diff options
Diffstat (limited to 'modules/assimp')
-rw-r--r-- | modules/assimp/editor_scene_importer_assimp.cpp | 108 |
1 files changed, 100 insertions, 8 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp index e5439fd132..6a95d355eb 100644 --- a/modules/assimp/editor_scene_importer_assimp.cpp +++ b/modules/assimp/editor_scene_importer_assimp.cpp @@ -529,7 +529,7 @@ void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_anim } // -// Mesh Generation from indicies ? why do we need so much mesh code +// Mesh Generation from indices ? why do we need so much mesh code // [debt needs looked into] Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( ImportState &state, @@ -541,6 +541,25 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( mesh.instance(); bool has_uvs = false; + Map<String, uint32_t> morph_mesh_string_lookup; + + for (int i = 0; i < p_surface_indices.size(); i++) { + const unsigned int mesh_idx = p_surface_indices[0]; + const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx]; + for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) { + + String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName); + if (!morph_mesh_string_lookup.has(ai_anim_mesh_name)) { + morph_mesh_string_lookup.insert(ai_anim_mesh_name, j); + mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); + if (ai_anim_mesh_name.empty()) { + ai_anim_mesh_name = String("morph_") + itos(j); + } + mesh->add_blend_shape(ai_anim_mesh_name); + } + } + } + // // Process Vertex Weights // @@ -680,6 +699,25 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( mat->set_cull_mode(SpatialMaterial::CULL_BACK); // Now process materials + aiTextureType base_color = aiTextureType_BASE_COLOR; + { + String filename, path; + AssimpImageData image_data; + + if (AssimpUtils::GetAssimpTexture(state, ai_material, base_color, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + + // anything transparent must be culled + if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) { + mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); + mat->set_depth_draw_mode(SpatialMaterial::DepthDrawMode::DEPTH_DRAW_ALPHA_OPAQUE_PREPASS); + mat->set_cull_mode(SpatialMaterial::CULL_DISABLED); // since you can see both sides in transparent mode + } + + mat->set_texture(SpatialMaterial::TEXTURE_ALBEDO, image_data.texture); + } + } + aiTextureType tex_diffuse = aiTextureType_DIFFUSE; { String filename, path; @@ -731,6 +769,60 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( } } + aiTextureType tex_normal_camera = aiTextureType_NORMAL_CAMERA; + { + String filename, path; + Ref<ImageTexture> texture; + AssimpImageData image_data; + + // Process texture normal map + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal_camera, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); + mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture); + } + } + + aiTextureType tex_emission_color = aiTextureType_EMISSION_COLOR; + { + String filename, path; + Ref<ImageTexture> texture; + AssimpImageData image_data; + + // Process texture normal map + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emission_color, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); + mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, image_data.texture); + } + } + + aiTextureType tex_metalness = aiTextureType_METALNESS; + { + String filename, path; + Ref<ImageTexture> texture; + AssimpImageData image_data; + + // Process texture normal map + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_metalness, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + mat->set_texture(SpatialMaterial::TEXTURE_METALLIC, image_data.texture); + } + } + + aiTextureType tex_roughness = aiTextureType_DIFFUSE_ROUGHNESS; + { + String filename, path; + Ref<ImageTexture> texture; + AssimpImageData image_data; + + // Process texture normal map + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) { + AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); + mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, image_data.texture); + } + } + aiTextureType tex_emissive = aiTextureType_EMISSIVE; { String filename = ""; @@ -772,16 +864,17 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( } } - aiTextureType tex_roughness = aiTextureType_SHININESS; + aiTextureType tex_ao_map = aiTextureType_AMBIENT_OCCLUSION; { String filename, path; Ref<ImageTexture> texture; AssimpImageData image_data; // Process texture normal map - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) { + if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_ao_map, filename, path, image_data)) { AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - mat->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, image_data.texture); + mat->set_feature(SpatialMaterial::FEATURE_AMBIENT_OCCLUSION, true); + mat->set_texture(SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION, image_data.texture); } } @@ -789,16 +882,15 @@ Ref<Mesh> EditorSceneImporterAssimp::_generate_mesh_from_surface_indices( Array morphs; morphs.resize(ai_mesh->mNumAnimMeshes); Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES; - Map<uint32_t, String> morph_mesh_idx_names; + for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) { String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName); - mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); + if (ai_anim_mesh_name.empty()) { ai_anim_mesh_name = String("morph_") + itos(j); } - mesh->add_blend_shape(ai_anim_mesh_name); - morph_mesh_idx_names.insert(j, ai_anim_mesh_name); + Array array_copy; array_copy.resize(VisualServer::ARRAY_MAX); |