- added materials to Collada Export

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1165 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/5/head
ulfjorensen 2012-02-14 17:42:25 +00:00
parent fa6039e1cb
commit 82f027b01f
2 changed files with 193 additions and 2 deletions

View File

@ -94,6 +94,7 @@ void ColladaExporter::WriteFile()
WriteHeader();
WriteMaterials();
WriteGeometryLibrary();
WriteSceneLibrary();
@ -127,6 +128,155 @@ void ColladaExporter::WriteHeader()
mOutput << startstr << "</asset>" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Reads a single surface entry from the given material keys
void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex)
{
if( pSrcMat->GetTextureCount( pTexture) > 0 )
{
aiString texfile;
unsigned int uvChannel = 0;
pSrcMat->GetTexture( pTexture, 0, &texfile, nullptr, &uvChannel);
poSurface.texture = texfile.C_Str();
poSurface.channel = uvChannel;
} else
{
if( pKey )
pSrcMat->Get( pKey, pType, pIndex, poSurface.color);
}
}
// ------------------------------------------------------------------------------------------------
// Writes an image entry for the given surface
void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd)
{
if( !pSurface.texture.empty() )
{
mOutput << startstr << "<image id=\"" << pNameAdd << "\" name=\"" << pNameAdd << "\">" << endstr;
PushTag();
mOutput << startstr << "<init_from>" << pSurface.texture << "</init_from>" << endstr;
PopTag();
mOutput << startstr << "</image>" << endstr;
}
}
// ------------------------------------------------------------------------------------------------
// Writes a color-or-texture entry into an effect definition
void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName)
{
mOutput << startstr << "<" << pTypeName << ">" << endstr;
PushTag();
if( pSurface.texture.empty() )
{
mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
} else
{
mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
}
PopTag();
mOutput << startstr << "</" << pTypeName << ">" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Writes the material setup
void ColladaExporter::WriteMaterials()
{
materials.resize( mScene->mNumMaterials);
/// collect all materials from the scene
for( size_t a = 0; a < mScene->mNumMaterials; ++a )
{
const aiMaterial* mat = mScene->mMaterials[a];
aiString name;
if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
name = "mat";
materials[a].name = boost::lexical_cast<std::string> (a) + name.C_Str();
ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, nullptr, 0, 0);
mat->Get( AI_MATKEY_SHININESS, materials[a].shininess);
}
// output textures if present
mOutput << startstr << "<library_images>" << endstr;
PushTag();
for( auto it = materials.cbegin(); it != materials.cend(); ++it )
{
const Material& mat = *it;
WriteImageEntry( mat.ambient, mat.name + "_ambient_image");
WriteImageEntry( mat.diffuse, mat.name + "_diffuse_image");
WriteImageEntry( mat.specular, mat.name + "_specular_image");
WriteImageEntry( mat.emissive, mat.name + "_emissive_image");
WriteImageEntry( mat.reflective, mat.name + "_reflective_image");
WriteImageEntry( mat.normal, mat.name + "_normal_image");
}
PopTag();
mOutput << startstr << "</library_images>" << endstr;
// output effects - those are the actual carriers of information
mOutput << startstr << "<library_effects>" << endstr;
PushTag();
for( auto it = materials.cbegin(); it != materials.cend(); ++it )
{
const Material& mat = *it;
// this is so ridiculous it must be right
mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
PushTag();
mOutput << startstr << "<profile_COMMON>" << endstr;
PushTag();
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
PushTag();
mOutput << startstr << "<phong>" << endstr;
PushTag();
WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "_ambient_image");
WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "_diffuse_image");
WriteTextureColorEntry( mat.specular, "specular", mat.name + "_specular_image");
WriteTextureColorEntry( mat.emissive, "emission", mat.name + "_emissive_image");
WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "_reflective_image");
if( !mat.normal.texture.empty() )
WriteTextureColorEntry( mat.normal, "bump", mat.name + "_normal_image");
mOutput << startstr << "<shininess>" << endstr;
PushTag();
mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr;
PopTag();
mOutput << startstr << "</shininess>" << endstr;
PopTag();
mOutput << startstr << "</phong>" << endstr;
PopTag();
mOutput << startstr << "</technique>" << endstr;
PopTag();
mOutput << startstr << "</profile_COMMON>" << endstr;
PopTag();
mOutput << startstr << "</effect>" << endstr;
}
PopTag();
mOutput << startstr << "</library_effects>" << endstr;
// write materials - they're just effect references
mOutput << startstr << "<library_materials>" << endstr;
PushTag();
for( auto it = materials.cbegin(); it != materials.cend(); ++it )
{
const Material& mat = *it;
mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
PushTag();
mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr;
PopTag();
mOutput << startstr << "</material>" << endstr;
}
PopTag();
mOutput << startstr << "</library_materials>" << endstr;
}
// ------------------------------------------------------------------------------------------------
// Writes the geometry library
void ColladaExporter::WriteGeometryLibrary()
@ -199,7 +349,7 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
mOutput << startstr << "</vertices>" << endstr;
// write face setup
mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"tellme\">" << endstr;
mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
@ -356,7 +506,15 @@ void ColladaExporter::WriteNode( const aiNode* pNode)
// const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( pNode->mMeshes[a]) << "\">" << endstr;
PushTag();
mOutput << startstr << "<bind_material>" << endstr;
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"" << materials[mScene->mMeshes[pNode->mMeshes[a]]->mMaterialIndex].name << "\" />" << endstr;
PopTag();
mOutput << startstr << "</technique_common>" << endstr;
PopTag();
mOutput << startstr << "</bind_material>" << endstr;
PopTag();
mOutput << startstr << "</instance_geometry>" << endstr;
}

View File

@ -68,6 +68,9 @@ protected:
/// Writes the asset header
void WriteHeader();
/// Writes the material setup
void WriteMaterials();
/// Writes the geometry library
void WriteGeometryLibrary();
@ -105,6 +108,36 @@ protected:
std::string startstr;
/// current line end string for simple stream insertion
std::string endstr;
// pair of color and texture - texture precedences color
struct Surface
{
aiColor4D color;
std::string texture;
size_t channel;
Surface() { channel = 0; }
};
// summarize a material in an convinient way.
struct Material
{
std::string name;
Surface ambient, diffuse, specular, emissive, reflective, normal;
float shininess; /// specular exponent
Material() { shininess = 16.0f; }
};
std::vector<Material> materials;
protected:
/// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
/// Reads a single surface entry from the given material keys
void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
/// Writes an image entry for the given surface
void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
/// Writes a color-or-texture entry into an effect definition
void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
};
}