Rename Diffuse to BaseColor

This commit is contained in:
Lynix
2022-07-19 20:02:01 +02:00
parent 994ebd869a
commit ad8b46db38
26 changed files with 169 additions and 158 deletions

View File

@@ -33,21 +33,21 @@ namespace Nz
{
m_basicOptionIndexes.alphaTest = materialSettings->GetOptionIndex("AlphaTest");
m_basicOptionIndexes.hasAlphaMap = materialSettings->GetOptionIndex("HasAlphaMap");
m_basicOptionIndexes.hasDiffuseMap = materialSettings->GetOptionIndex("HasDiffuseMap");
m_basicOptionIndexes.hasBaseColorMap = materialSettings->GetOptionIndex("HasBaseColorMap");
m_basicTextureIndexes.alpha = materialSettings->GetTextureIndex("Alpha");
m_basicTextureIndexes.diffuse = materialSettings->GetTextureIndex("Diffuse");
m_basicTextureIndexes.baseColor = materialSettings->GetTextureIndex("BaseColor");
m_uniformBlockIndex = materialSettings->GetUniformBlockIndex("MaterialSettings");
if (m_uniformBlockIndex != MaterialSettings::InvalidIndex)
{
m_basicUniformOffsets.alphaThreshold = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AlphaThreshold");
m_basicUniformOffsets.diffuseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "DiffuseColor");
m_basicUniformOffsets.baseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "BaseColor");
}
else
{
m_basicUniformOffsets.alphaThreshold = MaterialSettings::InvalidIndex;
m_basicUniformOffsets.diffuseColor = MaterialSettings::InvalidIndex;
m_basicUniformOffsets.baseColor = MaterialSettings::InvalidIndex;
}
}
}
@@ -61,13 +61,13 @@ namespace Nz
return AccessByOffset<const float&>(bufferData.data(), m_basicUniformOffsets.alphaThreshold);
}
Color BasicMaterial::GetDiffuseColor() const
Color BasicMaterial::GetBaseColor() const
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
NazaraAssert(HasBaseColor(), "Material has no base color uniform");
const std::vector<UInt8>& bufferData = m_material.GetUniformBufferConstData(m_uniformBlockIndex);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_basicUniformOffsets.diffuseColor);
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_basicUniformOffsets.baseColor);
return Color(colorPtr[0], colorPtr[1], colorPtr[2], colorPtr[3]);
}
@@ -79,17 +79,17 @@ namespace Nz
AccessByOffset<float&>(bufferData.data(), m_basicUniformOffsets.alphaThreshold) = alphaThreshold;
}
void BasicMaterial::SetDiffuseColor(const Color& diffuse)
void BasicMaterial::SetBaseColor(const Color& baseColor)
{
NazaraAssert(HasDiffuseColor(), "Material has no diffuse color uniform");
NazaraAssert(HasBaseColor(), "Material has no base color uniform");
std::vector<UInt8>& bufferData = m_material.GetUniformBufferData(m_uniformBlockIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_basicUniformOffsets.diffuseColor);
colorPtr[0] = diffuse.r;
colorPtr[1] = diffuse.g;
colorPtr[2] = diffuse.b;
colorPtr[3] = diffuse.a;
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_basicUniformOffsets.baseColor);
colorPtr[0] = baseColor.r;
colorPtr[1] = baseColor.g;
colorPtr[2] = baseColor.b;
colorPtr[3] = baseColor.a;
}
MaterialSettings::Builder BasicMaterial::Build(BasicBuildOptions& options)
@@ -105,11 +105,11 @@ namespace Nz
});
}
if (options.basicOffsets.diffuseColor != std::numeric_limits<std::size_t>::max())
if (options.basicOffsets.baseColor != std::numeric_limits<std::size_t>::max())
{
variables.push_back({
"DiffuseColor",
options.basicOffsets.diffuseColor
"BaseColor",
options.basicOffsets.baseColor
});
}
@@ -118,8 +118,8 @@ namespace Nz
if (options.basicOffsets.alphaThreshold != std::numeric_limits<std::size_t>::max())
AccessByOffset<float&>(options.defaultValues.data(), options.basicOffsets.alphaThreshold) = 0.2f;
if (options.basicOffsets.diffuseColor != std::numeric_limits<std::size_t>::max())
AccessByOffset<Vector4f&>(options.defaultValues.data(), options.basicOffsets.diffuseColor) = Vector4f(1.f, 1.f, 1.f, 1.f);
if (options.basicOffsets.baseColor != std::numeric_limits<std::size_t>::max())
AccessByOffset<Vector4f&>(options.defaultValues.data(), options.basicOffsets.baseColor) = Vector4f(1.f, 1.f, 1.f, 1.f);
// Textures
if (options.basicTextureIndexes)
@@ -132,11 +132,11 @@ namespace Nz
});
if (options.basicTextureIndexes)
options.basicTextureIndexes->diffuse = settings.textures.size();
options.basicTextureIndexes->baseColor = settings.textures.size();
settings.textures.push_back({
1,
"Diffuse",
"BaseColor",
ImageType::E2D
});
@@ -206,11 +206,11 @@ namespace Nz
// Options
// HasDiffuseMap
// HasBaseColorMap
if (options.basicOptionIndexes)
options.basicOptionIndexes->hasDiffuseMap = settings.options.size();
options.basicOptionIndexes->hasBaseColorMap = settings.options.size();
MaterialSettings::BuildOption(settings.options, "HasDiffuseMap", "HasDiffuseTexture");
MaterialSettings::BuildOption(settings.options, "HasBaseColorMap", "HasBaseColorTexture");
// HasAlphaMap
if (options.basicOptionIndexes)
@@ -240,7 +240,7 @@ namespace Nz
BasicUniformOffsets uniformOffsets;
uniformOffsets.alphaThreshold = fieldOffsets.AddField(nzsl::StructFieldType::Float1);
uniformOffsets.diffuseColor = fieldOffsets.AddField(nzsl::StructFieldType::Float4);
uniformOffsets.baseColor = fieldOffsets.AddField(nzsl::StructFieldType::Float4);
uniformOffsets.totalSize = fieldOffsets.GetAlignedSize();
return std::make_pair(std::move(uniformOffsets), std::move(fieldOffsets));

