Merge pull request #249 from attila-barsi/master
Initial version for FBX layered textures.pull/251/head
commit
a6044e125e
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@ -23,7 +23,7 @@ following conditions are met:
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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@ -767,6 +767,7 @@ private:
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// find user defined properties (3ds Max)
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data->Set(index++, "UserProperties", aiString(PropertyGet<std::string>(props, "UDP3DSMAX", "")));
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unparsedProperties.erase("UDP3DSMAX");
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// preserve the info that a node was marked as Null node in the original file.
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data->Set(index++, "IsNull", model.IsNull() ? true : false);
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@ -1440,6 +1441,7 @@ private:
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// texture assignments
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SetTextureProperties(out_mat,material.Textures());
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SetTextureProperties(out_mat,material.LayeredTextures());
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return static_cast<unsigned int>(materials.size() - 1);
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}
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@ -1456,7 +1458,103 @@ private:
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}
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const Texture* const tex = (*it).second;
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if(tex !=0 )
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{
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aiString path;
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path.Set(tex->RelativeFilename());
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out_mat->AddProperty(&path,_AI_MATKEY_TEXTURE_BASE,target,0);
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aiUVTransform uvTrafo;
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// XXX handle all kinds of UV transformations
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uvTrafo.mScaling = tex->UVScaling();
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uvTrafo.mTranslation = tex->UVTranslation();
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out_mat->AddProperty(&uvTrafo,1,_AI_MATKEY_UVTRANSFORM_BASE,target,0);
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const PropertyTable& props = tex->Props();
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int uvIndex = 0;
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bool ok;
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const std::string& uvSet = PropertyGet<std::string>(props,"UVSet",ok);
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if(ok) {
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// "default" is the name which usually appears in the FbxFileTexture template
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if(uvSet != "default" && uvSet.length()) {
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// this is a bit awkward - we need to find a mesh that uses this
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// material and scan its UV channels for the given UV name because
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// assimp references UV channels by index, not by name.
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// XXX: the case that UV channels may appear in different orders
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// in meshes is unhandled. A possible solution would be to sort
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// the UV channels alphabetically, but this would have the side
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// effect that the primary (first) UV channel would sometimes
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// be moved, causing trouble when users read only the first
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// UV channel and ignore UV channel assignments altogether.
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const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(),
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std::find(materials.begin(),materials.end(),out_mat)
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));
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uvIndex = -1;
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BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
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const MeshGeometry* const mesh = dynamic_cast<const MeshGeometry*> (v.first);
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if(!mesh) {
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continue;
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}
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const MatIndexArray& mats = mesh->GetMaterialIndices();
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if(std::find(mats.begin(),mats.end(),matIndex) == mats.end()) {
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continue;
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}
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int index = -1;
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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if(mesh->GetTextureCoords(i).empty()) {
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break;
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}
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const std::string& name = mesh->GetTextureCoordChannelName(i);
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if(name == uvSet) {
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index = static_cast<int>(i);
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break;
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}
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}
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if(index == -1) {
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FBXImporter::LogWarn("did not find UV channel named " + uvSet + " in a mesh using this material");
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continue;
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}
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if(uvIndex == -1) {
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uvIndex = index;
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}
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else {
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FBXImporter::LogWarn("the UV channel named " + uvSet +
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" appears at different positions in meshes, results will be wrong");
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}
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}
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if(uvIndex == -1) {
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FBXImporter::LogWarn("failed to resolve UV channel " + uvSet + ", using first UV channel");
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uvIndex = 0;
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}
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}
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}
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out_mat->AddProperty(&uvIndex,1,_AI_MATKEY_UVWSRC_BASE,target,0);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures,
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const std::string& propName,
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aiTextureType target)
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{
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LayeredTextureMap::const_iterator it = layeredTextures.find(propName);
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if(it == layeredTextures.end()) {
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return;
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}
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const Texture* const tex = (*it).second->getTexture();
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aiString path;
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path.Set(tex->RelativeFilename());
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@ -1490,7 +1588,7 @@ private:
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const unsigned int matIndex = static_cast<unsigned int>(std::distance(materials.begin(),
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std::find(materials.begin(),materials.end(),out_mat)
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));
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));
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uvIndex = -1;
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BOOST_FOREACH(const MeshMap::value_type& v,meshes_converted) {
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@ -1539,7 +1637,6 @@ private:
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out_mat->AddProperty(&uvIndex,1,_AI_MATKEY_UVWSRC_BASE,target,0);
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}
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties(aiMaterial* out_mat, const TextureMap& textures)
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{
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@ -1555,6 +1652,20 @@ private:
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TrySetTextureProperties(out_mat, textures, "ShininessExponent", aiTextureType_SHININESS);
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}
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// ------------------------------------------------------------------------------------------------
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void SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures)
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{
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TrySetTextureProperties(out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE);
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TrySetTextureProperties(out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT);
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TrySetTextureProperties(out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE);
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TrySetTextureProperties(out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR);
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TrySetTextureProperties(out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY);
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TrySetTextureProperties(out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION);
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TrySetTextureProperties(out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT);
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TrySetTextureProperties(out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS);
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TrySetTextureProperties(out_mat, layeredTextures, "Bump", aiTextureType_HEIGHT);
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TrySetTextureProperties(out_mat, layeredTextures, "ShininessExponent", aiTextureType_SHININESS);
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}
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// ------------------------------------------------------------------------------------------------
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@ -14,7 +14,7 @@ following conditions are met:
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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copyright notice, this list of conditions and the*
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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@ -176,6 +176,9 @@ const Object* LazyObject::Get(bool dieOnError)
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else if (!strncmp(obtype,"Texture",length)) {
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object.reset(new Texture(id,element,doc,name));
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}
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else if (!strncmp(obtype,"LayeredTexture",length)) {
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object.reset(new LayeredTexture(id,element,doc,name));
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}
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else if (!strncmp(obtype,"AnimationStack",length)) {
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object.reset(new AnimationStack(id,element,name,doc));
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}
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@ -516,8 +516,6 @@ private:
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boost::shared_ptr<const PropertyTable> props;
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};
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/** DOM class for generic FBX textures */
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class Texture : public Object
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{
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@ -576,8 +574,73 @@ private:
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unsigned int crop[4];
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};
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/** DOM class for layered FBX textures */
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class LayeredTexture : public Object
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{
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public:
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LayeredTexture(uint64_t id, const Element& element, const Document& doc, const std::string& name);
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~LayeredTexture();
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//Can only be called after construction of the layered texture object due to construction flag.
