Improved handling of transparency in collada importer
+ started preliminary support for RGB_ZERO collada transparency mode + added option to manually invert transparency values to deal with broken exporters that don't follow the specs
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@@ -109,6 +109,7 @@ void ColladaLoader::SetupProperties(const Importer* pImp)
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{
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
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ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,0) != 0;
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invertTransparency = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_INVERT_TRANSPARENCY,0) != 0;
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}
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@@ -1289,11 +1290,25 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pSce
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mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
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// transparency, a very hard one. seemingly not all files are following the
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// specification here .. but we can trick.
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if (effect.mTransparency >= 0.f && effect.mTransparency < 1.f) {
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effect.mTransparency = 1.f- effect.mTransparency;
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mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
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mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
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// specification here (1.0 transparency => completly opaque)...
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// therefore, we let the opportunity for the user to manually invert
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// the transparency if necessary and we add preliminary support for RGB_ZERO mode
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if(effect.mTransparency >= 0.f && effect.mTransparency <= 1.f) {
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// Trying some support for RGB_ZERO mode
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if(effect.mRGBTransparency) {
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effect.mTransparency = 1.f - effect.mTransparent.a;
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}
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// Global option
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if(invertTransparency) {
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effect.mTransparency = 1.f - effect.mTransparency;
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}
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// Is the material finally transparent ?
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if (effect.mHasTransparency || effect.mTransparency < 1.f) {
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mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
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mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
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}
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}
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// add textures, if given
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