View File

@@ -66,10 +66,10 @@ namespace Nz
if (const auto& material = m_material->FindPass("ForwardPass"))
{
BasicMaterial mat(*material);
if (mat.HasDiffuseMap())
if (mat.HasBaseColorMap())
{
// Material should always have textures but we're better safe than sorry
if (const auto& texture = mat.GetDiffuseMap())
if (const auto& texture = mat.GetBaseColorMap())
return texture->GetSize();
}
}

View File

@@ -36,7 +36,7 @@ namespace Nz
{
m_basicOptionIndexes.alphaTest = materialSettings->GetOptionIndex("AlphaTest");
m_basicOptionIndexes.hasAlphaMap = materialSettings->GetOptionIndex("HasAlphaMap");
m_basicOptionIndexes.hasDiffuseMap = materialSettings->GetOptionIndex("HasDiffuseMap");
m_basicOptionIndexes.hasBaseColorMap = materialSettings->GetOptionIndex("HasBaseColorMap");
m_phongOptionIndexes.hasEmissiveMap = materialSettings->GetOptionIndex("HasEmissiveMap");
m_phongOptionIndexes.hasHeightMap = materialSettings->GetOptionIndex("HasHeightMap");
@@ -44,7 +44,7 @@ namespace Nz
m_phongOptionIndexes.hasSpecularMap = materialSettings->GetOptionIndex("HasSpecularMap");
m_basicTextureIndexes.alpha = materialSettings->GetTextureIndex("Alpha");
m_basicTextureIndexes.diffuse = materialSettings->GetTextureIndex("Diffuse");
m_basicTextureIndexes.baseColor = materialSettings->GetTextureIndex("BaseColor");
m_phongTextureIndexes.emissive = materialSettings->GetTextureIndex("Emissive");
m_phongTextureIndexes.height = materialSettings->GetTextureIndex("Height");
@@ -55,7 +55,7 @@ namespace Nz
if (m_uniformBlockIndex != MaterialSettings::InvalidIndex)
{
m_basicUniformOffsets.alphaThreshold = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AlphaThreshold");
m_basicUniformOffsets.diffuseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "DiffuseColor");
m_basicUniformOffsets.baseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "BaseColor");
m_phongUniformOffsets.ambientColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AmbientColor");
m_phongUniformOffsets.shininess = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "Shininess");
@@ -64,7 +64,7 @@ namespace Nz
else
{
m_basicUniformOffsets.alphaThreshold = MaterialSettings::InvalidIndex;
m_basicUniformOffsets.diffuseColor = MaterialSettings::InvalidIndex;
m_basicUniformOffsets.baseColor = MaterialSettings::InvalidIndex;
m_phongUniformOffsets.ambientColor = MaterialSettings::InvalidIndex;
m_phongUniformOffsets.shininess = MaterialSettings::InvalidIndex;
@@ -121,16 +121,16 @@ namespace Nz
AccessByOffset<float&>(bufferData.data(), m_phongUniformOffsets.shininess) = shininess;
}
void PhongLightingMaterial::SetSpecularColor(const Color& diffuse)
void PhongLightingMaterial::SetSpecularColor(const Color& specular)
{
NazaraAssert(HasSpecularColor(), "Material has no specular color uniform");
