mirror of https://github.com/godotengine/godot
Merge pull request #114033 from manuelmaceira/fix-gltf-emissive-factor
GLTF: Fix emissive texture import when `emissiveFactor` is absent
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commit
2589c4da64
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@ -3105,7 +3105,11 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> p_state) {
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if (bct.has("index")) {
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material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(p_state, bct["index"], TEXTURE_TYPE_GENERIC));
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material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
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material->set_emission(Color(0, 0, 0));
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material->set_emission_operator(BaseMaterial3D::EMISSION_OP_MULTIPLY);
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// glTF spec: emissiveFactor × emissiveTexture. Use WHITE if no factor specified.
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if (!material_dict.has("emissiveFactor")) {
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material->set_emission(Color(1, 1, 1));
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}
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}
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}
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@ -0,0 +1,36 @@
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{
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"asset": { "version": "2.0", "generator": "Test for emissiveTexture without emissiveFactor" },
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"scene": 0,
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"scenes": [{ "name": "Scene", "nodes": [0] }],
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"nodes": [{ "name": "Cube", "mesh": 0 }],
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"meshes": [{
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"name": "Cube",
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"primitives": [{
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"attributes": { "POSITION": 0 },
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"material": 0
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}]
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}],
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"materials": [{
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"name": "EmissiveNoFactor",
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"emissiveTexture": { "index": 0 },
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"pbrMetallicRoughness": {}
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}],
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"textures": [{ "source": 0 }],
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"images": [{ "uri": "texture.png" }],
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"accessors": [{
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"bufferView": 0,
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"componentType": 5126,
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"count": 3,
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"type": "VEC3",
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"max": [1, 1, 0],
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"min": [-1, -1, 0]
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}],
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"bufferViews": [{
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"buffer": 0,
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"byteLength": 36
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}],
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"buffers": [{
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"uri": "data:application/octet-stream;base64,AAAAAAAAgL8AAAAAAAAAAAAAAAAAAIA/AACAvwAAgD8AAAAA",
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"byteLength": 36
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}]
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}
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After Width: | Height: | Size: 92 B |
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@ -0,0 +1,68 @@
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/**************************************************************************/
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/* test_gltf_emissive.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "test_gltf.h"
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#ifdef TOOLS_ENABLED
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namespace TestGltf {
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TEST_CASE("[SceneTree][Node] GLTF emissiveTexture without emissiveFactor uses white emission") {
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init("gltf_emissive_no_factor", "res://");
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Node *loaded = gltf_import("res://emissive_no_factor.gltf");
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CHECK_MESSAGE(loaded != nullptr, "Failed to load GLB.");
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MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(loaded->find_child("Cube", true, true));
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CHECK_MESSAGE(mesh != nullptr, "Mesh not found.");
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Ref<StandardMaterial3D> mat = mesh->get_active_material(0);
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CHECK_MESSAGE(mat.is_valid(), "Material not found.");
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// Emission should be enabled.
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CHECK(mat->get_feature(BaseMaterial3D::FEATURE_EMISSION));
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// Emission operator should be MULTIPLY per glTF spec.
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CHECK(mat->get_emission_operator() == BaseMaterial3D::EMISSION_OP_MULTIPLY);
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// Without emissiveFactor, emission color should be WHITE, not BLACK.
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Color c = mat->get_emission();
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CHECK_MESSAGE(c.r > 0.9f, "Emission red should be ~1.0 when emissiveFactor is absent.");
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CHECK_MESSAGE(c.g > 0.9f, "Emission green should be ~1.0 when emissiveFactor is absent.");
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CHECK_MESSAGE(c.b > 0.9f, "Emission blue should be ~1.0 when emissiveFactor is absent.");
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memdelete(loaded);
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}
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} // namespace TestGltf
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#endif // TOOLS_ENABLED
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