Initial work on UV

--HG--
branch : feature-export-assimp
hg/feature/material-editor
kaetemi 9 years ago
parent 27e7095db9
commit 7f31e640da

@ -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)
{

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