Exemplo n.º 1
0
	void main(void *arg)
	{
		if(1)//ISUVDEFINED(uvCoord().x, uvCoord().y)
		{
			if (fileTextureName() != eiNULL_TAG)
			{
				eiTag tex = fileTextureName();

				scalar filterWidth = filterType()>0.0f ? filter() : 0.0f;

				// we ingore single-channel case
				//if( num_channels() == 1 )
				//{
				//	/* We must read single-channel files as float or only the red
				//	channel will be filled. */
				//	scalar r = scalar_texture(tex, 0, uvCoord().x, uvCoord().y)
				//	outColor() = color(r, 0.0f, 0.0f);
				//}
				//else
				{
					outColor() = color_texture(tex, 0, uvCoord().x, uvCoord().y);
				}

				if( fileHasAlpha() )
				{
					outAlpha() = scalar_texture(tex, 3, uvCoord().x, uvCoord().y);
				}else{
					outAlpha() = luminance( outColor() );
				}
				
			}
		}
		else
		{
			outColor() = defaultColor();
			outAlpha() = luminance( outColor() );
		}
		outTransparency() = 
			color(1.0f-outAlpha(),1.0f-outAlpha(),1.0f-outAlpha());
	}
Exemplo n.º 2
0
bool CXsiObjConverter::DotXSILoadMesh(CSLModel* pModel, CObjFile::CGroup& objGroup)
{
	OBJ_ASSERT(pModel);
	if(!pModel)
		return false;

	CSLTransform* pTransform = pModel->Transform(); // Get the transform of thie model
	OBJ_ASSERT(pTransform);
	if(!pTransform)
		return false;

	CSLMesh* pMesh = (CSLMesh*)pModel->Primitive(); // Get the mesh of this model
	OBJ_ASSERT(pMesh);
	if(!pMesh)
		return false;

	CSLBaseShape* pShape = pMesh->Shape(); // get the Shape of this model
	OBJ_ASSERT(pShape);
	if(!pShape)
		return false;

	// Vertex Positions
	{
		CSLBaseShape::CSLVector3DArray* pVertices = pShape->GetVertexList();
		Vector3DVector& objVertices = m_pObjFile->GetVertexPositionVector();
		CSIBCVector3D* pVector3D = NULL;
		Vector3D vertPos(3);
		objVertices.reserve(pVertices->GetSize());

		for(long vertexIt = 0; vertexIt < pVertices->GetSize(); ++vertexIt) // for each OBJ vertex position
		{
			pVector3D = &(*pVertices)[vertexIt];
			vertPos = CXsiFtkGeometryUtil::TransformAndConvertVector(pTransform, pVector3D); // Transform vertex position
			objVertices.push_back(vertPos); // add a vertex position
		}
	}

	// UV coordinates
	{
		long uvCoordArrayCount = ((CSLShape_35*)pShape)->GetUVCoordArrayCount();
		if( uvCoordArrayCount > 0 )
		{
			Vector3DVector& objTexCoords = m_pObjFile->GetTextureCoordVector();
			CSLUVCoordArray** pUvCoordsArrays = ((CSLShape_35*)pShape)->UVCoordArrays();

			for(long uvArrayIndex = 0; uvArrayIndex < uvCoordArrayCount; ++uvArrayIndex) // for each uv array
			{
				CSLUVCoordArray* pUvCoordArray = pUvCoordsArrays[uvArrayIndex];
				long uvCoordCount = pUvCoordArray->GetUVCoordCount();

				if(uvCoordCount > 0)
				{
					CSLBaseShape::CSLVector2DArray* pVector2DArray = pUvCoordArray->GetUVCoordList();
					CSIBCVector2D* pVector2D = NULL;
					Vector3D uvCoord(3);
					objTexCoords.reserve(pVector2DArray->GetSize());

					for(long uvCoordIndex = 0; uvCoordIndex < uvCoordCount; ++uvCoordIndex) // for each OBJ texCoord
					{
						pVector2D = &(*pVector2DArray)[uvCoordIndex];
						uvCoord[0] = pVector2D->GetX();
						uvCoord[1] = pVector2D->GetY();
						uvCoord[2] = 0.0f; // no W in dotXSI
						objTexCoords.push_back(uvCoord); // add a UV coordinate
					}
				}
			}
		}
	}


	// Normals
	{
		long normalCount = pShape->GetNormalCount();
		if(normalCount > 0)
		{
			CSLBaseShape::CSLVector3DArray* pNormals = pShape->GetNormalList();
			Vector3DVector& objNormals = m_pObjFile->GetNormalVector();
			CSIBCVector3D* pVector3D = NULL;
			Vector3D normal(3);
			objNormals.reserve(pNormals->GetSize());

			for(long normalIt = 0; normalIt < pNormals->GetSize(); ++normalIt) // for each OBJ normals
			{
				pVector3D = &(*pNormals)[normalIt];
				normal[0] = pVector3D->GetX();
				normal[1] = pVector3D->GetY();
				normal[2] = pVector3D->GetZ();
				objNormals.push_back(normal); // add a normal
			}
		}
	}


	bool bPolygonList = false;
	bool bTriangleList = false;
	bool bTriangleStripList = false;

	if(pMesh->GetPolygonListCount() > 0)
	{
		bPolygonList = true;
		DotXSILoadPolygonList(pMesh, objGroup);
	}
	else if(pMesh->GetTriangleListCount() > 0)
	{
		bTriangleList = true;
		DotXSILoadTriangleList(pMesh, objGroup);
	}
	else if(pMesh->GetTriangleStripListCount() > 0)
	{
		bTriangleStripList = true;
		DotXSILoadTriStripList(pMesh, objGroup);
	}

	return true;
}