- Bugfix: ColladaExporter avoids output of empty xml elements
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1187 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/head
parent
648e8fe924
commit
9d4c46b53c
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@ -215,6 +215,7 @@ void ColladaExporter::WriteMaterials()
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materials.resize( mScene->mNumMaterials);
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materials.resize( mScene->mNumMaterials);
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/// collect all materials from the scene
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/// collect all materials from the scene
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size_t numTextures = 0;
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for( size_t a = 0; a < mScene->mNumMaterials; ++a )
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for( size_t a = 0; a < mScene->mNumMaterials; ++a )
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{
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{
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const aiMaterial* mat = mScene->mMaterials[a];
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const aiMaterial* mat = mScene->mMaterials[a];
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@ -228,99 +229,111 @@ void ColladaExporter::WriteMaterials()
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materials[a].name[pos] = 'x';
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materials[a].name[pos] = 'x';
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ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
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if( !materials[a].ambient.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
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if( !materials[a].diffuse.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
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if( !materials[a].specular.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
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ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
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if( !materials[a].emissive.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
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ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
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if( !materials[a].reflective.texture.empty() ) numTextures++;
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ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
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ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
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if( !materials[a].normal.texture.empty() ) numTextures++;
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mat->Get( AI_MATKEY_SHININESS, materials[a].shininess);
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mat->Get( AI_MATKEY_SHININESS, materials[a].shininess);
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}
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}
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// output textures if present
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// output textures if present
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mOutput << startstr << "<library_images>" << endstr;
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if( numTextures > 0 )
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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{
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const Material& mat = *it;
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mOutput << startstr << "<library_images>" << endstr;
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WriteImageEntry( mat.ambient, mat.name + "-ambient-image");
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PushTag();
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WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image");
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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WriteImageEntry( mat.specular, mat.name + "-specular-image");
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{
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WriteImageEntry( mat.emissive, mat.name + "-emissive-image");
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const Material& mat = *it;
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WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
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WriteImageEntry( mat.ambient, mat.name + "-ambient-image");
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WriteImageEntry( mat.normal, mat.name + "-normal-image");
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WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image");
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WriteImageEntry( mat.specular, mat.name + "-specular-image");
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WriteImageEntry( mat.emissive, mat.name + "-emissive-image");
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WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
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WriteImageEntry( mat.normal, mat.name + "-normal-image");
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}
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PopTag();
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mOutput << startstr << "</library_images>" << endstr;
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}
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}
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PopTag();
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mOutput << startstr << "</library_images>" << endstr;
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// output effects - those are the actual carriers of information
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// output effects - those are the actual carriers of information
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mOutput << startstr << "<library_effects>" << endstr;
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if( !materials.empty() )
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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{
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const Material& mat = *it;
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mOutput << startstr << "<library_effects>" << endstr;
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// this is so ridiculous it must be right
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mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
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PushTag();
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PushTag();
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mOutput << startstr << "<profile_COMMON>" << endstr;
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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const Material& mat = *it;
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// this is so ridiculous it must be right
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mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<profile_COMMON>" << endstr;
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PushTag();
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// write sampler- and surface params for the texture entries
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WriteTextureParamEntry( mat.emissive, "emissive", mat.name);
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WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
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WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
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WriteTextureParamEntry( mat.specular, "specular", mat.name);
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WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
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mOutput << startstr << "<technique sid=\"standard\">" << endstr;
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PushTag();
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mOutput << startstr << "<phong>" << endstr;
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PushTag();
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WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emissive-sampler");
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WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
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WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
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WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
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mOutput << startstr << "<shininess>" << endstr;
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PushTag();
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mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr;
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PopTag();
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mOutput << startstr << "</shininess>" << endstr;
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WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
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// deactivated because the Collada spec PHONG model does not allow other textures.
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// if( !mat.normal.texture.empty() )
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// WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
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PopTag();
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mOutput << startstr << "</phong>" << endstr;
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PopTag();
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mOutput << startstr << "</technique>" << endstr;
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PopTag();
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mOutput << startstr << "</profile_COMMON>" << endstr;
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PopTag();
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mOutput << startstr << "</effect>" << endstr;
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}
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PopTag();
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mOutput << startstr << "</library_effects>" << endstr;
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// write materials - they're just effect references
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mOutput << startstr << "<library_materials>" << endstr;
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PushTag();
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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// write sampler- and surface params for the texture entries
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{
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WriteTextureParamEntry( mat.emissive, "emissive", mat.name);
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const Material& mat = *it;
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WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
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mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
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WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
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PushTag();
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WriteTextureParamEntry( mat.specular, "specular", mat.name);
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mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr;
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WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
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PopTag();
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mOutput << startstr << "</material>" << endstr;
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mOutput << startstr << "<technique sid=\"standard\">" << endstr;
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}
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PushTag();
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mOutput << startstr << "<phong>" << endstr;
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PushTag();
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WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emissive-sampler");
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WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
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WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
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WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
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mOutput << startstr << "<shininess>" << endstr;
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PushTag();
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mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr;
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PopTag();
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PopTag();
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mOutput << startstr << "</shininess>" << endstr;
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mOutput << startstr << "</library_materials>" << endstr;
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WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
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// deactivated because the Collada spec PHONG model does not allow other textures.
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// if( !mat.normal.texture.empty() )
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// WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
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PopTag();
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mOutput << startstr << "</phong>" << endstr;
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PopTag();
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mOutput << startstr << "</technique>" << endstr;
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PopTag();
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mOutput << startstr << "</profile_COMMON>" << endstr;
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PopTag();
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mOutput << startstr << "</effect>" << endstr;
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}
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}
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PopTag();
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mOutput << startstr << "</library_effects>" << endstr;
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// write materials - they're just effect references
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mOutput << startstr << "<library_materials>" << endstr;
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PushTag();
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for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
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{
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const Material& mat = *it;
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mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr;
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PopTag();
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mOutput << startstr << "</material>" << endstr;
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}
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PopTag();
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mOutput << startstr << "</library_materials>" << endstr;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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