std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferData(m_uniformBlockIndex);
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_phongUniformOffsets.specularColor);
colorPtr[0] = diffuse.r;
colorPtr[1] = diffuse.g;
colorPtr[2] = diffuse.b;
colorPtr[3] = diffuse.a;
colorPtr[0] = specular.r;
colorPtr[1] = specular.g;
colorPtr[2] = specular.b;
colorPtr[3] = specular.a;
}
const std::shared_ptr<MaterialSettings>& PhongLightingMaterial::GetSettings()

View File

@@ -36,7 +36,7 @@ namespace Nz
{
m_basicOptionIndexes.alphaTest = materialSettings->GetOptionIndex("AlphaTest");
m_basicOptionIndexes.hasAlphaMap = materialSettings->GetOptionIndex("HasAlphaMap");
m_basicOptionIndexes.hasDiffuseMap = materialSettings->GetOptionIndex("HasDiffuseMap");
m_basicOptionIndexes.hasBaseColorMap = materialSettings->GetOptionIndex("HasBaseColorMap");
m_pbrOptionIndexes.hasEmissiveMap = materialSettings->GetOptionIndex("HasEmissiveMap");
m_pbrOptionIndexes.hasHeightMap = materialSettings->GetOptionIndex("HasHeightMap");
@@ -46,7 +46,7 @@ namespace Nz
m_pbrOptionIndexes.hasSpecularMap = materialSettings->GetOptionIndex("HasSpecularMap");
m_basicTextureIndexes.alpha = materialSettings->GetTextureIndex("Alpha");
m_basicTextureIndexes.diffuse = materialSettings->GetTextureIndex("Diffuse");
m_basicTextureIndexes.baseColor = materialSettings->GetTextureIndex("BaseColor");
m_pbrTextureIndexes.emissive = materialSettings->GetTextureIndex("Emissive");
m_pbrTextureIndexes.height = materialSettings->GetTextureIndex("Height");
@@ -57,7 +57,7 @@ namespace Nz
if (m_uniformBlockIndex != MaterialSettings::InvalidIndex)
{
m_basicUniformOffsets.alphaThreshold = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AlphaThreshold");
m_basicUniformOffsets.diffuseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "DiffuseColor");
m_basicUniformOffsets.baseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "BaseColor");
m_pbrUniformOffsets.ambientColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AmbientColor");
m_pbrUniformOffsets.shininess = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "Shininess");
@@ -66,7 +66,7 @@ namespace Nz
else
{
m_basicUniformOffsets.alphaThreshold = MaterialSettings::InvalidIndex;
m_basicUniformOffsets.diffuseColor = MaterialSettings::InvalidIndex;
m_basicUniformOffsets.baseColor = MaterialSettings::InvalidIndex;
m_pbrUniformOffsets.ambientColor = MaterialSettings::InvalidIndex;
m_pbrUniformOffsets.shininess = MaterialSettings::InvalidIndex;
@@ -123,7 +123,7 @@ namespace Nz
AccessByOffset<float&>(bufferData.data(), m_pbrUniformOffsets.shininess) = shininess;
}
void PhysicallyBasedMaterial::SetSpecularColor(const Color& diffuse)
void PhysicallyBasedMaterial::SetSpecularColor(const Color& specular)
{
NazaraAssert(HasSpecularColor(), "Material has no specular color uniform");

