- Changing LWO loader's VMAP selection strategy. Unassigned VMAPs (UVs and VColors) are now kept, if possible. Referenced VMAPs have higher priority so everything should be backward compatible.

- assimp_cmd writes vertex colors in 'Colors' elements now.
- assimp_cmd writes 'set=' attribute for UVs and vertex colors.
- Adding test files for the awesome new LWO capabilities.


git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@396 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-04-20 16:49:46 +00:00
parent 0d53ac5ad5
commit bd196ea318
9 changed files with 153 additions and 77 deletions

View File

@ -308,9 +308,10 @@ struct VMapEntry
//! allocates memory for the vertex map //! allocates memory for the vertex map
virtual void Allocate(unsigned int num) virtual void Allocate(unsigned int num)
{ {
if (!rawData.empty())return; // return if already allocated if (!rawData.empty())
return; // return if already allocated
register unsigned int m = num*dims; const unsigned int m = num*dims;
rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs
rawData.resize(m,0.f); rawData.resize(m,0.f);
abAssigned.resize(num,false); abAssigned.resize(num,false);
@ -318,8 +319,8 @@ struct VMapEntry
std::string name; std::string name;
unsigned int dims; unsigned int dims;
std::vector<float> rawData;
std::vector<float> rawData;
std::vector<bool> abAssigned; std::vector<bool> abAssigned;
}; };
@ -336,14 +337,15 @@ struct VColorChannel : public VMapEntry
//! be initialized to 1.0 by default //! be initialized to 1.0 by default
virtual void Allocate(unsigned int num) virtual void Allocate(unsigned int num)
{ {
if (!rawData.empty())return; // return if already allocated if (!rawData.empty())
return; // return if already allocated
register unsigned int m = num*dims; register unsigned int m = num*dims;
rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs
rawData.resize(m); rawData.resize(m);
for (aiColor4D* p = (aiColor4D*)&rawData[0]; p < (aiColor4D*)&rawData[m-1]; ++p) for (aiColor4D* p = (aiColor4D*)&rawData[0]; p < (aiColor4D*)&rawData[m-1]; ++p)
*p = aiColor4D(); p->a = 1.f;
abAssigned.resize(num,false); abAssigned.resize(num,false);
} }
@ -618,6 +620,7 @@ typedef std::vector < VColorChannel > VColorChannelList;
typedef std::vector < UVChannel > UVChannelList; typedef std::vector < UVChannel > UVChannelList;
typedef std::vector < Clip > ClipList; typedef std::vector < Clip > ClipList;
typedef std::vector < Envelope > EnvelopeList; typedef std::vector < Envelope > EnvelopeList;
typedef std::vector < unsigned int > SortedRep;
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** \brief Represents a layer in the file /** \brief Represents a layer in the file

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@ -208,7 +208,6 @@ void LWOImporter::InternReadFile( const std::string& pFile,
if (!layer.mFaces.empty() && !layer.mTempPoints.empty()) { if (!layer.mFaces.empty() && !layer.mTempPoints.empty()) {
// now sort all faces by the surfaces assigned to them // now sort all faces by the surfaces assigned to them
typedef std::vector<unsigned int> SortedRep;
std::vector<SortedRep> pSorted(mSurfaces->size()+1); std::vector<SortedRep> pSorted(mSurfaces->size()+1);
unsigned int i = 0; unsigned int i = 0;
@ -271,8 +270,8 @@ void LWOImporter::InternReadFile( const std::string& pFile,
vVColorIndices[mui] = 0xffffffff; vVColorIndices[mui] = 0xffffffff;
#endif #endif
FindUVChannels(_mSurfaces[i],layer,vUVChannelIndices); FindUVChannels(_mSurfaces[i],sorted,layer,vUVChannelIndices);
FindVCChannels(_mSurfaces[i],layer,vVColorIndices); FindVCChannels(_mSurfaces[i],sorted,layer,vVColorIndices);
// allocate storage for UV and CV channels // allocate storage for UV and CV channels
aiVector3D* pvUV[AI_MAX_NUMBER_OF_TEXTURECOORDS]; aiVector3D* pvUV[AI_MAX_NUMBER_OF_TEXTURECOORDS];

