Moved Texture writing into its own function
parent
2c9d3bea64
commit
a0aa067b5f
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@ -376,7 +376,10 @@ void PbrtExporter::WriteWorldDefinition() {
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mOutput << "WorldBegin" << std::endl;
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// Check to see if the scene has Embedded Textures
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WriteEmbeddedTextures();
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CheckEmbeddedTextures();
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// Print Textures
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WriteTextures();
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// Print materials
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WriteMaterials();
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@ -398,7 +401,7 @@ void PbrtExporter::WriteWorldDefinition() {
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}
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void PbrtExporter::WriteEmbeddedTextures() {
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void PbrtExporter::CheckEmbeddedTextures() {
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mOutput << std::endl;
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mOutput << "###################" << std::endl;
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mOutput << "# Checking Embededded Textures:" << std::endl;
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@ -412,6 +415,62 @@ void PbrtExporter::WriteEmbeddedTextures() {
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mOutput << "# ERROR: PBRT does not support Embedded Textures" << std::endl;
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}
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void PbrtExporter::WriteTextures() {
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mOutput << std::endl;
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mOutput << "###################" << std::endl;
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mOutput << "# Writing Textures:" << std::endl;
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mOutput << "####################" << std::endl;
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std::stringstream texStream;
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int numTotalTextures = 0;
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C_STRUCT aiString path;
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aiTextureMapping mapping;
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unsigned int uvindex;
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ai_real blend;
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aiTextureOp op;
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aiTextureMapMode mapmode[3];
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// For every material in the scene,
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for (int m = 0 ; m < mScene->mNumMaterials; m++) {
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auto material = mScene->mMaterials[m];
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// Parse through all texture types,
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for (int tt = 1; tt <= aiTextureType_UNKNOWN; tt++) {
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int ttCount = material->GetTextureCount(aiTextureType(tt));
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// ... and get every texture
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for (int t = 0; t < ttCount; t++) {
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// TODO write out texture specifics
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// TODO UV transforms may be material specific
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// so those may need to be baked into unique tex name
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material->GetTexture(
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aiTextureType(tt),
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t,
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&path,
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&mapping,
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&uvindex,
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&blend,
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&op,
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mapmode);
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std::string spath = std::string(path.C_Str());
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std::replace(spath.begin(), spath.end(), '\\', '/');
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std::string name = GetTextureName(spath, tt);
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if (mTextureSet.find(name) == mTextureSet.end()) {
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numTotalTextures++;
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texStream << "Texture \"" << name << "\" \"spectrum\" "
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<< "\"string filename\" \"" << spath << "\"" << std::endl;
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}
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}
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}
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}
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// Write out to file
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mOutput << "# - Number of Textures found in scene: ";
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mOutput << numTotalTextures << std::endl;
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mOutput << texStream.str();
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}
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void PbrtExporter::WriteMaterials() {
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mOutput << std::endl;
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mOutput << "####################" << std::endl;
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@ -446,23 +505,38 @@ void PbrtExporter::WriteMaterial(int m) {
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mOutput << "# - Number of Material Properties: "
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<< material->mNumProperties << std::endl;
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// print out texture properties parsing through by type
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// then print out any new textures
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WriteNewTextures(material);
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// Print out texture type counts
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int textureCounts[aiTextureType_UNKNOWN];
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for (int i = 1; i <= aiTextureType_UNKNOWN; i++) {
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textureCounts[i-1] = material->GetTextureCount(aiTextureType(i));
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}
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mOutput << "# - Texture Type Counts:" << std::endl;
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for (int tt = 1; tt <= aiTextureType_UNKNOWN; tt++) {
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mOutput << "# - " << TextureTypeToString(aiTextureType(tt));
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mOutput << ": " << textureCounts[tt - 1] << std::endl;
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}
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// TODO IMMEDIATELY
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// Determine if this material should be one of:
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// - disney (has BASE_COLOR?)
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// Decide which material PBRT should set this to
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// if contains any PBR textures, then Disney
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if( textureCounts[aiTextureType_BASE_COLOR -1] > 0
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|| textureCounts[aiTextureType_NORMAL_CAMERA -1] > 0
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|| textureCounts[aiTextureType_EMISSION_COLOR -1] > 0
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|| textureCounts[aiTextureType_METALNESS -1] > 0
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|| textureCounts[aiTextureType_DIFFUSE_ROUGHNESS -1] > 0
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|| textureCounts[aiTextureType_AMBIENT_OCCLUSION -1] > 0) {
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WriteDisneyMaterial(material);
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return;
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}
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else {
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WriteUberMaterial(material);
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return;
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}
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// TODO
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// - matte (has only kd?)
