more information for the InfoWindow,

set correct values for cloth material,
enable specular map
This commit is contained in:
Anakin
2017-01-22 14:37:06 +01:00
parent 5f104e46f2
commit 91488c55b2
6 changed files with 82 additions and 40 deletions

View File

@@ -572,7 +572,6 @@ void MshFile::analyseClthChunks(Model * dataDestination, std::list<ChunkHeader*>
for (auto& it : chunkList)
{
// texture name
//TODO: change this
if (!strcmp("CTEX", it->name))
{
// read the texture name
@@ -581,26 +580,17 @@ void MshFile::analyseClthChunks(Model * dataDestination, std::list<ChunkHeader*>
*buffer = { 0 };
m_file.read(buffer, it->size);
// search if it is already known
bool tmp_found(false);
for (unsigned int index = 0; index < m_materials->size(); index++)
{
if (m_materials->at(index).name == QString(buffer))
{
tmp_found = true;
new_segment->textureIndex = index;
break;
}
}
m_materials->push_back(Material());
m_materials->back().name = "Cloth Material";
m_materials->back().textureName = QString(buffer);
if(!tmp_found)
{
m_materials->push_back(Material());
m_materials->back().name = QString(buffer);
m_materials->back().shininess = 10;
loadTexture(m_materials->back().texture, m_filepath + "/" + m_materials->back().name);
new_segment->textureIndex = m_materials->size() - 1;
}
if (!m_materials->back().textureName.isEmpty())
loadTexture(m_materials->back().texture, m_filepath + "/" + m_materials->back().textureName);
new_segment->textureIndex = m_materials->size() - 1;
delete[] buffer;
}
@@ -688,21 +678,13 @@ void MshFile::loadTexture(QOpenGLTexture *& destination, QString filepath)
bool loadSuccess(false);
QImage img = loadTga(filepath, loadSuccess);
if (filepath.isEmpty())
{
loadSuccess = true;
img = QImage(1, 1, QImage::Format_RGB32);
img.fill(Qt::red);
}
else
img = loadTga(filepath, loadSuccess);
if (!loadSuccess)
{
emit sendMessage("WARNING: texture not found or corrupted: " + m_materials->back().name, 1);
img = QImage(1, 1, QImage::Format_RGB32);
img.fill(QColor(m_materials->back().diffuseColor[0] * 255, m_materials->back().diffuseColor[1] * 255, m_materials->back().diffuseColor[2] * 255));
m_materials->back().textureName += " *";
}
// Load image to OglTexture