Files
OpenSceneGraph/src/osgPlugins/dae/daeRMaterials.cpp
Robert Osfield c44ef1bfd9 From Sukender, I wrapped my change about non-empty texture units in an off-by-default option, so that it doesn't break any existing code. But AFAIK, other readers (except OSGx) generate contiguous texture units, so I guess this option to be useful for users.
Other changes in this sumbission include the added ability to tessellate polygons in Collada reader, with appropriate options.
 - No tessellation
 - Tessellate as triangle fan (previous behaviour, kept as default for backward-compatibility)
 - Full tessellation

I also put auto_ptr<> for RAII of DAE structure (as discussed), and moved reader options in a structure, as for the writer.

Code also make use of osgDB::ExternalFileWriter I submitted, so please merge this submission after the PluginImageWriter one.
2011-05-16 10:07:20 +00:00

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/*
* Copyright 2006 Sony Computer Entertainment Inc.
*
* Licensed under the SCEA Shared Source License, Version 1.0 (the "License"); you may not use this
* file except in compliance with the License. You may obtain a copy of the License at:
* http://research.scea.com/scea_shared_source_license.html
*
* Unless required by applicable law or agreed to in writing, software distributed under the License
* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
* implied. See the License for the specific language governing permissions and limitations under the
* License.
*/
#include "daeReader.h"
#include "ReaderWriterDAE.h"
#include <dae.h>
#include <dae/daeSIDResolver.h>
#include <dae/domAny.h>
#include <dom/domCOLLADA.h>
#include <dom/domProfile_COMMON.h>
#include <dom/domConstants.h>
#include <osg/BlendColor>
#include <osg/BlendFunc>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osg/LightModel>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <sstream>
using namespace osgDAE;
template <typename T>
void daeReader::getTransparencyCounts(daeDatabase* database, int& zero, int& one) const
{
std::vector<T*> constantVec;
database->typeLookup(constantVec);
for (size_t i = 0; i < constantVec.size(); ++i)
{
if (const domCommon_transparent_type* pTransparent = constantVec[i]->getTransparent())
{
domFx_opaque_enum opaque = pTransparent->getOpaque();
if (opaque == FX_OPAQUE_ENUM_RGB_ZERO)
{
++one;
continue;
}
}
if (const domCommon_float_or_param_type* pTransparency = constantVec[i]->getTransparency())
{
float transparency;
domFloat transparencyParam = 1.0;
if (pTransparency->getFloat())
{
transparency = pTransparency->getFloat()->getValue();
}
else if (pTransparency->getParam() &&
GetFloatParam(pTransparency->getParam()->getRef(), transparencyParam))
{
transparency = transparencyParam;
}
else
{
continue;
}
if (transparency < 0.01f)
{
++zero;
}
else if (transparency > 0.99f)
{
++one;
}
}
}
}
bool daeReader::findInvertTransparency(daeDatabase* database) const
{
int zero = 0, one = 0;
getTransparencyCounts<domProfile_COMMON::domTechnique::domConstant>(database, zero, one);
getTransparencyCounts<domProfile_COMMON::domTechnique::domLambert>(database, zero, one);
getTransparencyCounts<domProfile_COMMON::domTechnique::domPhong>(database, zero, one);
getTransparencyCounts<domProfile_COMMON::domTechnique::domBlinn>(database, zero, one);
return zero > one;
}
// <bind_material>
// elements:
// 0..* <param>
// name
// sid
// semantic
// type
// 1 <technique_common>
// 0..* <instance_material>
// symbol
// target
// sid
// name
// 0..* <technique>
// profile
// 0..* <extra>
// id
// name
// type
void daeReader::processBindMaterial( domBind_material *bm, domGeometry *geom, osg::Geode *geode, osg::Geode *cachedGeode )
{
if (bm->getTechnique_common() == NULL )
{
OSG_WARN << "No COMMON technique for bind_material" << std::endl;
return;
}
for (size_t i =0; i < geode->getNumDrawables(); i++)
{
osg::Drawable* drawable = geode->getDrawable(i);
std::string materialName = drawable->getName();
osg::Geometry *cachedGeometry = dynamic_cast<osg::Geometry*>(cachedGeode->getDrawable(i)->asGeometry());
domInstance_material_Array &ima = bm->getTechnique_common()->getInstance_material_array();
std::string symbol;
bool found = false;
for ( size_t j = 0; j < ima.getCount(); j++)
{
symbol = ima[j]->getSymbol();
if (symbol.compare(materialName) == 0)
{
found = true;
domMaterial *mat = daeSafeCast< domMaterial >(getElementFromURI( ima[j]->getTarget()));
if (mat)
{
// Check material cache if this material already exists
osg::StateSet* ss;
domMaterialStateSetMap::iterator iter = _materialMap.find( mat );
if (iter != _materialMap.end() )
{
// Reuse material
ss = iter->second.get();
}
else
{
// Create new material
ss = new osg::StateSet;
processMaterial(ss, mat);
_materialMap.insert(std::make_pair(mat, ss));
}
drawable->setStateSet(ss);
// Need to process bind_vertex_inputs here
// 1. Clear the texcoord arrays and associated texcoord vertex indices
// from the current (cloned) drawable.
