This commit is contained in:
kaetemi 2015-09-20 19:12:33 +02:00
parent feac4aa464
commit de96201228

View file

@ -87,10 +87,10 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
"(%s) mesh->GetNumColorChannels() > 2", node->mName.C_Str()); "(%s) mesh->GetNumColorChannels() > 2", node->mName.C_Str());
return false; return false;
} }
if (mesh->GetNumUVChannels() > 1) if (mesh->GetNumUVChannels() > CVertexBuffer::MaxStage)
{ {
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
"(%s) mesh->GetNumUVChannels() > 1", node->mName.C_Str()); "(%s) mesh->GetNumUVChannels() > CVertexBuffer::MaxStage", node->mName.C_Str());
return false; return false;
} }
if (!mesh->HasNormals()) if (!mesh->HasNormals())
@ -161,13 +161,14 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
} }
CMesh::CFace &face = buildMesh.Faces[numFaces]; CMesh::CFace &face = buildMesh.Faces[numFaces];
face.MaterialId = mi; face.MaterialId = mi;
face.SmoothGroup = 0; // No smoothing group (bitfield) face.SmoothGroup = 0; // No smoothing groups (bitfield)
face.Corner[0].Vertex = vertexRemapping[mi][af.mIndices[0]]; face.Corner[0].Vertex = vertexRemapping[mi][af.mIndices[0]];
face.Corner[1].Vertex = vertexRemapping[mi][af.mIndices[1]]; face.Corner[1].Vertex = vertexRemapping[mi][af.mIndices[1]];
face.Corner[2].Vertex = vertexRemapping[mi][af.mIndices[2]]; face.Corner[2].Vertex = vertexRemapping[mi][af.mIndices[2]];
face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[0]]); face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[0]]);
face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[1]]); face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[1]]);
face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[2]]); face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[2]]);
// TODO: If we want normal maps, we need to add tangent vectors to CFace and build process
// TODO: UV // TODO: UV
if (numColorChannels > 0) // TODO: Verify if (numColorChannels > 0) // TODO: Verify
{ {
@ -176,9 +177,9 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
face.Corner[2].Color = convColor(mesh->mColors[0][af.mIndices[2]]); face.Corner[2].Color = convColor(mesh->mColors[0][af.mIndices[2]]);
if (numColorChannels > 1) // TODO: Verify if (numColorChannels > 1) // TODO: Verify
{ {
face.Corner[0].Specular = convColor(mesh->mColors[0][af.mIndices[0]]); face.Corner[0].Specular = convColor(mesh->mColors[1][af.mIndices[0]]);
face.Corner[1].Specular = convColor(mesh->mColors[0][af.mIndices[1]]); face.Corner[1].Specular = convColor(mesh->mColors[1][af.mIndices[1]]);
face.Corner[2].Specular = convColor(mesh->mColors[0][af.mIndices[2]]); face.Corner[2].Specular = convColor(mesh->mColors[1][af.mIndices[2]]);
} }
} }
// TODO: Color modulate, alpha, use color alpha for vp tree, etc // TODO: Color modulate, alpha, use color alpha for vp tree, etc