mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-15 14:08:42 +00:00
Initial work on UV
This commit is contained in:
parent
6ce693966a
commit
1b793fb168
2 changed files with 78 additions and 11 deletions
|
@ -89,6 +89,11 @@ inline CRGBA convColor(const aiColor4D &ac)
|
|||
return CRGBA(ac.r * 255.99f, ac.g * 255.99f, ac.b * 255.99f, ac.a * 255.99f);
|
||||
}
|
||||
|
||||
inline CUVW convUvw(const aiVector3D &av)
|
||||
{
|
||||
return CUVW(av.x, av.y, av.z); // UH OH COORDINATE CONVERSION ?!
|
||||
}
|
||||
|
||||
bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &buildBaseMesh, CMeshUtilsContext &context, CNodeContext &nodeContext)
|
||||
{
|
||||
// TODO
|
||||
|
@ -98,6 +103,7 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
|
|||
// TODO Support skinning
|
||||
|
||||
const aiNode *node = nodeContext.InternalNode;
|
||||
nlassert(node->mNumMeshes);
|
||||
|
||||
// Basic validations before processing starts
|
||||
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
|
||||
|
@ -127,12 +133,13 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
|
|||
// Default vertex flags
|
||||
buildMesh.VertexFlags = CVertexBuffer::PositionFlag | CVertexBuffer::NormalFlag;
|
||||
|
||||
// TODO: UV Channels
|
||||
// TODO: UV Channels routing to correct texture stage
|
||||
for (uint i = 0; i < CVertexBuffer::MaxStage; ++i)
|
||||
buildMesh.UVRouting[i] = i;
|
||||
|
||||
// Meshes in assimp are separated per material, so we need to re-merge them for the mesh build process
|
||||
// This process also deduplicates vertices
|
||||
bool cleanupMesh = false;
|
||||
sint32 numVertices = 0;
|
||||
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
|
||||
numVertices += context.InternalScene->mMeshes[node->mMeshes[mi]]->mNumVertices;
|
||||
|
@ -152,7 +159,7 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
|
|||
if (vecit == vertexIdentifiers.end())
|
||||
{
|
||||
buildMesh.Vertices[numVertices] = vec;
|
||||
vertexIdentifiers[vec] = numVertices;
|
||||
if (cleanupMesh) vertexIdentifiers[vec] = numVertices; // Don't remap if we don't wan't to lose vertex indices
|
||||
vertexRemapping[mi][vi] = numVertices;
|
||||
++numVertices;
|
||||
}
|
||||
|
@ -172,10 +179,45 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
|
|||
numFaces += context.InternalScene->mMeshes[node->mMeshes[mi]]->mNumFaces;
|
||||
buildMesh.Faces.resize(numFaces);
|
||||
numFaces = 0;
|
||||
unsigned int refNumColorChannels = context.InternalScene->mMeshes[node->mMeshes[0]]->GetNumColorChannels();
|
||||
unsigned int refNumUVChannels = context.InternalScene->mMeshes[node->mMeshes[0]]->GetNumUVChannels();
|
||||
for (unsigned int mi = 0; mi < node->mNumMeshes; ++mi)
|
||||
{
|
||||
const aiMesh *mesh = context.InternalScene->mMeshes[node->mMeshes[mi]];
|
||||
unsigned int numColorChannels = mesh->GetNumColorChannels(); // TODO: Maybe needs to be same on all mesh parts
|
||||
|
||||
// Get channel numbers
|
||||
unsigned int numColorChannels = mesh->GetNumColorChannels();
|
||||
if (numColorChannels > 2)
|
||||
{
|
||||
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
|
||||
"Shape '%s' has too many color channels in mesh %i (%i channels found)", node->mName.C_Str(), mi, numColorChannels);
|
||||
}
|
||||
if (numColorChannels > 0)
|
||||
{
|
||||
buildMesh.VertexFlags |= CVertexBuffer::PrimaryColorFlag;
|
||||
if (numColorChannels > 1)
|
||||
{
|
||||
buildMesh.VertexFlags |= CVertexBuffer::SecondaryColorFlag;
|
||||
}
|
||||
}
|
||||
unsigned int numUVChannels = mesh->GetNumUVChannels();
|
||||
if (numUVChannels > CVertexBuffer::MaxStage)
