Auto stash before merge of "master" and "Gitea/master"
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@@ -54,7 +54,12 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
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} else if (std::filesystem::exists(meshDirectory / texPath)) {
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texPath = meshDirectory / texPath;
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} else {
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texPath = (meshDirectory / texPath).replace_extension("png");
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if (tex->mFilename.length == 0) {
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texPath = (meshDirectory / fmt::format("Texture{0}", i));
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} else {
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texPath = (meshDirectory / texPath);
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}
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texPath = texPath.replace_extension(tex->achFormatHint);
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if (tex->mHeight == 0) {
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std::cout << "Dumping texture " << texPath << std::endl;
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// already compressed, just dump it to the disk
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@@ -219,18 +224,17 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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expressions.back()->key = colorExtract;
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expressions.back()->inputs["target"].source = sampleKey;
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if (alpha != nullptr)
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{
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if (alpha != nullptr) {
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std::string alphaExtract = fmt::format("{0}Alpha{1}", paramKey, index);
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expressions.add(new SwizzleExpression({3, -1, -1, -1}));
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expressions.back()->key = alphaExtract;
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expressions.back()->inputs["target"].source = sampleKey;
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//std::string alphaMul = fmt::format("{0}AlphaMul{1}", paramKey, index);
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//expressions.add(new MulExpression());
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//expressions.back()->key = alphaMul;
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//expressions.back()->inputs["lhs"].source = *alpha;
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//expressions.back()->inputs["rhs"].source = alphaExtract;
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// std::string alphaMul = fmt::format("{0}AlphaMul{1}", paramKey, index);
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// expressions.add(new MulExpression());
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// expressions.back()->key = alphaMul;
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// expressions.back()->inputs["lhs"].source = *alpha;
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// expressions.back()->inputs["rhs"].source = alphaExtract;
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*alpha = alphaExtract;
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}
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@@ -561,9 +565,8 @@ void MeshLoader::import(MeshImportArgs args, PMeshAsset meshAsset) {
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meshAsset->setStatus(Asset::Status::Loading);
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Assimp::Importer importer;
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importer.ReadFile(args.filePath.string().c_str(),
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(uint32)(aiProcess_FlipUVs | aiProcess_Triangulate | aiProcess_SortByPType |
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aiProcess_GenBoundingBoxes | aiProcess_GenSmoothNormals |
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aiProcess_GenUVCoords | aiProcess_FindDegenerates));
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(uint32)(aiProcess_FlipUVs | aiProcess_Triangulate | aiProcess_SortByPType | aiProcess_GenBoundingBoxes |
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aiProcess_GenSmoothNormals | aiProcess_GenUVCoords | aiProcess_FindDegenerates));
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const aiScene* scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
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std::cout << importer.GetErrorString() << std::endl;
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@@ -593,6 +596,6 @@ void MeshLoader::import(MeshImportArgs args, PMeshAsset meshAsset) {
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meshAsset->physicsMesh = std::move(collider);
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AssetRegistry::saveAsset(meshAsset, MeshAsset::IDENTIFIER, meshAsset->getFolderPath(), meshAsset->getName());
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meshAsset->setStatus(Asset::Status::Ready);
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}
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