Commit Graph

13 Commits (d00c26ca084ac315ba74a48ab72711e72c6d560a)

Author SHA1 Message Date
Jeremy Hu 79200827f5 Cleanup
Refactor outcome. Move processes of outcome to separated files, and leave the outcome class as clean as possible.
Normal export in glb format is been fixed.
Ambient occlusion baker is been temporarily removed.
2018-10-27 07:04:45 +08:00
Jeremy Hu 62632dc168 Fix material widget 2018-10-25 23:28:10 +08:00
Jeremy Hu 208d2a0166 Cleanup
Many source file name and data type are prefixed by "skeleton" before, now all are refactored.
The class MeshResultContext represents the outcome of mesh generation before, now we have material, pose and animation, so we just rename it as Outcome.
2018-10-25 08:19:38 +08:00
Jeremy Hu 4c6dc1594f Fix texture cann't unselect 2018-10-11 10:40:35 +08:00
Jeremy Hu a2770ecd8e Change texture painter clip expand joint style to round from miter 2018-10-10 22:42:55 +08:00
Jeremy Hu eeff771a3b Optimize texture generating time 2018-10-09 21:01:04 +08:00
Jeremy Hu 5f2a46be9c Avoid unnecessary mesh regeneration while only texture map changed 2018-10-09 17:17:44 +08:00
Jeremy Hu 73d20da08f Make better result to seamless texture
Fix parts vertices' connectivity in the uv unwrapping code.
2018-10-09 15:05:20 +08:00
Jeremy Hu 7eb5a325a0 Add MetalicRoughness material manager
Besides adding the PBR material manager, this commit hide some unnecessary features such as toggle wireframes and toggle normal smooth.
Add a regenerate button to indicate mesh is generating by showing a spiner, user can click this button to regenerate if the final result is not good.
Please note that, we generate the texture map by default compared to before we only generate texture map when user export glTF result. Current uvunwrap library cann't handle bad mesh very well, so it will crash on the wires model.
2018-10-09 10:19:12 +08:00
Jeremy Hu f7b5fb1c6a Add PBR support
Now can configure metalness and roughness for parts, however, the PBR render isn't enabled in the code currently.
2018-10-04 20:51:01 +08:00
Jeremy Hu 0cecff71c7 Separate ambient occlusion baker to a different phase.
This is mainly for resolving the baking time consuming issue when running in software OpenGL.
Compare to normal OpenGL which would only take seconds to bake, software OpenGL take minutes to bake a complex model.
Separating the baking phase would allow the user to export the result without baking.
2018-05-11 13:27:29 +08:00
Jeremy Hu 078543b80e Add ambient occlusion baker.
- Add @ands 's lightmapper to generate ambient occlusion image.
- Refactor parts list UI.
- Add interpolated normal to .gltf export result.
- Remove bones preview and texture preview window(Integrated to export preview UI).
- Add export preview UI.
2018-05-10 17:16:22 +08:00
Jeremy Hu 1376af237b Add auto uv unwrapping.
Use https://github.com/Thekla/thekla_atlas to generate the texture.
This commit still have some issues, some faces not satisfy thekla_atlas in some cases.

- Add texture preview widget.
- Fix single node black color issue.
- Export texture in .gltf file.
- Fix node order random issue in mesh generation.
2018-05-08 00:08:19 +08:00