Fixing bugs related to 64-bit upgrade in materials

pull/949/head
Chris Russ 2016-07-17 09:49:28 +10:00
parent cc16d4a0db
commit 63a4591683
10 changed files with 90 additions and 52 deletions

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@ -365,7 +365,7 @@ void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type
aiTextureMapMode map_mode[2] = {
aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
};
float blend = 1.0f;
ai_real blend = 1.0;
if (mat.GetTexture(type, 0, &path, NULL, NULL, &blend, NULL, map_mode) != AI_SUCCESS || !path.length) {
return;
}
@ -560,6 +560,12 @@ void Discreet3DSExporter::WritePercentChunk(float f) {
writer.PutF4(f);
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WritePercentChunk(double f) {
ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTD);
writer.PutF8(f);
}
#endif // ASSIMP_BUILD_NO_3DS_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT

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@ -80,6 +80,7 @@ private:
void WriteString(const aiString& s);
void WriteColor(const aiColor3D& color);
void WritePercentChunk(float f);
void WritePercentChunk(double f);
private:

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@ -129,6 +129,7 @@ public:
CHUNK_PERCENTW = 0x0030, // int2 percentage
CHUNK_PERCENTF = 0x0031, // float4 percentage
CHUNK_PERCENTD = 0x0032, // float8 percentage
// ********************************************************************
// Prj master chunk

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@ -1270,6 +1270,11 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
break;
case Discreet3DS::CHUNK_PERCENTD:
// Manually parse the blend factor
pcOut->mTextureBlend = stream->GetF8();
break;
case Discreet3DS::CHUNK_PERCENTF:
// Manually parse the blend factor
pcOut->mTextureBlend = stream->GetF4();

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@ -93,7 +93,7 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
float* pOut,
ai_real* pOut,
unsigned int* pMax)
{
ai_assert (pOut != NULL);
@ -105,7 +105,7 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
return AI_FAILURE;
}
// data is given in floats, simply copy it
// data is given in floats, convert to ai_real
unsigned int iWrite = 0;
if( aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
iWrite = prop->mDataLength / sizeof(float);
@ -113,7 +113,20 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
iWrite = std::min(*pMax,iWrite); ;
}
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = static_cast<float> ( reinterpret_cast<float*>(prop->mData)[a] );
pOut[a] = static_cast<ai_real> ( reinterpret_cast<float*>(prop->mData)[a] );
}
if (pMax) {
*pMax = iWrite;
}
}
// data is given in doubles, convert to float
else if( aiPTI_Double == prop->mType) {
iWrite = prop->mDataLength / sizeof(double);
if (pMax) {
iWrite = std::min(*pMax,iWrite); ;
}
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = static_cast<ai_real> ( reinterpret_cast<double*>(prop->mData)[a] );
}
if (pMax) {
*pMax = iWrite;
@ -126,7 +139,7 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
iWrite = std::min(*pMax,iWrite); ;
}
for (unsigned int a = 0; a < iWrite;++a) {
pOut[a] = static_cast<float> ( reinterpret_cast<int32_t*>(prop->mData)[a] );
pOut[a] = static_cast<ai_real> ( reinterpret_cast<int32_t*>(prop->mData)[a] );
}
if (pMax) {
*pMax = iWrite;
@ -141,7 +154,7 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
const char* cur = prop->mData+4;
ai_assert(prop->mDataLength>=5 && !prop->mData[prop->mDataLength-1]);
for (unsigned int a = 0; ;++a) {
cur = fast_atoreal_move<float>(cur,pOut[a]);
cur = fast_atoreal_move<ai_real>(cur,pOut[a]);
if(a==iWrite-1) {
break;
}
@ -241,11 +254,11 @@ aiReturn aiGetMaterialColor(const aiMaterial* pMat,
aiColor4D* pOut)
{
unsigned int iMax = 4;
const aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(float*)pOut,&iMax);
const aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
// if no alpha channel is defined: set it to 1.0
if (3 == iMax) {
pOut->a = 1.0f;
pOut->a = 1.0;
}
return eRet;
@ -260,7 +273,7 @@ aiReturn aiGetMaterialUVTransform(const aiMaterial* pMat,
aiUVTransform* pOut)
{
unsigned int iMax = 4;
return aiGetMaterialFloatArray(pMat,pKey,type,index,(float*)pOut,&iMax);
return aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
}
// ------------------------------------------------------------------------------------------------
@ -326,7 +339,7 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
C_STRUCT aiString* path,
aiTextureMapping* _mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
ai_real* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/,
unsigned int* flags /*= NULL*/

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@ -719,7 +719,7 @@ void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
}
// make some more specific tests
float fTemp;
ai_real fTemp;
int iShading;
if (AI_SUCCESS == aiGetMaterialInteger( pMaterial,AI_MATKEY_SHADING_MODEL,&iShading)) {
switch ((aiShadingMode)iShading)
@ -741,7 +741,7 @@ void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
};
}
if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01f)) {
if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) {
ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)");
}