View File

@@ -4,7 +4,7 @@ module BasicMaterial;
import InstanceData from Engine.InstanceData;
import ViewerData from Engine.ViewerData;
option HasDiffuseTexture: bool = false;
option HasBaseColorTexture: bool = false;
option HasAlphaTexture: bool = false;
option AlphaTest: bool = false;
@@ -27,13 +27,13 @@ const HasUV = (UvLocation >= 0);
struct MaterialSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4[f32]
BaseColor: vec4[f32]
}
external
{
[binding(0)] settings: uniform[MaterialSettings],
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
[binding(1)] MaterialBaseColorMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
@@ -55,28 +55,28 @@ struct FragOut
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let diffuseColor = settings.DiffuseColor;
let color = settings.BaseColor;
const if (HasUV)
diffuseColor *= TextureOverlay.Sample(input.uv);
color *= TextureOverlay.Sample(input.uv);
const if (HasColor)
diffuseColor *= input.color;
color *= input.color;
const if (HasDiffuseTexture)
diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
const if (HasBaseColorTexture)
color *= MaterialBaseColorMap.Sample(input.uv);
const if (HasAlphaTexture)
diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
color.w *= MaterialAlphaMap.Sample(input.uv).x;
const if (AlphaTest)
{
if (diffuseColor.w < settings.AlphaThreshold)
if (color.w < settings.AlphaThreshold)
discard;
}
let output: FragOut;
output.RenderTarget0 = diffuseColor;
output.RenderTarget0 = color;
return output;
}

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@@ -4,23 +4,23 @@ module DepthMaterial;
import InstanceData from Engine.InstanceData;
import ViewerData from Engine.ViewerData;
option HasDiffuseTexture: bool = false;
option HasBaseColorTexture: bool = false;
option HasAlphaTexture: bool = false;
option AlphaTest: bool = false;
const HasUV = AlphaTest && (HasDiffuseTexture || HasAlphaTexture);
const HasUV = AlphaTest && (HasBaseColorTexture || HasAlphaTexture);
[layout(std140)]
struct BasicSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4[f32]
BaseColor: vec4[f32]
}
external
{
[binding(0)] settings: uniform[BasicSettings],
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
[binding(1)] MaterialBaseColorMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
@@ -36,13 +36,13 @@ struct FragIn
[entry(frag), cond(AlphaTest)]
fn main(input: FragIn)
{
let alpha = settings.DiffuseColor.a;
let alpha = settings.BaseColor.a;
const if (HasUV)
alpha *= TextureOverlay.Sample(input.uv).a;
const if (HasDiffuseTexture)
alpha *= MaterialDiffuseMap.Sample(input.uv).a;
const if (HasBaseColorTexture)
alpha *= MaterialBaseColorMap.Sample(input.uv).a;
const if (HasAlphaTexture)
alpha *= MaterialAlphaMap.Sample(input.uv).x;

