Update part preview image to show the metallic and roughness setting
parent
51b7d85c3b
commit
8e952c955a
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@ -784,7 +784,9 @@ MeshCombiner::Mesh *MeshGenerator::combinePartMesh(const QString &partIdString,
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m_partPreviewMeshes[partId] = new Model(partPreviewVertices,
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m_partPreviewMeshes[partId] = new Model(partPreviewVertices,
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partCache.previewTriangles,
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partCache.previewTriangles,
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partPreviewTriangleVertexNormals,
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partPreviewTriangleVertexNormals,
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partPreviewColor);
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partPreviewColor,
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metalness,
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roughness);
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}
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}
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delete strokeModifier;
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delete strokeModifier;
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@ -89,7 +89,9 @@ Model::Model(ShaderVertex *triangleVertices, int vertexNum, ShaderVertex *edgeVe
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Model::Model(const std::vector<QVector3D> &vertices, const std::vector<std::vector<size_t>> &triangles,
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Model::Model(const std::vector<QVector3D> &vertices, const std::vector<std::vector<size_t>> &triangles,
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const std::vector<std::vector<QVector3D>> &triangleVertexNormals,
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const std::vector<std::vector<QVector3D>> &triangleVertexNormals,
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const QColor &color)
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const QColor &color,
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float metalness,
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float roughness)
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{
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{
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m_triangleVertexCount = triangles.size() * 3;
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m_triangleVertexCount = triangles.size() * 3;
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m_triangleVertices = new ShaderVertex[m_triangleVertexCount];
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m_triangleVertices = new ShaderVertex[m_triangleVertexCount];
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@ -112,8 +114,8 @@ Model::Model(const std::vector<QVector3D> &vertices, const std::vector<std::vect
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dest->normX = srcNormal->x();
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dest->normX = srcNormal->x();
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dest->normY = srcNormal->y();
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dest->normY = srcNormal->y();
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dest->normZ = srcNormal->z();
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dest->normZ = srcNormal->z();
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dest->metalness = m_defaultMetalness;
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dest->metalness = metalness;
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dest->roughness = m_defaultRoughness;
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dest->roughness = roughness;
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dest->tangentX = 0;
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dest->tangentX = 0;
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dest->tangentY = 0;
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dest->tangentY = 0;
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dest->tangentZ = 0;
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dest->tangentZ = 0;
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@ -20,7 +20,9 @@ class Model
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public:
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public:
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Model(const std::vector<QVector3D> &vertices, const std::vector<std::vector<size_t>> &triangles,
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Model(const std::vector<QVector3D> &vertices, const std::vector<std::vector<size_t>> &triangles,
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const std::vector<std::vector<QVector3D>> &triangleVertexNormals,
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const std::vector<std::vector<QVector3D>> &triangleVertexNormals,
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const QColor &color=Qt::white);
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const QColor &color=Qt::white,
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float metalness=0.0,
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float roughness=0.0);
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Model(Outcome &outcome);
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Model(Outcome &outcome);
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Model(ShaderVertex *triangleVertices, int vertexNum, ShaderVertex *edgeVertices=nullptr, int edgeVertexCount=0);
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Model(ShaderVertex *triangleVertices, int vertexNum, ShaderVertex *edgeVertices=nullptr, int edgeVertexCount=0);
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Model(const Model &mesh);
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Model(const Model &mesh);
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