Merge pull request #1015 from ascandal/feature/fix-glTF-validator-errors
Fix glTF validator errorspull/1019/head
commit
f94b7287fc
16
CHANGES
16
CHANGES
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@ -2,6 +2,22 @@
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CHANGELOG
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----------------------------------------------------------------------
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3.2.1 (2016-10-01)
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FEATURES:
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- Updated glTF exporter to meet 1.0 specification.
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FIXES/HOUSEKEEPING:
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- Fixed glTF Validator errors for exported glTF format.
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ISSUES:
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- Hard coded sampler setting for
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- magFilter
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- minFilter
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- void* in ExportData for accessor max and min.
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3.2.0 (2015-11-03)
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FEATURES:
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@ -236,6 +236,32 @@ namespace glTF
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BufferViewTarget_ELEMENT_ARRAY_BUFFER = 34963
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};
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//! Values for the Sampler::magFilter field
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enum SamplerMagFilter
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{
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SamplerMagFilter_Nearest = 9728,
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SamplerMagFilter_Linear = 9729
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};
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//! Values for the Sampler::minFilter field
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enum SamplerMinFilter
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{
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SamplerMinFilter_Nearest = 9728,
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SamplerMinFilter_Linear = 9729,
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SamplerMinFilter_Nearest_Mipmap_Nearest = 9984,
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SamplerMinFilter_Linear_Mipmap_Nearest = 9985,
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SamplerMinFilter_Nearest_Mipmap_Linear = 9986,
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SamplerMinFilter_Linear_Mipmap_Linear = 9987
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};
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//! Values for the Sampler::wrapS and Sampler::wrapT field
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enum SamplerWrap
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{
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SamplerWrap_Clamp_To_Edge = 33071,
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SamplerWrap_Mirrored_Repeat = 33648,
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SamplerWrap_Repeat = 10497
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};
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//! Values for the Texture::format and Texture::internalFormat fields
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enum TextureFormat
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{
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@ -377,8 +403,8 @@ namespace glTF
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ComponentType componentType; //!< The datatype of components in the attribute. (required)
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unsigned int count; //!< The number of attributes referenced by this accessor. (required)
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AttribType::Value type; //!< Specifies if the attribute is a scalar, vector, or matrix. (required)
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//std::vector<float> max; //!< Maximum value of each component in this attribute.
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//std::vector<float> min; //!< Minimum value of each component in this attribute.
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std::vector<float> max; //!< Maximum value of each component in this attribute.
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std::vector<float> min; //!< Minimum value of each component in this attribute.
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unsigned int GetNumComponents();
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unsigned int GetBytesPerComponent();
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@ -812,8 +838,14 @@ namespace glTF
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struct Sampler : public Object
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{
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SamplerMagFilter magFilter; //!< The texture magnification filter. (required)
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SamplerMinFilter minFilter; //!< The texture minification filter. (required)
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SamplerWrap wrapS; //!< The texture wrapping in the S direction. (required)
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SamplerWrap wrapT; //!< The texture wrapping in the T direction. (required)
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Sampler() {}
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void Read(Value& obj, Asset& r);
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void SetDefaults();
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};
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struct Scene : public Object
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@ -860,7 +892,7 @@ namespace glTF
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//! A texture and its sampler.