osg::Geometry *clonedGeometry = drawable->asGeometry();
if (NULL == clonedGeometry)
{
OSG_WARN << "Failed to convert drawable to geometry object" << std::endl;
break;
}
clonedGeometry->getTexCoordArrayList().clear();
// 2. For each possible texture unit find the correct texcoord array and
// indices from the cached drawable and place in the cloned drawable
// in the correct texture unit slot
unsigned int textureUnit(0);
if (copyTextureCoordinateSet(ss, cachedGeometry, clonedGeometry, ima[j], AMBIENT_OCCLUSION_UNIT, textureUnit)) ++textureUnit;
if (copyTextureCoordinateSet(ss, cachedGeometry, clonedGeometry, ima[j], MAIN_TEXTURE_UNIT , textureUnit)) ++textureUnit;
if (copyTextureCoordinateSet(ss, cachedGeometry, clonedGeometry, ima[j], TRANSPARENCY_MAP_UNIT , textureUnit)) ++textureUnit;
}
else
{
OSG_WARN << "Failed to locate <material> with id " << ima[i]->getTarget().getURI() << std::endl;
}
break;
}
}
if (!found)
{
OSG_WARN << "Failed to locate <instance_material> with symbol " << materialName << std::endl;
}
}
}
// <material>
// attributes:
// 0..1 id
// 0..1 name
// elements:
// 0..1 <asset>
// 1 <instance_effect>
// 0..* <extra>
void daeReader::processMaterial(osg::StateSet *ss, domMaterial *mat )
{
_currentInstance_effect = mat->getInstance_effect();
domEffect *effect = daeSafeCast< domEffect >( getElementFromURI( _currentInstance_effect->getUrl() ) );
if (effect)
{
processEffect(ss, effect);
//TODO: process all of the setParams that could happen here in the material. ESP. the textures
}
else
{
OSG_WARN << "Failed to locate effect " << mat->getInstance_effect()->getUrl().getURI() << std::endl;
}
}
// <effect>
// attributes:
// 1 id
// 0..1 name
// elements:
// 0..1 <asset>
// 0..* <annotate>
// 0..* <image>
// 0..* <newparam>
// 1..* <fx_profile_abstract>
// 0..* <extra>
void daeReader::processEffect(osg::StateSet *ss, domEffect *effect )
{
bool hasCOMMON = false;
for ( size_t i = 0; i < effect->getFx_profile_abstract_array().getCount(); i++ )
{
domProfile_COMMON *pc = daeSafeCast< domProfile_COMMON >( effect->getFx_profile_abstract_array()[i] );
if (pc != NULL )
{
if (hasCOMMON )
{
OSG_WARN << "Effect already has a profile_COMMON. Skipping this one" << std::endl;
continue;
}
_currentEffect = effect;
processProfileCOMMON(ss, pc);
hasCOMMON = true;
continue;
}
OSG_WARN << "unsupported effect profile " << effect->getFx_profile_abstract_array()[i]->getTypeName() << std::endl;
}
}
// <profile_COMMON>
// elements:
// 0..* <image>, <newparam>
// 1 <technique>
// attributes:
// elements:
// 0..1 <asset>
// 0..* <image>, <newparam>
// 1 <constant>, <lambert>, <phong>, <blinn>
// 0..* <extra>
// 0..* <extra>
void daeReader::processProfileCOMMON(osg::StateSet *ss, domProfile_COMMON *pc )
{
domProfile_COMMON::domTechnique *teq = pc->getTechnique();
domProfile_COMMON::domTechnique::domConstant *c = teq->getConstant();
domProfile_COMMON::domTechnique::domLambert *l = teq->getLambert();
domProfile_COMMON::domTechnique::domPhong *p = teq->getPhong();
domProfile_COMMON::domTechnique::domBlinn *b = teq->getBlinn();
ss->setMode( GL_CULL_FACE, osg::StateAttribute::ON ); // Cull Back faces
// See if there are any extra's that are supported by OpenSceneGraph
const domExtra_Array& ExtraArray = pc->getExtra_array();
size_t NumberOfExtras = ExtraArray.getCount();
size_t CurrentExtra;
for (CurrentExtra = 0; CurrentExtra < NumberOfExtras; CurrentExtra++)
{
const domTechnique_Array& TechniqueArray = ExtraArray[CurrentExtra]->getTechnique_array();
size_t NumberOfTechniques = TechniqueArray.getCount();
size_t CurrentTechnique;
for (CurrentTechnique = 0; CurrentTechnique < NumberOfTechniques; CurrentTechnique++)
{
// <technique profile="GOOGLEEARTH">
// <double_sided>0</double_sided>
// </technique>
if (strcmp(TechniqueArray[CurrentTechnique]->getProfile(), "GOOGLEEARTH") == 0)
{
const daeElementRefArray& ElementArray = TechniqueArray[CurrentTechnique]->getContents();
size_t NumberOfElements = ElementArray.getCount();
size_t CurrentElement;
for (CurrentElement = 0; CurrentElement < NumberOfElements; CurrentElement++)
{
domAny* pAny = (domAny*)ElementArray[CurrentElement].cast();
if (strcmp(pAny->getElementName(), "double_sided") == 0)
{
daeString Value = pAny->getValue();
if (strcmp(Value, "1") == 0)
ss->setMode( GL_CULL_FACE, osg::StateAttribute::OFF );
}
}
}
}
}
xsNCName DiffuseTextureName = NULL;
osg::ref_ptr< osg::Material > mat = new osg::Material();
// <blinn>
// elements:
// 0..1 <emission>
// 0..1 <ambient>
// 0..1 <diffuse>
// 0..1 <specular>
// 0..1 <shininess>
// 0..1 <reflective>
// 0..1 <reflectivity>
// 0..1 <transparent>
// 0..1 <transparency>
// 0..1 <index_of_refraction>
if (b != NULL )
{
osg::Texture2D *EmissionStateAttribute = NULL;
osg::Texture2D *AmbientStateAttribute = NULL;
osg::Texture2D *DiffuseStateAttribute = NULL;
processColorOrTextureType(ss, b->getEmission(), osg::Material::EMISSION, mat.get(), NULL, &EmissionStateAttribute );
if (NULL != EmissionStateAttribute)
OSG_WARN << "Currently no support for <texture> in Emission channel " << std::endl;
processColorOrTextureType(ss, b->getAmbient(), osg::Material::AMBIENT, mat.get(), NULL, &AmbientStateAttribute );
processColorOrTextureType(ss, b->getDiffuse(), osg::Material::DIFFUSE, mat.get(), NULL, &DiffuseStateAttribute );
if (DiffuseStateAttribute != NULL )
{
if (AmbientStateAttribute != NULL )
{
// Set the ambient and diffuse colour white so that the incoming fragment colour ends up as a
// lit white colour. I modulate both textures onto this to approximate the lighting equation.
