fixed the ordering of the textures from Maya to Panda in multi-textures

This commit is contained in:
Asad M. Zaman 2005-06-30 19:32:38 +00:00
parent 02fb54e878
commit d4e8efa942

View File

@ -2237,7 +2237,10 @@ get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface,
// Function: MayaShader::set_shader_attributes
// Access: Private
// Description: Applies the known shader attributes to the indicated
// egg primitive.
// egg primitive. Note: For multi-textures, Maya lists
// the top most texture in slot 0. But Panda puts the
// base texture at slot 0. Hence I parse the list of
// textures from last to first.
////////////////////////////////////////////////////////////////////
void MayaToEggConverter::
set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
@ -2249,9 +2252,10 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
// if present, replaces the color. Also now there could be multiple textures
MayaShaderColorDef *color_def = NULL;
const MayaShaderColorDef &trans_def = shader._transparency;
for (size_t i=0; i<shader._color.size(); ++i) {
//for (size_t i=0; i<shader._color.size(); ++i) {
for (int i=shader._color.size()-1; i>=0; --i) {
color_def = shader.get_color_def(i);
//mayaegg_cat.spam() << "got color_def: " << color_def << endl;
mayaegg_cat.spam() << "slot " << i << ":got color_def: " << color_def << endl;
if (color_def->_has_texture || trans_def._has_texture) {
EggTexture tex(shader.get_name(), "");
string uvset_name = color_def->_texture_name;
@ -2269,7 +2273,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
}
}
//maya_cat.debug() << "got shader name:" << shader.get_name() << endl;
maya_cat.debug() << "got shader name:" << shader.get_name() << endl;
maya_cat.debug() << "ssa:texture name[" << i << "]: " << color_def->_texture_name << endl;
if (color_def->_has_texture) {
@ -2332,8 +2336,8 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
//tex.set_format(EggTexture::F_rgb);
}
// if multi-textured, first texture in maya is on top, so
if (shader._color.size() > 1) {
// if multi-textured, first texture in maya is on top, so
// last shader on the list is the base one, which should always pick up the alpha
// from the texture file. But the top textures may have to strip the alpha
if (i!=shader._color.size()-1) {
@ -2355,16 +2359,13 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
_path_replace->match_path(filename, get_texture_path());
tex.set_filename(_path_replace->store_path(fullpath));
tex.set_fullpath(fullpath);
//tex.set_format(EggTexture::F_alpha);
apply_texture_properties(tex, trans_def);
}
//mayaegg_cat.debug() << "ssa:tref_name:" << tex.get_name() << endl;
mayaegg_cat.debug() << "ssa:tref_name:" << tex.get_name() << endl;
EggTexture *new_tex =
_textures.create_unique_texture(tex, ~0);
//_textures.create_unique_texture(tex, ~EggTexture::E_tref_name);
//if (pi && shader._color.size() > 1) {
if (pi) {
// see if the uvset_name exists for this polygon, if yes, add the texture to primitive
if (pi->hasUVs(MString(uvset_name.c_str()))) {
@ -2373,23 +2374,8 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
color_def->_uvset_name.assign("default");
else
color_def->_uvset_name.assign(uvset_name.c_str());
//new_tex->set_uv_name(color_def->_texture_name);
new_tex->set_uv_name(color_def->_uvset_name);
}/* else {
// if the uvset is under different name, try taking out the
// numeric from the uv name. This was a compromise to support
// one uvset but different layered texture for layer1 texture
uvset_name.resize(uvset_name.length()-1);
mayaegg_cat.debug() << "ssa:trying uvset_name: " << uvset_name << endl;
if (pi->hasUVs(MString(uvset_name.c_str()))) {
primitive.add_texture(new_tex);
color_def->_uvset_name.assign(uvset_name.c_str());
//new_tex->set_uv_name(color_def->_texture_name);
new_tex->set_uv_name(color_def->_uvset_name);
} else {
mayaegg_cat.debug() << "ssa: didn't find uvset_name: " << uvset_name << endl;
}
}*/
} else {
primitive.add_texture(new_tex);
new_tex->set_uv_name(color_def->_uvset_name);
@ -2420,7 +2406,7 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
primitive.set_color(rgba);
//mayaegg_cat.spam() << " set_shader_attributes : end\n";
mayaegg_cat.spam() << " set_shader_attributes : end\n";
}
////////////////////////////////////////////////////////////////////