示例#1
0
        private void OnCreateMaterial(object e)
        {
            CMaterialAsset newMaterial = new CMaterialAsset();

            newMaterial.Name = "Material";
            newMaterial.LoadFinished();
            CAssetRegistry.Instance.RegisterAsset(newMaterial, ActiveDirectory, false);
            UpdateShownAssets();
        }
示例#2
0
        private void LoadMeshInternal(int meshIndex, CMeshAsset asset, CMeshLoadingJob loadingJob, string assetPath, string nameOverride = null, bool bAlwaysImport = false)
        {
            Assimp.Mesh assimpMesh = loadingJob.Scene.Meshes[meshIndex];

            // Load texture and material from the file if present
            //todo henning extract more textures
            Material material = loadingJob.Scene.Materials[assimpMesh.MaterialIndex];

            if (material != null && material.GetMaterialTextureCount(TextureType.Diffuse) > 0)
            {
                if (material.GetMaterialTexture(TextureType.Diffuse, 0, out TextureSlot texture))
                {
                    if (loadingJob.LoadedMaterials == null || !loadingJob.LoadedMaterials.TryGetValue(material.Name, out CMaterialAsset materialAsset))
                    {
                        materialAsset = new CMaterialAsset();
                        loadingJob.LoadedMaterials?.Add(material.Name, materialAsset);
                        // Make sure we only load each referenced texture once
                        if (loadingJob.LoadedTextures == null || !loadingJob.LoadedTextures.TryGetValue(texture.FilePath, out CTextureAsset textureAsset))
                        {
                            textureAsset = CImportManager.Instance.TextureImporter.ImportTextureAsync(loadingJob.BasePath + "\\" + texture.FilePath, assetPath + "Textures/");
                            loadingJob.LoadedTextures?.Add(texture.FilePath, textureAsset);
                        }

                        SShaderParameter textureParameter = new SShaderParameter()
                        {
                            parameterData = new CAssetReference <CTextureAsset>(textureAsset),
                            parameterType = EShaderParameterType.Texture
                        };
                        materialAsset.MaterialParameters.Add(new SMaterialParameterEntry(new SHashedName("DiffuseTexture"), textureParameter));

                        materialAsset.Name = material.Name;
                        if (CAssetRegistry.Instance.RequestRegisterAsset(materialAsset, assetPath + "Materials/", out CMaterialAsset existingMaterial))
                        {
                            existingMaterial.WaitUntilLoaded();
                            existingMaterial.CopyFrom(existingMaterial);
                        }
                        materialAsset.LoadFinished();
                    }
                    asset.MaterialAsset = materialAsset;
                }
            }

            bool hasTexCoords  = assimpMesh.HasTextureCoords(0);
            bool hasColors     = assimpMesh.HasVertexColors(0);
            bool hasNormals    = assimpMesh.HasNormals;
            bool hasTangents   = assimpMesh.Tangents != null && assimpMesh.Tangents.Count > 0;
            bool hasBiTangents = assimpMesh.BiTangents != null && assimpMesh.BiTangents.Count > 0;

            switch (assimpMesh.PrimitiveType)
            {
            case PrimitiveType.Point:
                asset.PrimitiveTopology = PrimitiveTopology.PointList;
                break;

            case PrimitiveType.Line:
                asset.PrimitiveTopology = PrimitiveTopology.LineList;
                break;

            case PrimitiveType.Triangle:
                asset.PrimitiveTopology = PrimitiveTopology.TriangleList;
                break;

            default:
                throw new ArgumentOutOfRangeException("Primtive Type not supported: " + assimpMesh.PrimitiveType.ToString());
            }

            asset.FaceCount  = assimpMesh.FaceCount;
            asset.VertexData = new SVertexInfo[assimpMesh.VertexCount];

            Vector3 boundingBoxMin = new Vector3(1e10f, 1e10f, 1e10f);
            Vector3 boundingBoxMax = new Vector3(-1e10f, -1e10f, -1e10f);

            for (int i = 0; i < assimpMesh.VertexCount; i++)
            {
                SVertexInfo vertexInfo = new SVertexInfo();
                vertexInfo.position = FromAssimpVector(assimpMesh.Vertices[i]);
                boundingBoxMin.X    = Math.Min(vertexInfo.position.X, boundingBoxMin.X);
                boundingBoxMin.Y    = Math.Min(vertexInfo.position.Y, boundingBoxMin.Y);
                boundingBoxMin.Z    = Math.Min(vertexInfo.position.Z, boundingBoxMin.Z);

                boundingBoxMax.X = Math.Max(vertexInfo.position.X, boundingBoxMax.X);
                boundingBoxMax.Y = Math.Max(vertexInfo.position.Y, boundingBoxMax.Y);
                boundingBoxMax.Z = Math.Max(vertexInfo.position.Z, boundingBoxMax.Z);

                if (hasColors)
                {
                    vertexInfo.color = FromAssimpColor(assimpMesh.VertexColorChannels[0][i]);
                }
                else
                {
                    vertexInfo.color = Vector4.One;
                }

                if (hasNormals)
                {
                    vertexInfo.normal = FromAssimpVector(assimpMesh.Normals[i]);
                }

                if (hasBiTangents)
                {
                    vertexInfo.biTangent = FromAssimpVector(assimpMesh.BiTangents[i]);
                }

                if (hasTangents)
                {
                    vertexInfo.tangent = FromAssimpVector(assimpMesh.Tangents[i]);
                }

                if (hasTexCoords)
                {
                    Vector3D assimpTexCoord = assimpMesh.TextureCoordinateChannels[0][i];
                    vertexInfo.texCoord = new Vector2(assimpTexCoord.X, assimpTexCoord.Y);
                }

                asset.VertexData[i] = vertexInfo;
            }

            asset.AABBMin   = boundingBoxMin;
            asset.AABBMax   = boundingBoxMax;
            asset.IndexData = assimpMesh.GetIndices();
            asset.Name      = nameOverride ?? assimpMesh.Name;
            if (CAssetRegistry.Instance.RequestRegisterAsset(asset, assetPath, out CMeshAsset existingAsset, true))
            {
                existingAsset.WaitUntilLoaded();
                asset.CopyFrom(existingAsset);
            }
        }