mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-08 08:22:09 +02:00
commit
bc60c8ba92
9 changed files with 235 additions and 21 deletions
47
interface/resources/shaders/model_normal_specular_map.frag
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47
interface/resources/shaders/model_normal_specular_map.frag
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@ -0,0 +1,47 @@
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#version 120
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//
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// model_normal_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/6/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the specular map texture
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uniform sampler2D specularMap;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
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vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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}
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35
interface/resources/shaders/model_specular_map.frag
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35
interface/resources/shaders/model_specular_map.frag
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@ -0,0 +1,35 @@
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#version 120
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//
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// model_specular_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 5/6/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the specular texture
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uniform sampler2D specularMap;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// compute the base color based on OpenGL lighting model
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vec4 normalizedNormal = normalize(normal);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
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}
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@ -443,6 +443,14 @@ bool ModelUploader::addTextures(const QString& texdir, const FBXGeometry& geomet
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}
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added.insert(part.normalTexture.filename);
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}
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if (!part.specularTexture.filename.isEmpty() && part.specularTexture.content.isEmpty() &&
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!added.contains(part.specularTexture.filename)) {
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if (!addPart(texdir + "/" + part.specularTexture.filename,
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QString("texture%1").arg(++_texturesCount), true)) {
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return false;
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}
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added.insert(part.specularTexture.filename);
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}
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}
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}
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@ -342,7 +342,8 @@ bool NetworkGeometry::isLoadedWithTextures() const {
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foreach (const NetworkMesh& mesh, _meshes) {
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foreach (const NetworkMeshPart& part, mesh.parts) {
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if ((part.diffuseTexture && !part.diffuseTexture->isLoaded()) ||
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(part.normalTexture && !part.normalTexture->isLoaded())) {
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(part.normalTexture && !part.normalTexture->isLoaded()) ||
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(part.specularTexture && !part.specularTexture->isLoaded())) {
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return false;
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}
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}
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@ -416,6 +417,9 @@ void NetworkGeometry::setLoadPriority(const QPointer<QObject>& owner, float prio
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if (part.normalTexture) {
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part.normalTexture->setLoadPriority(owner, priority);
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}
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if (part.specularTexture) {
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part.specularTexture->setLoadPriority(owner, priority);
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}
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}
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}
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}
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@ -433,6 +437,9 @@ void NetworkGeometry::setLoadPriorities(const QHash<QPointer<QObject>, float>& p
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if (part.normalTexture) {
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part.normalTexture->setLoadPriorities(priorities);
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}
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if (part.specularTexture) {
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part.specularTexture->setLoadPriorities(priorities);
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}
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}
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}
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}
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@ -450,6 +457,9 @@ void NetworkGeometry::clearLoadPriority(const QPointer<QObject>& owner) {
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if (part.normalTexture) {
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part.normalTexture->clearLoadPriority(owner);
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}
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if (part.specularTexture) {
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part.specularTexture->clearLoadPriority(owner);
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}
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}
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}
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}
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@ -566,6 +576,11 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
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_textureBase.resolved(QUrl(part.normalTexture.filename)), true, false, part.normalTexture.content);
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networkPart.normalTexture->setLoadPriorities(_loadPriorities);
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}
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if (!part.specularTexture.filename.isEmpty()) {
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networkPart.specularTexture = Application::getInstance()->getTextureCache()->getTexture(
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_textureBase.resolved(QUrl(part.specularTexture.filename)), true, false, part.specularTexture.content);
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networkPart.specularTexture->setLoadPriorities(_loadPriorities);
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}
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networkMesh.parts.append(networkPart);
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totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
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@ -124,6 +124,7 @@ public:
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QSharedPointer<NetworkTexture> diffuseTexture;
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QSharedPointer<NetworkTexture> normalTexture;
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QSharedPointer<NetworkTexture> specularTexture;
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bool isTranslucent() const;
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};
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@ -56,13 +56,20 @@ Model::~Model() {
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ProgramObject Model::_program;
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ProgramObject Model::_normalMapProgram;
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ProgramObject Model::_specularMapProgram;
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ProgramObject Model::_normalSpecularMapProgram;
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ProgramObject Model::_shadowProgram;
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ProgramObject Model::_skinProgram;
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ProgramObject Model::_skinNormalMapProgram;
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ProgramObject Model::_skinSpecularMapProgram;
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ProgramObject Model::_skinNormalSpecularMapProgram;
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ProgramObject Model::_skinShadowProgram;
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int Model::_normalMapTangentLocation;
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int Model::_normalSpecularMapTangentLocation;
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Model::SkinLocations Model::_skinLocations;
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Model::SkinLocations Model::_skinNormalMapLocations;
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Model::SkinLocations Model::_skinSpecularMapLocations;
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Model::SkinLocations Model::_skinNormalSpecularMapLocations;
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Model::SkinLocations Model::_skinShadowLocations;
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void Model::setScale(const glm::vec3& scale) {
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@ -92,7 +99,7 @@ void Model::setOffset(const glm::vec3& offset) {
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}
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void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations) {
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void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations, int specularTextureUnit) {
