X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fsceneload.cc;h=e33e4578705bfa1e249a429667759d2c20f32cc8;hb=12e70d8b9c2d5c81500d7631b9db5d17a34fe918;hp=11ce1e1b0208b7773e5fa1afa1f16d90a2191ea0;hpb=84f1549d8146ac54574256ae0243747199e51151;p=laserbrain_demo diff --git a/src/sceneload.cc b/src/sceneload.cc index 11ce1e1..e33e457 100644 --- a/src/sceneload.cc +++ b/src/sceneload.cc @@ -13,10 +13,12 @@ #include #include #include +#include "app.h" #include "scene.h" #include "objmesh.h" #include "datamap.h" #include "logger.h" +#include "metascene.h" static bool load_material(Scene *scn, Material *mat, const aiMaterial *aimat); static SceneNode *load_node(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiNode *ainode); @@ -24,7 +26,7 @@ static Mesh *load_mesh(Scene *scn, const aiScene *aiscn, unsigned int flags, con /*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); @@ -199,9 +201,8 @@ static bool load_material(Scene *scn, Material *mat, const aiMaterial *aimat) } while(*sptr++); 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); @@ -334,7 +335,7 @@ static int assimp_textype(aiTextureType type) return MTL_TEX_UNKNOWN; } -static const char *assimp_textypestr(aiTextureType type) +/*static const char *assimp_textypestr(aiTextureType type) { switch(type) { case aiTextureType_DIFFUSE: @@ -352,7 +353,7 @@ static const char *assimp_textypestr(aiTextureType type) break; } return "unknown"; -} +}*/ static Mat4 assimp_matrix(const aiMatrix4x4 &aim) { @@ -381,7 +382,11 @@ bool SceneSet::load_scene(Scene *scn, const char *fname) bool SceneSet::done_scene(Scene *scn) { - return scn->load(0, SCNLOAD_STAGE_GL); + bool res = scn->load(0, SCNLOAD_STAGE_GL); + if(scn->metascn) { + scn->metascn->scene_loaded(scn); + } + return res; } void SceneSet::free_scene(Scene *scn)