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@ -289,15 +289,17 @@ private:
* UV/VC channel lists of the layer * UV/VC channel lists of the layer
*/ */
void FindUVChannels(/*const*/ LWO::Surface& surf, void FindUVChannels(/*const*/ LWO::Surface& surf,
LWO::SortedRep& sorted,
/*const*/ LWO::Layer& layer, /*const*/ LWO::Layer& layer,
unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS]); unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS]);
// ------------------------------------------------------------------- // -------------------------------------------------------------------
void FindUVChannels(LWO::TextureList& list, LWO::Layer& layer, char FindUVChannels(LWO::TextureList& list,
unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS], unsigned int& next); LWO::Layer& layer,LWO::UVChannel& uv, unsigned int next);
// ------------------------------------------------------------------- // -------------------------------------------------------------------
void FindVCChannels(const LWO::Surface& surf, void FindVCChannels(const LWO::Surface& surf,
LWO::SortedRep& sorted,
const LWO::Layer& layer, const LWO::Layer& layer,
unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS]); unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS]);

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@ -285,9 +285,12 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
} }
else else
{ {
if (16.0f >= surf.mGlossiness)fGloss = 6.0f; if (16.0f >= surf.mGlossiness)
else if (64.0f >= surf.mGlossiness)fGloss = 20.0f; fGloss = 6.0f;
else if (256.0f >= surf.mGlossiness)fGloss = 50.0f; else if (64.0f >= surf.mGlossiness)
fGloss = 20.0f;
else if (256.0f >= surf.mGlossiness)
fGloss = 50.0f;
else fGloss = 80.0f; else fGloss = 80.0f;
} }
@ -303,20 +306,19 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH); pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
// emissive color // emissive color
// (luminosity is not really the same but it affects the surface in // luminosity is not really the same but it affects the surface in a similar way. Some scaling looks good.
// a similar way. However, some scalings seems to be necessary)
clr.g = clr.b = clr.r = surf.mLuminosity*0.8f; clr.g = clr.b = clr.r = surf.mLuminosity*0.8f;
pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_EMISSIVE); pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
// opacity ... either additive or default-blended, please // opacity ... either additive or default-blended, please
if (0.f != surf.mAdditiveTransparency) if (0.f != surf.mAdditiveTransparency) {
{
const int add = aiBlendMode_Additive; const int add = aiBlendMode_Additive;
pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY); pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY);
pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC); pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC);
} }
else if (10e10f != surf.mTransparency)
{ else if (10e10f != surf.mTransparency) {
const int def = aiBlendMode_Default; const int def = aiBlendMode_Default;
const float f = 1.0f-surf.mTransparency; const float f = 1.0f-surf.mTransparency;
pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY); pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY);
@ -334,23 +336,19 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
HandleTextures(pcMat,surf.mOpacityTextures,aiTextureType_OPACITY); HandleTextures(pcMat,surf.mOpacityTextures,aiTextureType_OPACITY);
HandleTextures(pcMat,surf.mReflectionTextures,aiTextureType_REFLECTION); HandleTextures(pcMat,surf.mReflectionTextures,aiTextureType_REFLECTION);
// Now we need to know which shader we must use // Now we need to know which shader to use .. iterate through the shader list of
// iterate through the shader list of the surface and // the surface and search for a name which we know ...
// search for a name which we know ... for (ShaderList::const_iterator it = surf.mShaders.begin(), end = surf.mShaders.end();it != end;++it) {
for (ShaderList::const_iterator it = surf.mShaders.begin(), end = surf.mShaders.end();
it != end;++it)
{
//if (!(*it).enabled)continue; //if (!(*it).enabled)continue;
if ((*it).functionName == "LW_SuperCelShader" || (*it).functionName == "AH_CelShader") { if ((*it).functionName == "LW_SuperCelShader" || (*it).functionName == "AH_CelShader") {
DefaultLogger::get()->info("LWO2: Mapping LW_SuperCelShader/AH_CelShader " DefaultLogger::get()->info("LWO2: Mapping LW_SuperCelShader/AH_CelShader to aiShadingMode_Toon");
"to aiShadingMode_Toon");
m = aiShadingMode_Toon; m = aiShadingMode_Toon;
break; break;
} }
else if ((*it).functionName == "LW_RealFresnel" || (*it).functionName == "LW_FastFresnel") { else if ((*it).functionName == "LW_RealFresnel" || (*it).functionName == "LW_FastFresnel") {
DefaultLogger::get()->info("LWO2: Mapping LW_RealFresnel/LW_FastFresnel " DefaultLogger::get()->info("LWO2: Mapping LW_RealFresnel/LW_FastFresnel to aiShadingMode_Fresnel");
"to aiShadingMode_Fresnel");
m = aiShadingMode_Fresnel; m = aiShadingMode_Fresnel;
break; break;
@ -374,74 +372,148 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void LWOImporter::FindUVChannels(LWO::TextureList& list, LWO::Layer& layer, char LWOImporter::FindUVChannels(LWO::TextureList& list,
unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS], LWO::Layer& layer,LWO::UVChannel& uv, unsigned int next)
unsigned int& next)
{ {
char ret = 0;
for (TextureList::iterator it = list.begin(), end = list.end();it != end;++it) { for (TextureList::iterator it = list.begin(), end = list.end();it != end;++it) {