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program.bind();
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locations.clusterMatrices = program.uniformLocation("clusterMatrices");
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locations.clusterIndices = program.attributeLocation("clusterIndices");
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@ -100,6 +107,7 @@ void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locati
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locations.tangent = program.attributeLocation("tangent");
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program.setUniformValue("diffuseMap", 0);
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program.setUniformValue("normalMap", 1);
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program.setUniformValue("specularMap", specularTextureUnit);
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program.release();
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}
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@ -162,10 +170,10 @@ void Model::init() {
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_program.setUniformValue("texture", 0);
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_program.release();
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath()
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+ "shaders/model_normal_map.vert");
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath()
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+ "shaders/model_normal_map.frag");
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/model_normal_map.vert");
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_normal_map.frag");
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_normalMapProgram.link();
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_normalMapProgram.bind();
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@ -174,27 +182,65 @@ void Model::init() {
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_normalMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
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_normalMapProgram.release();
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_specularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/model.vert");
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_specularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_specular_map.frag");
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_specularMapProgram.link();
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_specularMapProgram.bind();
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_specularMapProgram.setUniformValue("diffuseMap", 0);
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_specularMapProgram.setUniformValue("specularMap", 1);
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_specularMapProgram.release();
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_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/model_normal_map.vert");
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_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_normal_specular_map.frag");
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_normalSpecularMapProgram.link();
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_normalSpecularMapProgram.bind();
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_normalSpecularMapProgram.setUniformValue("diffuseMap", 0);
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_normalSpecularMapProgram.setUniformValue("normalMap", 1);
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_normalSpecularMapProgram.setUniformValue("specularMap", 2);
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_normalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
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_normalSpecularMapProgram.release();
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_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
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_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() +
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"shaders/model_shadow.frag");
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_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_shadow.frag");
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_shadowProgram.link();
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_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath()
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+ "shaders/skin_model.vert");
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_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath()
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+ "shaders/model.frag");
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_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/skin_model.vert");
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_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model.frag");
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_skinProgram.link();
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initSkinProgram(_skinProgram, _skinLocations);
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath()
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+ "shaders/skin_model_normal_map.vert");
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath()
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+ "shaders/model_normal_map.frag");
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_normal_map.frag");
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_skinNormalMapProgram.link();
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initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
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_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/skin_model.vert");
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_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_specular_map.frag");
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_skinSpecularMapProgram.link();
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initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
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_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
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_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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Application::resourcesPath() + "shaders/model_normal_specular_map.frag");
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_skinNormalSpecularMapProgram.link();
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initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations, 2);
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_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
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Application::resourcesPath() + "shaders/skin_model_shadow.vert");
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_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
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|
@ -1331,15 +1377,29 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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ProgramObject* program = &_program;
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ProgramObject* skinProgram = &_skinProgram;
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SkinLocations* skinLocations = &_skinLocations;
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GLenum specularTextureUnit = 0;
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if (mode == SHADOW_RENDER_MODE) {
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program = &_shadowProgram;
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skinProgram = &_skinShadowProgram;
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skinLocations = &_skinShadowLocations;
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} else if (!mesh.tangents.isEmpty()) {
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program = &_normalMapProgram;
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skinProgram = &_skinNormalMapProgram;
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skinLocations = &_skinNormalMapLocations;
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if (mesh.hasSpecularTexture()) {
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program = &_normalSpecularMapProgram;
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skinProgram = &_skinNormalSpecularMapProgram;
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skinLocations = &_skinNormalSpecularMapLocations;
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specularTextureUnit = GL_TEXTURE2;
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} else {
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program = &_normalMapProgram;
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skinProgram = &_skinNormalMapProgram;
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skinLocations = &_skinNormalMapLocations;
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}
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} else if (mesh.hasSpecularTexture()) {
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program = &_specularMapProgram;
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skinProgram = &_skinSpecularMapProgram;
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skinLocations = &_skinSpecularMapLocations;
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specularTextureUnit = GL_TEXTURE1;
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}
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const MeshState& state = _meshStates.at(i);
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|
@ -1427,13 +1487,23 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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glBindTexture(GL_TEXTURE_2D, !diffuseMap ?
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Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
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if (!mesh.tangents.isEmpty()) {
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specularTextureUnit = GL_TEXTURE2;
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glActiveTexture(GL_TEXTURE1);
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Texture* normalMap = networkPart.normalTexture.data();
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glBindTexture(GL_TEXTURE_2D, !normalMap ?
