Trying to support ambient occlusion map from blender

This commit is contained in:
samcake 2016-05-13 11:01:15 -07:00
parent e92b4029b2
commit f569169662
3 changed files with 24 additions and 1 deletions

View file

@ -924,6 +924,9 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
// material.emissiveColor = getVec3(property.properties, index);
// material.emissiveFactor = 1.0;
} else if (property.properties.at(0) == "AmbientFactor") {
material.ambientFactor = property.properties.at(index).value<double>();
// Detected just for BLender AO vs lightmap
} else if (property.properties.at(0) == "Shininess") {
material.shininess = property.properties.at(index).value<double>();
@ -1126,8 +1129,10 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
emissiveTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("tex_emissive_map")) {
emissiveTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("ambient")) {
} else if (type.contains("ambientcolor")) {
ambientTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("ambientfactor")) {
ambientFactorTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("tex_ao_map")) {
occlusionTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));

View file

@ -151,6 +151,7 @@ public:
float metallic{ 0.0f };
float roughness{ 1.0f };
float emissiveIntensity{ 1.0f };
float ambientFactor{ 1.0f };
QString materialID;
QString name;
@ -436,6 +437,7 @@ public:
QHash<QString, QString> shininessTextures;
QHash<QString, QString> emissiveTextures;
QHash<QString, QString> ambientTextures;
QHash<QString, QString> ambientFactorTextures;
QHash<QString, QString> occlusionTextures;
QHash<QString, FBXMaterial> _fbxMaterials;

View file

@ -175,6 +175,14 @@ void FBXReader::consolidateFBXMaterials() {
FBXTexture occlusionTexture;
QString occlusionTextureID = occlusionTextures.value(material.materialID);
if (occlusionTextureID.isNull()) {
// 2nd chance
// For blender we use the ambient factor texture ONLY if the ambientFactor value is set to 0
if (material.ambientFactor == 0.0) {
occlusionTextureID = ambientFactorTextures.value(material.materialID);
}
}
if (!occlusionTextureID.isNull()) {
occlusionTexture = getTexture(occlusionTextureID);
detectDifferentUVs |= (occlusionTexture.texcoordSet != 0) || (!emissiveTexture.transform.isIdentity());
@ -187,6 +195,14 @@ void FBXReader::consolidateFBXMaterials() {
FBXTexture ambientTexture;
QString ambientTextureID = ambientTextures.value(material.materialID);
if (ambientTextureID.isNull()) {
// 2nd chance
// For blender we use the ambient factor texture ONLY if the ambientFactor value is set to 1
if (material.ambientFactor == 1.0) {
ambientTextureID = ambientFactorTextures.value(material.materialID);
}
}
if (_loadLightmaps && !ambientTextureID.isNull()) {
ambientTexture = getTexture(ambientTextureID);
detectDifferentUVs |= (ambientTexture.texcoordSet != 0) || (!ambientTexture.transform.isIdentity());