included samplers dictionary for textures
parent
7dd2e7011d
commit
0619232aef
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@ -236,6 +236,32 @@ namespace glTF
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BufferViewTarget_ELEMENT_ARRAY_BUFFER = 34963
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BufferViewTarget_ELEMENT_ARRAY_BUFFER = 34963
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};
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};
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//! Values for the Sampler::magFilter field
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enum SamplerMagFilter
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{
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SamplerMagFilter_Nearest = 9728,
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SamplerMagFilter_Linear = 9729
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};
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//! Values for the Sampler::minFilter field
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enum SamplerMinFilter
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{
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SamplerMinFilter_Nearest = 9728,
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SamplerMinFilter_Linear = 9729,
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SamplerMinFilter_Nearest_Mipmap_Nearest = 9984,
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SamplerMinFilter_Linear_Mipmap_Nearest = 9985,
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SamplerMinFilter_Nearest_Mipmap_Linear = 9986,
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SamplerMinFilter_Linear_Mipmap_Linear = 9987
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};
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//! Values for the Sampler::wrapS and Sampler::wrapT field
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enum SamplerWrap
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{
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SamplerWrap_Clamp_To_Edge = 33071,
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SamplerWrap_Mirrored_Repeat = 33648,
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SamplerWrap_Repeat = 10497
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};
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//! Values for the Texture::format and Texture::internalFormat fields
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//! Values for the Texture::format and Texture::internalFormat fields
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enum TextureFormat
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enum TextureFormat
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{
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{
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@ -812,8 +838,14 @@ namespace glTF
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struct Sampler : public Object
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struct Sampler : public Object
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{
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{
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SamplerMagFilter magFilter; //!< The texture magnification filter. (required)
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SamplerMinFilter minFilter; //!< The texture minification filter. (required)
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SamplerWrap wrapS; //!< The texture wrapping in the S direction. (required)
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SamplerWrap wrapT; //!< The texture wrapping in the T direction. (required)
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Sampler() {}
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Sampler() {}
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void Read(Value& obj, Asset& r);
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void Read(Value& obj, Asset& r);
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void SetDefaults();
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};
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};
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struct Scene : public Object
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struct Scene : public Object
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@ -860,7 +892,7 @@ namespace glTF
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//! A texture and its sampler.
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//! A texture and its sampler.
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struct Texture : public Object
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struct Texture : public Object
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{
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{
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//Ref<Sampler> source; //!< The ID of the sampler used by this texture. (required)
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Ref<Sampler> sampler; //!< The ID of the sampler used by this texture. (required)
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Ref<Image> source; //!< The ID of the image used by this texture. (required)
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Ref<Image> source; //!< The ID of the image used by this texture. (required)
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//TextureFormat format; //!< The texture's format. (default: TextureFormat_RGBA)
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//TextureFormat format; //!< The texture's format. (default: TextureFormat_RGBA)
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@ -1049,7 +1081,7 @@ namespace glTF
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LazyDict<Mesh> meshes;
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LazyDict<Mesh> meshes;
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LazyDict<Node> nodes;
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LazyDict<Node> nodes;
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//LazyDict<Program> programs;
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//LazyDict<Program> programs;
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//LazyDict<Sampler> samplers;
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LazyDict<Sampler> samplers;
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LazyDict<Scene> scenes;
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LazyDict<Scene> scenes;
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//LazyDict<Shader> shaders;
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//LazyDict<Shader> shaders;
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//LazyDict<Skin> skins;
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//LazyDict<Skin> skins;
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@ -1074,7 +1106,7 @@ namespace glTF
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, meshes (*this, "meshes")
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, meshes (*this, "meshes")
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, nodes (*this, "nodes")
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, nodes (*this, "nodes")
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//, programs (*this, "programs")
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//, programs (*this, "programs")
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//, samplers (*this, "samplers")
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, samplers (*this, "samplers")
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, scenes (*this, "scenes")
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, scenes (*this, "scenes")
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//, shaders (*this, "shaders")
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//, shaders (*this, "shaders")
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//, skins (*this, "skins")
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//, skins (*this, "skins")
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@ -665,12 +665,35 @@ inline void Image::SetData(uint8_t* data, size_t length, Asset& r)
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}
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}
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}
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}
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inline void Sampler::Read(Value& obj, Asset& r)
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{
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SetDefaults();
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ReadMember(obj, "magFilter", magFilter);
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ReadMember(obj, "minFilter", minFilter);
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ReadMember(obj, "wrapS", wrapS);
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ReadMember(obj, "wrapT", wrapT);
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}
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inline void Sampler::SetDefaults()
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{
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magFilter = SamplerMagFilter_Linear;
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minFilter = SamplerMinFilter_Linear;
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wrapS = SamplerWrap_Repeat;
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wrapT = SamplerWrap_Repeat;
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}
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inline void Texture::Read(Value& obj, Asset& r)
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inline void Texture::Read(Value& obj, Asset& r)
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{
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{
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const char* sourcestr;
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const char* sourcestr;
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if (ReadMember(obj, "source", sourcestr)) {
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if (ReadMember(obj, "source", sourcestr)) {
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source = r.images.Get(sourcestr);
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source = r.images.Get(sourcestr);
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}
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}
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const char* samplerstr;
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if (ReadMember(obj, "sampler", samplerstr)) {
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sampler = r.samplers.Get(samplerstr);
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}
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}
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}
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namespace {
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namespace {
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@ -333,7 +333,18 @@ namespace glTF {
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inline void Write(Value& obj, Sampler& b, AssetWriter& w)
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inline void Write(Value& obj, Sampler& b, AssetWriter& w)
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{
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{
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if (b.wrapS) {
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obj.AddMember("wrapS", b.wrapS, w.mAl);
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}
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if (b.wrapT) {
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obj.AddMember("wrapT", b.wrapT, w.mAl);
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}
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if (b.magFilter) {
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obj.AddMember("magFilter", b.magFilter, w.mAl);
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}
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if (b.minFilter) {
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obj.AddMember("minFilter", b.minFilter, w.mAl);
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}
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}
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}
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inline void Write(Value& scene, Scene& s, AssetWriter& w)
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inline void Write(Value& scene, Scene& s, AssetWriter& w)
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@ -361,6 +372,9 @@ namespace glTF {
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if (tex.source) {
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if (tex.source) {
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obj.AddMember("source", Value(tex.source->id, w.mAl).Move(), w.mAl);
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obj.AddMember("source", Value(tex.source->id, w.mAl).Move(), w.mAl);
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}
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}
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if (tex.sampler) {
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obj.AddMember("sampler", Value(tex.sampler->id, w.mAl).Move(), w.mAl);
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}
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}
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}
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inline void Write(Value& obj, Light& b, AssetWriter& w)
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inline void Write(Value& obj, Light& b, AssetWriter& w)
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@ -235,6 +235,52 @@ namespace {
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}
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}
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}
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}
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void glTFExporter::GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop)
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{
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std::string samplerId = mAsset->FindUniqueID("", "sampler");
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prop.texture->sampler = mAsset->samplers.Create(samplerId);
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aiTextureMapMode mapU, mapV;
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0),(int*)&mapU);
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0),(int*)&mapV);
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switch (mapU) {
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case aiTextureMapMode_Wrap:
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prop.texture->sampler->wrapS = SamplerWrap_Repeat;
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break;
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case aiTextureMapMode_Clamp:
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prop.texture->sampler->wrapS = SamplerWrap_Clamp_To_Edge;
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break;
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case aiTextureMapMode_Mirror:
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prop.texture->sampler->wrapS = SamplerWrap_Mirrored_Repeat;
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break;
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case aiTextureMapMode_Decal:
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default:
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prop.texture->sampler->wrapS = SamplerWrap_Repeat;
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break;
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};
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switch (mapV) {
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case aiTextureMapMode_Wrap:
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prop.texture->sampler->wrapT = SamplerWrap_Repeat;
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break;
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case aiTextureMapMode_Clamp:
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prop.texture->sampler->wrapT = SamplerWrap_Clamp_To_Edge;
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break;
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case aiTextureMapMode_Mirror:
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prop.texture->sampler->wrapT = SamplerWrap_Mirrored_Repeat;
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break;
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case aiTextureMapMode_Decal:
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default:
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prop.texture->sampler->wrapT = SamplerWrap_Repeat;
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break;
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};
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// Hard coded Texture filtering options because I do not know where to find them in the aiMaterial.
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prop.texture->sampler->magFilter = SamplerMagFilter_Linear;
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prop.texture->sampler->minFilter = SamplerMinFilter_Linear;
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}
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void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
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void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt)
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{
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{
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aiString tex;
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aiString tex;
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@ -274,6 +320,8 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
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else {
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else {
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prop.texture->source->uri = path;
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prop.texture->source->uri = path;
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}
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}
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GetTexSampler(mat, prop);
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}
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}
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}
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}
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}
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}
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@ -284,6 +332,7 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
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}
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}
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}
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}
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void glTFExporter::ExportMaterials()
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void glTFExporter::ExportMaterials()
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{
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{
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aiString aiName;
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aiString aiName;
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@ -94,6 +94,7 @@ namespace Assimp
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void WriteBinaryData(IOStream* outfile, std::size_t sceneLength);
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void WriteBinaryData(IOStream* outfile, std::size_t sceneLength);
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void GetTexSampler(const aiMaterial* mat, glTF::TexProperty& prop);
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void GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt);
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void GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& prop, const char* propName, int type, int idx, aiTextureType tt);
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void ExportMetadata();
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void ExportMetadata();
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void ExportMaterials();
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void ExportMaterials();
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