// Using a zero diffuse and then an ADD of the diffuse texture seems overlit to me.
mat->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) );
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) );
// Use the ambient texture map as an occlusion map.
unsigned int textureUnit( _pluginOptions.usePredefinedTextureUnits ? AMBIENT_OCCLUSION_UNIT : 0);
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::MODULATE) );
ss->setTextureAttribute( textureUnit, AmbientStateAttribute );
// Modulate in the diffuse texture
textureUnit = _pluginOptions.usePredefinedTextureUnits ? MAIN_TEXTURE_UNIT : 1;
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::MODULATE) );
ss->setTextureAttribute( textureUnit, DiffuseStateAttribute );
}
else
{
// Set the diffuse colour white so that the incoming fragment colour ends up as the global diffuse lighting colour
// plus any constant ambient contribution after the lighting calculation. This means that I am modulating the the
// ambient with the texture as well but I cannot see a way of avoiding that.
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) );
unsigned int textureUnit( _pluginOptions.usePredefinedTextureUnits ? MAIN_TEXTURE_UNIT : 0);
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::MODULATE) );
ss->setTextureAttribute( textureUnit, DiffuseStateAttribute );
}
// Save the texture name for later
DiffuseTextureName = b->getDiffuse()->getTexture()->getTexture();
}
else
{
if (NULL != AmbientStateAttribute )
OSG_WARN << "Ambient occlusion map only supported when diffuse texture also specified" << std::endl;
}
if (processColorOrTextureType(ss, b->getSpecular(), osg::Material::SPECULAR, mat.get(), b->getShininess() ) && (NULL != DiffuseStateAttribute) )
{
// Diffuse texture will defeat specular highlighting
// So postpone specular - Not sure if I should do this here
// beacuse it will override any global light model states
osg::LightModel* lightmodel = new osg::LightModel;
lightmodel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
ss->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
}
processTransparencySettings(b->getTransparent(), b->getTransparency(), ss, mat.get(), DiffuseTextureName );
}
// <phong>
// elements:
// 0..1 <emission>
// 0..1 <ambient>
// 0..1 <diffuse>
// 0..1 <specular>
// 0..1 <shininess>
// 0..1 <reflective>
// 0..1 <reflectivity>
// 0..1 <transparent>
// 0..1 <transparency>
// 0..1 <index_of_refraction>
else if (p != NULL )
{
osg::Texture2D *EmissionStateAttribute = NULL;
osg::Texture2D *AmbientStateAttribute = NULL;
osg::Texture2D *DiffuseStateAttribute = NULL;
processColorOrTextureType(ss, p->getEmission(), osg::Material::EMISSION, mat.get(), NULL, &EmissionStateAttribute );
if (NULL != EmissionStateAttribute)
OSG_WARN << "Currently no support for <texture> in Emission channel " << std::endl;
processColorOrTextureType(ss, p->getAmbient(), osg::Material::AMBIENT, mat.get(), NULL, &AmbientStateAttribute );
processColorOrTextureType(ss, p->getDiffuse(), osg::Material::DIFFUSE, mat.get(), NULL, &DiffuseStateAttribute );
if (DiffuseStateAttribute != NULL )
{
if (AmbientStateAttribute != NULL )
{
// Set the ambient and diffuse colour white so that the incoming fragment colour ends up as a
// lit white colour. I modulate both textures onto this to approximate the lighting equation.
// Using a zero diffuse and then an ADD of the diffuse texture seems overlit to me.
mat->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) );
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) );
// Use the ambient texture map as an occlusion map.
unsigned int textureUnit( _pluginOptions.usePredefinedTextureUnits ? AMBIENT_OCCLUSION_UNIT : 0);
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::MODULATE) );
ss->setTextureAttribute( textureUnit, AmbientStateAttribute );
// Modulate in the diffuse texture
textureUnit = _pluginOptions.usePredefinedTextureUnits ? MAIN_TEXTURE_UNIT : 1;
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::MODULATE) );
ss->setTextureAttribute( textureUnit, DiffuseStateAttribute );
}
else
{
// Set the diffuse colour white so that the incoming fragment colour ends up as the global diffuse lighting colour
// plus any constant ambient contribution after the lighting calculation. This means that I am modulating the the
// ambient with the texture as well but I cannot see a way of avoiding that.
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) );
unsigned int textureUnit( _pluginOptions.usePredefinedTextureUnits ? MAIN_TEXTURE_UNIT : 0);
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::MODULATE) );
ss->setTextureAttribute( textureUnit, DiffuseStateAttribute );
}
// Save the texture name for later
DiffuseTextureName = p->getDiffuse()->getTexture()->getTexture();
}
else
{
if (NULL != AmbientStateAttribute )
OSG_WARN << "Ambient occlusion map only supported when diffuse texture also specified" << std::endl;
}
if (processColorOrTextureType(ss, p->getSpecular(), osg::Material::SPECULAR, mat.get(), p->getShininess() ) && (NULL != DiffuseStateAttribute) )
{
// Diffuse texture will defeat specular highlighting
// So postpone specular - Not sure if I should do this here
// beacuse it will override any global light model states
osg::LightModel* lightmodel = new osg::LightModel;
lightmodel->setColorControl(osg::LightModel::SEPARATE_SPECULAR_COLOR);
ss->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
}
processTransparencySettings(p->getTransparent(), p->getTransparency(), ss, mat.get(), DiffuseTextureName );
}
// <lambert>
// elements:
// 0..1 <emission>
// 0..1 <ambient>
// 0..1 <diffuse>
// 0..1 <reflective>
// 0..1 <reflectivity>
// 0..1 <transparent>
// 0..1 <transparency>
// 0..1 <index_of_refraction>
else if (l != NULL )
{
osg::Texture2D *EmissionStateAttribute = NULL;
osg::Texture2D *AmbientStateAttribute = NULL;
osg::Texture2D *DiffuseStateAttribute = NULL;
processColorOrTextureType(ss, l->getEmission(), osg::Material::EMISSION, mat.get(), NULL, &EmissionStateAttribute );
if (NULL != EmissionStateAttribute)
OSG_WARN << "Currently no support for <texture> in Emission channel " << std::endl;
processColorOrTextureType(ss, l->getAmbient(), osg::Material::AMBIENT, mat.get(), NULL, &AmbientStateAttribute);
processColorOrTextureType(ss, l->getDiffuse(), osg::Material::DIFFUSE, mat.get(), NULL, &DiffuseStateAttribute );
if (DiffuseStateAttribute != NULL )
{
if (AmbientStateAttribute != NULL )
{
// Set the ambient and diffuse colour white so that the incoming fragment colour ends up as a
// lit white colour. I modulate both textures onto this to approximate the lighting equation.
