- Bugfix: ColladaExporter avoids output of empty xml elements

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1187 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/5/head
ulfjorensen 2012-02-28 09:06:25 +00:00
parent 648e8fe924
commit 9d4c46b53c
1 changed files with 88 additions and 75 deletions

View File

@ -215,6 +215,7 @@ void ColladaExporter::WriteMaterials()
materials.resize( mScene->mNumMaterials);
/// collect all materials from the scene
size_t numTextures = 0;
for( size_t a = 0; a < mScene->mNumMaterials; ++a )
{
const aiMaterial* mat = mScene->mMaterials[a];
@ -228,99 +229,111 @@ void ColladaExporter::WriteMaterials()
materials[a].name[pos] = 'x';
ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
if( !materials[a].ambient.texture.empty() ) numTextures++;
ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
if( !materials[a].diffuse.texture.empty() ) numTextures++;
ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
if( !materials[a].specular.texture.empty() ) numTextures++;
ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
if( !materials[a].emissive.texture.empty() ) numTextures++;
ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
if( !materials[a].reflective.texture.empty() ) numTextures++;
ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
if( !materials[a].normal.texture.empty() ) numTextures++;
mat->Get( AI_MATKEY_SHININESS, materials[a].shininess);
}
// output textures if present
mOutput << startstr << "<library_images>" << endstr;
PushTag();
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++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");
if( numTextures > 0 )
{
mOutput << startstr << "<library_images>" << endstr;
PushTag();
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++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;
}
PopTag();
mOutput << startstr << "</library_images>" << endstr;
// output effects - those are the actual carriers of information
mOutput << startstr << "<library_effects>" << endstr;
PushTag();
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
if( !materials.empty() )
{
const Material& mat = *it;
// this is so ridiculous it must be right
mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
mOutput << startstr << "<library_effects>" << endstr;
PushTag();
mOutput << startstr << "<profile_COMMON>" << endstr;
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++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();
// write sampler- and surface params for the texture entries
WriteTextureParamEntry( mat.emissive, "emissive", mat.name);
WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
WriteTextureParamEntry( mat.specular, "specular", mat.name);
WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
PushTag();
mOutput << startstr << "<phong>" << endstr;
PushTag();
WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emissive-sampler");
WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
mOutput << startstr << "<shininess>" << endstr;
PushTag();
mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr;
PopTag();
mOutput << startstr << "</shininess>" << endstr;
WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
// deactivated because the Collada spec PHONG model does not allow other textures.
// if( !mat.normal.texture.empty() )
// WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
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();
// write sampler- and surface params for the texture entries
WriteTextureParamEntry( mat.emissive, "emissive", mat.name);
WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
WriteTextureParamEntry( mat.specular, "specular", mat.name);
WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
mOutput << startstr << "<technique sid=\"standard\">" << endstr;
PushTag();
mOutput << startstr << "<phong>" << endstr;
PushTag();
WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emissive-sampler");
WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
mOutput << startstr << "<shininess>" << endstr;
PushTag();
mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr;
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++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 << "</shininess>" << endstr;
WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
// deactivated because the Collada spec PHONG model does not allow other textures.
// if( !mat.normal.texture.empty() )
// WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
PopTag();
mOutput << startstr << "</phong>" << endstr;
PopTag();
mOutput << startstr << "</technique>" << endstr;
PopTag();
mOutput << startstr << "</profile_COMMON>" << endstr;
PopTag();
mOutput << startstr << "</effect>" << endstr;
mOutput << startstr << "</library_materials>" << endstr;
}
PopTag();
mOutput << startstr << "</library_effects>" << endstr;
// write materials - they're just effect references
mOutput << startstr << "<library_materials>" << endstr;
PushTag();
for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++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;
}
// ------------------------------------------------------------------------------------------------