Merge pull request #3781 from birarda/texture-load

handle texture replacement if model hasn't yet loaded
This commit is contained in:
Philip Rosedale 2014-11-12 10:02:13 -08:00
commit 7b7fda5f1d
2 changed files with 42 additions and 19 deletions

View file

@ -547,7 +547,8 @@ NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGe
Resource(url, delayLoad),
_mapping(mapping),
_textureBase(textureBase.isValid() ? textureBase : url),
_fallback(fallback) {
_fallback(fallback)
{
if (url.isEmpty()) {
// make the minimal amount of dummy geometry to satisfy Model
@ -562,6 +563,8 @@ NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGe
_geometry.leftHandJointIndex = -1;
_geometry.rightHandJointIndex = -1;
}
connect(this, &Resource::loaded, this, &NetworkGeometry::replaceTexturesWithPendingChanges);
}
bool NetworkGeometry::isLoadedWithTextures() const {
@ -710,27 +713,33 @@ void NetworkGeometry::clearLoadPriority(const QPointer<QObject>& owner) {
}
void NetworkGeometry::setTextureWithNameToURL(const QString& name, const QUrl& url) {
for (int i = 0; i < _meshes.size(); i++) {
NetworkMesh& mesh = _meshes[i];
for (int j = 0; j < mesh.parts.size(); j++) {
NetworkMeshPart& part = mesh.parts[j];
QSharedPointer<NetworkTexture> matchingTexture = QSharedPointer<NetworkTexture>();
if (part.diffuseTextureName == name) {
part.diffuseTexture =
if (_meshes.size() > 0) {
for (int i = 0; i < _meshes.size(); i++) {
NetworkMesh& mesh = _meshes[i];
for (int j = 0; j < mesh.parts.size(); j++) {
NetworkMeshPart& part = mesh.parts[j];
QSharedPointer<NetworkTexture> matchingTexture = QSharedPointer<NetworkTexture>();
if (part.diffuseTextureName == name) {
part.diffuseTexture =
Application::getInstance()->getTextureCache()->getTexture(url, DEFAULT_TEXTURE,
_geometry.meshes[i].isEye, QByteArray());
part.diffuseTexture->setLoadPriorities(_loadPriorities);
} else if (part.normalTextureName == name) {
part.normalTexture = Application::getInstance()->getTextureCache()->getTexture(url, DEFAULT_TEXTURE,
false, QByteArray());
part.normalTexture->setLoadPriorities(_loadPriorities);
} else if (part.specularTextureName == name) {
part.specularTexture = Application::getInstance()->getTextureCache()->getTexture(url, DEFAULT_TEXTURE,
false, QByteArray());
part.specularTexture->setLoadPriorities(_loadPriorities);
part.diffuseTexture->setLoadPriorities(_loadPriorities);
} else if (part.normalTextureName == name) {
part.normalTexture = Application::getInstance()->getTextureCache()->getTexture(url, DEFAULT_TEXTURE,
false, QByteArray());
part.normalTexture->setLoadPriorities(_loadPriorities);
} else if (part.specularTextureName == name) {
part.specularTexture = Application::getInstance()->getTextureCache()->getTexture(url, DEFAULT_TEXTURE,
false, QByteArray());
part.specularTexture->setLoadPriorities(_loadPriorities);
}
}
}
} else {
qDebug() << "Adding a name url pair to pending" << name << url;
// we don't have meshes downloaded yet, so hold this texture as pending
_pendingTextureChanges.insert(name, url);
}
}
@ -760,6 +769,15 @@ QStringList NetworkGeometry::getTextureNames() const {
return result;
}
void NetworkGeometry::replaceTexturesWithPendingChanges() {
QHash<QString, QUrl>::Iterator it = _pendingTextureChanges.begin();
while (it != _pendingTextureChanges.end()) {
setTextureWithNameToURL(it.key(), it.value());
it = _pendingTextureChanges.erase(it);
}
}
/// Reads geometry in a worker thread.
class GeometryReader : public QRunnable {
public:
@ -807,6 +825,7 @@ void NetworkGeometry::init() {
_geometry = FBXGeometry();
_meshes.clear();
_lods.clear();
_pendingTextureChanges.clear();
_request.setUrl(_url);
Resource::init();
}

View file

@ -113,7 +113,7 @@ public:
void setTextureWithNameToURL(const QString& name, const QUrl& url);
QStringList getTextureNames() const;
protected:
virtual void init();
@ -122,6 +122,8 @@ protected:
Q_INVOKABLE void setGeometry(const FBXGeometry& geometry);
private slots:
void replaceTexturesWithPendingChanges();
private:
friend class GeometryCache;
@ -139,6 +141,8 @@ private:
QWeakPointer<NetworkGeometry> _lodParent;
QHash<QWeakPointer<Animation>, QVector<int> > _jointMappings;
QHash<QString, QUrl> _pendingTextureChanges;
};
/// The state associated with a single mesh part.