Ogre: Support for multiple texcoords
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1248 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/merge
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1ac5a47c5d
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d9d57804fa
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@ -38,14 +38,14 @@ struct SubMesh
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std::vector<aiVector3D> Positions; bool HasPositions;
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std::vector<aiVector3D> Normals; bool HasNormals;
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std::vector<aiVector3D> Tangents; bool HasTangents;
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std::vector<aiVector3D> Uvs; unsigned int NumUvs;//nearly always 2d, but assimp has always 3d texcoords
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std::vector<std::vector<aiVector3D> > Uvs;//arbitrary number of texcoords, they are nearly always 2d, but assimp has always 3d texcoords, n vectors(outer) with texcoords for each vertex(inner)
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std::vector< std::vector<Weight> > Weights;//a list of bones for each vertex
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std::vector< std::vector<Weight> > Weights;//a list(inner) of bones for each vertex(outer)
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int MaterialIndex;///< The Index in the Assimp Materialarray from the material witch is attached to this submesh
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unsigned int BonesUsed;//the highest index of a bone from a bone weight, this is needed to create the assimp bone structur (converting from Vertex-Bones to Bone-Vertices)
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SubMesh(): SharedData(false), HasPositions(false), HasNormals(false), HasTangents(false),
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NumUvs(0), MaterialIndex(-1), BonesUsed(0) {}//initialize everything
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MaterialIndex(-1), BonesUsed(0) {}//initialize everything
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};
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@ -282,6 +282,9 @@ aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
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void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial)
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{
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unsigned int CurrentTextureId=0;
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string RestOfLine;
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getline(ss, RestOfLine);//ignore the rest of the line
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@ -349,11 +352,33 @@ void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial)
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{
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ss >> Line;
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aiString ts(Line.c_str());
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NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, CurrentTextureId));
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}
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else if(Line=="tex_coord_set")
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{
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int UvSet;
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ss >> UvSet;
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NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentTextureId));
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}
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else if(Line=="colour_op")
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{
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ss >> Line;
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if("replace"==Line)//I don't think, assimp has something for this...
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{
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}
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else if("modulate"==Line)
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{
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//TODO: set value
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//NewMaterial->AddProperty(aiTextureOp_Multiply)
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}
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}
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}//end of texture unit
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Line="";//clear the } that would end the outer loop
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CurrentTextureId++;//new Id for the next texture
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}
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}
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Line="";//clear the } that would end the outer loop
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}
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}//end of technique
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}
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@ -111,8 +111,11 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
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if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
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throw DeadlyImportError("Wrong Number of Tangents loaded!");
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if(theSubMesh.NumUvs==1 && theSubMesh.Uvs.size() != NumVertices)
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throw DeadlyImportError("Wrong Number of Uvs loaded!");
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for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
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{
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if(theSubMesh.Uvs[i].size() != NumVertices)
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throw DeadlyImportError("Wrong Number of Uvs loaded!");
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}
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}//end of "geometry
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@ -139,7 +142,7 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
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bool ReadPositions=false;
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bool ReadNormals=false;
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bool ReadTangents=false;
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bool ReadUvs=false;
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unsigned int NumUvs=0;
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//-------------------- check, what we need to read: --------------------------------
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if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
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@ -161,26 +164,18 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
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DefaultLogger::get()->debug("reading tangents");
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}
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//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
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if(!Reader->getAttributeValue("texture_coords"))
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theSubMesh.NumUvs=0;
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else
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if(Reader->getAttributeValue("texture_coords"))
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{
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ReadUvs=!!(theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords"));
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theSubMesh.Uvs.reserve(NumVertices);
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NumUvs=GetAttribute<unsigned int>(Reader, "texture_coords");
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theSubMesh.Uvs.resize(NumUvs);
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for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i) theSubMesh.Uvs[i].reserve(NumVertices);
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DefaultLogger::get()->debug("reading texture coords");
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}
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if(theSubMesh.NumUvs>1)
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{
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DefaultLogger::get()->warn("too many texcoords (just 1 supported!), just the first texcoords will be loaded!");
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theSubMesh.NumUvs=1;
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}
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//___________________________________________________________________
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//check if we will load anything
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if(!(ReadPositions || ReadNormals || ReadTangents || ReadUvs))
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if(!( ReadPositions || ReadNormals || ReadTangents || (NumUvs>0) ))
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DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
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@ -230,17 +225,21 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
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}
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//Uv:
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else if(ReadUvs && Reader->getNodeName()==string("texcoord"))
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else if(NumUvs>0 && Reader->getNodeName()==string("texcoord"))
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{
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aiVector3D NewUv;
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NewUv.x=GetAttribute<float>(Reader, "u");
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NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
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theSubMesh.Uvs.push_back(NewUv);
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//skip all the following texcoords:
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while(Reader->getNodeName()==string("texcoord"))
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for(unsigned int i=0; i<NumUvs; ++i)
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{
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if(Reader->getNodeName()!=string("texcoord"))
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{
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DefaultLogger::get()->warn(string("Not enough UVs in Vertex: ")+Reader->getNodeName());
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}
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aiVector3D NewUv;
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NewUv.x=GetAttribute<float>(Reader, "u");
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NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
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theSubMesh.Uvs[i].push_back(NewUv);
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XmlRead(Reader);
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continue;//don't read another line at the end of the loop
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}
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continue;//because we already read the next node...
