Merge pull request #5925 from sethalves/fix-obj-materials

Fix obj materials
This commit is contained in:
Clément Brisset 2015-10-01 15:34:15 -07:00
commit fafcef9a6c
2 changed files with 20 additions and 24 deletions

View file

@ -144,13 +144,12 @@ void FBXReader::consolidateFBXMaterials() {
// FIXME: Do not use the Specular Factor yet as some FBX models have it set to 0
// metallic *= material.specularFactor;
material._material->setMetallic(metallic);
material._material->setGloss(material.shininess);
material._material->setGloss(material.shininess);
if (material.opacity <= 0.0f) {
material._material->setOpacity(1.0f);
material._material->setOpacity(1.0f);
} else {
material._material->setOpacity(material.opacity);
material._material->setOpacity(material.opacity);
}
}
}

View file

@ -539,14 +539,16 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
foreach (QString materialID, materials.keys()) {
OBJMaterial& objMaterial = materials[materialID];
geometry.materials[materialID] = FBXMaterial(objMaterial.diffuseColor, // glm::vec3(1.0f, 1.0f, 1.0f)
objMaterial.specularColor, // glm::vec3(1.0f)
glm::vec3(), // glm::vec3()
glm::vec2(0.f, 1.0f), // glm::vec2(0.f, 1.0f)
objMaterial.shininess, // 96.0f
objMaterial.opacity); // 1.0f
FBXMaterial& material = geometry.materials[materialID];
material._material = std::make_shared<model::Material>();
geometry.materials[materialID] = FBXMaterial(objMaterial.diffuseColor,
objMaterial.specularColor,
glm::vec3(0.0f),
glm::vec2(0.0f, 1.0f),
objMaterial.shininess,
objMaterial.opacity);
FBXMaterial& fbxMaterial = geometry.materials[materialID];
fbxMaterial.materialID = materialID;
fbxMaterial._material = std::make_shared<model::Material>();
model::MaterialPointer modelMaterial = fbxMaterial._material;
if (!objMaterial.diffuseTextureFilename.isEmpty()) {
FBXTexture texture;
@ -554,21 +556,16 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
// TODO -- something to get textures working again
}
material._material->setEmissive(material.emissiveColor);
if (glm::all(glm::equal(material.diffuseColor, glm::vec3(0.0f)))) {
material._material->setDiffuse(material.diffuseColor);
} else {
material._material->setDiffuse(material.diffuseColor);
}
material._material->setMetallic(glm::length(material.specularColor));
material._material->setGloss(material.shininess);
modelMaterial->setEmissive(fbxMaterial.emissiveColor);
modelMaterial->setDiffuse(fbxMaterial.diffuseColor);
modelMaterial->setMetallic(glm::length(fbxMaterial.specularColor));
modelMaterial->setGloss(fbxMaterial.shininess);
if (material.opacity <= 0.0f) {
material._material->setOpacity(1.0f);
if (fbxMaterial.opacity <= 0.0f) {
modelMaterial->setOpacity(1.0f);
} else {
material._material->setOpacity(material.opacity);
modelMaterial->setOpacity(fbxMaterial.opacity);
}
}
return geometryPtr;