- fbx: better conversion of material colors.

pull/14/head
Alexander Gessler 2012-07-02 23:31:48 +02:00
parent 3f811f4a62
commit 990e6bdf3f
1 changed files with 37 additions and 19 deletions

View File

@ -248,6 +248,33 @@ private:
SetShadingPropertiesCommon(out_mat,props); SetShadingPropertiesCommon(out_mat,props);
} }
// ------------------------------------------------------------------------------------------------
aiColor3D GetColorPropertyFromMaterial(const PropertyTable& props,const std::string& baseName, bool& result)
{
result = true;
bool ok;
const aiVector3D& Diffuse = PropertyGet<aiVector3D>(props,baseName,ok);
if(ok) {
return aiColor3D(Diffuse.x,Diffuse.y,Diffuse.z);
}
else {
aiVector3D DiffuseColor = PropertyGet<aiVector3D>(props,baseName + "Color",ok);
if(ok) {
float DiffuseFactor = PropertyGet<float>(props,baseName + "Factor",ok);
if(ok) {
DiffuseColor *= DiffuseFactor;
}
return aiColor3D(DiffuseColor.x,DiffuseColor.y,DiffuseColor.z);
}
}
result = false;
return aiColor3D(0.0f,0.0f,0.0f);
}
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props) void SetShadingPropertiesCommon(aiMaterial* out_mat, const PropertyTable& props)
{ {
@ -257,33 +284,22 @@ private:
// Just try to make sense of it - there's no spec to verify this against, // Just try to make sense of it - there's no spec to verify this against,
// so why should we. // so why should we.
bool ok; bool ok;
const aiVector3D& Diffuse = PropertyGet<aiVector3D>(props,"Diffuse",ok); const aiColor3D& Diffuse = GetColorPropertyFromMaterial(props,"Diffuse",ok);
if(ok) { if(ok) {
out_mat->AddProperty(&Diffuse,1,AI_MATKEY_COLOR_DIFFUSE); out_mat->AddProperty(&Diffuse,1,AI_MATKEY_COLOR_EMISSIVE);
}
else {
aiVector3D DiffuseColor = PropertyGet<aiVector3D>(props,"DiffuseColor",ok);
if(ok) {
float DiffuseFactor = PropertyGet<float>(props,"DiffuseFactor",ok);
if(ok) {
DiffuseColor *= DiffuseFactor;
}
out_mat->AddProperty(&DiffuseColor,1,AI_MATKEY_COLOR_DIFFUSE);
}
} }
const aiVector3D& Emissive = PropertyGet<aiVector3D>(props,"Emissive",ok); const aiColor3D& Emissive = GetColorPropertyFromMaterial(props,"Emissive",ok);
if(ok) { if(ok) {
out_mat->AddProperty(&Emissive,1,AI_MATKEY_COLOR_EMISSIVE); out_mat->AddProperty(&Emissive,1,AI_MATKEY_COLOR_EMISSIVE);
} }
const aiVector3D& Ambient = PropertyGet<aiVector3D>(props,"Ambient",ok); const aiColor3D& Ambient = GetColorPropertyFromMaterial(props,"Ambient",ok);
if(ok) { if(ok) {
out_mat->AddProperty(&Ambient,1,AI_MATKEY_COLOR_AMBIENT); out_mat->AddProperty(&Ambient,1,AI_MATKEY_COLOR_AMBIENT);
} }
const aiVector3D& Specular = PropertyGet<aiVector3D>(props,"Specular",ok); const aiColor3D& Specular = GetColorPropertyFromMaterial(props,"Specular",ok);
if(ok) { if(ok) {
out_mat->AddProperty(&Specular,1,AI_MATKEY_COLOR_SPECULAR); out_mat->AddProperty(&Specular,1,AI_MATKEY_COLOR_SPECULAR);
} }
@ -325,10 +341,12 @@ private:
std::swap_ranges(meshes.begin(),meshes.end(),out->mMeshes); std::swap_ranges(meshes.begin(),meshes.end(),out->mMeshes);
out->mMaterials = new aiMaterial*[meshes.size()](); if(materials.size()) {
out->mNumMaterials = static_cast<unsigned int>(materials.size()); out->mMaterials = new aiMaterial*[materials.size()]();
out->mNumMaterials = static_cast<unsigned int>(materials.size());
std::swap_ranges(materials.begin(),materials.end(),out->mMaterials); std::swap_ranges(materials.begin(),materials.end(),out->mMaterials);
}
} }