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fix material colors for OBJ models
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commit
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1 changed files with 17 additions and 18 deletions
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@ -537,18 +537,18 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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qCDebug(modelformat) << "OBJ reader fail: " << e.what();
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}
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qDebug() << "---------------------- -------------------------";
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foreach (QString materialID, materials.keys()) {
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OBJMaterial& objMaterial = materials[materialID];
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qDebug() << "materialID =" << materialID << "diffuseColor =" << objMaterial.diffuseColor;
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geometry.materials[materialID] = FBXMaterial(objMaterial.diffuseColor, // glm::vec3(1.0f, 1.0f, 1.0f)
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objMaterial.specularColor, // glm::vec3(1.0f)
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glm::vec3(), // glm::vec3()
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glm::vec2(0.f, 1.0f), // glm::vec2(0.f, 1.0f)
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objMaterial.shininess, // 96.0f
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objMaterial.opacity); // 1.0f
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FBXMaterial& material = geometry.materials[materialID];
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material._material = std::make_shared<model::Material>();
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geometry.materials[materialID] = FBXMaterial(objMaterial.diffuseColor,
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objMaterial.specularColor,
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glm::vec3(0.0f),
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glm::vec2(0.0f, 1.0f),
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objMaterial.shininess,
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objMaterial.opacity);
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FBXMaterial& fbxMaterial = geometry.materials[materialID];
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fbxMaterial.materialID = materialID;
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fbxMaterial._material = std::make_shared<model::Material>();
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model::MaterialPointer modelMaterial = fbxMaterial._material;
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if (!objMaterial.diffuseTextureFilename.isEmpty()) {
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FBXTexture texture;
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@ -556,17 +556,16 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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// TODO -- something to get textures working again
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}
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material._material->setEmissive(material.emissiveColor);
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material._material->setDiffuse(material.diffuseColor);
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material._material->setMetallic(glm::length(material.specularColor));
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material._material->setGloss(material.shininess);
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modelMaterial->setEmissive(fbxMaterial.emissiveColor);
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modelMaterial->setDiffuse(fbxMaterial.diffuseColor);
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modelMaterial->setMetallic(glm::length(fbxMaterial.specularColor));
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modelMaterial->setGloss(fbxMaterial.shininess);
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if (material.opacity <= 0.0f) {
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material._material->setOpacity(1.0f);
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if (fbxMaterial.opacity <= 0.0f) {
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modelMaterial->setOpacity(1.0f);
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} else {
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material._material->setOpacity(material.opacity);
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modelMaterial->setOpacity(fbxMaterial.opacity);
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}
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}
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return geometryPtr;
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