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@@ -200,6 +200,10 @@ void AssimpShapeLoader::enumerateScene()
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Con::printf("[ASSIMP] Mesh Count: %d", mScene->mNumMeshes);
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Con::printf("[ASSIMP] Material Count: %d", mScene->mNumMaterials);
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+ // Extract embedded textures
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+ for (U32 i = 0; i < mScene->mNumTextures; ++i)
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+ extractTexture(i, mScene->mTextures[i]);
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+
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// Load all the materials.
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for ( U32 i = 0; i < mScene->mNumMaterials; i++ )
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AppMesh::appMaterials.push_back(new AssimpAppMaterial(mScene->mMaterials[i]));
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@@ -302,8 +306,11 @@ void AssimpShapeLoader::updateMaterialsScript(const Torque::Path &path)
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if ( Sim::findObject( MATMGR->getMapEntry( mat->getName() ), mappedMat ) )
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{
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// Only update existing materials if forced to
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- if ( ColladaUtils::getOptions().forceUpdateMaterials )
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- persistMgr.setDirty( mappedMat );
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+ if (Con::getBoolVariable("$Assimp::ForceUpdateMats", false))
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+ {
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+ mat->initMaterial(scriptPath, mappedMat);
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+ persistMgr.setDirty(mappedMat);
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+ }
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}
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else
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{
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@@ -393,6 +400,56 @@ void AssimpShapeLoader::detectDetails()
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AssimpAppMesh::fixDetailSize(singleDetail, Con::getIntVariable("$Assimp::singleDetailSize", 2));
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}
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+void AssimpShapeLoader::extractTexture(U32 index, aiTexture* pTex)
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+{ // Cache an embedded texture to disk
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+ updateProgress(Load_EnumerateScene, "Extracting Textures...", mScene->mNumTextures, index);
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+ Con::printf("[Assimp] Extracting Texture %s, W: %d, H: %d, %d of %d, format hint: (%s)", pTex->mFilename.C_Str(),
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+ pTex->mWidth, pTex->mHeight, index, mScene->mNumTextures, pTex->achFormatHint);
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+
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+ // Create the texture filename
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+ String cleanFile = AppMaterial::cleanString(TSShapeLoader::getShapePath().getFileName());
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+ String texName = String::ToString("%s_cachedTex%d", cleanFile.c_str(), index);
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+ Torque::Path texPath = shapePath;
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+ texPath.setFileName(texName);
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+
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+ if (pTex->mHeight == 0)
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+ { // Compressed format, write the data directly to disc
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+ texPath.setExtension(pTex->achFormatHint);
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+ FileStream *outputStream;
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+ if ((outputStream = FileStream::createAndOpen(texPath.getFullPath(), Torque::FS::File::Write)) != NULL)
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+ {
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+ outputStream->setPosition(0);
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+ outputStream->write(pTex->mWidth, pTex->pcData);
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+ outputStream->close();
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+ delete outputStream;
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+ }
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+ }
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+ else
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+ { // Embedded pixel data, fill a bitmap and save it.
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+ GFXTexHandle shapeTex;
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+ shapeTex.set(pTex->mWidth, pTex->mHeight, GFXFormatR8G8B8A8_SRGB, &GFXDynamicTextureSRGBProfile,
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+ String::ToString("AssimpShapeLoader (%s:%i)", __FILE__, __LINE__), 1, 0);
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+ GFXLockedRect *rect = shapeTex.lock();
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+
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+ for (U32 y = 0; y < pTex->mHeight; ++y)
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+ {
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+ for (U32 x = 0; x < pTex->mWidth; ++x)
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+ {
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+ U32 targetIndex = (y * rect->pitch) + (x * 4);
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+ U32 sourceIndex = ((y * pTex->mWidth) + x) * 4;
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+ rect->bits[targetIndex] = pTex->pcData[sourceIndex].r;
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+ rect->bits[targetIndex + 1] = pTex->pcData[sourceIndex].g;
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+ rect->bits[targetIndex + 2] = pTex->pcData[sourceIndex].b;
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+ rect->bits[targetIndex + 3] = pTex->pcData[sourceIndex].a;
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+ }
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+ }
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+ shapeTex.unlock();
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+
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+ texPath.setExtension("png");
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+ shapeTex->dumpToDisk("PNG", texPath.getFullPath());
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+ }
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+}
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+
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//-----------------------------------------------------------------------------
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/// This function is invoked by the resource manager based on file extension.
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TSShape* assimpLoadShape(const Torque::Path &path)
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