tools: ass2iqe opacity key support
parent
89a09f127a
commit
770f8be8f1
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@ -1327,7 +1327,7 @@ enum SHADING_MODE {
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SHADING_PBR,
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};
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enum RENDER_PASS {
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RENDER_PASS_NORMAL,
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RENDER_PASS_OPAQUE,
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RENDER_PASS_SHADOW,
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RENDER_PASS_LIGHTMAP,
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NUM_RENDER_PASSES
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@ -17574,7 +17574,7 @@ enum SHADING_MODE {
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};
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enum RENDER_PASS {
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RENDER_PASS_NORMAL,
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RENDER_PASS_OPAQUE,
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RENDER_PASS_SHADOW,
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RENDER_PASS_LIGHTMAP,
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@ -385391,12 +385391,12 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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material_color.r = ((material_color_hex[0] >= 'a') ? material_color_hex[0] - 'a' + 10 : material_color_hex[0] - '0') / 15.f;
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material_color.g = ((material_color_hex[1] >= 'a') ? material_color_hex[1] - 'a' + 10 : material_color_hex[1] - '0') / 15.f;
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material_color.b = ((material_color_hex[2] >= 'a') ? material_color_hex[2] - 'a' + 10 : material_color_hex[2] - '0') / 15.f;
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material_color.a = ((material_color_hex[3] >= 'a') ? material_color_hex[3] - 'a' + 10 : material_color_hex[3] - '0') / 15.f;
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#if 0 // not enabled because of some .obj files like suzanne, with color_hex=9990 found
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if(material_color_hex[3])
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material_color.a = ((material_color_hex[3] >= 'a') ? material_color_hex[3] - 'a' + 10 : material_color_hex[3] - '0') / 15.f;
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else
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#endif
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material_color.a = 1;
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}
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if( !material_embedded_texture ) {
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@ -385501,14 +385501,14 @@ void model_set_renderstates(model_t *m) {
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m->rs[i] = renderstate();
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}
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// Normal pass
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renderstate_t *normal_rs = &m->rs[RENDER_PASS_NORMAL];
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// Opaque pass
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renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE];
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{
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normal_rs->blend_enabled = 1;
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normal_rs->blend_src = GL_SRC_ALPHA;
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normal_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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normal_rs->cull_face_mode = GL_BACK;
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normal_rs->front_face = GL_CW;
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opaque_rs->blend_enabled = 1;
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opaque_rs->blend_src = GL_SRC_ALPHA;
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opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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opaque_rs->cull_face_mode = GL_BACK;
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opaque_rs->front_face = GL_CW;
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}
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// Shadow pass @todo
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@ -385813,7 +385813,7 @@ void model_draw_call(model_t m, int shader) {
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handle old_shader = last_shader;
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shader_bind(shader);
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renderstate_t *rs = &m.rs[RENDER_PASS_NORMAL];
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renderstate_t *rs = &m.rs[RENDER_PASS_OPAQUE];
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renderstate_apply(rs);
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@ -386231,7 +386231,7 @@ void model_destroy(model_t m) {
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FREE(q);
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}
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static unsigned model_renderpass = RENDER_PASS_NORMAL;
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static unsigned model_renderpass = RENDER_PASS_OPAQUE;
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unsigned model_getpass() {
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return model_renderpass;
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@ -387921,8 +387921,8 @@ void scene_render(int flags) {
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model->billboard = obj->billboard;
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model->rs[RENDER_PASS_NORMAL].cull_face_enabled = flags&SCENE_CULLFACE ? 1 : 0;
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model->rs[RENDER_PASS_NORMAL].polygon_mode_draw = flags&SCENE_WIREFRAME ? GL_LINE : GL_FILL;
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model->rs[RENDER_PASS_OPAQUE].cull_face_enabled = flags&SCENE_CULLFACE ? 1 : 0;
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model->rs[RENDER_PASS_OPAQUE].polygon_mode_draw = flags&SCENE_WIREFRAME ? GL_LINE : GL_FILL;
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model_render(*model, cam->proj, cam->view, obj->transform, model->program);
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if( do_retexturing ) {
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@ -3775,12 +3775,12 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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material_color.r = ((material_color_hex[0] >= 'a') ? material_color_hex[0] - 'a' + 10 : material_color_hex[0] - '0') / 15.f;