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struct Texture : public Object
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{
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//Ref<Sampler> source; //!< The ID of the sampler used by this texture. (required)
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Ref<Sampler> sampler; //!< The ID of the sampler used by this texture. (required)
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Ref<Image> source; //!< The ID of the image used by this texture. (required)
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//TextureFormat format; //!< The texture's format. (default: TextureFormat_RGBA)
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@ -1049,7 +1081,7 @@ namespace glTF
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LazyDict<Mesh> meshes;
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LazyDict<Node> nodes;
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//LazyDict<Program> programs;
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//LazyDict<Sampler> samplers;
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LazyDict<Sampler> samplers;
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LazyDict<Scene> scenes;
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//LazyDict<Shader> shaders;
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//LazyDict<Skin> skins;
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@ -1074,7 +1106,7 @@ namespace glTF
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, meshes (*this, "meshes")
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, nodes (*this, "nodes")
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//, programs (*this, "programs")
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//, samplers (*this, "samplers")
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, samplers (*this, "samplers")
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, scenes (*this, "scenes")
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//, shaders (*this, "shaders")
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//, skins (*this, "skins")
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@ -665,12 +665,35 @@ inline void Image::SetData(uint8_t* data, size_t length, Asset& r)
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}
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}
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inline void Sampler::Read(Value& obj, Asset& r)
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{
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SetDefaults();
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ReadMember(obj, "magFilter", magFilter);
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ReadMember(obj, "minFilter", minFilter);
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ReadMember(obj, "wrapS", wrapS);
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ReadMember(obj, "wrapT", wrapT);
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}
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inline void Sampler::SetDefaults()
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{
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magFilter = SamplerMagFilter_Linear;
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minFilter = SamplerMinFilter_Linear;
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wrapS = SamplerWrap_Repeat;
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wrapT = SamplerWrap_Repeat;
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}
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inline void Texture::Read(Value& obj, Asset& r)
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{
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const char* sourcestr;
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if (ReadMember(obj, "source", sourcestr)) {
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source = r.images.Get(sourcestr);
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}
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const char* samplerstr;
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if (ReadMember(obj, "sampler", samplerstr)) {
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sampler = r.samplers.Get(samplerstr);
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}
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}
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namespace {
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@ -62,6 +62,15 @@ namespace glTF {
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return val;
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}
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inline Value& MakeValue(Value& val, const std::vector<float> & r, MemoryPoolAllocator<>& al) {
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val.SetArray();
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val.Reserve(r.size(), al);
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for (int i = 0; i < r.size(); ++i) {
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val.PushBack(r[i], al);
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}
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return val;
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}
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template<class T>
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inline void AddRefsVector(Value& obj, const char* fieldId, std::vector< Ref<T> >& v, MemoryPoolAllocator<>& al) {
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if (v.empty()) return;
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@ -85,6 +94,10 @@ namespace glTF {
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obj.AddMember("componentType", int(a.componentType), w.mAl);
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obj.AddMember("count", a.count, w.mAl);
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obj.AddMember("type", StringRef(AttribType::ToString(a.type)), w.mAl);
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Value vTmpMax, vTmpMin;
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obj.AddMember("max", MakeValue(vTmpMax, a.max, w.mAl), w.mAl);
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obj.AddMember("min", MakeValue(vTmpMin, a.min, w.mAl), w.mAl);
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}
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inline void Write(Value& obj, Animation& a, AssetWriter& w)
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@ -323,7 +336,18 @@ namespace glTF {
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inline void Write(Value& obj, Sampler& b, AssetWriter& w)
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{
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if (b.wrapS) {
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obj.AddMember("wrapS", b.wrapS, w.mAl);
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}
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if (b.wrapT) {
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obj.AddMember("wrapT", b.wrapT, w.mAl);
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}
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if (b.magFilter) {
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obj.AddMember("magFilter", b.magFilter, w.mAl);
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}
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if (b.minFilter) {
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obj.AddMember("minFilter", b.minFilter, w.mAl);
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}
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}
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inline void Write(Value& scene, Scene& s, AssetWriter& w)
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@ -351,6 +375,9 @@ namespace glTF {
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if (tex.source) {
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obj.AddMember("source", Value(tex.source->id, w.mAl).Move(), w.mAl);
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}
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if (tex.sampler) {
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obj.AddMember("sampler", Value(tex.sampler->id, w.mAl).Move(), w.mAl);
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}
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}
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inline void Write(Value& obj, Light& b, AssetWriter& w)
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@ -493,7 +520,9 @@ namespace glTF {
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Value asset;
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asset.SetObject();
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{
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asset.AddMember("version", mAsset.asset.version, mAl);
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char versionChar[10];
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ai_snprintf(versionChar, sizeof(versionChar), "%d", mAsset.asset.version);
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asset.AddMember("version", Value(versionChar, mAl).Move(), mAl);
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asset.AddMember("generator", Value(mAsset.asset.generator, mAl).Move(), mAl);
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}
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@ -193,6 +193,36 @@ inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& bu
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acc->count = count;
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acc->type = typeOut;
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// calculate min and max values
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{
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// Allocate and initialize with large values.
