#include <assimp/vector3.h>
#include <assimp/matrix4x4.h>
#include <assimp/quaternion.h>
+#include "app.h"
#include "scene.h"
#include "objmesh.h"
#include "datamap.h"
/*static const char *mprop_semantic(int x);
static int count_textures(const aiMaterial *aimat);*/
static int assimp_textype(aiTextureType type);
-static const char *assimp_textypestr(aiTextureType type);
+//static const char *assimp_textypestr(aiTextureType type);
static Mat4 assimp_matrix(const aiMatrix4x4 &aim);
}
info_log("Loading scene file: %s\n", fname);
+ if(this->name.empty()) {
+ this->name = std::string(fname);
+ }
const aiScene *aiscn = aiImportFile(fname, ppflags);
if(!aiscn) {
return false;
}
+ LoaderData *ldata = new LoaderData;
+ ldata->aiscn = aiscn;
+ ldata->fname = std::string(fname);
+ loader_data = (void*)ldata;
+ }
+
+ /* then, assuming we have successfully loaded everything, proceed to construct
+ * all the engine objects, which require access to the OpenGL context
+ */
+ if(flags & SCNLOAD_STAGE_GL) {
+ if(!loader_data) {
+ error_log("second stage scene loader failed to find valid I/O data\n");
+ return false;
+ }
+
+ LoaderData *ldata = (LoaderData*)loader_data;
+ const aiScene *aiscn = ldata->aiscn;
+ fname = ldata->fname.c_str();
+
+ clear(); // clear any previous data (TODO: add flag for not clearing)
+
// assimp adds its own root node, which might have transformations
Vec3 root_pos, root_scaling(1.0, 1.0, 1.0);
Quat root_rot;
nodes->set_scaling(root_scaling);
}
- LoaderData *ldata = new LoaderData;
- ldata->aiscn = aiscn;
- ldata->fname = std::string(fname);
- loader_data = (void*)ldata;
- }
-
- /* then, assuming we have successfully loaded everything, proceed to construct
- * all the engine objects, which require access to the OpenGL context
- */
- if(flags & SCNLOAD_STAGE_GL) {
- if(!loader_data) {
- error_log("second stage scene loader failed to find valid I/O data\n");
- return false;
- }
-
- LoaderData *ldata = (LoaderData*)loader_data;
- const aiScene *aiscn = ldata->aiscn;
- fname = ldata->fname.c_str();
-
// load all meshes
for(unsigned int i=0; i<aiscn->mNumMeshes; i++) {
aiMesh *aimesh = aiscn->mMeshes[i];
*dptr++ = *sptr == '\\' ? '/' : *sptr;
} while(*sptr++);
+ if(!fname || !*fname) continue;
+
int textype = assimp_textype(aitype);
- info_log("loading %s texture: %s\n", assimp_textypestr(aitype), fname);
- Texture *tex = scn->texset->get_texture(fname, TEX_2D);
+ Texture *tex = texman.get_texture(fname, TEX_2D, &scn->datamap);
assert(tex);
mat->textures.push_back(tex);
case aiTextureType_EMISSIVE:
return MTL_TEX_LIGHTMAP;
case aiTextureType_REFLECTION:
- return MTL_TEX_ENVMAP;
+ return MTL_TEX_REFLECT;
default:
break;
}
return MTL_TEX_UNKNOWN;
}
-static const char *assimp_textypestr(aiTextureType type)
+/*static const char *assimp_textypestr(aiTextureType type)
{
switch(type) {
case aiTextureType_DIFFUSE:
break;
}
return "unknown";
-}
+}*/
static Mat4 assimp_matrix(const aiMatrix4x4 &aim)
{