.mIndices[pvi]];
color_data.push_back(c.r); color_data.push_back(c.r);
color_data.push_back(c.g); color_data.push_back(c.g);
color_data.push_back(c.b); color_data.push_back(c.b);
@ -1354,11 +1352,14 @@ void FBXExporter::WriteObjects ()
le.AddChild("Type", "LayerElementNormal"); le.AddChild("Type", "LayerElementNormal");
le.AddChild("TypedIndex", int32_t(0)); le.AddChild("TypedIndex", int32_t(0));
layer.AddChild(le); layer.AddChild(le);
// TODO only 1 color channel currently
for (size_t ci = 0; ci < m->GetNumColorChannels(); ++ci) {
le = FBX::Node("LayerElement"); le = FBX::Node("LayerElement");
le.AddChild("Type", "LayerElementColor"); le.AddChild("Type", "LayerElementColor");
le.AddChild("TypedIndex", int32_t(0)); le.AddChild("TypedIndex", int32_t(ci));
layer.AddChild(le); layer.AddChild(le);
}
le = FBX::Node("LayerElement"); le = FBX::Node("LayerElement");
le.AddChild("Type", "LayerElementMaterial"); le.AddChild("Type", "LayerElementMaterial");
le.AddChild("TypedIndex", int32_t(0)); le.AddChild("TypedIndex", int32_t(0));