Merge pull request #2806 from ey6es/master

Specular map support.
This commit is contained in:
Philip Rosedale 2014-05-07 08:58:29 -07:00
commit bc60c8ba92
9 changed files with 235 additions and 21 deletions

View file

@ -0,0 +1,47 @@
#version 120
//
// model_normal_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/6/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the normal map texture
uniform sampler2D normalMap;
// the specular map texture
uniform sampler2D specularMap;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
void main(void) {
vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
// compute the base color based on OpenGL lighting model
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
}

View file

@ -0,0 +1,35 @@
#version 120
//
// model_specular_map.frag
// fragment shader
//
// Created by Andrzej Kapolka on 5/6/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the diffuse texture
uniform sampler2D diffuseMap;
// the specular texture
uniform sampler2D specularMap;
// the interpolated normal
varying vec4 normal;
void main(void) {
// compute the base color based on OpenGL lighting model
vec4 normalizedNormal = normalize(normal);
vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
gl_FrontLightProduct[0].specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, 0.0);
}

View file

@ -443,6 +443,14 @@ bool ModelUploader::addTextures(const QString& texdir, const FBXGeometry& geomet
} }
added.insert(part.normalTexture.filename); added.insert(part.normalTexture.filename);
} }
if (!part.specularTexture.filename.isEmpty() && part.specularTexture.content.isEmpty() &&
!added.contains(part.specularTexture.filename)) {
if (!addPart(texdir + "/" + part.specularTexture.filename,
QString("texture%1").arg(++_texturesCount), true)) {
return false;
}
added.insert(part.specularTexture.filename);
}
} }
} }

View file

@ -342,7 +342,8 @@ bool NetworkGeometry::isLoadedWithTextures() const {
foreach (const NetworkMesh& mesh, _meshes) { foreach (const NetworkMesh& mesh, _meshes) {
foreach (const NetworkMeshPart& part, mesh.parts) { foreach (const NetworkMeshPart& part, mesh.parts) {
if ((part.diffuseTexture && !part.diffuseTexture->isLoaded()) || if ((part.diffuseTexture && !part.diffuseTexture->isLoaded()) ||
(part.normalTexture && !part.normalTexture->isLoaded())) { (part.normalTexture && !part.normalTexture->isLoaded()) ||
(part.specularTexture && !part.specularTexture->isLoaded())) {
return false; return false;
} }
} }
@ -416,6 +417,9 @@ void NetworkGeometry::setLoadPriority(const QPointer<QObject>& owner, float prio
if (part.normalTexture) { if (part.normalTexture) {
part.normalTexture->setLoadPriority(owner, priority); part.normalTexture->setLoadPriority(owner, priority);
} }
if (part.specularTexture) {
part.specularTexture->setLoadPriority(owner, priority);
}
} }
} }
} }
@ -433,6 +437,9 @@ void NetworkGeometry::setLoadPriorities(const QHash<QPointer<QObject>, float>& p
if (part.normalTexture) { if (part.normalTexture) {
part.normalTexture->setLoadPriorities(priorities); part.normalTexture->setLoadPriorities(priorities);
} }
if (part.specularTexture) {
part.specularTexture->setLoadPriorities(priorities);
}
} }
} }
} }
@ -450,6 +457,9 @@ void NetworkGeometry::clearLoadPriority(const QPointer<QObject>& owner) {
if (part.normalTexture) { if (part.normalTexture) {
part.normalTexture->clearLoadPriority(owner); part.normalTexture->clearLoadPriority(owner);
} }
if (part.specularTexture) {
part.specularTexture->clearLoadPriority(owner);
}
} }
} }
} }
@ -566,6 +576,11 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
_textureBase.resolved(QUrl(part.normalTexture.filename)), true, false, part.normalTexture.content); _textureBase.resolved(QUrl(part.normalTexture.filename)), true, false, part.normalTexture.content);
networkPart.normalTexture->setLoadPriorities(_loadPriorities); networkPart.normalTexture->setLoadPriorities(_loadPriorities);
} }
if (!part.specularTexture.filename.isEmpty()) {
networkPart.specularTexture = Application::getInstance()->getTextureCache()->getTexture(
_textureBase.resolved(QUrl(part.specularTexture.filename)), true, false, part.specularTexture.content);
networkPart.specularTexture->setLoadPriorities(_loadPriorities);
}
networkMesh.parts.append(networkPart); networkMesh.parts.append(networkPart);
totalIndices += (part.quadIndices.size() + part.triangleIndices.size()); totalIndices += (part.quadIndices.size() + part.triangleIndices.size());