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material_color.g = ((material_color_hex[1] >= 'a') ? material_color_hex[1] - 'a' + 10 : material_color_hex[1] - '0') / 15.f;
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material_color.b = ((material_color_hex[2] >= 'a') ? material_color_hex[2] - 'a' + 10 : material_color_hex[2] - '0') / 15.f;
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material_color.a = ((material_color_hex[3] >= 'a') ? material_color_hex[3] - 'a' + 10 : material_color_hex[3] - '0') / 15.f;
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#if 0 // not enabled because of some .obj files like suzanne, with color_hex=9990 found
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if(material_color_hex[3])
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material_color.a = ((material_color_hex[3] >= 'a') ? material_color_hex[3] - 'a' + 10 : material_color_hex[3] - '0') / 15.f;
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else
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#endif
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material_color.a = 1;
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}
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if( !material_embedded_texture ) {
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@ -3885,14 +3885,14 @@ void model_set_renderstates(model_t *m) {
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m->rs[i] = renderstate();
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}
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// Normal pass
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renderstate_t *normal_rs = &m->rs[RENDER_PASS_NORMAL];
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// Opaque pass
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renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE];
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{
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normal_rs->blend_enabled = 1;
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normal_rs->blend_src = GL_SRC_ALPHA;
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normal_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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normal_rs->cull_face_mode = GL_BACK;
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normal_rs->front_face = GL_CW;
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opaque_rs->blend_enabled = 1;
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opaque_rs->blend_src = GL_SRC_ALPHA;
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opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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opaque_rs->cull_face_mode = GL_BACK;
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opaque_rs->front_face = GL_CW;
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}
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// Shadow pass @todo
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@ -4197,7 +4197,7 @@ void model_draw_call(model_t m, int shader) {
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handle old_shader = last_shader;
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shader_bind(shader);
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renderstate_t *rs = &m.rs[RENDER_PASS_NORMAL];
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renderstate_t *rs = &m.rs[RENDER_PASS_OPAQUE];
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renderstate_apply(rs);
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@ -4615,7 +4615,7 @@ void model_destroy(model_t m) {
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FREE(q);
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}
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static unsigned model_renderpass = RENDER_PASS_NORMAL;
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static unsigned model_renderpass = RENDER_PASS_OPAQUE;
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unsigned model_getpass() {
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return model_renderpass;
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@ -607,7 +607,7 @@ enum SHADING_MODE {
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};
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enum RENDER_PASS {
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RENDER_PASS_NORMAL,
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RENDER_PASS_OPAQUE,
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RENDER_PASS_SHADOW,
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RENDER_PASS_LIGHTMAP,
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@ -564,8 +564,8 @@ void scene_render(int flags) {
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model->billboard = obj->billboard;
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model->rs[RENDER_PASS_NORMAL].cull_face_enabled = flags&SCENE_CULLFACE ? 1 : 0;
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model->rs[RENDER_PASS_NORMAL].polygon_mode_draw = flags&SCENE_WIREFRAME ? GL_LINE : GL_FILL;
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model->rs[RENDER_PASS_OPAQUE].cull_face_enabled = flags&SCENE_CULLFACE ? 1 : 0;
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model->rs[RENDER_PASS_OPAQUE].polygon_mode_draw = flags&SCENE_WIREFRAME ? GL_LINE : GL_FILL;
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model_render(*model, cam->proj, cam->view, obj->transform, model->program);
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if( do_retexturing ) {
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24
engine/v4k.c
24
engine/v4k.c
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@ -20560,12 +20560,12 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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material_color.r = ((material_color_hex[0] >= 'a') ? material_color_hex[0] - 'a' + 10 : material_color_hex[0] - '0') / 15.f;
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material_color.g = ((material_color_hex[1] >= 'a') ? material_color_hex[1] - 'a' + 10 : material_color_hex[1] - '0') / 15.f;
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material_color.b = ((material_color_hex[2] >= 'a') ? material_color_hex[2] - 'a' + 10 : material_color_hex[2] - '0') / 15.f;
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material_color.a = ((material_color_hex[3] >= 'a') ? material_color_hex[3] - 'a' + 10 : material_color_hex[3] - '0') / 15.f;
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#if 0 // not enabled because of some .obj files like suzanne, with color_hex=9990 found
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if(material_color_hex[3])