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// - metal (never? has only ks?)
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// - mirror (has reflection)
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// - plastic (never?)
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// - uber (general?)
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// Use MakeNamedMaterial to give variable names to materials
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mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
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<< " \"string type\" \"uber\"" << std::endl;
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}
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@ -475,7 +549,6 @@ void PbrtExporter::WriteLights() {
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mOutput << mScene->mNumLights << std::endl;
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// TODO remove default ambient term when numCameras == 0
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// For now, ambient may only be necessary for debug
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mOutput << "# - Creating a default blueish ambient light source" << std::endl;
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mOutput << "LightSource \"infinite\" \"rgb L\" [0.4 0.45 0.5]" << std::endl;
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@ -490,9 +563,6 @@ void PbrtExporter::WriteObjects() {
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mOutput << "# - Number of Meshes found in scene: ";
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mOutput << mScene->mNumMeshes << std::endl;
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if (mScene->mNumMeshes == 0)
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return;
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for (int i = 0 ; i < mScene->mNumMeshes; i++) {
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WriteObject(i);
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}
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@ -651,141 +721,41 @@ void PbrtExporter::WriteObjectInstance(aiNode* node, aiMatrix4x4 parent) {
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}
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}
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void PbrtExporter::WriteNewTextures(aiMaterial* material) {
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// Print out texture type counts
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std::string PbrtExporter::GetTextureName(
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std::string spath, unsigned int textureType) {
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std::stringstream name;
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name << TextureTypeToString(aiTextureType(textureType));
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name << ":" << spath;
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return name.str();
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}
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void PbrtExporter::WriteDisneyMaterial(aiMaterial* material) {
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auto materialName = material->GetName();
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// Get texture type counts
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int textureCounts[aiTextureType_UNKNOWN];
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for (int i = 1; i <= aiTextureType_UNKNOWN; i++) {
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textureCounts[i-1] = material->GetTextureCount(aiTextureType(i));
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}
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mOutput << "# - Texture Type Counts:" << std::endl;
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mOutput << "# - aiTextureType_DIFFUSE: " << textureCounts[0] << std::endl;
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mOutput << "# - aiTextureType_SPECULAR: " << textureCounts[1] << std::endl;
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mOutput << "# - aiTextureType_AMBIENT: " << textureCounts[2] << std::endl;
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mOutput << "# - aiTextureType_EMISSIVE: " << textureCounts[3] << std::endl;
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mOutput << "# - aiTextureType_HEIGHT: " << textureCounts[4] << std::endl;
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mOutput << "# - aiTextureType_NORMALS: " << textureCounts[5] << std::endl;
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mOutput << "# - aiTextureType_SHININESS: " << textureCounts[6] << std::endl;
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mOutput << "# - aiTextureType_OPACITY: " << textureCounts[7] << std::endl;
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mOutput << "# - aiTextureType_DISPLACEMENT: " << textureCounts[8] << std::endl;
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mOutput << "# - aiTextureType_LIGHTMAP: " << textureCounts[9] << std::endl;
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mOutput << "# - aiTextureType_REFLECTION: " << textureCounts[10] << std::endl;
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mOutput << "# - aiTextureType_BASE_COLOR: " << textureCounts[11] << std::endl;
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mOutput << "# - aiTextureType_NORMAL_CAMERA: " << textureCounts[12] << std::endl;
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mOutput << "# - aiTextureType_EMISSION_COLOR: " << textureCounts[13] << std::endl;
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mOutput << "# - aiTextureType_METALNESS: " << textureCounts[14] << std::endl;
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mOutput << "# - aiTextureType_DIFFUSE_ROUGHNESS: " << textureCounts[15] << std::endl;
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mOutput << "# - aiTextureType_AMBIENT_OCCLUSION: " << textureCounts[16] << std::endl;
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mOutput << "# - aiTextureType_UNKNOWN: " << textureCounts[17] << std::endl;
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for (int tt = 1; tt <= aiTextureType_UNKNOWN; tt++) {
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C_STRUCT aiString path;
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//aiTextureMapping mapping;
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//unsigned int uvindex;
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//ai_real blend;
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//aiTextureOp op;
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aiTextureMapMode mapmode;
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// Get diffuse
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std::stringstream diffuse;
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for (int t = 0; t < textureCounts[tt-1]; t++) {
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material->GetTexture(
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aiTextureType(tt),
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t,
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&path,
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NULL,
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NULL,
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NULL,
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NULL,
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&mapmode);
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// Use MakeNamedMaterial to give variable names to materials
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mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
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<< " \"string type\" \"disney\"" << std::endl;
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std::stringstream name;
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std::string spath = std::string(path.C_Str());
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std::replace(spath.begin(), spath.end(), '\\', '/');
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name << spath << "_";
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switch(aiTextureType(tt)) {
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case aiTextureType_DIFFUSE :
