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

@@ -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));
}

View File

@@ -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);
}
}