View file

@ -124,6 +124,7 @@ public:
QSharedPointer<NetworkTexture> diffuseTexture; QSharedPointer<NetworkTexture> diffuseTexture;
QSharedPointer<NetworkTexture> normalTexture; QSharedPointer<NetworkTexture> normalTexture;
QSharedPointer<NetworkTexture> specularTexture;
bool isTranslucent() const; bool isTranslucent() const;
}; };

View file

@ -56,13 +56,20 @@ Model::~Model() {
ProgramObject Model::_program; ProgramObject Model::_program;
ProgramObject Model::_normalMapProgram; ProgramObject Model::_normalMapProgram;
ProgramObject Model::_specularMapProgram;
ProgramObject Model::_normalSpecularMapProgram;
ProgramObject Model::_shadowProgram; ProgramObject Model::_shadowProgram;
ProgramObject Model::_skinProgram; ProgramObject Model::_skinProgram;
ProgramObject Model::_skinNormalMapProgram; ProgramObject Model::_skinNormalMapProgram;
ProgramObject Model::_skinSpecularMapProgram;
ProgramObject Model::_skinNormalSpecularMapProgram;
ProgramObject Model::_skinShadowProgram; ProgramObject Model::_skinShadowProgram;
int Model::_normalMapTangentLocation; int Model::_normalMapTangentLocation;
int Model::_normalSpecularMapTangentLocation;
Model::SkinLocations Model::_skinLocations; Model::SkinLocations Model::_skinLocations;
Model::SkinLocations Model::_skinNormalMapLocations; Model::SkinLocations Model::_skinNormalMapLocations;
Model::SkinLocations Model::_skinSpecularMapLocations;
Model::SkinLocations Model::_skinNormalSpecularMapLocations;
Model::SkinLocations Model::_skinShadowLocations; Model::SkinLocations Model::_skinShadowLocations;
void Model::setScale(const glm::vec3& scale) { void Model::setScale(const glm::vec3& scale) {
@ -92,7 +99,7 @@ void Model::setOffset(const glm::vec3& offset) {
} }
void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations) { void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations, int specularTextureUnit) {
program.bind(); program.bind();
locations.clusterMatrices = program.uniformLocation("clusterMatrices"); locations.clusterMatrices = program.uniformLocation("clusterMatrices");
locations.clusterIndices = program.attributeLocation("clusterIndices"); locations.clusterIndices = program.attributeLocation("clusterIndices");
@ -100,6 +107,7 @@ void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locati
locations.tangent = program.attributeLocation("tangent"); locations.tangent = program.attributeLocation("tangent");
program.setUniformValue("diffuseMap", 0); program.setUniformValue("diffuseMap", 0);
program.setUniformValue("normalMap", 1); program.setUniformValue("normalMap", 1);
program.setUniformValue("specularMap", specularTextureUnit);
program.release(); program.release();
} }
@ -162,10 +170,10 @@ void Model::init() {
_program.setUniformValue("texture", 0); _program.setUniformValue("texture", 0);
_program.release(); _program.release();
_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() _normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
+ "shaders/model_normal_map.vert"); Application::resourcesPath() + "shaders/model_normal_map.vert");
_normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() _normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
+ "shaders/model_normal_map.frag"); Application::resourcesPath() + "shaders/model_normal_map.frag");
_normalMapProgram.link(); _normalMapProgram.link();
_normalMapProgram.bind(); _normalMapProgram.bind();
@ -174,27 +182,65 @@ void Model::init() {
_normalMapTangentLocation = _normalMapProgram.attributeLocation("tangent"); _normalMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
_normalMapProgram.release(); _normalMapProgram.release();
_specularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model.vert");
_specularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_specular_map.frag");
_specularMapProgram.link();
_specularMapProgram.bind();
_specularMapProgram.setUniformValue("diffuseMap", 0);
_specularMapProgram.setUniformValue("specularMap", 1);
_specularMapProgram.release();
_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/model_normal_map.vert");
_normalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_normal_specular_map.frag");
_normalSpecularMapProgram.link();
_normalSpecularMapProgram.bind();
_normalSpecularMapProgram.setUniformValue("diffuseMap", 0);
_normalSpecularMapProgram.setUniformValue("normalMap", 1);
_normalSpecularMapProgram.setUniformValue("specularMap", 2);
_normalSpecularMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
_normalSpecularMapProgram.release();
_shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert"); _shadowProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/model_shadow.vert");
_shadowProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + _shadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
"shaders/model_shadow.frag"); Application::resourcesPath() + "shaders/model_shadow.frag");
_shadowProgram.link(); _shadowProgram.link();
_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() _skinProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/skin_model.vert");
