Now supporting multiple material per mesh. Simon changed glDrawElementsBaseVertex to glDrawElements in DrawFinalPass.cpp Hallelulijah!
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@@ -166,36 +166,42 @@ std::vector<std::string>* Material::TexturePaths()
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}
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// Traverse the DAG and grab all the materials
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std::vector<MaterialNode>* Material::DoIt()
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std::vector<MaterialNode>* Material::DoIt(Mesh mesh)
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{
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// All materials we care about inherit from Lambert
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MItDependencyNodes matIt(MFn::kLambert);
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m_AllMaterials.clear();
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int totalIndices = 0;
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while (!matIt.isDone()) {
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MFnDependencyNode MaterialFnDN(matIt.thisNode());
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MaterialNode MaterialStorage;
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bool meshHasMaterial = false;
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//Mesh Indices is a map with <string : MaterialName, vector<int> : indices>
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for (auto aMeshMaterial : mesh.Indices) {
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if (aMeshMaterial.first.compare(MaterialFnDN.name().asChar()) == 0) {
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meshHasMaterial = true;
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MaterialStorage.IndexStart = totalIndices;
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MaterialStorage.IndexEnd = totalIndices + aMeshMaterial.second.size() - 1;
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totalIndices += aMeshMaterial.second.size();
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break;
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}
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}
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if (meshHasMaterial) {
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grabLambertProperties(MaterialStorage, MaterialFnDN);
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if (matIt.thisNode().hasFn(MFn::kPhong)) {
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grabLambertProperties(MaterialStorage, MaterialFnDN);
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grabPhongProperties(MaterialStorage, MaterialFnDN);
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if (matIt.thisNode().hasFn(MFn::kPhong)) {
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grabPhongProperties(MaterialStorage, MaterialFnDN);
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m_AllMaterials.push_back(MaterialStorage);
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}
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else if (matIt.thisNode().hasFn(MFn::kBlinn)) {
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grabLambertProperties(MaterialStorage, MaterialFnDN);
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grabBlinnProperties(MaterialStorage, MaterialFnDN);
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} else if (matIt.thisNode().hasFn(MFn::kBlinn)) {
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grabBlinnProperties(MaterialStorage, MaterialFnDN);
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m_AllMaterials.push_back(MaterialStorage);
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}
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else if (matIt.thisNode().hasFn(MFn::kLambert)) {
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grabLambertProperties(MaterialStorage, MaterialFnDN);
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MaterialStorage.ReflectionFactor = 0.0f;
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MaterialStorage.SpecularExponent = 0.0f;
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m_AllMaterials.push_back(MaterialStorage);
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}
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} else if (matIt.thisNode().hasFn(MFn::kLambert)) {
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MaterialStorage.ReflectionFactor = 0.0f;
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MaterialStorage.SpecularExponent = 0.0f;
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}
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m_AllMaterials.push_back(MaterialStorage);
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}
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matIt.next();
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}
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