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Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
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glActiveTexture(GL_TEXTURE0);
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}
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if (specularTextureUnit) {
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glActiveTexture(specularTextureUnit);
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Texture* specularMap = networkPart.specularTexture.data();
|
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glBindTexture(GL_TEXTURE_2D, !specularMap ?
|
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Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID());
|
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glActiveTexture(GL_TEXTURE0);
|
||||
}
|
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}
|
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glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
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offset += part.quadIndices.size() * sizeof(int);
|
||||
|
@ -1456,7 +1526,13 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
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activeProgram->disableAttributeArray(tangentLocation);
|
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}
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||||
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||||
|
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if (specularTextureUnit) {
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glActiveTexture(specularTextureUnit);
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glBindTexture(GL_TEXTURE_2D, 0);
|
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glActiveTexture(GL_TEXTURE0);
|
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}
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|
||||
if (state.clusterMatrices.size() > 1) {
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skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
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skinProgram->disableAttributeArray(skinLocations->clusterWeights);
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||||
|
|
|
@ -318,12 +318,17 @@ private:
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|||
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||||
static ProgramObject _program;
|
||||
static ProgramObject _normalMapProgram;
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static ProgramObject _specularMapProgram;
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||||
static ProgramObject _normalSpecularMapProgram;
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static ProgramObject _shadowProgram;
|
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static ProgramObject _skinProgram;
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static ProgramObject _skinNormalMapProgram;
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static ProgramObject _skinSpecularMapProgram;
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static ProgramObject _skinNormalSpecularMapProgram;
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static ProgramObject _skinShadowProgram;
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static int _normalMapTangentLocation;
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static int _normalSpecularMapTangentLocation;
|
||||
|
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class SkinLocations {
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public:
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|
@ -335,9 +340,11 @@ private:
|
|||
|
||||
static SkinLocations _skinLocations;
|
||||
static SkinLocations _skinNormalMapLocations;
|
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static SkinLocations _skinSpecularMapLocations;
|
||||
static SkinLocations _skinNormalSpecularMapLocations;
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static SkinLocations _skinShadowLocations;
|
||||
|
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static void initSkinProgram(ProgramObject& program, SkinLocations& locations);
|
||||
static void initSkinProgram(ProgramObject& program, SkinLocations& locations, int specularTextureUnit = 1);
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(QPointer<Model>)
|
||||
|
|
|
@ -54,6 +54,15 @@ void Extents::addPoint(const glm::vec3& point) {
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|||
maximum = glm::max(maximum, point);
|
||||
}
|
||||
|
||||
bool FBXMesh::hasSpecularTexture() const {
|
||||
foreach (const FBXMeshPart& part, parts) {
|
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if (!part.specularTexture.filename.isEmpty()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
QStringList FBXGeometry::getJointNames() const {
|
||||
QStringList names;
|
||||
foreach (const FBXJoint& joint, joints) {
|
||||
|
@ -976,6 +985,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
QHash<QString, Material> materials;
|
||||
QHash<QString, QString> diffuseTextures;
|
||||
QHash<QString, QString> bumpTextures;
|
||||
QHash<QString, QString> specularTextures;
|
||||
QHash<QString, QString> localRotations;
|
||||
QHash<QString, QString> xComponents;
|
||||
QHash<QString, QString> yComponents;
|
||||
|
@ -1330,6 +1340,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
} else if (type.contains("bump") || type.contains("normal")) {
|
||||
bumpTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
} else if (type.contains("specular")) {
|
||||
specularTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
} else if (type == "lcl rotation") {
|
||||
localRotations.insert(getID(connection.properties, 2), getID(connection.properties, 1));
|
||||
|
||||
|
@ -1546,6 +1559,12 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
generateTangents = true;
|
||||
}
|
||||
|
||||
FBXTexture specularTexture;
|
||||
QString specularTextureID = specularTextures.value(childID);
|
||||
if (!specularTextureID.isNull()) {
|
||||
specularTexture = getTexture(specularTextureID, textureFilenames, textureContent);
|
||||
}
|
||||
|
||||
for (int j = 0; j < extracted.partMaterialTextures.size(); j++) {
|
||||
if (extracted.partMaterialTextures.at(j).first == materialIndex) {
|
||||
FBXMeshPart& part = extracted.mesh.parts[j];
|
||||
|
@ -1558,6 +1577,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
|
|||
if (!normalTexture.filename.isNull()) {
|
||||
part.normalTexture = normalTexture;
|
||||
}
|
||||
if (!specularTexture.filename.isNull()) {
|
||||
part.specularTexture = specularTexture;
|
||||
}
|
||||
}
|
||||
}
|
||||
materialIndex++;
|
||||
|
|
|
@ -129,6 +129,7 @@ public:
|
|||
|
||||
FBXTexture diffuseTexture;
|
||||
FBXTexture normalTexture;
|
||||
FBXTexture specularTexture;
|
||||
};
|
||||
|
||||
/// A single mesh (with optional blendshapes) extracted from an FBX document.
|
||||
|
@ -150,6 +151,8 @@ public:
|
|||
bool isEye;
|
||||
|
||||
QVector<FBXBlendshape> blendshapes;
|
||||
|
||||
bool hasSpecularTexture() const;
|
||||
};
|
||||
|
||||
/// A single animation frame extracted from an FBX document.
|
||||
|
|
Loading…
Reference in a new issue