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@@ -285,9 +285,12 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
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}
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else
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{
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- if (16.0f >= surf.mGlossiness)fGloss = 6.0f;
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- else if (64.0f >= surf.mGlossiness)fGloss = 20.0f;
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- else if (256.0f >= surf.mGlossiness)fGloss = 50.0f;
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+ if (16.0f >= surf.mGlossiness)
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+ fGloss = 6.0f;
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+ else if (64.0f >= surf.mGlossiness)
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+ fGloss = 20.0f;
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+ else if (256.0f >= surf.mGlossiness)
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+ fGloss = 50.0f;
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else fGloss = 80.0f;
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}
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@@ -303,20 +306,19 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
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pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
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// emissive color
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- // (luminosity is not really the same but it affects the surface in
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- // a similar way. However, some scalings seems to be necessary)
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+ // luminosity is not really the same but it affects the surface in a similar way. Some scaling looks good.
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clr.g = clr.b = clr.r = surf.mLuminosity*0.8f;
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pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
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// opacity ... either additive or default-blended, please
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- if (0.f != surf.mAdditiveTransparency)
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- {
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+ if (0.f != surf.mAdditiveTransparency) {
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+
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const int add = aiBlendMode_Additive;
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pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY);
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pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC);
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}
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- else if (10e10f != surf.mTransparency)
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- {
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+
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+ else if (10e10f != surf.mTransparency) {
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const int def = aiBlendMode_Default;
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const float f = 1.0f-surf.mTransparency;
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pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY);
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@@ -334,23 +336,19 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
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HandleTextures(pcMat,surf.mOpacityTextures,aiTextureType_OPACITY);
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HandleTextures(pcMat,surf.mReflectionTextures,aiTextureType_REFLECTION);
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- // Now we need to know which shader we must use
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- // iterate through the shader list of the surface and
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- // search for a name which we know ...
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- for (ShaderList::const_iterator it = surf.mShaders.begin(), end = surf.mShaders.end();
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- it != end;++it)
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- {
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+ // Now we need to know which shader to use .. iterate through the shader list of
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+ // the surface and search for a name which we know ...
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+ for (ShaderList::const_iterator it = surf.mShaders.begin(), end = surf.mShaders.end();it != end;++it) {
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//if (!(*it).enabled)continue;
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+
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if ((*it).functionName == "LW_SuperCelShader" || (*it).functionName == "AH_CelShader") {
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- DefaultLogger::get()->info("LWO2: Mapping LW_SuperCelShader/AH_CelShader "
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- "to aiShadingMode_Toon");
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+ DefaultLogger::get()->info("LWO2: Mapping LW_SuperCelShader/AH_CelShader to aiShadingMode_Toon");
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m = aiShadingMode_Toon;
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break;
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}
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else if ((*it).functionName == "LW_RealFresnel" || (*it).functionName == "LW_FastFresnel") {
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- DefaultLogger::get()->info("LWO2: Mapping LW_RealFresnel/LW_FastFresnel "
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- "to aiShadingMode_Fresnel");
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+ DefaultLogger::get()->info("LWO2: Mapping LW_RealFresnel/LW_FastFresnel to aiShadingMode_Fresnel");
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m = aiShadingMode_Fresnel;
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break;
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@@ -374,74 +372,148 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat
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}
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// ------------------------------------------------------------------------------------------------
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-void LWOImporter::FindUVChannels(LWO::TextureList& list, LWO::Layer& layer,
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- unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS],
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- unsigned int& next)
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+char LWOImporter::FindUVChannels(LWO::TextureList& list,
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+ LWO::Layer& layer,LWO::UVChannel& uv, unsigned int next)
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{
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+ char ret = 0;
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for (TextureList::iterator it = list.begin(), end = list.end();it != end;++it) {
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// Ignore textures with non-UV mappings for the moment.
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if (!(*it).enabled || !(*it).bCanUse || (*it).mapMode != LWO::Texture::UV) {
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continue;
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}
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- for (unsigned int i = 0; i < layer.mUVChannels.size();++i) {
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-
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- bool found = false;
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- if ((*it).mUVChannelIndex == layer.mUVChannels[i].name) {
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- // check whether we have this channel already
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- for (unsigned int m = 0; m < next;++m) {
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-
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- if (i == out[m]) {
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- (*it).mRealUVIndex = m;
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- found = true;
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- break;
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- }
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- }
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+
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+ if ((*it).mUVChannelIndex == uv.name) {
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+ ret = 1;
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+
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+ // got it.
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+ if ((*it).mRealUVIndex == 0xffffffff || (*it).mRealUVIndex == next)
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+ {
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+ (*it).mRealUVIndex = next;
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+ }
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+ else {
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+ // channel mismatch. need to duplicate the material.