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float float_MAX = 10000000000000;
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for (int i = 0 ; i < numCompsOut ; i++) {
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acc->min.push_back( float_MAX);
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acc->max.push_back(-float_MAX);
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}
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// Search and set extreme values.
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float valueTmp;
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for (int i = 0 ; i < count ; i++) {
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for (int j = 0 ; j < numCompsOut ; j++) {
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if (numCompsOut == 1) {
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valueTmp = static_cast<unsigned short*>(data)[i];
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} else {
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valueTmp = static_cast<aiVector3D*>(data)[i][j];
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}
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if (valueTmp < acc->min[j]) {
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acc->min[j] = valueTmp;
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}
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if (valueTmp > acc->max[j]) {
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acc->max[j] = valueTmp;
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}
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}
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}
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}
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// copy the data
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acc->WriteData(count, data, numCompsIn*bytesPerComp);
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@ -205,6 +235,52 @@ namespace {
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}
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}
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void glTFExporter::GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop)
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{
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std::string samplerId = mAsset->FindUniqueID("", "sampler");
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prop.texture->sampler = mAsset->samplers.Create(samplerId);
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aiTextureMapMode mapU, mapV;
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0),(int*)&mapU);
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0),(int*)&mapV);
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switch (mapU) {
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case aiTextureMapMode_Wrap:
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prop.texture->sampler->wrapS = SamplerWrap_Repeat;
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break;
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case aiTextureMapMode_Clamp:
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prop.texture->sampler->wrapS = SamplerWrap_Clamp_To_Edge;
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break;
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case aiTextureMapMode_Mirror:
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prop.texture->sampler->wrapS = SamplerWrap_Mirrored_Repeat;
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break;
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case aiTextureMapMode_Decal:
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default:
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prop.texture->sampler->wrapS = SamplerWrap_Repeat;
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break;
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};
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switch (mapV) {
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case aiTextureMapMode_Wrap:
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prop.texture->sampler->wrapT = SamplerWrap_Repeat;
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break;
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case aiTextureMapMode_Clamp:
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prop.texture->sampler->wrapT = SamplerWrap_Clamp_To_Edge;
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break;
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case aiTextureMapMode_Mirror:
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prop.texture->sampler->wrapT = SamplerWrap_Mirrored_Repeat;
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break;
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case aiTextureMapMode_Decal:
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default:
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prop.texture->sampler->wrapT = SamplerWrap_Repeat;
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break;
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};
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// Hard coded Texture filtering options because I do not know where to find them in the aiMaterial.
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prop.texture->sampler->magFilter = SamplerMagFilter_Linear;
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prop.texture->sampler->minFilter = SamplerMinFilter_Linear;
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}
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void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
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{
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aiString tex;
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@ -244,6 +320,8 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
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else {
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prop.texture->source->uri = path;
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}
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GetTexSampler(mat, prop);
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}
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}
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}
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@ -254,6 +332,7 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
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}
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}
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void glTFExporter::ExportMaterials()
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{
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aiString aiName;
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@ -369,7 +448,7 @@ void glTFExporter::ExportMeshes()
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if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, false);
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if (tc) p.attributes.texcoord.push_back(tc);
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}
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}
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@ -94,6 +94,7 @@ namespace Assimp
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void WriteBinaryData(IOStream* outfile, std::size_t sceneLength);
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void GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop);
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void GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt);
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void ExportMetadata();
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void ExportMaterials();
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