// Using a zero diffuse and then an ADD of the diffuse texture seems overlit to me.
mat->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) );
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) );
// Use the ambient texture map as an occlusion map.
unsigned int textureUnit( _pluginOptions.usePredefinedTextureUnits ? AMBIENT_OCCLUSION_UNIT : 0);
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::MODULATE) );
ss->setTextureAttribute( textureUnit, AmbientStateAttribute );
// Modulate in the diffuse texture
textureUnit = _pluginOptions.usePredefinedTextureUnits ? MAIN_TEXTURE_UNIT : 1;
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::MODULATE) );
ss->setTextureAttribute( textureUnit, DiffuseStateAttribute );
}
else
{
// Set the diffuse colour white so that the incoming fragment colour ends up as the global diffuse lighting colour
// plus any constant ambient contribution after the lighting calculation. This means that I am modulating the the
// ambient with the texture as well but I cannot see a way of avoiding that.
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f ) );
unsigned int textureUnit( _pluginOptions.usePredefinedTextureUnits ? MAIN_TEXTURE_UNIT : 0);
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::MODULATE) );
ss->setTextureAttribute( textureUnit, DiffuseStateAttribute );
}
// Save the texture name for later
DiffuseTextureName = l->getDiffuse()->getTexture()->getTexture();
}
else
{
if (NULL != AmbientStateAttribute )
OSG_WARN << "Ambient occlusion map only supported when diffuse texture also specified" << std::endl;
}
processTransparencySettings(l->getTransparent(), l->getTransparency(), ss, mat.get(), DiffuseTextureName );
}
// <constant>
// elements:
// 0..1 <emission>
// 0..1 <reflective>
// 0..1 <reflectivity>
// 0..1 <transparent>
// 0..1 <transparency>
// 0..1 <index_of_refraction>
else if (c != NULL )
{
osg::Texture2D *sa = NULL;
processColorOrTextureType(ss, c->getEmission(), osg::Material::EMISSION, mat.get(), NULL, &sa );
if (sa != NULL )
{
unsigned int textureUnit( _pluginOptions.usePredefinedTextureUnits ? MAIN_TEXTURE_UNIT : 0);
ss->setTextureMode( textureUnit, GL_TEXTURE_2D, GL_TRUE );
ss->setTextureAttribute( textureUnit, new osg::TexEnv(osg::TexEnv::REPLACE) );
ss->setTextureAttribute( textureUnit, sa );
}
// Use the emission colour as the main colour in transparency calculations
mat->setDiffuse(osg::Material::FRONT_AND_BACK, mat->getEmission(osg::Material::FRONT_AND_BACK));
processTransparencySettings(c->getTransparent(), c->getTransparency(), ss, mat.get(), NULL );
// Kill the lighting
mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0));
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0));
}
ss->setAttribute( mat.get() );
}
// colorOrTexture
// 1 of
// <color>
// <param>
// attributes:
// 1 ref
// <texture>
// attributes:
// 1 texture
// 1 texcoord
// 0..* extra
bool daeReader::processColorOrTextureType(const osg::StateSet* ss,
domCommon_color_or_texture_type *cot,
osg::Material::ColorMode channel,
osg::Material *mat,
domCommon_float_or_param_type *fop,
osg::Texture2D **sa,
bool blinn)
{
if (cot == NULL )
{
return false;
}
bool retVal = false;
std::string texCoordSet;
//osg::StateAttribute *sa = NULL;
//TODO: Make all channels process <param ref=""> type of value
if (channel == osg::Material::EMISSION )
{
if (cot->getColor() != NULL )
{
domFloat4 &f4 = cot->getColor()->getValue();
mat->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4( f4[0], f4[1], f4[2], f4[3] ) );
retVal = true;
}
else if (cot->getParam() != NULL)
{
domFloat4 f4;
if (GetFloat4Param(cot->getParam()->getRef(), f4))
{
mat->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4( f4[0], f4[1], f4[2], f4[3] ) );
retVal = true;
}
}
else if (cot->getTexture() != NULL)
{
if (sa != NULL)
{
*sa = processTexture( cot->getTexture(), ss, MAIN_TEXTURE_UNIT);
retVal = true;
}
else
OSG_WARN << "Currently no support for <texture> in Emission channel " << std::endl;
}
else
{
OSG_WARN << "Missing <color>, <param> or <texture> in Emission channel " << std::endl;
}
}
else if (channel == osg::Material::AMBIENT )
{
if (cot->getColor() != NULL )
{
domFloat4 &f4 = cot->getColor()->getValue();
mat->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4( f4[0], f4[1], f4[2], f4[3] ) );
retVal = true;
}
else if (cot->getParam() != NULL)
{
domFloat4 f4;
if (cot->getParam()->getRef() != 0 && GetFloat4Param(cot->getParam()->getRef(), f4))
{
mat->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4( f4[0], f4[1], f4[2], f4[3] ) );
retVal = true;
}
}
else if (cot->getTexture() != NULL)
{
if (sa != NULL)
*sa = processTexture( cot->getTexture(), ss, AMBIENT_OCCLUSION_UNIT);
else
{
OSG_WARN << "Currently no support for <texture> in Ambient channel " << std::endl;
mat->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.2f, 0.2f, 0.2f, 1.0f ) );
}
retVal = true;
}
else
{
OSG_WARN << "Missing <color>, <param> or <texture> in Ambient channel " << std::endl;
}
}
else if (channel == osg::Material::DIFFUSE )
{
if (cot->getColor() != NULL )
{
domFloat4 &f4 = cot->getColor()->getValue();
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4( f4[0], f4[1], f4[2], f4[3] ) );
retVal = true;
}
else if (cot->getTexture() != NULL)
{
if (sa != NULL)
*sa = processTexture( cot->getTexture(), ss, MAIN_TEXTURE_UNIT);
else
{
OSG_WARN << "Currently no support for <texture> in Diffuse channel " << std::endl;
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.8f, 0.8f, 0.8f, 1.0f ) );
}
domExtra *extra = cot->getTexture()->getExtra();
if (extra != NULL && extra->getType() != NULL && strcmp( extra->getType(), "color" ) == 0 )
{
//the extra data for osg. Diffuse color can happen with a texture.