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@@ -6,7 +6,7 @@ import LightData from Engine.LightData;
import ViewerData from Engine.ViewerData;
// Basic material options
option HasDiffuseTexture: bool = false;
option HasBaseColorTexture: bool = false;
option HasAlphaTexture: bool = false;
option AlphaTest: bool = false;
@@ -41,7 +41,7 @@ struct MaterialSettings
{
// BasicSettings
AlphaThreshold: f32,
DiffuseColor: vec4[f32],
BaseColor: vec4[f32],
// PhongSettings
AmbientColor: vec3[f32],
@@ -57,7 +57,7 @@ const SpotLight = 2;
external
{
[binding(0)] settings: uniform[MaterialSettings],
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
[binding(1)] MaterialBaseColorMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
@@ -88,23 +88,23 @@ struct FragOut
[entry(frag)]
fn main(input: VertToFrag) -> FragOut
{
let diffuseColor = settings.DiffuseColor;
let color = settings.BaseColor;
const if (HasUV)
diffuseColor *= TextureOverlay.Sample(input.uv);
color *= TextureOverlay.Sample(input.uv);
const if (HasColor)
diffuseColor *= input.color;
color *= input.color;
const if (HasDiffuseTexture)
diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
const if (HasBaseColorTexture)
color *= MaterialBaseColorMap.Sample(input.uv);
const if (HasAlphaTexture)
diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
color.w *= MaterialAlphaMap.Sample(input.uv).x;
const if (AlphaTest)
{
if (diffuseColor.w < settings.AlphaThreshold)
if (color.w < settings.AlphaThreshold)
discard;
}
@@ -216,13 +216,13 @@ fn main(input: VertToFrag) -> FragOut
let lightColor = lightAmbient + lightDiffuse + lightSpecular;
let output: FragOut;
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * diffuseColor;
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * color;
return output;
}
else
{
let output: FragOut;
output.RenderTarget0 = diffuseColor;
output.RenderTarget0 = color;
return output;
}
}

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@@ -6,7 +6,7 @@ import LightData from Engine.LightData;
import ViewerData from Engine.ViewerData;
// Basic material options
option HasDiffuseTexture: bool = false;
option HasBaseColorTexture: bool = false;
option HasAlphaTexture: bool = false;
option AlphaTest: bool = false;
@@ -43,7 +43,7 @@ struct MaterialSettings
{
// BasicSettings
AlphaThreshold: f32,
DiffuseColor: vec4[f32],
BaseColor: vec4[f32],
// PhongSettings
AmbientColor: vec3[f32],
@@ -59,7 +59,7 @@ const SpotLight = 2;
external
{
[binding(0)] settings: uniform[MaterialSettings],
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
[binding(1)] MaterialBaseColorMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
@@ -95,23 +95,23 @@ struct FragOut
[entry(frag)]
fn main(input: VertToFrag) -> FragOut
{
let diffuseColor = settings.DiffuseColor;
let color = settings.BaseColor;
const if (HasUV)
diffuseColor *= TextureOverlay.Sample(input.uv);
color *= TextureOverlay.Sample(input.uv);
const if (HasColor)
diffuseColor *= input.color;
color *= input.color;
const if (HasDiffuseTexture)
diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
const if (HasBaseColorTexture)
color *= MaterialBaseColorMap.Sample(input.uv);
const if (HasAlphaTexture)
diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
color.w *= MaterialAlphaMap.Sample(input.uv).x;
const if (AlphaTest)
{
if (diffuseColor.w < settings.AlphaThreshold)
if (color.w < settings.AlphaThreshold)
discard;
}
@@ -134,7 +134,7 @@ fn main(input: VertToFrag) -> FragOut
else
normal = normalize(input.normal);
let albedo = diffuseColor.xyz;
let albedo = color.xyz;
let metallic: f32;
let roughness: f32;
@@ -211,7 +211,7 @@ fn main(input: VertToFrag) -> FragOut
let ambient = (0.03).rrr * albedo;
let color = ambient + lightRadiance * diffuseColor.rgb;
let color = ambient + lightRadiance * color.rgb;
color = color / (color + vec3[f32](1.0, 1.0, 1.0));
color = pow(color, (1.0 / 2.2).xxx);
@@ -222,7 +222,7 @@ fn main(input: VertToFrag) -> FragOut
else
{
let output: FragOut;
output.RenderTarget0 = diffuseColor;
output.RenderTarget0 = color;
return output;
}
}