|
||||
{
|
||||
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
|
||||
"Shape '%s' has too many uv channels in mesh %i (%i channels found)", node->mName.C_Str(), mi, numUVChannels);
|
||||
numUVChannels = CVertexBuffer::MaxStage;
|
||||
}
|
||||
for (unsigned int ui = 0; ui < numUVChannels; ++ui)
|
||||
buildMesh.VertexFlags |= (CVertexBuffer::TexCoord0 << ui); // TODO: Coord UV tex stage rerouting
|
||||
|
||||
// TODO: Channels do in fact differ between submeshes, so we need to correctly recount and reroute the materials properly
|
||||
if (numColorChannels != refNumColorChannels)
|
||||
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
|
||||
"Shape '%s' mismatch of nb color channel in mesh '%i', please contact developer", node->mName.C_Str(), mi);
|
||||
if (numUVChannels != refNumUVChannels)
|
||||
tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
|
||||
"Shape '%s' mismatch of nb uv channel in mesh '%i', please contact developer", node->mName.C_Str(), mi);
|
||||
|
||||
for (unsigned int fi = 0; fi < mesh->mNumFaces; ++fi)
|
||||
{
|
||||
const aiFace &af = mesh->mFaces[fi];
|
||||
|
@ -195,18 +237,43 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
|
|||
face.Corner[1].Normal = convVector(mesh->mNormals[af.mIndices[1]]);
|
||||
face.Corner[2].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
|
||||
// UV channels
|
||||
for (unsigned int ui = 0; ui < numUVChannels; ++ui) // TODO: UV Rerouting
|
||||
{
|
||||
face.Corner[0].Uvws[ui] = convUvw(mesh->mTextureCoords[ui][af.mIndices[0]]);
|
||||
face.Corner[1].Uvws[ui] = convUvw(mesh->mTextureCoords[ui][af.mIndices[1]]);
|
||||
face.Corner[2].Uvws[ui] = convUvw(mesh->mTextureCoords[ui][af.mIndices[2]]);
|
||||
}
|
||||
for (unsigned int ui = numUVChannels; ui < CVertexBuffer::MaxStage; ++ui)
|
||||
{
|
||||
face.Corner[0].Uvws[ui] = CUVW(0, 0, 0);
|
||||
face.Corner[1].Uvws[ui] = CUVW(0, 0, 0);
|
||||
face.Corner[2].Uvws[ui] = CUVW(0, 0, 0);
|
||||
}
|
||||
// Primary and secondary color channels
|
||||
if (numColorChannels > 0) // TODO: Verify
|
||||
{
|
||||
face.Corner[0].Color = convColor(mesh->mColors[0][af.mIndices[0]]);
|
||||
face.Corner[1].Color = convColor(mesh->mColors[0][af.mIndices[1]]);
|
||||
face.Corner[2].Color = convColor(mesh->mColors[0][af.mIndices[2]]);
|
||||
}
|
||||
else
|
||||
{
|
||||
face.Corner[0].Color = CRGBA(255, 255, 255, 255);
|
||||
face.Corner[1].Color = CRGBA(255, 255, 255, 255);
|
||||
face.Corner[2].Color = CRGBA(255, 255, 255, 255);
|
||||
}
|
||||
if (numColorChannels > 1) // TODO: Verify
|
||||
{
|
||||
face.Corner[0].Specular = convColor(mesh->mColors[1][af.mIndices[0]]);
|
||||
face.Corner[1].Specular = convColor(mesh->mColors[1][af.mIndices[1]]);
|
||||
face.Corner[2].Specular = convColor(mesh->mColors[1][af.mIndices[2]]);
|
||||
}
|
||||
else
|
||||
{
|
||||
face.Corner[0].Specular = CRGBA(255, 255, 255, 255);
|
||||
face.Corner[1].Specular = CRGBA(255, 255, 255, 255);
|
||||
face.Corner[2].Specular = CRGBA(255, 255, 255, 255);
|
||||
}
|
||||
// TODO: Color modulate, alpha, use color alpha for vp tree, etc
|
||||
++numFaces;
|
||||
|
|
|
@ -247,7 +247,7 @@ void exportShapes(CMeshUtilsContext &context)
|
|||
"Shape '%s' serialization failed!", it->first.c_str());
|
||||
}
|
||||
}
|
||||
if (NL3D::CMesh *mesh = dynamic_cast<NL3D::CMesh *>(nodeContext.Shape.getPtr()))
|
||||
if (NL3D::CMeshBase *mesh = dynamic_cast<NL3D::CMeshBase *>(nodeContext.Shape.getPtr()))
|
||||
{
|
||||
for (uint mi = 0; mi < mesh->getNbMaterial(); ++mi)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue