3D-Viewer: fix some code style
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5205709399
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@ -1427,12 +1427,12 @@ MODEL_MATERIALS *C3D_RENDER_RAYTRACING::get_3D_model_material( const S3DMODEL *a
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{
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// Guess material type and apply a normal perturbator
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if( ( RGBtoGray(material.m_Diffuse) < 0.3f ) &&
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if( ( RGBtoGray( material.m_Diffuse ) < 0.3f ) &&
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( material.m_Shininess < 0.36f ) &&
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( material.m_Transparency == 0.0f ) &&
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( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.15f) &&
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(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.15f) &&
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(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f) ) )
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( ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.15f ) &&
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( glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.15f ) &&
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( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.15f ) ) )
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{
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// This may be a black plastic..
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@ -1443,24 +1443,24 @@ MODEL_MATERIALS *C3D_RENDER_RAYTRACING::get_3D_model_material( const S3DMODEL *a
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}
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else
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{
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if( ( RGBtoGray(material.m_Diffuse) > 0.3f ) &&
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if( ( RGBtoGray( material.m_Diffuse ) > 0.3f ) &&
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( material.m_Shininess < 0.30f ) &&
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( material.m_Transparency == 0.0f ) &&
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( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) > 0.25f) ||
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(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) > 0.25f) ||
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(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) > 0.25f) ) )
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( ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) > 0.25f ) ||
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( glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) > 0.25f ) ||
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( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) > 0.25f ) ) )
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{
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// This may be a color plastic ...
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blinnMaterial.SetNormalPerturbator( &m_plastic_shine_normal_perturbator );
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}
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else
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{
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if( ( RGBtoGray(material.m_Diffuse) > 0.6f ) &&
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if( ( RGBtoGray( material.m_Diffuse ) > 0.6f ) &&
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( material.m_Shininess > 0.35f ) &&
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( material.m_Transparency == 0.0f ) &&
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( (glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.40f) &&
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(glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.40f) &&
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(glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.40f) ) )
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( ( glm::abs( material.m_Diffuse.r - material.m_Diffuse.g ) < 0.40f ) &&
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( glm::abs( material.m_Diffuse.b - material.m_Diffuse.g ) < 0.40f ) &&
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( glm::abs( material.m_Diffuse.r - material.m_Diffuse.b ) < 0.40f ) ) )
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{
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// This may be a brushed metal
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blinnMaterial.SetNormalPerturbator( &m_brushed_metal_normal_perturbator );
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