FBX exporter - handle multiple vertex color channels (#5695)
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>pull/5713/head
parent
a37d748c17
commit
48c3a0ec46
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@ -1217,10 +1217,8 @@ void FBXExporter::WriteObjects ()
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}
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}
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// colors, if any
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// colors, if any
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// TODO only one color channel currently
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for (size_t ci = 0; ci < m->GetNumColorChannels(); ++ci) {
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const int32_t colorChannelIndex = 0;
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FBX::Node vertexcolors("LayerElementColor", int32_t(ci));
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if (m->HasVertexColors(colorChannelIndex)) {
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FBX::Node vertexcolors("LayerElementColor", int32_t(colorChannelIndex));
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vertexcolors.Begin(outstream, binary, indent);
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vertexcolors.Begin(outstream, binary, indent);
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vertexcolors.DumpProperties(outstream, binary, indent);
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vertexcolors.DumpProperties(outstream, binary, indent);
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vertexcolors.EndProperties(outstream, binary, indent);
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vertexcolors.EndProperties(outstream, binary, indent);
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@ -1230,7 +1228,7 @@ void FBXExporter::WriteObjects ()
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"Version", int32_t(101), outstream, binary, indent
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"Version", int32_t(101), outstream, binary, indent
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);
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);
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char layerName[8];
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char layerName[8];
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snprintf(layerName, sizeof(layerName), "COLOR_%d", colorChannelIndex);
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snprintf(layerName, sizeof(layerName), "COLOR_%d", int32_t(ci));
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FBX::Node::WritePropertyNode(
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FBX::Node::WritePropertyNode(
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"Name", (const char*)layerName, outstream, binary, indent
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"Name", (const char*)layerName, outstream, binary, indent
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);
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);
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@ -1247,7 +1245,7 @@ void FBXExporter::WriteObjects ()
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for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
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for (size_t fi = 0; fi < m->mNumFaces; ++fi) {
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const aiFace &f = m->mFaces[fi];
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const aiFace &f = m->mFaces[fi];
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for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
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for (size_t pvi = 0; pvi < f.mNumIndices; ++pvi) {
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const aiColor4D &c = m->mColors[colorChannelIndex][f.mIndices[pvi]];
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const aiColor4D &c = m->mColors[ci][f.mIndices[pvi]];
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color_data.push_back(c.r);
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color_data.push_back(c.r);
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color_data.push_back(c.g);
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color_data.push_back(c.g);
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color_data.push_back(c.b);
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color_data.push_back(c.b);
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@ -1354,11 +1352,14 @@ void FBXExporter::WriteObjects ()
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le.AddChild("Type", "LayerElementNormal");
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le.AddChild("Type", "LayerElementNormal");
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le.AddChild("TypedIndex", int32_t(0));
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le.AddChild("TypedIndex", int32_t(0));
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layer.AddChild(le);
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layer.AddChild(le);
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// TODO only 1 color channel currently
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le = FBX::Node("LayerElement");
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for (size_t ci = 0; ci < m->GetNumColorChannels(); ++ci) {
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le.AddChild("Type", "LayerElementColor");
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le = FBX::Node("LayerElement");
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le.AddChild("TypedIndex", int32_t(0));
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le.AddChild("Type", "LayerElementColor");
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layer.AddChild(le);
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le.AddChild("TypedIndex", int32_t(ci));
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layer.AddChild(le);
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}
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le = FBX::Node("LayerElement");
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le = FBX::Node("LayerElement");
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le.AddChild("Type", "LayerElementMaterial");
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le.AddChild("Type", "LayerElementMaterial");
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le.AddChild("TypedIndex", int32_t(0));
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le.AddChild("TypedIndex", int32_t(0));
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