for ( unsigned int i = 0; i < extra->getTechnique_array().getCount(); i++ )
{
domTechnique *teq = extra->getTechnique_array()[i];
if (strcmp( teq->getProfile(), "SCEI" ) == 0 )
{
osg::Vec4 col;
domAny *dcol = (domAny*)(daeElement*)teq->getContents()[0];
std::istringstream diffuse_colour((const char *)dcol->getValue());
diffuse_colour >> col.r() >> col.g() >> col.b() >> col.a();
mat->setDiffuse( osg::Material::FRONT_AND_BACK, col );
break;
}
}
}
retVal = true;
}
else if (cot->getParam() != NULL)
{
domFloat4 f4;
if (GetFloat4Param(cot->getParam()->getRef(), f4))
{
mat->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4( f4[0], f4[1], f4[2], f4[3] ) );
retVal = true;
}
}
else
{
OSG_WARN << "Missing <color>, <param> or <texture> in Diffuse channel " << std::endl;
}
}
else if (channel == osg::Material::SPECULAR )
{
if (cot->getColor() != NULL )
{
domFloat4 &f4 = cot->getColor()->getValue();
mat->setSpecular( osg::Material::FRONT_AND_BACK, osg::Vec4( f4[0], f4[1], f4[2], f4[3] ) );
retVal = true;
}
else if (cot->getParam() != NULL)
{
domFloat4 f4;
if (GetFloat4Param(cot->getParam()->getRef(), f4))
{
mat->setSpecular( osg::Material::FRONT_AND_BACK, osg::Vec4( f4[0], f4[1], f4[2], f4[3] ) );
retVal = true;
}
}
else if (cot->getTexture() != NULL)
{
OSG_WARN << "Currently no support for <texture> in Specular channel " << std::endl;
}
else
{
OSG_WARN << "Missing <color>, <param> or <texture> in Specular channel " << std::endl;
}
if (fop != NULL && fop->getFloat() != NULL )
{
float shininess = fop->getFloat()->getValue();
if (blinn)
{
// If the blinn mode is in the range [0,1] rescale it to [0,128]
if (shininess < 1)
shininess *= 128.0f;
}
mat->setShininess( osg::Material::FRONT_AND_BACK, shininess );
}
}
return retVal;
}
bool daeReader::GetFloat4Param(xsNCName Reference, domFloat4 &f4) const
{
std::string MyReference = Reference;
MyReference.insert(0, "./");
daeSIDResolver Resolver(_currentEffect, MyReference.c_str());
daeElement *el = Resolver.getElement();
if (NULL == el)
return false;
if (NULL != _currentInstance_effect)
{
// look here first for setparams
// I am sure there must be a better way of doing this
// Maybe the Collada DAE guys can give us a parameter management mechanism !
const domInstance_effect::domSetparam_Array& SetParamArray = _currentInstance_effect->getSetparam_array();
size_t NumberOfSetParams = SetParamArray.getCount();
for (size_t i = 0; i < NumberOfSetParams; i++)
{
// Just do a simple comaprison of the ref strings for the time being
if (0 == strcmp(SetParamArray[i]->getRef(), Reference))
{
if (NULL != SetParamArray[i]->getFx_basic_type_common() && (NULL != SetParamArray[i]->getFx_basic_type_common()->getFloat4()))
{
f4 = SetParamArray[i]->getFx_basic_type_common()->getFloat4()->getValue();
return true;
}
}
}
}
domCommon_newparam_type *cnp = daeSafeCast< domCommon_newparam_type >( el );
domFx_newparam_common *npc = daeSafeCast< domFx_newparam_common >( el );
if ((cnp != NULL) && (NULL != cnp->getFloat4()))
{
f4 = cnp->getFloat4()->getValue();
return true;
}
else if ((npc != NULL) && (NULL != npc->getFx_basic_type_common()) && (NULL != npc->getFx_basic_type_common()->getFloat4()))
{
f4 = npc->getFx_basic_type_common()->getFloat4()->getValue();
return true;
}
else
return false;
}
bool daeReader::GetFloatParam(xsNCName Reference, domFloat &f) const
{
std::string MyReference = Reference;
MyReference.insert(0, "./");
daeSIDResolver Resolver(_currentEffect, MyReference.c_str());
daeElement *el = Resolver.getElement();
if (NULL == el)
return false;
if (NULL != _currentInstance_effect)
{
// look here first for setparams
// I am sure there must be a better way of doing this
// Maybe the Collada DAE guys can give us a parameter management mechanism !
