#include <assimp/quaternion.h>
#include "scene.h"
#include "objmesh.h"
+#include "datamap.h"
-static bool load_material(Material *mat, const aiMaterial *aimat);
-static SceneNode *load_node(const aiScene *aiscn, unsigned int flags, const aiNode *ainode);
-static Mesh *load_mesh(const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh);
+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);
+static Mesh *load_mesh(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh);
+/*static const char *mprop_semantic(int x);
+static int count_textures(const aiMaterial *aimat);*/
+static int assimp_textype(aiTextureType type);
/*static Vec3 assimp_vector(const aiVector3D &v);
static Quat assimp_quat(const aiQuaternion &q);
switch(aimesh->mPrimitiveTypes) {
case aiPrimitiveType_TRIANGLE:
- if((mesh = load_mesh(aiscn, flags, aimesh))) {
+ if((mesh = load_mesh(this, aiscn, flags, aimesh))) {
mesh_by_aimesh[aimesh] = mesh;
meshes.push_back(mesh);
}
// load all the nodes recursively
for(unsigned int i=0; i<aiscn->mRootNode->mNumChildren; i++) {
- SceneNode *node = load_node(aiscn, flags, aiscn->mRootNode->mChildren[i]);
+ SceneNode *node = load_node(this, aiscn, flags, aiscn->mRootNode->mChildren[i]);
if(node) {
root->add_child(node);
}
return true;
}
-static bool load_material(Material *mat, const aiMaterial *aimat)
+static bool load_material(Scene *scn, Material *mat, const aiMaterial *aimat)
{
+ aiString name;
aiColor4D aicol;
float shin, shin_str;
+ if(aiGetMaterialString(aimat, AI_MATKEY_NAME, &name) == 0) {
+ mat->name = name.data;
+ } else {
+ mat->name = "unknown";
+ }
+ printf("load_material: %s\n", mat->name.c_str());
+
if(aiGetMaterialColor(aimat, AI_MATKEY_COLOR_DIFFUSE, &aicol) == 0) {
mat->diffuse = Vec3(aicol[0], aicol[1], aicol[2]);
}
mat->shininess = shin * shin_str * 0.0001 * 128.0;
}
- /*
// load textures
- struct { int type; aiTextureType aitype; } textypes[] = {
- {TEX_DIFFUSE, aiTextureType_DIFFUSE},
- {TEX_NORMAL, aiTextureType_NORMALS},
- {TEX_SPECULAR, aiTextureType_SPECULAR}
- };
+ const int num_tex_types = aiTextureType_UNKNOWN + 1;
+ for(int i=0; i<num_tex_types; i++) {
+ aiTextureType aitype = (aiTextureType)i;
+ int count = aiGetMaterialTextureCount(aimat, aitype);
+
+ for(int j=0; j<count; j++) {
+ aiString aipath;
+ if(aiGetMaterialTexture(aimat, aitype, j, &aipath) != 0) {
+ continue;
+ }
+
+ char *fname;
+ int nsize = datamap_path_size(aipath.data);
+ if(nsize) {
+ fname = new char[nsize];
+ datamap_lookup(aipath.data, fname, nsize);
+ } else {
+ fname = new char[strlen(aipath.data) + 1];
+ char *dptr = fname;
+ char *sptr = aipath.data;
+ do {
+ *dptr++ = *sptr == '\\' ? '/' : *sptr;
+ } while(*sptr++);
+ }
+
+ Texture *tex = scn->texset->get(fname);
+ if(!tex) {
+ fprintf(stderr, "failed to load texture: %s\n", fname);
+ delete [] fname;
+ continue;
+ }
+ delete [] fname;
+
+ mat->textures.push_back(tex);
+
+ int textype = assimp_textype(aitype);
+ if(textype != MTL_TEX_UNKNOWN && !mat->stdtex[textype]) {
+ mat->stdtex[textype] = tex;
+ }
+ }
+ }
+
+ /*
