Merge pull request #7230 from zzmp/fix/tex-cache

Fix inline fbx texture caching
This commit is contained in:
Chris Collins 2016-03-01 14:36:36 -08:00
commit 6c54faf664

View file

@ -304,51 +304,50 @@ static NetworkMesh* buildNetworkMesh(const FBXMesh& mesh, const QUrl& textureBas
return networkMesh;
}
static NetworkMaterial* buildNetworkMaterial(const FBXMaterial& material, const QUrl& textureBaseUrl) {
static model::TextureMapPointer setupNetworkTextureMap(const QUrl& textureBaseUrl,
const FBXTexture& texture, TextureType type,
NetworkTexturePointer& networkTexture, QString& networkTextureName) {
auto textureCache = DependencyManager::get<TextureCache>();
NetworkMaterial* networkMaterial = new NetworkMaterial();
// If content is inline, cache it under the fbx file, not its base url
const auto baseUrl = texture.content.isEmpty() ? textureBaseUrl : QUrl(textureBaseUrl.url() + "/");
const auto filename = baseUrl.resolved(QUrl(texture.filename));
networkTexture = textureCache->getTexture(filename, type, texture.content);
networkTextureName = texture.name;
auto map = std::make_shared<model::TextureMap>();
map->setTextureSource(networkTexture->_textureSource);
return map;
}
static NetworkMaterial* buildNetworkMaterial(const FBXMaterial& material, const QUrl& textureBaseUrl) {
NetworkMaterial* networkMaterial = new NetworkMaterial();
networkMaterial->_material = material._material;
if (!material.diffuseTexture.filename.isEmpty()) {
networkMaterial->diffuseTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(material.diffuseTexture.filename)), DEFAULT_TEXTURE, material.diffuseTexture.content);
networkMaterial->diffuseTextureName = material.diffuseTexture.name;
auto diffuseMap = model::TextureMapPointer(new model::TextureMap());
diffuseMap->setTextureSource(networkMaterial->diffuseTexture->_textureSource);
auto diffuseMap = setupNetworkTextureMap(textureBaseUrl, material.diffuseTexture, DEFAULT_TEXTURE,
networkMaterial->diffuseTexture, networkMaterial->diffuseTextureName);
diffuseMap->setTextureTransform(material.diffuseTexture.transform);
material._material->setTextureMap(model::MaterialKey::DIFFUSE_MAP, diffuseMap);
networkMaterial->_material->setTextureMap(model::MaterialKey::DIFFUSE_MAP, diffuseMap);
}
if (!material.normalTexture.filename.isEmpty()) {
networkMaterial->normalTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(material.normalTexture.filename)), (material.normalTexture.isBumpmap ? BUMP_TEXTURE : NORMAL_TEXTURE), material.normalTexture.content);
networkMaterial->normalTextureName = material.normalTexture.name;
auto normalMap = model::TextureMapPointer(new model::TextureMap());
normalMap->setTextureSource(networkMaterial->normalTexture->_textureSource);
material._material->setTextureMap(model::MaterialKey::NORMAL_MAP, normalMap);
auto normalMap = setupNetworkTextureMap(textureBaseUrl, material.normalTexture,
(material.normalTexture.isBumpmap ? BUMP_TEXTURE : NORMAL_TEXTURE),
networkMaterial->normalTexture, networkMaterial->normalTextureName);
networkMaterial->_material->setTextureMap(model::MaterialKey::NORMAL_MAP, normalMap);
}
if (!material.specularTexture.filename.isEmpty()) {
networkMaterial->specularTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(material.specularTexture.filename)), SPECULAR_TEXTURE, material.specularTexture.content);
networkMaterial->specularTextureName = material.specularTexture.name;
auto glossMap = model::TextureMapPointer(new model::TextureMap());
glossMap->setTextureSource(networkMaterial->specularTexture->_textureSource);
material._material->setTextureMap(model::MaterialKey::GLOSS_MAP, glossMap);
auto glossMap = setupNetworkTextureMap(textureBaseUrl, material.specularTexture, SPECULAR_TEXTURE,
networkMaterial->specularTexture, networkMaterial->specularTextureName);
networkMaterial->_material->setTextureMap(model::MaterialKey::GLOSS_MAP, glossMap);
}
if (!material.emissiveTexture.filename.isEmpty()) {
networkMaterial->emissiveTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(material.emissiveTexture.filename)), LIGHTMAP_TEXTURE, material.emissiveTexture.content);
networkMaterial->emissiveTextureName = material.emissiveTexture.name;
auto lightmapMap = model::TextureMapPointer(new model::TextureMap());
lightmapMap->setTextureSource(networkMaterial->emissiveTexture->_textureSource);
auto lightmapMap = setupNetworkTextureMap(textureBaseUrl, material.emissiveTexture, LIGHTMAP_TEXTURE,
networkMaterial->emissiveTexture, networkMaterial->emissiveTextureName);
lightmapMap->setTextureTransform(material.emissiveTexture.transform);
lightmapMap->setLightmapOffsetScale(material.emissiveParams.x, material.emissiveParams.y);
material._material->setTextureMap(model::MaterialKey::LIGHTMAP_MAP, lightmapMap);
networkMaterial->_material->setTextureMap(model::MaterialKey::LIGHTMAP_MAP, lightmapMap);
}
return networkMaterial;