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name << "diffuse";
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break;
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case aiTextureType_SPECULAR :
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name << "specular";
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break;
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case aiTextureType_AMBIENT :
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name << "ambient";
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break;
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case aiTextureType_EMISSIVE :
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name << "emissive";
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break;
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case aiTextureType_HEIGHT :
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name << "height";
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break;
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case aiTextureType_NORMALS :
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name << "normals";
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break;
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case aiTextureType_SHININESS :
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name << "shininess";
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break;
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case aiTextureType_OPACITY :
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name << "opacity";
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break;
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case aiTextureType_DISPLACEMENT :
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name << "displacement";
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break;
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case aiTextureType_LIGHTMAP :
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name << "lightmap";
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break;
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case aiTextureType_REFLECTION :
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name << "reflection";
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break;
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case aiTextureType_BASE_COLOR :
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name << "base_color";
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break;
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case aiTextureType_NORMAL_CAMERA :
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name << "normal_camera";
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break;
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case aiTextureType_EMISSION_COLOR :
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name << "emission_color";
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break;
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case aiTextureType_METALNESS :
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name << "metalness";
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break;
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case aiTextureType_DIFFUSE_ROUGHNESS :
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name << "diffuse_roughness";
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break;
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case aiTextureType_AMBIENT_OCCLUSION :
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name << "ambient_occlusion";
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break;
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case aiTextureType_UNKNOWN :
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name << "unknown";
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break;
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default :
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break;
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}
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if (mTextureSet.find(name.str()) == mTextureSet.end()) {
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mOutput << "Texture \"" << name.str() << "\" \"spectrum\" "
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<< "\"string filename\" \"" << spath << "\" "
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<< "\"string wrap\" \"";
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switch (mapmode) {
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case aiTextureMapMode_Wrap :
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mOutput << "repeat\"" << std::endl;
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break;
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case aiTextureMapMode_Clamp :
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mOutput << "clamp\"" << std::endl;
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break;
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case aiTextureMapMode_Decal :
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mOutput << "black\"" << std::endl;
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break;
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case aiTextureMapMode_Mirror :
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// PBRT doesn't support mirroring textures
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mOutput << "repeat\"" << std::endl;
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break;
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default:
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mOutput << "ERROR\"" << std::endl;
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break;
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}
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}
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}
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}
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}
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void PbrtExporter::WriteUberMaterial(aiMaterial* material) {
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auto materialName = material->GetName();
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// Use MakeNamedMaterial to give variable names to materials
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mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
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<< " \"string type\" \"uber\"" << std::endl;
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}
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#endif // ASSIMP_BUILD_NO_PBRT_EXPORTER
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#endif // ASSIMP_BUILD_NO_EXPORT
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@ -123,13 +123,18 @@ private:
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void WriteCameras();
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void WriteCamera(int i);
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// Writing the Embedded Texture data
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void WriteEmbeddedTextures();
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// Check for Embedded Texture data
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void CheckEmbeddedTextures();
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// Writing the Texture data
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void WriteTextures();
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std::string GetTextureName(std::string path, unsigned int textureType);
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// Writing the Material data
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void WriteMaterials();
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void WriteMaterial(int i);
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void WriteNewTextures(aiMaterial* material);
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void WriteDisneyMaterial(aiMaterial* material);
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void WriteUberMaterial(aiMaterial* material);
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// Writing the Light data
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void WriteLights();
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