Remove replace obj with glb files, don't import materials (Not favoring that solution anymore, sensible defaults applied to keep demoes consistent)

This commit is contained in:
Dane Johnson
2021-05-05 15:23:24 -05:00
parent d658d7a300
commit 44e8f784f5
29 changed files with 21 additions and 11783 deletions

View File

@@ -35,7 +35,10 @@ Texture Texture::FromFile(const char *filename) {
Material::Material() {
usesTex = false;
shininess = 8;
ambient = Color(0.7, 0.7, 0.7);
diffuse = Color(1.0, 1.0, 1.0);
specular = Color(0.2, 0.2, 0.2);
shininess = 1;
alphaScissor = 0.0f;
unshaded = false;

View File

@@ -29,7 +29,7 @@
#include <assimp/postprocess.h>
SubMesh *aiMesh2SubMesh(aiMesh *mesh, aiMaterial *material);
SubMesh *aiMesh2SubMesh(aiMesh *mesh);
Color aiColor3D2Color(aiColor3D aicolor);
@@ -130,7 +130,7 @@ Mesh* Mesh::FromFile(const char *filename) {
Mesh *my_mesh = new Mesh();
for (int i = 0; i < root->mNumMeshes; i++) {
aiMesh *mesh_to_import = scene->mMeshes[root->mMeshes[i]];
my_mesh->submeshes.push_back(aiMesh2SubMesh(mesh_to_import, scene->mMaterials[mesh_to_import->mMaterialIndex]));
my_mesh->submeshes.push_back(aiMesh2SubMesh(mesh_to_import));
}
my_mesh->SetupMesh();
@@ -173,7 +173,7 @@ void Mesh::SetupMesh() {
}
SubMesh *aiMesh2SubMesh(aiMesh *aimesh, aiMaterial* material){
SubMesh *aiMesh2SubMesh(aiMesh *aimesh){
SubMesh *sub = new SubMesh();
for (int i = 0; i < aimesh->mNumVertices; i++) {
aiVector3D aiPosition = aimesh->mVertices[i];
@@ -190,24 +190,7 @@ SubMesh *aiMesh2SubMesh(aiMesh *aimesh, aiMaterial* material){
Index index(face[0], face[1], face[2]);
sub->indices.push_back(index);
}
// Get material properties
aiColor3D ambient;
if (AI_SUCCESS == material->Get(AI_MATKEY_COLOR_AMBIENT, ambient))
sub->material.ambient = aiColor3D2Color(ambient);
aiColor3D diffuse;
if (AI_SUCCESS == material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse))
sub->material.diffuse = aiColor3D2Color(diffuse);
aiColor3D specular;
if (AI_SUCCESS == material->Get(AI_MATKEY_COLOR_SPECULAR, specular))
sub->material.specular = aiColor3D2Color(specular);
float shininess;
if(AI_SUCCESS == material->Get(AI_MATKEY_SHININESS, shininess))
sub->material.shininess = (int) shininess;
return sub;
}