+ "shaders/skin_model.vert"); _skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/model.frag");
_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath()
+ "shaders/model.frag");
_skinProgram.link(); _skinProgram.link();
initSkinProgram(_skinProgram, _skinLocations); initSkinProgram(_skinProgram, _skinLocations);
_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() _skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
+ "shaders/skin_model_normal_map.vert"); Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() _skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
+ "shaders/model_normal_map.frag"); Application::resourcesPath() + "shaders/model_normal_map.frag");
_skinNormalMapProgram.link(); _skinNormalMapProgram.link();
initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations); initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model.vert");
_skinSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_specular_map.frag");
_skinSpecularMapProgram.link();
initSkinProgram(_skinSpecularMapProgram, _skinSpecularMapLocations);
_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model_normal_map.vert");
_skinNormalSpecularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
Application::resourcesPath() + "shaders/model_normal_specular_map.frag");
_skinNormalSpecularMapProgram.link();
initSkinProgram(_skinNormalSpecularMapProgram, _skinNormalSpecularMapLocations, 2);
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex, _skinShadowProgram.addShaderFromSourceFile(QGLShader::Vertex,
Application::resourcesPath() + "shaders/skin_model_shadow.vert"); Application::resourcesPath() + "shaders/skin_model_shadow.vert");
_skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment, _skinShadowProgram.addShaderFromSourceFile(QGLShader::Fragment,
@ -1331,15 +1377,29 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
ProgramObject* program = &_program; ProgramObject* program = &_program;
ProgramObject* skinProgram = &_skinProgram; ProgramObject* skinProgram = &_skinProgram;
SkinLocations* skinLocations = &_skinLocations; SkinLocations* skinLocations = &_skinLocations;
GLenum specularTextureUnit = 0;
if (mode == SHADOW_RENDER_MODE) { if (mode == SHADOW_RENDER_MODE) {
program = &_shadowProgram; program = &_shadowProgram;
skinProgram = &_skinShadowProgram; skinProgram = &_skinShadowProgram;
skinLocations = &_skinShadowLocations; skinLocations = &_skinShadowLocations;
} else if (!mesh.tangents.isEmpty()) { } else if (!mesh.tangents.isEmpty()) {
program = &_normalMapProgram; if (mesh.hasSpecularTexture()) {
skinProgram = &_skinNormalMapProgram; program = &_normalSpecularMapProgram;
skinLocations = &_skinNormalMapLocations; skinProgram = &_skinNormalSpecularMapProgram;
skinLocations = &_skinNormalSpecularMapLocations;
specularTextureUnit = GL_TEXTURE2;
} else {
program = &_normalMapProgram;
skinProgram = &_skinNormalMapProgram;
skinLocations = &_skinNormalMapLocations;
}
} else if (mesh.hasSpecularTexture()) {
program = &_specularMapProgram;
skinProgram = &_skinSpecularMapProgram;
skinLocations = &_skinSpecularMapLocations;
specularTextureUnit = GL_TEXTURE1;
} }
const MeshState& state = _meshStates.at(i); const MeshState& state = _meshStates.at(i);
@ -1427,13 +1487,23 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
glBindTexture(GL_TEXTURE_2D, !diffuseMap ? glBindTexture(GL_TEXTURE_2D, !diffuseMap ?
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID()); Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
if (!mesh.tangents.isEmpty()) { if (!mesh.tangents.isEmpty()) {
specularTextureUnit = GL_TEXTURE2;
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
Texture* normalMap = networkPart.normalTexture.data(); Texture* normalMap = networkPart.normalTexture.data();
glBindTexture(GL_TEXTURE_2D, !normalMap ? glBindTexture(GL_TEXTURE_2D, !normalMap ?
Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID()); Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
} }
if (specularTextureUnit) {
glActiveTexture(specularTextureUnit);
Texture* specularMap = networkPart.specularTexture.data();
glBindTexture(GL_TEXTURE_2D, !specularMap ?
Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID());
glActiveTexture(GL_TEXTURE0);
}
} }
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset); glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
offset += part.quadIndices.size() * sizeof(int); offset += part.quadIndices.size() * sizeof(int);
@ -1456,7 +1526,13 @@ void Model::renderMeshes(float alpha, RenderMode mode, bool translucent) {
activeProgram->disableAttributeArray(tangentLocation); activeProgram->disableAttributeArray(tangentLocation);
} }
if (specularTextureUnit) {
glActiveTexture(specularTextureUnit);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
if (state.clusterMatrices.size() > 1) { if (state.clusterMatrices.size() > 1) {
skinProgram->disableAttributeArray(skinLocations->clusterIndices); skinProgram->disableAttributeArray(skinLocations->clusterIndices);
skinProgram->disableAttributeArray(skinLocations->clusterWeights); skinProgram->disableAttributeArray(skinLocations->clusterWeights);