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material_color.a = ((material_color_hex[3] >= 'a') ? material_color_hex[3] - 'a' + 10 : material_color_hex[3] - '0') / 15.f;
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else
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#endif
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material_color.a = 1;
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}
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if( !material_embedded_texture ) {
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@ -20670,14 +20670,14 @@ void model_set_renderstates(model_t *m) {
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m->rs[i] = renderstate();
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}
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// Normal pass
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renderstate_t *normal_rs = &m->rs[RENDER_PASS_NORMAL];
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// Opaque pass
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renderstate_t *opaque_rs = &m->rs[RENDER_PASS_OPAQUE];
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{
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normal_rs->blend_enabled = 1;
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normal_rs->blend_src = GL_SRC_ALPHA;
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normal_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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normal_rs->cull_face_mode = GL_BACK;
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normal_rs->front_face = GL_CW;
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opaque_rs->blend_enabled = 1;
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opaque_rs->blend_src = GL_SRC_ALPHA;
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opaque_rs->blend_dst = GL_ONE_MINUS_SRC_ALPHA;
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opaque_rs->cull_face_mode = GL_BACK;
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opaque_rs->front_face = GL_CW;
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}
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// Shadow pass @todo
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@ -20982,7 +20982,7 @@ void model_draw_call(model_t m, int shader) {
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handle old_shader = last_shader;
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shader_bind(shader);
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renderstate_t *rs = &m.rs[RENDER_PASS_NORMAL];
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renderstate_t *rs = &m.rs[RENDER_PASS_OPAQUE];
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renderstate_apply(rs);
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@ -21400,7 +21400,7 @@ void model_destroy(model_t m) {
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FREE(q);
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}
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static unsigned model_renderpass = RENDER_PASS_NORMAL;
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static unsigned model_renderpass = RENDER_PASS_OPAQUE;
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unsigned model_getpass() {
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return model_renderpass;
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@ -23090,8 +23090,8 @@ void scene_render(int flags) {
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model->billboard = obj->billboard;
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model->rs[RENDER_PASS_NORMAL].cull_face_enabled = flags&SCENE_CULLFACE ? 1 : 0;
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model->rs[RENDER_PASS_NORMAL].polygon_mode_draw = flags&SCENE_WIREFRAME ? GL_LINE : GL_FILL;
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model->rs[RENDER_PASS_OPAQUE].cull_face_enabled = flags&SCENE_CULLFACE ? 1 : 0;
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model->rs[RENDER_PASS_OPAQUE].polygon_mode_draw = flags&SCENE_WIREFRAME ? GL_LINE : GL_FILL;
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model_render(*model, cam->proj, cam->view, obj->transform, model->program);
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if( do_retexturing ) {
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@ -3641,7 +3641,7 @@ enum SHADING_MODE {
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};
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enum RENDER_PASS {
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RENDER_PASS_NORMAL,
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RENDER_PASS_OPAQUE,
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RENDER_PASS_SHADOW,
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RENDER_PASS_LIGHTMAP,
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BIN
tools/ark.exe
BIN
tools/ark.exe
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@ -1062,6 +1062,7 @@ void export_node(FILE *out, const struct aiScene *scene, const struct aiNode *no
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#if 1 // material colors
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char colorbuffer[32] = {0};
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float opacity = 0.0f;
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struct aiColor4D color;
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struct aiColor4D translucentColor;
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enum aiReturn result = AI_FAILURE, result2 = AI_FAILURE;
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@ -1070,6 +1071,9 @@ void export_node(FILE *out, const struct aiScene *scene, const struct aiNode *no
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result2 = aiGetMaterialColor( material, AI_MATKEY_COLOR_TRANSPARENT, &translucentColor );
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if (result2 == AI_SUCCESS)
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color.a = (1.0 - translucentColor.r);
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result2 = aiGetMaterialFloat( material, AI_MATKEY_OPACITY, &opacity );
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if (result2 == AI_SUCCESS)
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color.a = opacity;
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//printf("diffuse:%d, transp:%d, ", result == AI_SUCCESS, result2 == AI_SUCCESS);
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}
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if( result == AI_FAILURE ) { result = aiGetMaterialColor( material, AI_MATKEY_COLOR_REFLECTIVE, &color ); /*printf("reflective:%d, ", result == AI_SUCCESS);*/ }
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