- fbx: better conversion of material colors.
parent
3f811f4a62
commit
990e6bdf3f
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@ -248,6 +248,33 @@ private:
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SetShadingPropertiesCommon(out_mat,props);
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SetShadingPropertiesCommon(out_mat,props);
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}
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}
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// ------------------------------------------------------------------------------------------------
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aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props,const std::string& baseName, bool& result)
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{
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result = true;
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bool ok;
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const aiVector3D& Diffuse = PropertyGet<aiVector3D>(props,baseName,ok);
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if(ok) {
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return aiColor3D(Diffuse.x,Diffuse.y,Diffuse.z);
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}
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else {
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aiVector3D DiffuseColor = PropertyGet<aiVector3D>(props,baseName + "Color",ok);
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if(ok) {
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float DiffuseFactor = PropertyGet<float>(props,baseName + "Factor",ok);
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if(ok) {
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DiffuseColor *= DiffuseFactor;
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}
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return aiColor3D(DiffuseColor.x,DiffuseColor.y,DiffuseColor.z);
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}
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}
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result = false;
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return aiColor3D(0.0f,0.0f,0.0f);
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props)
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void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props)
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{
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{
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@ -257,33 +284,22 @@ private:
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// Just try to make sense of it - there's no spec to verify this against,
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// Just try to make sense of it - there's no spec to verify this against,
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// so why should we.
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// so why should we.
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bool ok;
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bool ok;
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const aiVector3D& Diffuse = PropertyGet<aiVector3D>(props,"Diffuse",ok);
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const aiColor3D& Diffuse = GetColorPropertyFromMaterial(props,"Diffuse",ok);
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if(ok) {
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if(ok) {
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out_mat->AddProperty(&Diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
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out_mat->AddProperty(&Diffuse,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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else {
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aiVector3D DiffuseColor = PropertyGet<aiVector3D>(props,"DiffuseColor",ok);
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if(ok) {
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float DiffuseFactor = PropertyGet<float>(props,"DiffuseFactor",ok);
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if(ok) {
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DiffuseColor *= DiffuseFactor;
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}
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}
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out_mat->AddProperty(&DiffuseColor,1,AI_MATKEY_COLOR_DIFFUSE);
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const aiColor3D& Emissive = GetColorPropertyFromMaterial(props,"Emissive",ok);
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}
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}
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const aiVector3D& Emissive = PropertyGet<aiVector3D>(props,"Emissive",ok);
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if(ok) {
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if(ok) {
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out_mat->AddProperty(&Emissive,1,AI_MATKEY_COLOR_EMISSIVE);
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out_mat->AddProperty(&Emissive,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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}
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const aiVector3D& Ambient = PropertyGet<aiVector3D>(props,"Ambient",ok);
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const aiColor3D& Ambient = GetColorPropertyFromMaterial(props,"Ambient",ok);
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if(ok) {
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if(ok) {
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out_mat->AddProperty(&Ambient,1,AI_MATKEY_COLOR_AMBIENT);
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out_mat->AddProperty(&Ambient,1,AI_MATKEY_COLOR_AMBIENT);
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}
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}
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const aiVector3D& Specular = PropertyGet<aiVector3D>(props,"Specular",ok);
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const aiColor3D& Specular = GetColorPropertyFromMaterial(props,"Specular",ok);
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if(ok) {
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if(ok) {
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out_mat->AddProperty(&Specular,1,AI_MATKEY_COLOR_SPECULAR);
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out_mat->AddProperty(&Specular,1,AI_MATKEY_COLOR_SPECULAR);
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}
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}
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@ -325,11 +341,13 @@ private:
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std::swap_ranges(meshes.begin(),meshes.end(),out->mMeshes);
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std::swap_ranges(meshes.begin(),meshes.end(),out->mMeshes);
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out->mMaterials = new aiMaterial*[meshes.size()]();
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if(materials.size()) {
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out->mMaterials = new aiMaterial*[materials.size()]();
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out->mNumMaterials = static_cast<unsigned int>(materials.size());
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out->mNumMaterials = static_cast<unsigned int>(materials.size());
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std::swap_ranges(materials.begin(),materials.end(),out->mMaterials);
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std::swap_ranges(materials.begin(),materials.end(),out->mMaterials);
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}
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}
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}
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private:
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private:
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