View File

@@ -63,10 +63,10 @@ namespace Nz
if (const auto& material = m_material->FindPass("ForwardPass"))
{
BasicMaterial mat(*material);
if (mat.HasDiffuseMap())
if (mat.HasBaseColorMap())
{
// Material should always have textures but we're better safe than sorry
if (const auto& texture = mat.GetDiffuseMap())
if (const auto& texture = mat.GetBaseColorMap())
return texture->GetSize();
}
}

View File

@@ -67,10 +67,10 @@ namespace Nz
if (const auto& material = m_material->FindPass("ForwardPass"))
{
BasicMaterial mat(*material);
if (mat.HasDiffuseMap())
if (mat.HasBaseColorMap())
{
// Material should always have textures but we're better safe than sorry
if (const auto& texture = mat.GetDiffuseMap())
if (const auto& texture = mat.GetBaseColorMap())
return texture->GetSize();
}
}

View File

@@ -101,7 +101,7 @@ namespace Nz
stream.Read(skin, 68*sizeof(char));
ParameterList matData;
matData.SetParameter(MaterialData::DiffuseTexturePath, (baseDir / skin).generic_u8string());
matData.SetParameter(MaterialData::BaseColorTexturePath, (baseDir / skin).generic_u8string());
mesh->SetMaterialData(i, std::move(matData));
}

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@@ -78,14 +78,14 @@ namespace Nz
float alphaValue = mtlMat->alpha;
Color ambientColor(mtlMat->ambient);
Color diffuseColor(mtlMat->diffuse);
Color baseColor(mtlMat->diffuse);
Color specularColor(mtlMat->specular);
ambientColor.a = alphaValue;
diffuseColor.a = alphaValue;
baseColor.a = alphaValue;
specularColor.a = alphaValue;
data.SetParameter(MaterialData::AmbientColor, ambientColor);
data.SetParameter(MaterialData::DiffuseColor, diffuseColor);
data.SetParameter(MaterialData::BaseColor, baseColor);
data.SetParameter(MaterialData::Shininess, mtlMat->shininess);
data.SetParameter(MaterialData::SpecularColor, specularColor);
@@ -104,7 +104,7 @@ namespace Nz
if (!fullPath.is_absolute())
fullPath = baseDir / fullPath;
data.SetParameter(MaterialData::DiffuseTexturePath, fullPath.generic_u8string());
data.SetParameter(MaterialData::BaseColorTexturePath, fullPath.generic_u8string());
}
if (!mtlMat->emissiveMap.empty())

View File

@@ -123,7 +123,7 @@ namespace Nz
if (matData.GetColorParameter(MaterialData::AmbientColor, &colorVal))
material->ambient = colorVal;
if (matData.GetColorParameter(MaterialData::DiffuseColor, &colorVal))
if (matData.GetColorParameter(MaterialData::BaseColor, &colorVal))
material->diffuse = colorVal;
if (matData.GetColorParameter(MaterialData::SpecularColor, &colorVal))
@@ -133,7 +133,7 @@ namespace Nz
material->shininess = float(dValue);
matData.GetStringParameter(MaterialData::AlphaTexturePath, &material->alphaMap);
matData.GetStringParameter(MaterialData::DiffuseTexturePath, &material->diffuseMap);
matData.GetStringParameter(MaterialData::BaseColorTexturePath, &material->diffuseMap);
matData.GetStringParameter(MaterialData::SpecularTexturePath, &material->specularMap);
}
}

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@@ -66,7 +66,7 @@ namespace Nz
material->AddPass("ForwardPass", buttonMaterialPass);
BasicMaterial buttonBasicMat(*buttonMaterialPass);
buttonBasicMat.SetDiffuseMap(texture);
buttonBasicMat.SetBaseColorMap(texture);
return material;
};