finish UV texture

This commit is contained in:
aoowweenn
2017-03-02 23:16:29 +08:00
parent e89c29a9cc
commit 7a25f5ac25
2 changed files with 67 additions and 19 deletions

View File

@@ -159,6 +159,12 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
std::cout << pScene->mRootNode->mName.C_Str() << std::endl;
std::cout << pModel->index_count << std::endl;
pNode = new aiNode;
pScene->mRootNode->addChildren(1, &pNode);
pScene->mRootNode->mNumChildren = 1;
pNode->mParent = pScene->mRootNode;
pNode->mName.Set(string(pModel->model_name) + string("_mesh"));
// split mesh by materials
pNode->mNumMeshes = pModel->material_count;
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
@@ -180,15 +186,34 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
indexStart += indexCount;
}
// create textures, may be dummy?
/*
pScene->mNumTextures = pModel->texture_count;
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
for( unsigned int i = 0; i < pScene->mNumTextures; ++i) {
aiTexture *tex = new aiTexture;
pScene->mTextures[i] = tex;
strcpy(tex->achFormatHint, "png");
tex->mHeight = 0;
ifstream file(pModel->textures[i], ios::binary | ios::ate);
streamsize size = file.tellg();
file.seekg(0, ios::beg);
char *buffer = new char[size];
file.read(buffer, size);
if(file.bad()) {
string err("PMX: Can't open texture file");
err.append(pModel->textures[i]);
throw DeadlyExportError(err);
}
tex->pcData = (aiTexel*)buffer;
}
*/
// create materials
pScene->mNumMaterials = pModel->material_count;
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
for( unsigned int i = 0; i < pScene->mNumMaterials; i++ ) {
aiMaterial* mat = new aiMaterial;
pScene->mMaterials[i] = mat;
aiString name(pModel->materials[i].material_name);
mat->AddProperty(&name, AI_MATKEY_NAME);
aiColor3D color(0.01*i, 0.01*i, 0.01*i);
mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
pScene->mMaterials[i] = CreateMaterial(&pModel->materials[i], pModel);
}
// Convert everything to OpenGL space
@@ -238,17 +263,47 @@ aiMesh* MMDImporter::CreateMesh(const pmx::PmxModel* pModel, const int indexStar
const float* normal = v->normal;
pMesh->mNormals[index].Set(normal[0], normal[1], normal[2]);
pMesh->mTextureCoords[0][index].x = v->uv[0];
pMesh->mTextureCoords[0][index].y = v->uv[1];
pMesh->mTextureCoords[0][index].y = -v->uv[1];
for( int i = 1; i <= pModel->setting.uv; i++ ) {
// TODO: wrong here? use quaternion transform?
pMesh->mTextureCoords[i][index].x = v->uva[i][2] - v->uva[i][0];
pMesh->mTextureCoords[i][index].y = v->uva[i][3] - v->uva[i][1];
pMesh->mTextureCoords[i][index].x = v->uva[i][0];
pMesh->mTextureCoords[i][index].y = v->uva[i][1];
}
}
return pMesh;
}
// ------------------------------------------------------------------------------------------------
aiMaterial* MMDImporter::CreateMaterial(const pmx::PmxMaterial* pMat, const pmx::PmxModel* pModel)
{
aiMaterial *mat = new aiMaterial();
aiString name(pMat->material_english_name);
mat->AddProperty(&name, AI_MATKEY_NAME);
aiColor3D diffuse(pMat->diffuse[0], pMat->diffuse[1], pMat->diffuse[2]);
mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
aiColor3D specular(pMat->specular[0], pMat->specular[1], pMat->specular[2]);
mat->AddProperty(&specular, 1, AI_MATKEY_COLOR_SPECULAR);
aiColor3D ambient(pMat->ambient[0], pMat->ambient[1], pMat->ambient[2]);
mat->AddProperty(&ambient, 1, AI_MATKEY_COLOR_AMBIENT);
float opacity = pMat->diffuse[3];
mat->AddProperty(&opacity, 1, AI_MATKEY_OPACITY);
float shininess = pMat->specularlity;
mat->AddProperty(&shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
aiString texture_path(pModel->textures[pMat->diffuse_texture_index]);
mat->AddProperty(&texture_path, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
int mapping_uvwsrc = 0;
mat->AddProperty(&mapping_uvwsrc, 1, AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, 0));
int mapping_mode = aiTextureMapMode_Mirror;
mat->AddProperty(&mapping_mode, 1, AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE, 0));
mat->AddProperty(&mapping_mode, 1, AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE, 0));
return mat;
}
// ------------------------------------------------------------------------------------------------
} // Namespace Assimp