diff --git a/qglengine/formats/loader_assimp.cpp b/qglengine/formats/loader_assimp.cpp index 8f6e376..14724a7 100644 --- a/qglengine/formats/loader_assimp.cpp +++ b/qglengine/formats/loader_assimp.cpp @@ -28,6 +28,7 @@ #include QString fromAiString (const aiString & s) {return QString::fromLocal8Bit(s.C_Str());} +QColor fromAiColor (const aiColor4D & c) {return QColor::fromRgbF(piClamp(c.r, 0.f, 1.f), piClamp(c.g, 0.f, 1.f), piClamp(c.b, 0.f, 1.f));} QVector3D fromAiVector3D(const aiVector3D & v) {return QVector3D(v.x, v.y, v.z);} Vector3i fromAiFace (const aiFace & v) {return Vector3i(v.mIndices[0], v.mIndices[1], v.mIndices[2]);} QMatrix4x4 fromAiMatrix4D(const aiMatrix4x4 & v) {return QMatrix4x4(v.a1, v.a2, v.a3, v.a4, @@ -87,7 +88,7 @@ QColor aiMatColor(const aiMaterial * m, const char * key, uint s0, uint s1, cons aiReturn r = m->Get(key, s0, s1, col); //qDebug() << key << r << col.r << col.g << col.b; if (r != aiReturn_SUCCESS) return def; - return QColor::fromRgbF(col.r, col.g, col.b); + return fromAiColor(col); } float aiMatFloat(const aiMaterial * m, const char * key, uint s0, uint s1, float def = 0.f) { float ret; @@ -107,11 +108,17 @@ Material * assimpMaterial(const aiMaterial * m) { Material * ret = new Material(); ret->name = fromAiString(const_cast(m)->GetName()); //qDebug() << "mat" << ret->name; - //for (int i = 0; i < m->mNumProperties; ++i) - // qDebug()<< fromAiString(m->mProperties[i]->mKey); + //for (int i = 0; i < m->mNumProperties; ++i) { + // qDebug()<< fromAiString(m->mProperties[i]->mKey);// << "=" << aiMatFloat(m, m->mProperties[i]->mKey.C_Str(), 0, 0); + //} ret->color_diffuse = aiMatColor(m, AI_MATKEY_COLOR_DIFFUSE); ret->color_specular = aiMatColor(m, AI_MATKEY_COLOR_SPECULAR); ret->color_emission = aiMatColor(m, AI_MATKEY_COLOR_EMISSIVE); + float shine = aiMatFloat(m, AI_MATKEY_SHININESS, -1.f); + if (shine >= 0) { + ret->map_roughness.color_amount = 1.f - (shine / 100.f); + //qDebug() << "shine" << shine; + } ret->map_diffuse .bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_DIFFUSE(0)); ret->map_normal .bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_NORMALS(0)); ret->map_specular .bitmap_path = aiMatString(m, AI_MATKEY_TEXTURE_SPECULAR(0));