const domInstance_effect::domSetparam_Array& SetParamArray = _currentInstance_effect->getSetparam_array();
size_t NumberOfSetParams = SetParamArray.getCount();
for (size_t i = 0; i < NumberOfSetParams; i++)
{
// Just do a simple comaprison of the ref strings for the time being
if (0 == strcmp(SetParamArray[i]->getRef(), Reference))
{
if (NULL != SetParamArray[i]->getFx_basic_type_common() && (NULL != SetParamArray[i]->getFx_basic_type_common()->getFloat()))
{
f = SetParamArray[i]->getFx_basic_type_common()->getFloat()->getValue();
return true;
}
}
}
}
domCommon_newparam_type *cnp = daeSafeCast< domCommon_newparam_type >( el );
domFx_newparam_common *npc = daeSafeCast< domFx_newparam_common >( el );
if ((cnp != NULL) && (NULL != cnp->getFloat()))
{
f = cnp->getFloat()->getValue();
return true;
}
else if ((npc != NULL) && (NULL != npc->getFx_basic_type_common()) && (NULL != npc->getFx_basic_type_common()->getFloat()))
{
f = npc->getFx_basic_type_common()->getFloat()->getValue();
return true;
}
else
return false;
}
osg::Texture::WrapMode getWrapMode(domFx_sampler_wrap_common domWrap)
{
switch (domWrap)
{
case FX_SAMPLER_WRAP_COMMON_WRAP:
return osg::Texture::REPEAT;
case FX_SAMPLER_WRAP_COMMON_MIRROR:
return osg::Texture::MIRROR;
case FX_SAMPLER_WRAP_COMMON_CLAMP:
return osg::Texture::CLAMP_TO_EDGE;
case FX_SAMPLER_WRAP_COMMON_NONE:
case FX_SAMPLER_WRAP_COMMON_BORDER:
return osg::Texture::CLAMP_TO_BORDER;
default:
OSG_WARN << "Unrecognised domFx_sampler_wrap_common." << std::endl;
}
return osg::Texture::CLAMP;
}
osg::Texture::FilterMode getFilterMode(domFx_sampler_filter_common domFilter, bool allowMipMap)
{
switch (domFilter)
{
case FX_SAMPLER_FILTER_COMMON_NONE:
case FX_SAMPLER_FILTER_COMMON_NEAREST:
return osg::Texture::NEAREST;
case FX_SAMPLER_FILTER_COMMON_LINEAR:
return osg::Texture::LINEAR;
case FX_SAMPLER_FILTER_COMMON_NEAREST_MIPMAP_NEAREST:
return allowMipMap ? osg::Texture::NEAREST_MIPMAP_NEAREST : osg::Texture::NEAREST;
case FX_SAMPLER_FILTER_COMMON_LINEAR_MIPMAP_NEAREST:
return allowMipMap ? osg::Texture::LINEAR_MIPMAP_NEAREST : osg::Texture::LINEAR;
case FX_SAMPLER_FILTER_COMMON_NEAREST_MIPMAP_LINEAR:
return allowMipMap ? osg::Texture::NEAREST_MIPMAP_LINEAR : osg::Texture::NEAREST;
case FX_SAMPLER_FILTER_COMMON_LINEAR_MIPMAP_LINEAR:
return allowMipMap ? osg::Texture::LINEAR_MIPMAP_LINEAR : osg::Texture::LINEAR;
default:
OSG_WARN << "Unrecognised domFx_sampler_filter_common." << std::endl;
}
return osg::Texture::LINEAR;
}
std::string daeReader::processImagePath(const domImage* pDomImage) const
{
if (pDomImage == NULL)
{
OSG_WARN << "Could not locate image for texture" << std::endl;
return std::string();
}
//Got a sampler and a surface and an imaged. Time to create the texture stuff for osg
if (pDomImage->getInit_from())
{
pDomImage->getInit_from()->getValue().validate();
if (strcmp(pDomImage->getInit_from()->getValue().getProtocol(), "file") == 0)
{
std::string path = pDomImage->getInit_from()->getValue().pathDir() +
pDomImage->getInit_from()->getValue().pathFile();
path = ReaderWriterDAE::ConvertColladaCompatibleURIToFilePath(path);
if (path.empty())
{
OSG_WARN << "Unable to get path from URI." << std::endl;
return std::string();
}
#ifdef WIN32
// If the path has a drive specifier or a UNC name then strip the leading /
if (path.size() > 2 && (path[2] == ':' || (path[1] == '/' && path[2] == '/')))
return path.substr(1, std::string::npos);
#endif
return path;
}
else
{
OSG_WARN << "Only images with a \"file\" scheme URI are supported in this version." << std::endl;
}
}
else
{
OSG_WARN << "Embedded image data is not supported in this version." << std::endl;
}
return std::string();
}
float luminance(const osg::Vec4& color)
{
return
color.r() * 0.212671f +
color.g() * 0.715160f +
color.b() * 0.072169f;
}
osg::Image* daeReader::processImageTransparency(const osg::Image* srcImg, domFx_opaque_enum opaque, float transparency) const
{
int s = srcImg->s();
int t = srcImg->t();
unsigned char* pixels = new unsigned char [s * t];
if (opaque == FX_OPAQUE_ENUM_RGB_ZERO)
{
for (int i = 0; i < t; ++i)
{
for (int j = 0; j < s; ++j)
{
osg::Vec4 color(srcImg->getColor(j, i));
pixels[i * s + j] = static_cast<unsigned char>(
(1.0f - luminance(color) * transparency) * 255.0f);
}
}
}
else
{
bool texHasAlpha = false;
switch (srcImg->getPixelFormat())
{
case GL_ALPHA:
case GL_LUMINANCE_ALPHA:
case GL_RGBA:
case GL_BGRA:
texHasAlpha = true;
}
if (texHasAlpha)
{
for (int i = 0; i < t; ++i)
{
for (int j = 0; j < s; ++j)
{
osg::Vec4 color(srcImg->getColor(j, i));
pixels[i * s + j] = static_cast<unsigned char>(
color.a() * transparency * 255.0f);
}
}
}
else
{
for (int i = 0; i < t; ++i)
{
for (int j = 0; j < s; ++j)
{
osg::Vec4 color(srcImg->getColor(j, i));
pixels[i * s + j] = static_cast<unsigned char>(
luminance(color) * transparency * 255.0f);
