Merge branch 'master' into update_draco
commit
7686393fe3
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@ -196,11 +196,11 @@ bool Q3Shader::LoadShader(ShaderData &fill, const std::string &pFile, IOSystem *
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// 'cull' specifies culling behaviour for the model
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else if (TokenMatchI(buff, "cull", 4)) {
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SkipSpaces(&buff);
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if (!ASSIMP_strincmp(buff, "back", 4)) {
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if (!ASSIMP_strincmp(buff, "back", 4)) { // render face's backside, does not function in Q3 engine (bug)
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curData->cull = Q3Shader::CULL_CCW;
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} else if (!ASSIMP_strincmp(buff, "front", 5)) {
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} else if (!ASSIMP_strincmp(buff, "front", 5)) { // is not valid keyword in Q3, but occurs in shaders
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curData->cull = Q3Shader::CULL_CW;
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} else if (!ASSIMP_strincmp(buff, "none", 4) || !ASSIMP_strincmp(buff, "disable", 7)) {
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} else if (!ASSIMP_strincmp(buff, "none", 4) || !ASSIMP_strincmp(buff, "twosided", 8) || !ASSIMP_strincmp(buff, "disable", 7)) {
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curData->cull = Q3Shader::CULL_NONE;
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} else {
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ASSIMP_LOG_ERROR("Q3Shader: Unrecognized cull mode");
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@ -450,6 +450,9 @@ void MD3Importer::SetupProperties(const Importer *pImp) {
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// AI_CONFIG_IMPORT_MD3_SKIN_NAME
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configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME, "default"));
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// AI_CONFIG_IMPORT_MD3_LOAD_SHADERS
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configLoadShaders = (pImp->GetPropertyBool(AI_CONFIG_IMPORT_MD3_LOAD_SHADERS, true));
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// AI_CONFIG_IMPORT_MD3_SHADER_SRC
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configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC, ""));
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@ -483,8 +486,9 @@ void MD3Importer::ReadShader(Q3Shader::ShaderData &fill) const {
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// If no specific dir or file is given, use our default search behaviour
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if (!configShaderFile.length()) {
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if (!Q3Shader::LoadShader(fill, path + "..\\..\\..\\scripts\\" + model_file + ".shader", mIOHandler)) {
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Q3Shader::LoadShader(fill, path + "..\\..\\..\\scripts\\" + filename + ".shader", mIOHandler);
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const char sep = mIOHandler->getOsSeparator();
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if (!Q3Shader::LoadShader(fill, path + ".." + sep + ".." + sep + ".." + sep + "scripts" + sep + model_file + ".shader", mIOHandler)) {
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Q3Shader::LoadShader(fill, path + ".." + sep + ".." + sep + ".." + sep + "scripts" + sep + filename + ".shader", mIOHandler);
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}
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} else {
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// If the given string specifies a file, load this file.
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@ -780,7 +784,9 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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// And check whether we can locate a shader file for this model
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Q3Shader::ShaderData shaders;
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ReadShader(shaders);
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if (configLoadShaders){
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ReadShader(shaders);
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}
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// Adjust all texture paths in the shader
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const char *header_name = pcHeader->NAME;
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@ -862,7 +868,12 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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std::string convertedPath;
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if (texture_name) {
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ConvertPath(texture_name, header_name, convertedPath);
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if (configLoadShaders){
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ConvertPath(texture_name, header_name, convertedPath);
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}
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else{
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convertedPath = texture_name;
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}
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}
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const Q3Shader::ShaderDataBlock *shader = nullptr;
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@ -985,8 +996,8 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[index].U;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - pcUVs[index].V;
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}
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// Flip face order if necessary
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if (!shader || shader->cull == Q3Shader::CULL_CW) {
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// Flip face order normally, unless shader is backfacing
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if (!(shader && shader->cull == Q3Shader::CULL_CCW)) {
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std::swap(pcMesh->mFaces[i].mIndices[2], pcMesh->mFaces[i].mIndices[1]);
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}
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++pcTriangles;
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@ -297,6 +297,9 @@ protected:
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/** Configuration option: name of skin file to be read */
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std::string configSkinFile;
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/** Configuration option: whether to load shaders */
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bool configLoadShaders;
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/** Configuration option: name or path of shader */
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std::string configShaderFile;
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@ -669,7 +669,7 @@ enum aiComponent
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// ---------------------------------------------------------------------------
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/** @brief Set wether the importer shall not remove empty bones.
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*
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*
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* Empty bone are often used to define connections for other models.
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*/
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#define AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES \
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@ -854,6 +854,15 @@ enum aiComponent
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#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
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"IMPORT_MD3_SKIN_NAME"
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// ---------------------------------------------------------------------------
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/** @brief Specify if to try load Quake 3 shader files. This also controls
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* original surface name handling: when disabled it will be used unchanged.
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*
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* Property type: bool. Default value: true.
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*/
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#define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \
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"IMPORT_MD3_LOAD_SHADERS"
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// ---------------------------------------------------------------------------
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/** @brief Specify the Quake 3 shader file to be used for a particular
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* MD3 file. This can also be a search path.
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@ -1058,7 +1067,7 @@ enum aiComponent
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#define AI_CONFIG_EXPORT_XFILE_64BIT "EXPORT_XFILE_64BIT"
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/** @brief Specifies whether the assimp export shall be able to export point clouds
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*
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*
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* When this flag is not defined the render data has to contain valid faces.
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* Point clouds are only a collection of vertices which have nor spatial organization
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* by a face and the validation process will remove them. Enabling this feature will
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