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void fillTexture(const Document& doc);
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enum BlendMode
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{
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BlendMode_Translucent,
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BlendMode_Additive,
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BlendMode_Modulate,
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BlendMode_Modulate2,
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BlendMode_Over,
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BlendMode_Normal,
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BlendMode_Dissolve,
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BlendMode_Darken,
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BlendMode_ColorBurn,
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BlendMode_LinearBurn,
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BlendMode_DarkerColor,
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BlendMode_Lighten,
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BlendMode_Screen,
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BlendMode_ColorDodge,
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BlendMode_LinearDodge,
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BlendMode_LighterColor,
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BlendMode_SoftLight,
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BlendMode_HardLight,
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BlendMode_VividLight,
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BlendMode_LinearLight,
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BlendMode_PinLight,
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BlendMode_HardMix,
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BlendMode_Difference,
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BlendMode_Exclusion,
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BlendMode_Subtract,
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BlendMode_Divide,
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BlendMode_Hue,
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BlendMode_Saturation,
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BlendMode_Color,
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BlendMode_Luminosity,
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BlendMode_Overlay,
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BlendMode_BlendModeCount
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};
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const Texture* getTexture() const
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{
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return texture;
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}
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BlendMode GetBlendMode()
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{
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return blendMode;
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}
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float Alpha()
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{
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return alpha;
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}
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private:
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const Texture* texture;
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BlendMode blendMode;
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float alpha;
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};
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typedef std::fbx_unordered_map<std::string, const Texture*> TextureMap;
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typedef std::fbx_unordered_map<std::string, const LayeredTexture*> LayeredTextureMap;
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/** DOM class for generic FBX materials */
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@ -607,6 +670,10 @@ public:
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return textures;
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}
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const LayeredTextureMap& LayeredTextures() const {
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return layeredTextures;
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}
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private:
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std::string shading;
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@ -614,6 +681,7 @@ private:
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boost::shared_ptr<const PropertyTable> props;
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TextureMap textures;
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LayeredTextureMap layeredTextures;
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};
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@ -110,16 +110,29 @@ Material::Material(uint64_t id, const Element& element, const Document& doc, con
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const Texture* const tex = dynamic_cast<const Texture*>(ob);
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if(!tex) {
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DOMWarning("source object for texture link is not a texture, ignoring",&element);
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continue;
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const LayeredTexture* const layeredTexture = dynamic_cast<const LayeredTexture*>(ob);
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if(!layeredTexture) {
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DOMWarning("source object for texture link is not a texture or layered texture, ignoring",&element);
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continue;
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}
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const std::string& prop = con->PropertyName();
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if (layeredTextures.find(prop) != layeredTextures.end()) {
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DOMWarning("duplicate layered texture link: " + prop,&element);
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}
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layeredTextures[prop] = layeredTexture;
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((LayeredTexture*)layeredTexture)->fillTexture(doc);
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}
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else
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{
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const std::string& prop = con->PropertyName();
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if (textures.find(prop) != textures.end()) {
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DOMWarning("duplicate texture link: " + prop,&element);
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}
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textures[prop] = tex;
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}
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const std::string& prop = con->PropertyName();
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if (textures.find(prop) != textures.end()) {
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DOMWarning("duplicate texture link: " + prop,&element);
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}
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textures[prop] = tex;
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}
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}
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@ -194,6 +207,52 @@ Texture::~Texture()
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}
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LayeredTexture::LayeredTexture(uint64_t id, const Element& element, const Document& doc, const std::string& name)
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: Object(id,element,name)
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,texture(0)
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,blendMode(BlendMode_Modulate)
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,alpha(1)
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{
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const Scope& sc = GetRequiredScope(element);
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const Element* const BlendModes = sc["BlendModes"];
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const Element* const Alphas = sc["Alphas"];
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if(BlendModes!=0)
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{
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blendMode = (BlendMode)ParseTokenAsInt(GetRequiredToken(*BlendModes,0));
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}
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if(Alphas!=0)
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{
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alpha = ParseTokenAsFloat(GetRequiredToken(*Alphas,0));
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}
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}
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LayeredTexture::~LayeredTexture()
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{
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}
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void LayeredTexture::fillTexture(const Document& doc)
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{
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const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID());
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for(size_t i = 0; i < conns.size();++i)
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{
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const Connection* con = conns.at(i);
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const Object* const ob = con->SourceObject();
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if(!ob) {
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DOMWarning("failed to read source object for texture link, ignoring",&element);
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continue;
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}
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const Texture* const tex = dynamic_cast<const Texture*>(ob);
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texture = tex;
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}
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}
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} //!FBX
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} //!Assimp
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