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@ -669,7 +669,7 @@ public:
unsigned int idx, int* pOut, unsigned int* pMax) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, float* pOut, unsigned int* pMax) const;
unsigned int idx, ai_real* pOut, unsigned int* pMax) const;
// -------------------------------------------------------------------
/** @brief Retrieve a Type value with a specific key
@ -690,7 +690,7 @@ public:
unsigned int idx, int& pOut) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, float& pOut) const;
unsigned int idx, ai_real& pOut) const;
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, aiString& pOut) const;
@ -747,7 +747,7 @@ public:
C_STRUCT aiString* path,
aiTextureMapping* mapping = NULL,
unsigned int* uvindex = NULL,
float* blend = NULL,
ai_real* blend = NULL,
aiTextureOp* op = NULL,
aiTextureMapMode* mapmode = NULL) const;
@ -1329,9 +1329,9 @@ extern "C" {
* structure or NULL if the key has not been found. */
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
const C_STRUCT aiMaterial* pMat,
const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int type,
unsigned int index,
const C_STRUCT aiMaterialProperty** pPropOut);
@ -1366,7 +1366,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
const char* pKey,
unsigned int type,
unsigned int index,
float* pOut,
ai_real* pOut,
unsigned int* pMax);
@ -1395,7 +1395,7 @@ inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
float* pOut)
ai_real* pOut)
{
return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
}
@ -1432,7 +1432,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial*
inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
unsigned int index,
int* pOut)
{
return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
@ -1537,7 +1537,7 @@ ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
aiString* path,
aiTextureMapping* mapping = NULL,
unsigned int* uvindex = NULL,
float* blend = NULL,
ai_real* blend = NULL,
aiTextureOp* op = NULL,
aiTextureMapMode* mapmode = NULL,
unsigned int* flags = NULL);
@ -1548,7 +1548,7 @@ C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
C_STRUCT aiString* path,
C_ENUM aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
ai_real* blend /*= NULL*/,
C_ENUM aiTextureOp* op /*= NULL*/,
C_ENUM aiTextureMapMode* mapmode /*= NULL*/,
unsigned int* flags /*= NULL*/);

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@ -55,7 +55,7 @@ inline aiReturn aiMaterial::GetTexture( aiTextureType type,
C_STRUCT aiString* path,
aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
ai_real* blend /*= NULL*/,
aiTextureOp* op /*= NULL*/,
aiTextureMapMode* mapmode /*= NULL*/) const
{
@ -123,7 +123,7 @@ inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float* pOut,
unsigned int idx,ai_real* pOut,
unsigned int* pMax) const
{
return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
@ -137,7 +137,7 @@ inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
}
// ---------------------------------------------------------------------------
inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
unsigned int idx,float& pOut) const
unsigned int idx,ai_real& pOut) const
{
return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
}
@ -209,7 +209,7 @@ inline aiReturn aiMaterial::AddProperty(const double* pInput,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(float),
pNumValues * sizeof(double),
pKey,type,index,aiPTI_Double);
}
@ -222,7 +222,7 @@ inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiUVTransform),
pKey,type,index,aiPTI_Float);
pKey,type,index,aiPTI_Float); //TODO could be Double ...
}
// ---------------------------------------------------------------------------
@ -234,7 +234,7 @@ inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor4D),
pKey,type,index,aiPTI_Float);
pKey,type,index,aiPTI_Float); //TODO could be Double ...
}
// ---------------------------------------------------------------------------
@ -246,7 +246,7 @@ inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiColor3D),
pKey,type,index,aiPTI_Float);
pKey,type,index,aiPTI_Float); //TODO could be Double ...
}
// ---------------------------------------------------------------------------
@ -258,7 +258,7 @@ inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(aiVector3D),
pKey,type,index,aiPTI_Float);
pKey,type,index,aiPTI_Float); //TODO could be Double ...
}
// ---------------------------------------------------------------------------
@ -293,6 +293,19 @@ inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
pKey,type,index,aiPTI_Float);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<double>(const double* pInput,
const unsigned int pNumValues,
const char* pKey,
unsigned int type,
unsigned int index)
{
return AddBinaryProperty((const void*)pInput,
pNumValues * sizeof(double),
pKey,type,index,aiPTI_Double);
}
// ---------------------------------------------------------------------------
template<>
inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,