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+ DefaultLogger::get()->warn("LWO: Channel mismatch, would need to duplicate surface [design bug]");
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- if (!found) {
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- (*it).mRealUVIndex = next;
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- out[next++] = i;
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- if (AI_MAX_NUMBER_OF_TEXTURECOORDS != next)
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- out[next] = 0xffffffff;
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- break;
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- }
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+ // TODO
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}
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}
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- if (0xffffffff == (*it).mRealUVIndex)
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- DefaultLogger::get()->error("LWO2: Unable to find matching UV channel for texture");
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}
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+ return ret;
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}
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// ------------------------------------------------------------------------------------------------
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-void LWOImporter::FindUVChannels(LWO::Surface& surf, LWO::Layer& layer,
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+void LWOImporter::FindUVChannels(LWO::Surface& surf,
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+ LWO::SortedRep& sorted,LWO::Layer& layer,
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unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS])
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{
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- out[0] = 0xffffffff;
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- unsigned int next = 0;
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+ unsigned int next = 0, extra = 0, num_extra = 0;
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+
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+ // Check whether we have an UV entry != 0 for one of the faces in 'sorted'
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+ for (unsigned int i = 0; i < layer.mUVChannels.size();++i) {
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+ LWO::UVChannel& uv = layer.mUVChannels[i];
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+
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+ for (LWO::SortedRep::const_iterator it = sorted.begin(); it != sorted.end(); ++it) {
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+
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+ LWO::Face& face = layer.mFaces[*it];
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+
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+ for (unsigned int n = 0; n < face.mNumIndices; ++n) {
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+ unsigned int idx = face.mIndices[n];
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+
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+ if (uv.abAssigned[idx] && ((aiVector2D*)&uv.rawData[0])[idx] != aiVector2D()) {
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+
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+ if (next >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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- FindUVChannels(surf.mColorTextures,layer,out,next);
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- FindUVChannels(surf.mDiffuseTextures,layer,out,next);
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- FindUVChannels(surf.mSpecularTextures,layer,out,next);
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- FindUVChannels(surf.mGlossinessTextures,layer,out,next);
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- FindUVChannels(surf.mOpacityTextures,layer,out,next);
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- FindUVChannels(surf.mBumpTextures,layer,out,next);
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- FindUVChannels(surf.mReflectionTextures,layer,out,next);
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+ DefaultLogger::get()->error("LWO: Maximum number of UV channels for "
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+ "this mesh reached. Skipping channel \'" + uv.name + "\'");
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+
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+ }
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+ else {
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+ // Search through all textures assigned to 'surf' and look for this UV channel
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+ char had = 0;
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+ had |= FindUVChannels(surf.mColorTextures,layer,uv,next);
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+ had |= FindUVChannels(surf.mDiffuseTextures,layer,uv,next);
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+ had |= FindUVChannels(surf.mSpecularTextures,layer,uv,next);
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+ had |= FindUVChannels(surf.mGlossinessTextures,layer,uv,next);
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+ had |= FindUVChannels(surf.mOpacityTextures,layer,uv,next);
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+ had |= FindUVChannels(surf.mBumpTextures,layer,uv,next);
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+ had |= FindUVChannels(surf.mReflectionTextures,layer,uv,next);
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+
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+ if (had != 0) {
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+
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+ // We have a texture referencing this UV channel so we have to take special care of it
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+ if (num_extra) {
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+
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+ for (unsigned int a = next; a < std::min( extra, AI_MAX_NUMBER_OF_TEXTURECOORDS-1u ); ++a) {
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+ out[a+1] = out[a];
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+ }
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+ }
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+ ++extra;
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+ out[next++] = i;
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+ }
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+ else {
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+
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+ // Bäh ... seems not to be used at all. Push to end if enough space is available.
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+ out[extra++] = i;
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+ ++num_extra;
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+ }
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+ }
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+ it = sorted.end()-1;
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+ break;
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+ }
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+ }
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+ }
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+ }
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+ if (next != AI_MAX_NUMBER_OF_TEXTURECOORDS) {
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+ out[extra] = 0xffffffff;
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+ }
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}
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// ------------------------------------------------------------------------------------------------
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-void LWOImporter::FindVCChannels(const LWO::Surface& surf, const LWO::Layer& layer,
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+void LWOImporter::FindVCChannels(const LWO::Surface& surf, LWO::SortedRep& sorted, const LWO::Layer& layer,
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unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS])
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{
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- out[0] = 0xffffffff;
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- if (surf.mVCMap.length()) {
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- for (unsigned int i = 0; i < layer.mVColorChannels.size();++i) {
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- if (surf.mVCMap == layer.mVColorChannels[i].name) {
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- out[0] = i;
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- out[1] = 0xffffffff;
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- return;
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+ unsigned int next = 0;
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+
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+ // Check whether we have an vc entry != 0 for one of the faces in 'sorted'
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+ for (unsigned int i = 0; i < layer.mVColorChannels.size();++i) {
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+ const LWO::VColorChannel& vc = layer.mVColorChannels[i];
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+
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+ if (surf.mVCMap == vc.name) {
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+ // The vertex color map is explicitely requested by the surface so we need to take special care of it
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+ for (unsigned int a = 0; a < std::min(next,AI_MAX_NUMBER_OF_COLOR_SETS-1u); ++a) {
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+ out[a+1] = out[a];
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}
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+ out[0] = i;
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+ ++next;
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}
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- DefaultLogger::get()->warn("LWO2: Unable to find vertex color channel: " + surf.mVCMap);
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+ else {
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+
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+ for (LWO::SortedRep::iterator it = sorted.begin(); it != sorted.end(); ++it) {
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+ const LWO::Face& face = layer.mFaces[*it];
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+
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+ for (unsigned int n = 0; n < face.mNumIndices; ++n) {
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+ unsigned int idx = face.mIndices[n];
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+
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+ if (vc.abAssigned[idx] && ((aiColor4D*)&vc.rawData[0])[idx] != aiColor4D(0.f,0.f,0.f,1.f)) {
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+ if (next >= AI_MAX_NUMBER_OF_COLOR_SETS) {
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+
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+ DefaultLogger::get()->error("LWO: Maximum number of vertex color channels for "
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+ "this mesh reached. Skipping channel \'" + vc.name + "\'");
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+
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+ }
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+ else {
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+ out[next++] = i;
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+ }
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+ it = sorted.end()-1;
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+ break;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ if (next != AI_MAX_NUMBER_OF_COLOR_SETS) {
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+ out[next] = 0xffffffff;
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}
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}
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