}
}
}
}
osg::Image* transparentImage = new osg::Image;
transparentImage->setWriteHint(osg::Image::STORE_INLINE);
transparentImage->setImage(s, t, 1, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, pixels, osg::Image::USE_NEW_DELETE);
return transparentImage;
}
osg::Texture2D* daeReader::processTexture(
domCommon_color_or_texture_type_complexType::domTexture *tex,
const osg::StateSet* ss, TextureUnitUsage tuu,
domFx_opaque_enum opaque, float transparency)
{
TextureParameters parameters;
parameters.transparent = tuu == TRANSPARENCY_MAP_UNIT;
parameters.opaque = opaque;
parameters.transparency = transparency;
//find the newparam for the sampler based on the texture attribute
domFx_sampler2D_common *sampler = NULL;
domFx_surface_common *surface = NULL;
domImage *dImg = NULL;
std::string target = std::string("./") + std::string(tex->getTexture());
OSG_NOTICE<<"processTexture("<<target<<")"<<std::endl;
daeSIDResolver res1( _currentEffect, target.c_str() );
daeElement *el = res1.getElement();
if (el == NULL )
{
OSG_WARN << "Could not locate newparam for texture sampler2D \"" << tex->getTexture() <<
"\". Checking if data does incorrect linking straight to the image" << std::endl;
_dae->getDatabase()->getElement( (daeElement**)&dImg, 0, tex->getTexture(), "image" );
if (dImg != NULL )
{
OSG_WARN << "Direct image link found. Data is incorrect but will continue to load texture" << std::endl;
}
}
else
{
domCommon_newparam_type *cnp = daeSafeCast< domCommon_newparam_type >( el );
domFx_newparam_common *npc = daeSafeCast< domFx_newparam_common >( el );
if (cnp != NULL )
{
sampler = cnp->getSampler2D();
}
else if (npc != NULL )
{
sampler = npc->getFx_basic_type_common()->getSampler2D();
}
if (sampler == NULL )
{
OSG_WARN << "Wrong newparam type. Expected sampler2D" << std::endl;
return NULL;
}
//find the newparam for the surface based on the sampler2D->source value
target = std::string("./") + std::string( sampler->getSource()->getValue() );
daeSIDResolver res2( _currentEffect, target.c_str() );
el = res2.getElement();
if (el == NULL )
{
OSG_WARN << "Could not locate newparam for source " << sampler->getSource()->getValue() << std::endl;
return NULL;
}
cnp = daeSafeCast< domCommon_newparam_type >( el );
npc = daeSafeCast< domFx_newparam_common >( el );
if (cnp != NULL )
{
surface = cnp->getSurface();
}
else if (npc != NULL )
{
surface = npc->getFx_basic_type_common()->getSurface();
}
if (surface == NULL )
{
OSG_WARN << "Wrong newparam type. Expected surface" << std::endl;
return NULL;
}
//look for the domImage based on the surface initialization stuff
daeIDRef &ref = surface->getFx_surface_init_common()->getInit_from_array()[0]->getValue();
dImg = daeSafeCast< domImage >( getElementFromIDRef( ref ) );
}
parameters.filename = processImagePath(dImg);
if (parameters.filename.empty())
{
return NULL;
}
//set texture parameters
if (sampler)
{
if (sampler->getWrap_s())
{
parameters.wrap_s = getWrapMode(sampler->getWrap_s()->getValue());
}
if (sampler->getWrap_t())
{
parameters.wrap_t = getWrapMode(sampler->getWrap_s()->getValue());
}
if (sampler->getMinfilter())
{
parameters.filter_min = getFilterMode(sampler->getMinfilter()->getValue(), true);
}
if (sampler->getMagfilter())
{
parameters.filter_mag = getFilterMode(sampler->getMagfilter()->getValue(), false);
}
if (sampler->getBorder_color() != NULL )
{
const domFloat4& col = sampler->getBorder_color()->getValue();
parameters.border.set(col[0], col[1], col[2], col[3]);
}
}
osg::Texture2D* t2D = NULL;
TextureParametersMap::const_iterator mapIt = _textureParamMap.find(parameters);
if (mapIt != _textureParamMap.end())
{
t2D = mapIt->second.get();
}
else
{
osg::ref_ptr<osg::Image> img = osgDB::readRefImageFile(parameters.filename);
if (!img.valid())
{
_textureParamMap[parameters] = NULL;
return NULL;
}
OSG_INFO<<" processTexture(..) - readImage("<<parameters.filename<<")"<<std::endl;
if (tuu == TRANSPARENCY_MAP_UNIT)
{
img = processImageTransparency(img.get(), opaque, transparency);
}
t2D = new osg::Texture2D(img.get());
t2D->setWrap( osg::Texture::WRAP_S, parameters.wrap_s);
t2D->setWrap( osg::Texture::WRAP_T, parameters.wrap_t);
t2D->setFilter( osg::Texture::MIN_FILTER, parameters.filter_min);
t2D->setFilter( osg::Texture::MAG_FILTER, parameters.filter_mag);
t2D->setBorderColor(parameters.border);
_textureParamMap[parameters] = t2D;
}
_texCoordSetMap[TextureToCoordSetMap::key_type(ss, tuu)] = tex->getTexcoord();
return t2D;
}
/*
Collada 1.4.1 Specification (2nd Edition) Patch Release Notes: Revision C Release notes
In <blinn>, <constant>, <lambert>, and <phong>, the child element <transparent> now has an
optional opaque attribute whose valid values are:
<EFBFBD> A_ONE (the default): Takes the transparency information from the color<6F>s alpha channel, where the value 1.0 is opaque.