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@ -3,7 +3,7 @@
// It takes a file name as command line parameter, loads it using standard
// settings and displays it.
//
// If you intend to _use_ this code sample in your app, do yourself a favour
// If you intend to _use_ this code sample in your app, do yourself a favour
// and replace immediate mode calls with VBOs ...
//
// The vc8 solution links against assimp-release-dll_win32 - be sure to
@ -49,9 +49,9 @@ void reshape(int width, int height)
}
/* ---------------------------------------------------------------------------- */
void get_bounding_box_for_node (const struct aiNode* nd,
struct aiVector3D* min,
struct aiVector3D* max,
void get_bounding_box_for_node (const struct aiNode* nd,
struct aiVector3D* min,
struct aiVector3D* max,
struct aiMatrix4x4* trafo
){
struct aiMatrix4x4 prev;
@ -123,7 +123,7 @@ void apply_material(const struct aiMaterial *mtl)
struct aiColor4D specular;
struct aiColor4D ambient;
struct aiColor4D emission;
float shininess, strength;
ai_real shininess, strength;
int two_sided;
int wireframe;
unsigned int max;
@ -174,7 +174,7 @@ void apply_material(const struct aiMaterial *mtl)
max = 1;
if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
glDisable(GL_CULL_FACE);
else
else
glEnable(GL_CULL_FACE);
}
@ -219,7 +219,7 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd)
int index = face->mIndices[i];
if(mesh->mColors[0] != NULL)
glColor4fv((GLfloat*)&mesh->mColors[0][index]);
if(mesh->mNormals != NULL)
if(mesh->mNormals != NULL)
glNormal3fv(&mesh->mNormals[index].x);
glVertex3fv(&mesh->mVertices[index].x);
}
@ -347,11 +347,11 @@ int main(int argc, char **argv)
aiAttachLogStream(&stream);
/* the model name can be specified on the command line. If none
is specified, we try to locate one of the more expressive test
models from the repository (/models-nonbsd may be missing in
is specified, we try to locate one of the more expressive test
models from the repository (/models-nonbsd may be missing in
some distributions so we need a fallback from /models!). */
if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models-nonbsd/X/dwarf.x")) {
if( argc != 1 || (0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X"))) {
if( argc != 1 || (0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X"))) {
return -1;
}
}
@ -367,7 +367,7 @@ int main(int argc, char **argv)
glEnable(GL_NORMALIZE);
/* XXX docs say all polygons are emitted CCW, but tests show that some aren't. */
if(getenv("MODEL_IS_BROKEN"))
if(getenv("MODEL_IS_BROKEN"))
glFrontFace(GL_CW);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
@ -375,8 +375,8 @@ int main(int argc, char **argv)
glutGet(GLUT_ELAPSED_TIME);
glutMainLoop();
/* cleanup - calling 'aiReleaseImport' is important, as the library
keeps internal resources until the scene is freed again. Not
/* cleanup - calling 'aiReleaseImport' is important, as the library
keeps internal resources until the scene is freed again. Not
doing so can cause severe resource leaking. */
aiReleaseImport(scene);
@ -386,4 +386,3 @@ int main(int argc, char **argv)
aiDetachAllLogStreams();
return 0;
}

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@ -142,13 +142,13 @@ bool Import3DFromFile( const std::string& pFile)
}
// Resize And Initialize The GL Window
void ReSizeGLScene(GLsizei width, GLsizei height)
void ReSizeGLScene(GLsizei width, GLsizei height)
{
// Prevent A Divide By Zero By
if (height==0)
if (height==0)
{
// Making Height Equal One
height=1;
height=1;
}
glViewport(0, 0, width, height); // Reset The Current Viewport
@ -236,7 +236,7 @@ int LoadGLTextures(const aiScene* scene)
if (success) /* If no error occurred: */
{
// Convert every colour component into unsigned byte.If your image contains
// Convert every colour component into unsigned byte.If your image contains
// alpha channel you can replace IL_RGB with IL_RGBA
success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE);
if (!success)
@ -246,7 +246,7 @@ int LoadGLTextures(const aiScene* scene)
return -1;
}
// Binding of texture name
glBindTexture(GL_TEXTURE_2D, textureIds[i]);
glBindTexture(GL_TEXTURE_2D, textureIds[i]);
// redefine standard texture values
// We will use linear interpolation for magnification filter
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
@ -255,7 +255,7 @@ int LoadGLTextures(const aiScene* scene)
// Texture specification
glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH),
ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE,
ilGetData());
ilGetData());
// we also want to be able to deal with odd texture dimensions
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
@ -269,7 +269,7 @@ int LoadGLTextures(const aiScene* scene)
}
}
// Because we have already copied image data into texture data we can release memory used by image.
ilDeleteImages(numTextures, imageIds);
ilDeleteImages(numTextures, imageIds);
// Cleanup
delete [] imageIds;
@ -342,7 +342,7 @@ void apply_material(const aiMaterial *mtl)
aiColor4D specular;
aiColor4D ambient;
aiColor4D emission;
float shininess, strength;
ai_real shininess, strength;
int two_sided;
int wireframe;
unsigned int max; // changed: to unsigned