// Ignore textures with non-UV mappings for the moment. // Ignore textures with non-UV mappings for the moment.
if (!(*it).enabled || !(*it).bCanUse || (*it).mapMode != LWO::Texture::UV) { if (!(*it).enabled || !(*it).bCanUse || (*it).mapMode != LWO::Texture::UV) {
continue; continue;
} }
for (unsigned int i = 0; i < layer.mUVChannels.size();++i) {
if ((*it).mUVChannelIndex == uv.name) {
ret = 1;
// got it.
if ((*it).mRealUVIndex == 0xffffffff || (*it).mRealUVIndex == next)
{
(*it).mRealUVIndex = next;
}
else {
// channel mismatch. need to duplicate the material.
DefaultLogger::get()->warn("LWO: Channel mismatch, would need to duplicate surface [design bug]");
bool found = false; // TODO
if ((*it).mUVChannelIndex == layer.mUVChannels[i].name) { }
// check whether we have this channel already }
for (unsigned int m = 0; m < next;++m) { }
return ret;
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::FindUVChannels(LWO::Surface& surf,
LWO::SortedRep& sorted,LWO::Layer& layer,
unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS])
{
unsigned int next = 0, extra = 0, num_extra = 0;
// Check whether we have an UV entry != 0 for one of the faces in 'sorted'
for (unsigned int i = 0; i < layer.mUVChannels.size();++i) {
LWO::UVChannel& uv = layer.mUVChannels[i];
for (LWO::SortedRep::const_iterator it = sorted.begin(); it != sorted.end(); ++it) {
LWO::Face& face = layer.mFaces[*it];
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
unsigned int idx = face.mIndices[n];
if (uv.abAssigned[idx] && ((aiVector2D*)&uv.rawData[0])[idx] != aiVector2D()) {
if (next >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
DefaultLogger::get()->error("LWO: Maximum number of UV channels for "
"this mesh reached. Skipping channel \'" + uv.name + "\'");
if (i == out[m]) {
(*it).mRealUVIndex = m;
found = true;
break;
} }
} else {
// Search through all textures assigned to 'surf' and look for this UV channel
char had = 0;
had |= FindUVChannels(surf.mColorTextures,layer,uv,next);
had |= FindUVChannels(surf.mDiffuseTextures,layer,uv,next);
had |= FindUVChannels(surf.mSpecularTextures,layer,uv,next);
had |= FindUVChannels(surf.mGlossinessTextures,layer,uv,next);
had |= FindUVChannels(surf.mOpacityTextures,layer,uv,next);
had |= FindUVChannels(surf.mBumpTextures,layer,uv,next);
had |= FindUVChannels(surf.mReflectionTextures,layer,uv,next);
if (!found) { if (had != 0) {
(*it).mRealUVIndex = next;
out[next++] = i; // We have a texture referencing this UV channel so we have to take special care of it
if (AI_MAX_NUMBER_OF_TEXTURECOORDS != next) if (num_extra) {
out[next] = 0xffffffff;
for (unsigned int a = next; a < std::min( extra, AI_MAX_NUMBER_OF_TEXTURECOORDS-1u ); ++a) {
out[a+1] = out[a];
}
}
++extra;
out[next++] = i;
}
else {
// Bäh ... seems not to be used at all. Push to end if enough space is available.
out[extra++] = i;
++num_extra;
}
}
it = sorted.end()-1;
break; break;
} }
} }
} }
if (0xffffffff == (*it).mRealUVIndex) }
DefaultLogger::get()->error("LWO2: Unable to find matching UV channel for texture"); if (next != AI_MAX_NUMBER_OF_TEXTURECOORDS) {
out[extra] = 0xffffffff;
} }
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void LWOImporter::FindUVChannels(LWO::Surface& surf, LWO::Layer& layer, void LWOImporter::FindVCChannels(const LWO::Surface& surf, LWO::SortedRep& sorted, const LWO::Layer& layer,
unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS])
{
out[0] = 0xffffffff;
unsigned int next = 0;
FindUVChannels(surf.mColorTextures,layer,out,next);
FindUVChannels(surf.mDiffuseTextures,layer,out,next);
FindUVChannels(surf.mSpecularTextures,layer,out,next);
FindUVChannels(surf.mGlossinessTextures,layer,out,next);
FindUVChannels(surf.mOpacityTextures,layer,out,next);
FindUVChannels(surf.mBumpTextures,layer,out,next);
FindUVChannels(surf.mReflectionTextures,layer,out,next);
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::FindVCChannels(const LWO::Surface& surf, const LWO::Layer& layer,
unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS]) unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS])
{ {
out[0] = 0xffffffff; unsigned int next = 0;
if (surf.mVCMap.length()) {
for (unsigned int i = 0; i < layer.mVColorChannels.size();++i) { // Check whether we have an vc entry != 0 for one of the faces in 'sorted'
if (surf.mVCMap == layer.mVColorChannels[i].name) { for (unsigned int i = 0; i < layer.mVColorChannels.size();++i) {
out[0] = i; const LWO::VColorChannel& vc = layer.mVColorChannels[i];
out[1] = 0xffffffff;
return; if (surf.mVCMap == vc.name) {
// The vertex color map is explicitely requested by the surface so we need to take special care of it
for (unsigned int a = 0; a < std::min(next,AI_MAX_NUMBER_OF_COLOR_SETS-1u); ++a) {
out[a+1] = out[a];
}
out[0] = i;
++next;
}
else {
for (LWO::SortedRep::iterator it = sorted.begin(); it != sorted.end(); ++it) {
const LWO::Face& face = layer.mFaces[*it];
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
unsigned int idx = face.mIndices[n];
if (vc.abAssigned[idx] && ((aiColor4D*)&vc.rawData[0])[idx] != aiColor4D(0.f,0.f,0.f,1.f)) {
if (next >= AI_MAX_NUMBER_OF_COLOR_SETS) {
DefaultLogger::get()->error("LWO: Maximum number of vertex color channels for "
"this mesh reached. Skipping channel \'" + vc.name + "\'");
}
else {
out[next++] = i;
}
it = sorted.end()-1;
break;
}
}
} }
} }
DefaultLogger::get()->warn("LWO2: Unable to find vertex color channel: " + surf.mVCMap); }
if (next != AI_MAX_NUMBER_OF_COLOR_SETS) {
out[next] = 0xffffffff;
} }
} }