View file

@ -318,12 +318,17 @@ private:
static ProgramObject _program; static ProgramObject _program;
static ProgramObject _normalMapProgram; static ProgramObject _normalMapProgram;
static ProgramObject _specularMapProgram;
static ProgramObject _normalSpecularMapProgram;
static ProgramObject _shadowProgram; static ProgramObject _shadowProgram;
static ProgramObject _skinProgram; static ProgramObject _skinProgram;
static ProgramObject _skinNormalMapProgram; static ProgramObject _skinNormalMapProgram;
static ProgramObject _skinSpecularMapProgram;
static ProgramObject _skinNormalSpecularMapProgram;
static ProgramObject _skinShadowProgram; static ProgramObject _skinShadowProgram;
static int _normalMapTangentLocation; static int _normalMapTangentLocation;
static int _normalSpecularMapTangentLocation;
class SkinLocations { class SkinLocations {
public: public:
@ -335,9 +340,11 @@ private:
static SkinLocations _skinLocations; static SkinLocations _skinLocations;
static SkinLocations _skinNormalMapLocations; static SkinLocations _skinNormalMapLocations;
static SkinLocations _skinSpecularMapLocations;
static SkinLocations _skinNormalSpecularMapLocations;
static SkinLocations _skinShadowLocations; static SkinLocations _skinShadowLocations;
static void initSkinProgram(ProgramObject& program, SkinLocations& locations); static void initSkinProgram(ProgramObject& program, SkinLocations& locations, int specularTextureUnit = 1);
}; };
Q_DECLARE_METATYPE(QPointer<Model>) Q_DECLARE_METATYPE(QPointer<Model>)

View file

@ -54,6 +54,15 @@ void Extents::addPoint(const glm::vec3& point) {
maximum = glm::max(maximum, point); maximum = glm::max(maximum, point);
} }
bool FBXMesh::hasSpecularTexture() const {
foreach (const FBXMeshPart& part, parts) {
if (!part.specularTexture.filename.isEmpty()) {
return true;
}
}
return false;
}
QStringList FBXGeometry::getJointNames() const { QStringList FBXGeometry::getJointNames() const {
QStringList names; QStringList names;
foreach (const FBXJoint& joint, joints) { foreach (const FBXJoint& joint, joints) {
@ -976,6 +985,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
QHash<QString, Material> materials; QHash<QString, Material> materials;
QHash<QString, QString> diffuseTextures; QHash<QString, QString> diffuseTextures;
QHash<QString, QString> bumpTextures; QHash<QString, QString> bumpTextures;
QHash<QString, QString> specularTextures;
QHash<QString, QString> localRotations; QHash<QString, QString> localRotations;
QHash<QString, QString> xComponents; QHash<QString, QString> xComponents;
QHash<QString, QString> yComponents; QHash<QString, QString> yComponents;
@ -1330,6 +1340,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
} else if (type.contains("bump") || type.contains("normal")) { } else if (type.contains("bump") || type.contains("normal")) {
bumpTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1)); 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") { } else if (type == "lcl rotation") {
localRotations.insert(getID(connection.properties, 2), getID(connection.properties, 1)); localRotations.insert(getID(connection.properties, 2), getID(connection.properties, 1));
@ -1546,6 +1559,12 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
generateTangents = true; 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++) { for (int j = 0; j < extracted.partMaterialTextures.size(); j++) {
if (extracted.partMaterialTextures.at(j).first == materialIndex) { if (extracted.partMaterialTextures.at(j).first == materialIndex) {
FBXMeshPart& part = extracted.mesh.parts[j]; FBXMeshPart& part = extracted.mesh.parts[j];
@ -1558,6 +1577,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
if (!normalTexture.filename.isNull()) { if (!normalTexture.filename.isNull()) {
part.normalTexture = normalTexture; part.normalTexture = normalTexture;
} }
if (!specularTexture.filename.isNull()) {
part.specularTexture = specularTexture;
}
} }
} }
materialIndex++; materialIndex++;

View file

@ -129,6 +129,7 @@ public:
FBXTexture diffuseTexture; FBXTexture diffuseTexture;
FBXTexture normalTexture; FBXTexture normalTexture;
FBXTexture specularTexture;
}; };
/// A single mesh (with optional blendshapes) extracted from an FBX document. /// A single mesh (with optional blendshapes) extracted from an FBX document.
@ -150,6 +151,8 @@ public:
bool isEye; bool isEye;
QVector<FBXBlendshape> blendshapes; QVector<FBXBlendshape> blendshapes;
bool hasSpecularTexture() const;
}; };
/// A single animation frame extracted from an FBX document. /// A single animation frame extracted from an FBX document.