support writing of vertex colors

This commit is contained in:
Seth Alves 2017-07-23 08:04:34 -07:00
parent 5e04e84953
commit 6f86b266cb

View file

@ -40,8 +40,6 @@ static QString formatFloat(double n) {
}
bool writeOBJToTextStream(QTextStream& out, QList<MeshPointer> meshes) {
int attributeTypeNormal = gpu::Stream::InputSlot::NORMAL; // libraries/gpu/src/gpu/Stream.h
// each mesh's vertices are numbered from zero. We're combining all their vertices into one list here,
// so keep track of the start index for each mesh.
QList<int> meshVertexStartOffset;
@ -49,10 +47,15 @@ bool writeOBJToTextStream(QTextStream& out, QList<MeshPointer> meshes) {
int currentVertexStartOffset = 0;
int currentNormalStartOffset = 0;
// write out vertices
// write out vertices (and maybe colors)
foreach (const MeshPointer& mesh, meshes) {
meshVertexStartOffset.append(currentVertexStartOffset);
const gpu::BufferView& vertexBuffer = mesh->getVertexBuffer();
const gpu::BufferView& colorsBufferView = mesh->getAttributeBuffer(gpu::Stream::COLOR);
gpu::BufferView::Index numColors = (gpu::BufferView::Index)colorsBufferView.getNumElements();
gpu::BufferView::Index colorIndex = 0;
int vertexCount = 0;
gpu::BufferView::Iterator<const glm::vec3> vertexItr = vertexBuffer.cbegin<const glm::vec3>();
while (vertexItr != vertexBuffer.cend<const glm::vec3>()) {
@ -60,7 +63,15 @@ bool writeOBJToTextStream(QTextStream& out, QList<MeshPointer> meshes) {
out << "v ";
out << formatFloat(v[0]) << " ";
out << formatFloat(v[1]) << " ";
out << formatFloat(v[2]) << "\n";
out << formatFloat(v[2]);
if (colorIndex < numColors) {
glm::vec3 color = colorsBufferView.get<glm::vec3>(colorIndex);
out << " " << formatFloat(color[0]);
out << " " << formatFloat(color[1]);
out << " " << formatFloat(color[2]);
colorIndex++;
}
out << "\n";
vertexItr++;
vertexCount++;
}
@ -72,7 +83,7 @@ bool writeOBJToTextStream(QTextStream& out, QList<MeshPointer> meshes) {
bool haveNormals = true;
foreach (const MeshPointer& mesh, meshes) {
meshNormalStartOffset.append(currentNormalStartOffset);
const gpu::BufferView& normalsBufferView = mesh->getAttributeBuffer(attributeTypeNormal);
const gpu::BufferView& normalsBufferView = mesh->getAttributeBuffer(gpu::Stream::InputSlot::NORMAL);
gpu::BufferView::Index numNormals = (gpu::BufferView::Index)normalsBufferView.getNumElements();
for (gpu::BufferView::Index i = 0; i < numNormals; i++) {
glm::vec3 normal = normalsBufferView.get<glm::vec3>(i);