From 6f86b266cbd8a972c8bf60ecd84d9f647c46c487 Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Sun, 23 Jul 2017 08:04:34 -0700 Subject: [PATCH] support writing of vertex colors --- libraries/fbx/src/OBJWriter.cpp | 21 ++++++++++++++++----- 1 file changed, 16 insertions(+), 5 deletions(-) diff --git a/libraries/fbx/src/OBJWriter.cpp b/libraries/fbx/src/OBJWriter.cpp index 034263eb53..e0d3d36b06 100644 --- a/libraries/fbx/src/OBJWriter.cpp +++ b/libraries/fbx/src/OBJWriter.cpp @@ -40,8 +40,6 @@ static QString formatFloat(double n) { } bool writeOBJToTextStream(QTextStream& out, QList 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 meshVertexStartOffset; @@ -49,10 +47,15 @@ bool writeOBJToTextStream(QTextStream& out, QList 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 vertexItr = vertexBuffer.cbegin(); while (vertexItr != vertexBuffer.cend()) { @@ -60,7 +63,15 @@ bool writeOBJToTextStream(QTextStream& out, QList 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(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 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(i);