Merge pull request #171 from mtostenson/master
Only create aoMetRoughTex when metalnesss or roughness texture provided. Following up with tweak commit.
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commit
ca78a31b22
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@ -261,26 +261,31 @@ ModelData* Raw2Gltf(
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* Other values translate directly.
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* Other values translate directly.
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*/
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*/
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RawMetRoughMatProps* props = (RawMetRoughMatProps*)material.info.get();
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RawMetRoughMatProps* props = (RawMetRoughMatProps*)material.info.get();
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// merge metallic into the blue channel and roughness into the green, of a new combinatory
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// texture
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// If either a metallic or roughness map has been provided, generate the aoMetRoughTex.
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aoMetRoughTex = textureBuilder.combine(
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bool hasMetallicMap = material.textures[RAW_TEXTURE_USAGE_METALLIC] >= 0;
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{
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bool hasRoughnessMap = material.textures[RAW_TEXTURE_USAGE_ROUGHNESS] >= 0;
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material.textures[RAW_TEXTURE_USAGE_OCCLUSION],
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if (hasMetallicMap || hasRoughnessMap) {
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material.textures[RAW_TEXTURE_USAGE_METALLIC],
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// merge metallic into the blue channel and roughness into the green, of a new combinatory
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material.textures[RAW_TEXTURE_USAGE_ROUGHNESS],
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// texture
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},
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aoMetRoughTex = textureBuilder.combine(
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"ao_met_rough",
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{
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[&](const std::vector<const TextureBuilder::pixel*> pixels) -> TextureBuilder::pixel {
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material.textures[RAW_TEXTURE_USAGE_OCCLUSION],
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const float occlusion = (*pixels[0])[0];
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material.textures[RAW_TEXTURE_USAGE_METALLIC],
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const float metallic = (*pixels[1])[0];
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material.textures[RAW_TEXTURE_USAGE_ROUGHNESS],
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const float roughness = (*pixels[2])[0];
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},
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return {{occlusion,
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"ao_met_rough",
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props->invertRoughnessMap ? 1.0f - roughness : roughness,
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[&](const std::vector<const TextureBuilder::pixel*> pixels) -> TextureBuilder::pixel {
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metallic,
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const float occlusion = (*pixels[0])[0];
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1}};
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const float metallic = (*pixels[1])[0] * (hasMetallicMap ? 1 : props->metallic);
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},
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const float roughness = (*pixels[2])[0] * (hasRoughnessMap ? 1 : props->roughness);
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false);
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return {{occlusion,
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props->invertRoughnessMap ? 1.0f - roughness : roughness,
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metallic,
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1}};
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},
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false);
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}
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baseColorTex = simpleTex(RAW_TEXTURE_USAGE_ALBEDO);
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baseColorTex = simpleTex(RAW_TEXTURE_USAGE_ALBEDO);
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diffuseFactor = props->diffuseFactor;
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diffuseFactor = props->diffuseFactor;
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metallic = props->metallic;
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metallic = props->metallic;
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