コード例 #1
0
ファイル: C4DImporter.cpp プロジェクト: Dimrok/assimp
// ------------------------------------------------------------------------------------------------
bool C4DImporter::ReadShader(aiMaterial* out, _melange_::BaseShader* shader)
{
    // based on Melange sample code (C4DImportExport.cpp)
    while(shader) {
        if(shader->GetType() == Xlayer) {
            BaseContainer* container = shader->GetDataInstance();
            GeData blend = container->GetData(SLA_LAYER_BLEND);
            iBlendDataType* blend_list = reinterpret_cast<iBlendDataType*>(blend.GetCustomDataType(CUSTOMDATA_BLEND_LIST));
            if (!blend_list)
            {
                LogWarn("ignoring XLayer shader: no blend list given");
                continue;
            }

            LayerShaderLayer *lsl = dynamic_cast<LayerShaderLayer*>(blend_list->m_BlendLayers.GetObject(0));

            // Ignore the actual layer blending - models for real-time rendering should not
            // use them in a non-trivial way. Just try to find textures that we can apply
            // to the model.
            while (lsl)
            {
                if (lsl->GetType() == TypeFolder)
                {
                    BlendFolder* const folder = dynamic_cast<BlendFolder*>(lsl);
                    LayerShaderLayer *subLsl = dynamic_cast<LayerShaderLayer*>(folder->m_Children.GetObject(0));

                    while (subLsl)
                    {
                        if (subLsl->GetType() == TypeShader) {
                            BlendShader* const shader = dynamic_cast<BlendShader*>(subLsl);
                            if(ReadShader(out, static_cast<BaseShader*>(shader->m_pLink->GetLink()))) {
                                return true;
                            }
                        }

                        subLsl = subLsl->GetNext();
                    }
                }
                else if (lsl->GetType() == TypeShader) {
                    BlendShader* const shader = dynamic_cast<BlendShader*>(lsl);
                    if(ReadShader(out, static_cast<BaseShader*>(shader->m_pLink->GetLink()))) {
                        return true;
                    }
                }

                lsl = lsl->GetNext();
            }
        }
        else if ( shader->GetType() == Xbitmap )
        {
            aiString path;
            shader->GetFileName().GetString().GetCString(path.data, MAXLEN-1);
            path.length = ::strlen(path.data);
            out->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0));
            return true;
        }
        else {
            LogWarn("ignoring shader type: " + std::string(GetObjectTypeName(shader->GetType())));
        }
        shader = shader->GetNext();
    }
    return false;
}