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}
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//Color:
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@ -284,12 +283,20 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
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//---------------Make all Vertexes unique: (this is required by assimp)-----------------------
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vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
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unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
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vector<aiVector3D> UniquePositions(UniqueVertexCount);
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vector<aiVector3D> UniqueNormals(UniqueVertexCount);
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vector<aiVector3D> UniqueTangents(UniqueVertexCount);
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vector<aiVector3D> UniqueUvs(UniqueVertexCount);
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vector< vector<Weight> > UniqueWeights(UniqueVertexCount);
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vector< vector<aiVector3D> > UniqueUvs(theSubMesh.Uvs.size());
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for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
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//Support for shared data:
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/*We can use this loop to copy vertex informations from the shared data pool. In order to do so
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we just use a reference to a submodel instead of our submodel itself*/
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@ -300,14 +307,11 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
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theSubMesh.HasPositions=theSharedGeometry.HasPositions;
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theSubMesh.HasNormals=theSharedGeometry.HasNormals;
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theSubMesh.HasTangents=theSharedGeometry.HasTangents;
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theSubMesh.NumUvs=theSharedGeometry.NumUvs;
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theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
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}
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if(VertexSource.NumUvs > 0)
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{
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DefaultLogger::get()->error("Not all Uvs will be made unique!");
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UniqueUvs.resize(theSharedGeometry.Uvs.size());
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for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
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}
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for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
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@ -335,11 +339,14 @@ void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometr
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UniqueTangents[3*i+2]=VertexSource.Tangents[Vertex3];
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}
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if(VertexSource.NumUvs > 0)
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if(UniqueUvs.size()>0)
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{
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UniqueUvs[3*i+0]=VertexSource.Uvs[Vertex1];
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UniqueUvs[3*i+1]=VertexSource.Uvs[Vertex2];
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UniqueUvs[3*i+2]=VertexSource.Uvs[Vertex3];
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for(unsigned int j=0; j<UniqueUvs.size(); ++j)
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{
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UniqueUvs[j][3*i+0]=VertexSource.Uvs[j][Vertex1];
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UniqueUvs[j][3*i+1]=VertexSource.Uvs[j][Vertex2];
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UniqueUvs[j][3*i+2]=VertexSource.Uvs[j][Vertex3];
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}
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}
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if(VertexSource.Weights.size() > 0)
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@ -425,11 +432,14 @@ aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vecto
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*/
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//Uvs
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if(0!=theSubMesh.NumUvs)
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if(theSubMesh.Uvs.size()>0)
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{
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NewAiMesh->mNumUVComponents[0]=2;
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NewAiMesh->mTextureCoords[0]= new aiVector3D[theSubMesh.Uvs.size()];
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memcpy(NewAiMesh->mTextureCoords[0], &theSubMesh.Uvs[0], theSubMesh.Uvs.size()*sizeof(aiVector3D));
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for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
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{
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NewAiMesh->mNumUVComponents[i]=2;
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NewAiMesh->mTextureCoords[i]=new aiVector3D[theSubMesh.Uvs[i].size()];
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memcpy(NewAiMesh->mTextureCoords[i], &(theSubMesh.Uvs[i][0]), theSubMesh.Uvs[i].size()*sizeof(aiVector3D));
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}
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}
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@ -29,6 +29,15 @@ template<> inline int GetAttribute<int>(XmlReader* Reader, std::string Name)
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throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
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}
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template<> inline unsigned int GetAttribute<unsigned int>(XmlReader* Reader, std::string Name)
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{
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const char* Value=Reader->getAttributeValue(Name.c_str());
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if(Value)
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return static_cast<unsigned int>(atoi(Value));//yes, ugly, but pfff
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else
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throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
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}
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template<> inline float GetAttribute<float>(XmlReader* Reader, std::string Name)
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{
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const char* Value=Reader->getAttributeValue(Name.c_str());
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