<EFBFBD> RGB_ZERO: Takes the transparency information from the color<6F>s red, green, and blue channels, where the value 0.0 is opaque,
with each channel modulated independently.
In the Specification, this is described in the <20>FX Reference<63> chapter in the
common_color_or_texture_type entry, along with a description of how transparency works in the
<EFBFBD>Getting Started with COLLADA FX<46> chapter in the <20>Determining Transparency<63> section.
Collada Digital Asset Schema Release 1.5.0 Release Notes
The <transparent> element<6E>s opaque attribute now allows, in addition to A_ONE and RGB_ZERO, the following values:
<EFBFBD> A_ZERO: Takes the transparency information from the color<6F>s alpha channel, where the value 0.0 is opaque.
<EFBFBD> RGB_ONE: Takes the transparency information from the color<6F>s red, green, and blue channels, where the value 1.0
* is opaque, with each channel modulated independently.
* When we update to a version of the dom using that schema we will need to modify the code below
*/
void daeReader::processTransparencySettings( domCommon_transparent_type *ctt,
domCommon_float_or_param_type *pTransparency,
osg::StateSet *ss,
osg::Material *material,
xsNCName diffuseTextureName )
{
if (ss == NULL)
return;
if (NULL == ctt && NULL == pTransparency)
return;
float transparency = 1.0f;
if (pTransparency)
{
if (pTransparency->getFloat())
{
transparency = pTransparency->getFloat()->getValue();
}
else if (pTransparency->getParam())
{
domFloat transparencyParam;
if (GetFloatParam(pTransparency->getParam()->getRef(), transparencyParam))
{
transparency = transparencyParam;
}
}
if (_invertTransparency)
{
transparency = 1.0f - transparency;
}
}
osg::Texture2D* pTransparentTexture = NULL;
osg::Vec4 transparentColor(transparency, transparency, transparency, transparency);
// Fix up defaults according to "Determining Transparency" chapter of 1.4.1 spec
domFx_opaque_enum opaque = FX_OPAQUE_ENUM_A_ONE;
if (ctt)
{
opaque = ctt->getOpaque();
if (ctt->getColor())
{
const domFx_color_common& domColorValue = ctt->getColor()->getValue();
transparentColor.set(
domColorValue.get(0),
domColorValue.get(1),
domColorValue.get(2),
domColorValue.get(3));
if (opaque == FX_OPAQUE_ENUM_RGB_ZERO)
{
transparentColor.set(
1.0f - transparentColor.r() * transparency,
1.0f - transparentColor.g() * transparency,
1.0f - transparentColor.b() * transparency,
1.0f - luminance(transparentColor) * transparency);
}
else
{
float a = transparentColor.a() * transparency;
transparentColor.set(a, a, a, a);
}
}
else if (ctt->getTexture())
{
pTransparentTexture = processTexture(ctt->getTexture(), ss, TRANSPARENCY_MAP_UNIT, opaque, transparency);
}
}
if (pTransparentTexture)
{
ss->setTextureAttributeAndModes(TRANSPARENCY_MAP_UNIT, pTransparentTexture);
ss->setAttributeAndModes(new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
}
else
{
bool strictTransparency = _pluginOptions.strictTransparency;
if (!strictTransparency)
{
const osg::Texture* pMainTexture = dynamic_cast<osg::Texture*>(
ss->getTextureAttribute(MAIN_TEXTURE_UNIT, osg::StateAttribute::TEXTURE));
bool haveTranslucentTexture = pMainTexture &&
pMainTexture->getImage(0) && pMainTexture->getImage(0)->isImageTranslucent();
strictTransparency = !haveTranslucentTexture;
}
if (strictTransparency)
{
if (transparentColor == osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f))
{
return;
}
ss->setAttributeAndModes(new osg::BlendColor(transparentColor));
ss->setAttributeAndModes(new osg::BlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR));
}
else
{
ss->setAttributeAndModes(new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
}
}
ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
}
bool daeReader::copyTextureCoordinateSet(const osg::StateSet* ss, const osg::Geometry* cachedGeometry, osg::Geometry* clonedGeometry, const domInstance_material* im, TextureUnitUsage tuu, unsigned int textureUnit)
{
unsigned int localTextureUnit( _pluginOptions.usePredefinedTextureUnits ? tuu : textureUnit);
if (!ss->getTextureAttribute(localTextureUnit, osg::StateAttribute::TEXTURE))
return false;
const std::string& texCoordSetName = _texCoordSetMap
[TextureToCoordSetMap::key_type(ss, tuu)];
if (texCoordSetName.empty()) return false;
const domInstance_material::domBind_vertex_input_Array &bvia = im->getBind_vertex_input_array();
size_t k;
for (k = 0; k < bvia.getCount(); k++)
{
if (!strcmp(bvia[k]->getSemantic(), texCoordSetName.c_str()) && !strcmp(bvia[k]->getInput_semantic(), COMMON_PROFILE_INPUT_TEXCOORD))
{
unsigned set = bvia[k]->getInput_set();
if (set < cachedGeometry->getNumTexCoordArrays())
{
clonedGeometry->setTexCoordData(localTextureUnit, cachedGeometry->getTexCoordData(set));
}
else
{
OSG_WARN << "Texture coordinate set " << set << " not found." << std::endl;
}
break;
}
}
if (k == bvia.getCount())
{
OSG_WARN << "Failed to find matching <bind_vertex_input> for " << texCoordSetName << std::endl;
if (cachedGeometry->getNumTexCoordArrays())
{
clonedGeometry->setTexCoordData(localTextureUnit, cachedGeometry->getTexCoordData(0));
}
}
return true;
}