Sort triangles with vertex transparency separately. (#32)
Lean on the excellent pre-existing support for creating multiple glTF meshes from a single FBX mesh based on material type. All the triangles with (at least one) non-opaque vertex get flagged as transparent material. They will all go separately in their own mesh after the CreateMaterialModels() gauntlet. Fixes #25.
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@ -458,10 +458,11 @@ static bool TriangleTexturePolarity(const Vec2f &uv0, const Vec2f &uv1, const Ve
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}
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static RawMaterialType
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GetMaterialType(const RawModel &raw, const int textures[RAW_TEXTURE_USAGE_MAX], const bool skinned)
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GetMaterialType(const RawModel &raw, const int textures[RAW_TEXTURE_USAGE_MAX], const bool vertexTransparency, const bool skinned)
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{
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if ((raw.GetVertexAttributes() & RAW_VERTEX_ATTRIBUTE_COLOR) != 0) {
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return skinned ? RAW_MATERIAL_TYPE_SKINNED_VERTEX_COLORED : RAW_MATERIAL_TYPE_VERTEX_COLORED;
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// if there is vertex transparency, definitely transparent
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if (vertexTransparency) {
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return skinned ? RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT : RAW_MATERIAL_TYPE_TRANSPARENT;
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}
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// Determine material type based on texture occlusion.
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@ -588,12 +589,8 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
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maybeAddTexture(matProps.texShininess, RAW_TEXTURE_USAGE_SHININESS);
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}
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const RawMaterialType materialType = GetMaterialType(raw, textures, skinning.IsSkinned());
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const int rawMaterialIndex = raw.AddMaterial(
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materialName, shadingModel, materialType, textures,
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toVec3f(ambient), toVec4f(diffuse), toVec3f(specular), toVec3f(emissive), shininess);
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RawVertex rawVertices[3];
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bool vertexTransparency = false;
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for (int vertexIndex = 0; vertexIndex < 3; vertexIndex++, polygonVertexIndex++) {
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const int controlPointIndex = pMesh->GetPolygonVertex(polygonIndex, vertexIndex);
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@ -636,6 +633,9 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
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vertex.jointWeights = skinning.GetVertexWeights(controlPointIndex);
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vertex.polarityUv0 = false;
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// flag this triangle as transparent if any of its corner vertices substantially deviates from fully opaque
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vertexTransparency |= (fabs(fbxColor.mAlpha - 1.0) > 1e-3);
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rawSurface.bounds.AddPoint(vertex.position);
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if (skinning.IsSkinned()) {
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@ -690,6 +690,11 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
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rawVertexIndices[vertexIndex] = raw.AddVertex(rawVertices[vertexIndex]);
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}
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const RawMaterialType materialType = GetMaterialType(raw, textures, vertexTransparency, skinning.IsSkinned());
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const int rawMaterialIndex = raw.AddMaterial(
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materialName, shadingModel, materialType, textures,
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toVec3f(ambient), toVec4f(diffuse), toVec3f(specular), toVec3f(emissive), shininess);
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raw.AddTriangle(rawVertexIndices[0], rawVertexIndices[1], rawVertexIndices[2], rawMaterialIndex, rawSurfaceIndex);
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}
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}
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@ -410,8 +410,6 @@ ModelData *Raw2Gltf(
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for (int materialIndex = 0; materialIndex < raw.GetMaterialCount(); materialIndex++) {
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const RawMaterial &material = raw.GetMaterial(materialIndex);
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const bool isTransparent =
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material.type == RAW_MATERIAL_TYPE_VERTEX_COLORED ||
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material.type == RAW_MATERIAL_TYPE_SKINNED_VERTEX_COLORED ||
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material.type == RAW_MATERIAL_TYPE_TRANSPARENT ||
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material.type == RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT;
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@ -136,10 +136,8 @@ enum RawMaterialType
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{
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RAW_MATERIAL_TYPE_OPAQUE,
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RAW_MATERIAL_TYPE_TRANSPARENT,
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RAW_MATERIAL_TYPE_VERTEX_COLORED,
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RAW_MATERIAL_TYPE_SKINNED_OPAQUE,
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RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT,
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RAW_MATERIAL_TYPE_SKINNED_VERTEX_COLORED
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};
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struct RawMaterial
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