Fixup SceneBuilder.cpp

This commit is contained in:
2025-07-07 07:31:12 -04:00
parent 2b905786ec
commit de1df4f532

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@@ -645,27 +645,27 @@ namespace fgl::engine
{
const auto& metallic_roughness { gltf_material.pbrMetallicRoughness };
const auto& pbr_tex_id { metallic_roughness.baseColorTexture.index };
material->properties.pbr.color_tex = loadTexture( pbr_tex_id, root );
material->properties.m_pbr.m_color_tex = loadTexture( pbr_tex_id, root );
material->properties.m_pbr.m_color_factors = { metallic_roughness.baseColorFactor[ 0 ],
metallic_roughness.baseColorFactor[ 1 ],
metallic_roughness.baseColorFactor[ 2 ],
metallic_roughness.baseColorFactor[ 3 ] };
material->properties.pbr.metallic_roughness_tex =
material->properties.m_pbr.m_metallic_roughness_tex =
loadTexture( metallic_roughness.metallicRoughnessTexture.index, root );
material->properties.pbr.metallic_factor = metallic_roughness.metallicFactor;
material->properties.pbr.roughness_factor = metallic_roughness.roughnessFactor;
material->properties.m_pbr.m_metallic_factor = metallic_roughness.metallicFactor;
material->properties.m_pbr.m_roughness_factor = metallic_roughness.roughnessFactor;
}
material->properties.normal.texture = loadTexture( gltf_material.normalTexture.index, root );
material->properties.normal.scale = gltf_material.normalTexture.scale;
material->properties.m_normal.m_texture = loadTexture( gltf_material.normalTexture.index, root );
material->properties.m_normal.m_scale = gltf_material.normalTexture.scale;
material->properties.occlusion.texture = loadTexture( gltf_material.occlusionTexture.index, root );
material->properties.occlusion.strength = gltf_material.occlusionTexture.strength;
material->properties.m_occlusion.m_texture = loadTexture( gltf_material.occlusionTexture.index, root );
material->properties.m_occlusion.m_strength = gltf_material.occlusionTexture.strength;
material->properties.emissive.texture = loadTexture( gltf_material.emissiveTexture.index, root );
material->properties.emissive.factors = convertToVec3( gltf_material.emissiveFactor );
material->properties.m_emissive.m_texture = loadTexture( gltf_material.emissiveTexture.index, root );
material->properties.m_emissive.m_factors = convertToVec3( gltf_material.emissiveFactor );
material->update();