Import material texture
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4 changed files with 128 additions and 3 deletions
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@ -31,6 +31,7 @@
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#include <nel/misc/tool_logger.h>
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#include <nel/3d/mesh.h>
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#include <nel/3d/texture_file.h>
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using namespace std;
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using namespace NLMISC;
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@ -50,6 +51,10 @@ inline CRGBA convColor(const aiColor4D &ac)
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void assimpMaterial(NL3D::CMaterial &mat, CMeshUtilsContext &context, const aiMaterial *am)
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{
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aiString amname;
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if (am->Get(AI_MATKEY_NAME, amname) != aiReturn_SUCCESS)
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amname = "";
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mat.initLighted();
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mat.setShader(CMaterial::Normal);
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@ -99,6 +104,78 @@ void assimpMaterial(NL3D::CMaterial &mat, CMeshUtilsContext &context, const aiMa
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if (am->Get(AI_MATKEY_COLOR_EMISSIVE, c3) == aiReturn_SUCCESS)
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mat.setEmissive(convColor(c3));
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// Textures
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unsigned int texCount = am->GetTextureCount(aiTextureType_DIFFUSE);
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if (texCount > IDRV_MAT_MAXTEXTURES)
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{
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tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Material '%s' has more than %i textures (%i textures found)", amname.C_Str(), IDRV_MAT_MAXTEXTURES, texCount);
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texCount = IDRV_MAT_MAXTEXTURES;
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}
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for (unsigned int ti = 0; ti < texCount; ++ti)
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{
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aiString path;
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aiTextureMapping mapping;
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unsigned int uvindex;
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float blend; // Partially supported
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aiTextureOp op;
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aiTextureMapMode mapmode;
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if (am->GetTexture(aiTextureType_DIFFUSE, ti, &path, &mapping, &uvindex, &blend, &op, &mapmode) != aiReturn_SUCCESS)
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Failed to get texture %i in material '%s'", ti, amname.C_Str());
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break;
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}
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std::string fileName = CFile::getFilename(CPath::standardizePath(path.C_Str(), false));
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std::string knownPath = CPath::lookup(fileName, false, false, false);
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if (knownPath.empty())
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{
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tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Texture '%s' referenced in material '%s' but not found in the database search paths", fileName.c_str(), amname.C_Str());
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}
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// NeL supports bitmap and cubemap, but we import only basic bitmap here. Cubemap can be inserted from the mesh editor tool
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// NeL also has fancy multi-bitmap thing to switch between summer and winter and so on. Same story
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CSmartPtr<CTextureFile> tex = new CTextureFile();
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tex->setFileName(fileName);
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tex->setWrapS(mapmode == aiTextureMapMode_Clamp ? ITexture::Clamp : ITexture::Repeat);
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tex->setWrapT(mapmode == aiTextureMapMode_Clamp ? ITexture::Clamp : ITexture::Repeat);
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mat.setTexture(ti, tex);
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// TODO uvindex for uv routing (probably necessary during shape import - if so also need to also ask the uv channel in the editor and store in meta)
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// TODO aiTextureMapping texcoordgen if useful to import
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mat.texEnvArg0Alpha(ti, CMaterial::Texture, CMaterial::SrcAlpha);
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mat.texEnvArg0RGB(ti, CMaterial::Texture, CMaterial::SrcColor);
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mat.texEnvArg1Alpha(ti, ti == 0 ? CMaterial::Diffuse : CMaterial::Previous, CMaterial::SrcAlpha);
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mat.texEnvArg1RGB(ti, ti == 0 ? CMaterial::Diffuse : CMaterial::Previous, CMaterial::SrcColor);
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switch (op)
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{
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case aiTextureOp_Multiply:
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default:
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mat.texEnvOpAlpha(ti, CMaterial::Modulate);
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mat.texEnvOpRGB(ti, CMaterial::Modulate);
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break;
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case aiTextureOp_Add:
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mat.texEnvOpAlpha(ti, CMaterial::Add);
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mat.texEnvOpRGB(ti, CMaterial::Add);
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break;
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case aiTextureOp_Subtract:
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mat.texEnvArg0Alpha(ti, CMaterial::Texture, CMaterial::InvSrcAlpha);
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mat.texEnvArg0RGB(ti, CMaterial::Texture, CMaterial::InvSrcColor);
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mat.texEnvOpAlpha(ti, CMaterial::Add);
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mat.texEnvOpRGB(ti, CMaterial::Add);
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break;
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case aiTextureOp_SignedAdd:
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mat.texEnvOpAlpha(ti, CMaterial::AddSigned);
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mat.texEnvOpRGB(ti, CMaterial::AddSigned);
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break;
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}
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}
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}
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CSmartPtr<CMaterial> assimpMaterial(CMeshUtilsContext &context, const aiMaterial *am)
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@ -22,8 +22,11 @@
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#include <nel/misc/tool_logger.h>
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#include <nel/misc/sstring.h>
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#include <nel/misc/file.h>
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#include <nel/misc/path.h>
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#include <nel/3d/shape.h>