for(size_t i=0; i<sizeof textypes / sizeof *textypes; i++) {
aiString aipath;
return true;
}
-static SceneNode *load_node(const aiScene *aiscn, unsigned int flags, const aiNode *ainode)
+static SceneNode *load_node(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiNode *ainode)
{
SceneNode *node = new SceneNode;
node->set_name(ainode->mName.data);
ObjMesh *obj = new ObjMesh;
obj->mesh = mesh;
// also grab the material of this mesh
- load_material(&obj->mtl, aiscn->mMaterials[aimesh->mMaterialIndex]);
+ load_material(scn, &obj->mtl, aiscn->mMaterials[aimesh->mMaterialIndex]);
node->add_object(obj);
+ scn->objects.push_back(obj);
}
}
/* recurse to all children */
for(unsigned int i=0; i<ainode->mNumChildren; i++) {
- SceneNode *child = load_node(aiscn, flags, ainode->mChildren[i]);
+ SceneNode *child = load_node(scn, aiscn, flags, ainode->mChildren[i]);
if(child) {
node->add_child(child);
}
return node;
}
-static Mesh *load_mesh(const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh)
+static Mesh *load_mesh(Scene *scn, const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh)
{
Mesh *mesh = new Mesh;
if(aimesh->mTextureCoords[0]) {
mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 3, num_verts, (float*)aimesh->mTextureCoords[0]);
}
+ if(aimesh->mTextureCoords[1]) {
+ mesh->set_attrib_data(MESH_ATTR_TEXCOORD2, 3, num_verts, (float*)aimesh->mTextureCoords[1]);
+ }
if(flags & SCNLOAD_FLIPYZ) {
Vec3 *vptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_VERTEX);
return mesh;
}
-#if 0
-static Vec3 assimp_vector(const aiVector3D &v)
+static int assimp_textype(aiTextureType type)
{
- return Vec3(v[0], v[1], v[2]);
-}
-
-static Quat assimp_quat(const aiQuaternion &q)
-{
- return Quat(q.x, q.y, q.z, q.w);
-}
-
-static Mat4 assimp_matrix(const aiMatrix4x4 &aim)
-{
- Mat4 m;
- memcpy(m[0], &aim, 16 * sizeof(float));
- m.transpose();
- return m;
-}
-
-/* convert an assimp keyframe time (ticks) into milliseconds */
-static long assimp_time(const aiAnimation *anim, double aitime)
-{
- double sec;
- if(anim->mTicksPerSecond < 1e-6) {
- // assume time is in frames?
- sec = aitime / 30.0;
- } else {
- sec = aitime / anim->mTicksPerSecond;
- }
- return (long)(sec * 1000.0);
-}
-
-static void print_hierarchy(const aiNode *node)
-{
- static int lvl;
- static int lvlopen[256];
-
- for(int i=0; i<lvl; i++) {
- putchar(' ');
- if(lvlopen[i]) {
- putchar(i >= lvl - 1 ? '+' : '|');
- } else {
- putchar(i >= lvl - 1 ? '+' : ' ');
- }
- }
- printf("- \"%s\"\n", node->mName.data);
-
- lvlopen[lvl] = 1;
-
- lvl++;
- for(unsigned int i=0; i<node->mNumChildren; i++) {
- if(i == node->mNumChildren - 1) {
- lvlopen[lvl - 1] = 0;
- }
- print_hierarchy(node->mChildren[i]);
+ switch(type) {
+ case aiTextureType_DIFFUSE:
+ return MTL_TEX_DIFFUSE;
+ case aiTextureType_SPECULAR:
+ return MTL_TEX_SPECULAR;
+ case aiTextureType_NORMALS:
+ return MTL_TEX_NORMALMAP;
+ case aiTextureType_LIGHTMAP:
+ return MTL_TEX_LIGHTMAP;
+ case aiTextureType_REFLECTION:
+ return MTL_TEX_ENVMAP;
+ default:
+ break;
}
- lvl--;
+ return MTL_TEX_UNKNOWN;
}
-#endif /* 0 */