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git rid of if branch with same code in either branch
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2 changed files with 8 additions and 15 deletions
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@ -134,19 +134,14 @@ void FBXReader::consolidateFBXMaterials() {
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// Finally create the true material representation
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material._material = std::make_shared<model::Material>();
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material._material->setEmissive(material.emissiveColor);
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if (glm::all(glm::equal(material.diffuseColor, glm::vec3(0.0f)))) {
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material._material->setDiffuse(material.diffuseColor);
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} else {
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material._material->setDiffuse(material.diffuseColor);
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}
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material._material->setMetallic(glm::length(material.specularColor));
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material._material->setGloss(material.shininess);
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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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if (material.opacity <= 0.0f) {
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material._material->setOpacity(1.0f);
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material._material->setOpacity(1.0f);
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} else {
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material._material->setOpacity(material.opacity);
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material._material->setOpacity(material.opacity);
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}
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}
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}
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@ -537,8 +537,10 @@ 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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@ -555,11 +557,7 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
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}
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material._material->setEmissive(material.emissiveColor);
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if (glm::all(glm::equal(material.diffuseColor, glm::vec3(0.0f)))) {
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material._material->setDiffuse(material.diffuseColor);
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} else {
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material._material->setDiffuse(material.diffuseColor);
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}
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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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