diff --git a/QtMeshViewer/Form Files/FileInfoWindow.ui b/QtMeshViewer/Form Files/FileInfoWindow.ui
index 5e66054..912e070 100644
--- a/QtMeshViewer/Form Files/FileInfoWindow.ui
+++ b/QtMeshViewer/Form Files/FileInfoWindow.ui
@@ -6,8 +6,8 @@
0
0
- 200
- 300
+ 320
+ 400
@@ -101,8 +101,8 @@ Triangles: -
0
0
- 180
- 222
+ 300
+ 322
diff --git a/QtMeshViewer/Resources/about.txt b/QtMeshViewer/Resources/about.txt
index fb7b8cc..ffb3566 100644
--- a/QtMeshViewer/Resources/about.txt
+++ b/QtMeshViewer/Resources/about.txt
@@ -12,10 +12,12 @@ space - reset view
L - set light to current position
esc - close
-using the X, Y, Z Button you can activate/deactivate the rotating directions
+using the X, Y, Z buttons you can activate/deactivate the rotating directions.
tipp: do round movement to rotate the object in z-direction, when all directions are acitvated
+textures marked with a '*' couldn't be open.
+
===============================================================
Credits:
ANDEWEGET
diff --git a/QtMeshViewer/Resources/fshader.glsl b/QtMeshViewer/Resources/fshader.glsl
index 3864f6c..43b1b17 100644
--- a/QtMeshViewer/Resources/fshader.glsl
+++ b/QtMeshViewer/Resources/fshader.glsl
@@ -12,6 +12,7 @@ uniform float materialShininess;
uniform vec3 materialSpecularColor;
uniform bool b_transparent;
+uniform bool b_specular;
uniform bool b_light;
uniform struct Light {
@@ -34,8 +35,6 @@ void main()
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
- if(!b_transparent)
- surfaceColor.a = 1.0f;
vec3 surfaceToLight;
float attenuation;
@@ -67,6 +66,8 @@ void main()
float specularCoefficient = 0.0;
if(diffuseCoefficient > 0.0)
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalWorld))), materialShininess);
+ if(b_specular)
+ materialSpecularColor = vec3(surfaceColor.a);
vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
// linear color before gamma correction)
@@ -74,6 +75,8 @@ void main()
// final color after gama correction
vec3 gamma = vec3(1.0/2.2);
+ if(!b_transparent)
+ surfaceColor.a = 1.0f;
gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
}
else
diff --git a/QtMeshViewer/Source/GeometryEngine.cpp b/QtMeshViewer/Source/GeometryEngine.cpp
index 75835db..7dddbb6 100644
--- a/QtMeshViewer/Source/GeometryEngine.cpp
+++ b/QtMeshViewer/Source/GeometryEngine.cpp
@@ -177,6 +177,7 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
for (auto& it : m_drawList)
{
bool tmp_transparent(false);
+ bool tmp_specular(false);
float shininess;
QVector3D specularColor;
@@ -185,6 +186,7 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
{
m_materials->at(it.textureIndex).texture->bind();
tmp_transparent = m_materials->at(it.textureIndex).transparent;
+ tmp_specular = m_materials->at(it.textureIndex).flags[7];
shininess = m_materials->at(it.textureIndex).shininess;
specularColor = m_materials->at(it.textureIndex).specularColor.toVector3D();
}
@@ -199,8 +201,9 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
// Set normal matrix
program->setUniformValue("n_matrix", (normMatrix * it.modelMatrix).normalMatrix());
- // decide if this is transparent
+ // set some more values
program->setUniformValue("b_transparent", tmp_transparent);
+ program->setUniformValue("b_specular", tmp_specular);
// set some material attributes
program->setUniformValue("materialShininess", shininess);
diff --git a/QtMeshViewer/Source/MainWindow.cpp b/QtMeshViewer/Source/MainWindow.cpp
index eb8974c..ea4f651 100644
--- a/QtMeshViewer/Source/MainWindow.cpp
+++ b/QtMeshViewer/Source/MainWindow.cpp
@@ -210,16 +210,68 @@ void MainWindow::setFileInfo(QString name, QVector* materials, int ver
m_fileInfo += QByteArray::number(triangle);
m_fileInfo += "";
- int count(0);
//TODO: mark not opened textures
//TODO: add more information
for (auto& it : *materials)
{
- m_fileInfo += "Material ";
- m_fileInfo += QByteArray::number(count++);
- m_fileInfo += " - ";
m_fileInfo += it.name;
m_fileInfo += "\n";
+
+ m_fileInfo += "TX0D:\t\t";
+ if (it.texture == NULL)
+ m_fileInfo += "-";
+ m_fileInfo += it.textureName;
+ m_fileInfo += "\n";
+
+ m_fileInfo += "Flags:\t\t";
+ for (int i = 0; i < 8; i++)
+ {
+ if (it.flags[i])
+ m_fileInfo += "1";
+ else
+ m_fileInfo += "0";
+ }
+ m_fileInfo += "\n";
+
+ m_fileInfo += "Rendertype:\t-";
+ //TODO: rendertype
+ m_fileInfo += "\n";
+
+ m_fileInfo += "Shininess:\t";
+ m_fileInfo += QByteArray::number(it.shininess);
+ m_fileInfo += "\n";
+
+ m_fileInfo += "Diffusecolor:\tR: ";
+ m_fileInfo += QByteArray::number(it.diffuseColor.x());
+ m_fileInfo += "\tG: ";
+ m_fileInfo += QByteArray::number(it.diffuseColor.y());
+ m_fileInfo += "\tB: ";
+ m_fileInfo += QByteArray::number(it.diffuseColor.z());
+ m_fileInfo += "\tA: ";
+ m_fileInfo += QByteArray::number(it.diffuseColor.w());
+ m_fileInfo += "\n";
+
+ m_fileInfo += "Ambientcolor:\tR: ";
+ m_fileInfo += QByteArray::number(it.ambientColor.x());
+ m_fileInfo += "\tG: ";
+ m_fileInfo += QByteArray::number(it.ambientColor.y());
+ m_fileInfo += "\tB: ";
+ m_fileInfo += QByteArray::number(it.ambientColor.z());
+ m_fileInfo += "\tA: ";
+ m_fileInfo += QByteArray::number(it.ambientColor.w());
+ m_fileInfo += "\n";
+
+ m_fileInfo += "Specularcolor:\tR: ";
+ m_fileInfo += QByteArray::number(it.specularColor.x());
+ m_fileInfo += "\tG: ";
+ m_fileInfo += QByteArray::number(it.specularColor.y());
+ m_fileInfo += " \tB: ";
+ m_fileInfo += QByteArray::number(it.specularColor.z());
+ m_fileInfo += " \tA: ";
+ m_fileInfo += QByteArray::number(it.specularColor.w());
+ m_fileInfo += "\n";
+
+ m_fileInfo += "-----------------------------------------------------------------\n";
}
m_output->setText(m_fileInfo.left(m_fileInfo.indexOf("")));
diff --git a/QtMeshViewer/Source/MshFile.cpp b/QtMeshViewer/Source/MshFile.cpp
index 78ff108..2ea6893 100644
--- a/QtMeshViewer/Source/MshFile.cpp
+++ b/QtMeshViewer/Source/MshFile.cpp
@@ -572,7 +572,6 @@ void MshFile::analyseClthChunks(Model * dataDestination, std::list
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
*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