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@ -1 +1 @@
#define SVNRevision 387 #define SVNRevision 394

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Width:  |  Height:  |  Size: 58 B

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@ -890,7 +890,7 @@ void WriteDump(const aiScene* scene, FILE* out, const char* src, const char* cmd
if (!mesh->mTextureCoords[a]) if (!mesh->mTextureCoords[a])
break; break;
::fprintf(out,"\t\t<TextureCoords num_components=\"%i\"> \n",mesh->mNumUVComponents[a]); ::fprintf(out,"\t\t<TextureCoords set=\"%i\" num_components=\"%i\"> \n",a,mesh->mNumUVComponents[a]);
if (!shortened) { if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
::fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", ::fprintf(out,"\t\t%0 8f %0 8f %0 8f\n",
@ -908,7 +908,7 @@ void WriteDump(const aiScene* scene, FILE* out, const char* src, const char* cmd
for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) { for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) {
if (!mesh->mColors[a]) if (!mesh->mColors[a])
break; break;
::fprintf(out,"\t\t<Color> \n"); //::fprintf(out,"\t\t<Colors set=\"%i\"> \n",a);
if (!shortened) { if (!shortened) {
for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { for (unsigned int n = 0; n < mesh->mNumVertices; ++n) {
::fprintf(out,"\t\t%0 8f %0 8f %0 8f %0 8f\n", ::fprintf(out,"\t\t%0 8f %0 8f %0 8f %0 8f\n",