Splatmapping now working.

Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.

All materials with a texture has a UVRepeat, telling how many time to till in U and in V.

modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture

MayaExported exports 3 differnt types of material, the same as the piplen now supports.
This commit is contained in:
Teejoon
2016-02-07 13:39:13 +01:00
parent ceab837e27
commit 92ab22e779
20 changed files with 971 additions and 309 deletions
+81 -50
View File
@@ -17,6 +17,8 @@
//#define NormalMapSplat 1 << 2
//#define IncandescenceMapSplat 1 << 3
class MaterialNode : public OutputData
{
public:
@@ -41,6 +43,10 @@ public:
}
};
enum class MaterialType { Basic = 1, SplatMapping, SingleTextures };
MaterialType type = MaterialType::Basic;
std::string Name;
float ReflectionFactor;
@@ -53,11 +59,11 @@ public:
unsigned int IndexStart;
unsigned int IndexEnd;
char NumColormaps = 0;
char NumSpecularMap = 0;
char NumNormalMap = 0;
char NumIncandescenceMap = 0;
unsigned char NumColorMaps = 0;
unsigned char NumSpecularMaps = 0;
unsigned char NumNormalMaps = 0;
unsigned char NumIncandescenceMaps = 0;
Texture SplatMap;
std::vector<Texture> ColorMaps;
std::vector<Texture> SpecularMaps;
std::vector<Texture> NormalMaps;
@@ -65,6 +71,8 @@ public:
virtual void WriteBinary(std::ostream& out)
{
out.write((char*)&type, sizeof(MaterialType));
out.write((char*)&SpecularExponent, sizeof(float));
out.write((char*)&ReflectionFactor, sizeof(float));
@@ -74,30 +82,52 @@ public:
out.write((char*)&IndexStart, sizeof(unsigned int));
out.write((char*)&IndexEnd, sizeof(unsigned int));
if (type != MaterialType::Basic) {
if (type == MaterialType::SplatMapping) {
SplatMap.WriteBinary(out);
}
out.write((char*)&NumColorMaps, sizeof(unsigned char));
out.write((char*)&NumSpecularMaps, sizeof(unsigned char));
out.write((char*)&NumNormalMaps, sizeof(unsigned char));
out.write((char*)&NumIncandescenceMaps, sizeof(unsigned char));
}
out.write((char*)&NumColormaps, sizeof(char));
out.write((char*)&NumSpecularMap, sizeof(char));
out.write((char*)&NumNormalMap, sizeof(char));
out.write((char*)&NumIncandescenceMap, sizeof(char));
for(auto aTexture : ColorMaps) {
aTexture.WriteBinary(out);
}
for (auto aTexture : SpecularMaps) {
aTexture.WriteBinary(out);
}
for (auto aTexture : NormalMaps) {
aTexture.WriteBinary(out);
}
for (auto aTexture : IncandescenceMaps) {
aTexture.WriteBinary(out);
if (type != MaterialType::Basic) {
for (auto aTexture : ColorMaps) {
aTexture.WriteBinary(out);
}
for (auto aTexture : SpecularMaps) {
aTexture.WriteBinary(out);
}
for (auto aTexture : NormalMaps) {
aTexture.WriteBinary(out);
}
for (auto aTexture : IncandescenceMaps) {
aTexture.WriteBinary(out);
}
}
}
virtual void WriteASCII(std::ostream& out) const
{
out << "New Material _ not in binary" << endl;
out << "number of indices: " << Name << " _ not in binary" << endl;
out << "MaterialType(enum): ";
switch (type) {
case MaterialType::Basic:
out << "Basic";
break;
case MaterialType::SplatMapping:
out << "SplatMapping";
break;
case MaterialType::SingleTextures:
out << "SingleTextures";
break;
};
out << endl;
out << "Material Name: " << Name << " _ not in binary" << endl;
out << "SpecularExponent: " << SpecularExponent << endl;
out << "ReflectionFactor: " << ReflectionFactor << endl;
@@ -107,37 +137,38 @@ public:
out << "IndexStart: " << IndexStart << endl;
out << "IndexEnd: " << IndexEnd << endl;
if (NumColormaps > 0)
out << "NumColormaps: " << NumColormaps << endl;
switch (type) {
case MaterialType::SplatMapping:
out << "SplatMap _ not in binary " << endl;
SplatMap.WriteASCII(out);
//Intended fall trought
case MaterialType::SingleTextures:
out << "NumColormaps (is unsigned char in Binary): " << ((unsigned int)NumColorMaps) << endl;
out << "NumSpecularMap (is unsigned char in Binary): " << ((unsigned int)NumSpecularMaps) << endl;
out << "NumNormalMap (is unsigned char in Binary): " << ((unsigned int)NumNormalMaps) << endl;
out << "NumIncandescenceMap (is unsigned char in Binary): " << ((unsigned int)NumIncandescenceMaps )<< endl;
if (NumSpecularMap > 0)
out << "NumSpecularMap: " << NumSpecularMap << endl;
if (NumNormalMap > 0)
out << "NumNormalMap: " << NumNormalMap << endl;
if (NumIncandescenceMap > 0)
out << "NumIncandescenceMap: " << NumIncandescenceMap << endl;
out << "ColorMaps _ not in binary " << endl;
for (auto aTexture : ColorMaps) {
aTexture.WriteASCII(out);
}
out << "ColorMaps _ not in binary " << endl;
for (auto aTexture : ColorMaps) {
aTexture.WriteASCII(out);
}
out << "SpecularMaps _ not in binary " << endl;
for (auto aTexture : SpecularMaps) {
aTexture.WriteASCII(out);
}
out << "SpecularMaps _ not in binary " << endl;
for (auto aTexture : SpecularMaps) {
aTexture.WriteASCII(out);
}
out << "NormalMaps _ not in binary " << endl;
for (auto aTexture : NormalMaps) {
aTexture.WriteASCII(out);
}
out << "NormalMaps _ not in binary " << endl;
for (auto aTexture : NormalMaps) {
aTexture.WriteASCII(out);
}
out << "IncandescenceMaps _ not in binary " << endl;
for (auto aTexture : IncandescenceMaps) {
aTexture.WriteASCII(out);
}
out << "IncandescenceMaps _ not in binary " << endl;
for (auto aTexture : IncandescenceMaps) {
aTexture.WriteASCII(out);
}
break;
};
}
};
@@ -158,7 +189,7 @@ private:
bool findNormalTexture(MaterialNode& material_node, MFnDependencyNode& node);
bool findSpecularTexture(MaterialNode& material_node, MFnDependencyNode& node);
bool findIncandescenceTexture(MaterialNode& material_node, MFnDependencyNode& node);
bool findSplatTextures(std::vector<MaterialNode::Texture>& textureVector, MFnDependencyNode& node);
bool findSplatTextures(MaterialNode& material_node, std::vector<MaterialNode::Texture>& textureVector, MFnDependencyNode& node);
void grabLambertProperties(MaterialNode& material_node, MFnDependencyNode& node);
void grabBlinnProperties(MaterialNode& material_node, MFnDependencyNode& node);
void grabPhongProperties(MaterialNode& material_node, MFnDependencyNode& node);