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#include <nel/3d/mesh.h>
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#include <nel/3d/texture_file.h>
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#include "database_config.h"
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#include "scene_meta.h"
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@ -227,7 +230,7 @@ void exportShapes(CMeshUtilsContext &context)
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CNodeContext &nodeContext = it->second;
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if (nodeContext.Shape)
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{
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std::string shapePath = context.Settings.DestinationDirectoryPath + "/" + it->first + ".shape";
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std::string shapePath = NLMISC::CPath::standardizePath(context.Settings.DestinationDirectoryPath, true) + it->first + ".shape";
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context.ToolLogger.writeDepend(NLMISC::BUILD, shapePath.c_str(), "*");
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NLMISC::COFile f;
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if (f.open(shapePath, false, false, true))
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@ -244,6 +247,34 @@ void exportShapes(CMeshUtilsContext &context)
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"Shape '%s' serialization failed!", it->first.c_str());
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}
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}
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if (NL3D::CMesh *mesh = dynamic_cast<NL3D::CMesh *>(nodeContext.Shape.getPtr()))
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{
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for (uint mi = 0; mi < mesh->getNbMaterial(); ++mi)
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{
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NL3D::CMaterial &mat = mesh->getMaterial(mi);
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for (uint ti = 0; ti < NL3D::IDRV_MAT_MAXTEXTURES; ++ti)
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{
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if (NL3D::ITexture *itex = mat.getTexture(ti))
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{
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if (NL3D::CTextureFile *tex = dynamic_cast<NL3D::CTextureFile *>(itex))
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{
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std::string fileName = tex->getFileName();
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std::string knownPath = NLMISC::CPath::lookup(fileName, false, false, false);
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if (!knownPath.empty())
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{
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context.ToolLogger.writeDepend(NLMISC::RUNTIME, shapePath.c_str(), knownPath.c_str());
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}
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else
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{
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// TODO: Move this warning into nelmeta serialization so it's shown before export
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tlwarning(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"Texture '%s' referenced in material but not found in the database search paths", fileName.c_str());
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}
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}
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}
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}
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}
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}
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}
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}
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}
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@ -258,7 +289,7 @@ int exportScene(const CMeshUtilsSettings &settings)
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context.ToolLogger.initDepend(settings.ToolDependLog);
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if (!settings.ToolErrorLog.empty())
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context.ToolLogger.initError(settings.ToolErrorLog);
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context.ToolLogger.writeDepend(NLMISC::BUILD, "*", context.Settings.SourceFilePath.c_str()); // Base input file
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context.ToolLogger.writeDepend(NLMISC::BUILD, "*", NLMISC::CPath::standardizePath(context.Settings.SourceFilePath, false).c_str()); // Base input file
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// Apply database configuration
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CDatabaseConfig::init(settings.SourceFilePath);
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@ -49,6 +49,11 @@ void CNodeMeta::serial(NLMISC::IStream &s)
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}
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CSceneMeta::CSceneMeta() :
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ImportShape(true),
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ImportSkel(true),
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ImportAnim(true),
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ImportCmb(true),
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ImportIG(true),
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ExportDefaultIG(false),
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SkeletonMode(TSkelRoot)
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{
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@ -57,7 +62,7 @@ CSceneMeta::CSceneMeta() :
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bool CSceneMeta::load(const std::string &filePath)
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{
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m_MetaFilePath = filePath + ".nelmeta";
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m_MetaFilePath = NLMISC::CPath::standardizePath(filePath + ".nelmeta", false);
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if (CFile::fileExists(m_MetaFilePath))
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{
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CIFile f(m_MetaFilePath);
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@ -79,6 +84,12 @@ void CSceneMeta::serial(NLMISC::IStream &s)
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{
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uint version = s.serialVersion(1);
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s.serial(ImportShape);
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s.serial(ImportSkel);
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s.serial(ImportAnim);
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s.serial(ImportCmb);
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s.serial(ImportIG);
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s.serial(ExportDefaultIG);
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s.serial((uint32 &)SkeletonMode);
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@ -80,6 +80,12 @@ struct CSceneMeta
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{
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CSceneMeta();
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bool ImportShape;
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bool ImportSkel;
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bool ImportAnim;
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bool ImportCmb;
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bool ImportIG;
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bool ExportDefaultIG; // Export a default instance group from nodes the scene that do not have an instance group set
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TSkel SkeletonMode;
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