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Diffstat (limited to 'source/blender/io/wavefront_obj/importer/obj_import_mesh.cc')
-rw-r--r--source/blender/io/wavefront_obj/importer/obj_import_mesh.cc26
1 files changed, 25 insertions, 1 deletions
diff --git a/source/blender/io/wavefront_obj/importer/obj_import_mesh.cc b/source/blender/io/wavefront_obj/importer/obj_import_mesh.cc
index 8d560bd2c8c..acc35ad46e1 100644
--- a/source/blender/io/wavefront_obj/importer/obj_import_mesh.cc
+++ b/source/blender/io/wavefront_obj/importer/obj_import_mesh.cc
@@ -8,6 +8,7 @@
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"
+#include "BKE_attribute.h"
#include "BKE_customdata.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
@@ -50,6 +51,7 @@ Object *MeshFromGeometry::create_mesh(Main *bmain,
create_edges(mesh);
create_uv_verts(mesh);
create_normals(mesh);
+ create_colors(mesh);
create_materials(bmain, materials, created_materials, obj);
if (import_params.validate_meshes || mesh_geometry_.has_invalid_polys_) {
@@ -289,7 +291,7 @@ static Material *get_or_create_material(Main *bmain,
/* We have not, will have to create it. Create a new default
* MTLMaterial too, in case the OBJ file tries to use a material
* that was not in the MTL file. */
- const MTLMaterial &mtl = *materials.lookup_or_add(name, std::make_unique<MTLMaterial>()).get();
+ const MTLMaterial &mtl = *materials.lookup_or_add(name, std::make_unique<MTLMaterial>());
Material *mat = BKE_material_add(bmain, name.c_str());
ShaderNodetreeWrap mat_wrap{bmain, mtl, mat};
@@ -345,4 +347,26 @@ void MeshFromGeometry::create_normals(Mesh *mesh)
MEM_freeN(loop_normals);
}
+void MeshFromGeometry::create_colors(Mesh *mesh)
+{
+ /* Nothing to do if we don't have vertex colors. */
+ if (mesh_geometry_.vertex_color_count_ < 1) {
+ return;
+ }
+ if (mesh_geometry_.vertex_color_count_ != mesh_geometry_.vertex_count_) {
+ std::cerr << "Mismatching number of vertices (" << mesh_geometry_.vertex_count_
+ << ") and colors (" << mesh_geometry_.vertex_color_count_ << ") on object '"
+ << mesh_geometry_.geometry_name_ << "', ignoring colors." << std::endl;
+ return;
+ }
+
+ CustomDataLayer *color_layer = BKE_id_attribute_new(
+ &mesh->id, "Color", CD_PROP_COLOR, ATTR_DOMAIN_POINT, nullptr);
+ float4 *colors = (float4 *)color_layer->data;
+ for (int i = 0; i < mesh_geometry_.vertex_color_count_; ++i) {
+ float3 c = global_vertices_.vertex_colors[mesh_geometry_.vertex_color_start_ + i];
+ colors[i] = float4(c.x, c.y, c.z, 1.0f);
+ }
+}
+
} // namespace blender::io::obj