Merge branch 'master' into gltf_add_ortho_cam

pull/2649/head
Kim Kulling 2019-09-11 09:32:14 +02:00 committed by GitHub
commit 28d0300dbe
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2 changed files with 48 additions and 13 deletions

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@ -2001,6 +2001,21 @@ namespace Assimp {
TrySetTextureProperties(out_mat, textures, "Maya|SpecularTexture", aiTextureType_SPECULAR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|FalloffTexture", aiTextureType_OPACITY, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|ReflectionMapTexture", aiTextureType_REFLECTION, mesh);
// Maya PBR
TrySetTextureProperties(out_mat, textures, "Maya|baseColor|file", aiTextureType_BASE_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|normalCamera|file", aiTextureType_NORMAL_CAMERA, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|emissionColor|file", aiTextureType_EMISSION_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|metalness|file", aiTextureType_METALNESS, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|diffuseRoughness|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
// Maya stingray
TrySetTextureProperties(out_mat, textures, "Maya|TEX_color_map|file", aiTextureType_BASE_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_normal_map|file", aiTextureType_NORMAL_CAMERA, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
}
void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)

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@ -196,34 +196,40 @@ enum aiTextureType
* (#aiMaterialProperty::mSemantic) for all material properties
* *not* related to textures.
*/
aiTextureType_NONE = 0x0,
aiTextureType_NONE = 0,
/** LEGACY API MATERIALS
* Legacy refers to materials which
* Were originally implemented in the specifications around 2000.
* These must never be removed, as most engines support them.
*/
/** The texture is combined with the result of the diffuse
* lighting equation.
*/
aiTextureType_DIFFUSE = 0x1,
aiTextureType_DIFFUSE = 1,
/** The texture is combined with the result of the specular
* lighting equation.
*/
aiTextureType_SPECULAR = 0x2,
aiTextureType_SPECULAR = 2,
/** The texture is combined with the result of the ambient
* lighting equation.
*/
aiTextureType_AMBIENT = 0x3,
aiTextureType_AMBIENT = 3,
/** The texture is added to the result of the lighting
* calculation. It isn't influenced by incoming light.
*/
aiTextureType_EMISSIVE = 0x4,
aiTextureType_EMISSIVE = 4,
/** The texture is a height map.
*
* By convention, higher gray-scale values stand for
* higher elevations from the base height.
*/
aiTextureType_HEIGHT = 0x5,
aiTextureType_HEIGHT = 5,
/** The texture is a (tangent space) normal-map.
*
@ -231,7 +237,7 @@ enum aiTextureType
* normal maps. Assimp does (intentionally) not
* distinguish here.
*/
aiTextureType_NORMALS = 0x6,
aiTextureType_NORMALS = 6,
/** The texture defines the glossiness of the material.
*
@ -240,21 +246,21 @@ enum aiTextureType
* function defined to map the linear color values in the
* texture to a suitable exponent. Have fun.
*/
aiTextureType_SHININESS = 0x7,
aiTextureType_SHININESS = 7,
/** The texture defines per-pixel opacity.
*
* Usually 'white' means opaque and 'black' means
* 'transparency'. Or quite the opposite. Have fun.
*/
aiTextureType_OPACITY = 0x8,
aiTextureType_OPACITY = 8,
/** Displacement texture
*
* The exact purpose and format is application-dependent.
* Higher color values stand for higher vertex displacements.
*/
aiTextureType_DISPLACEMENT = 0x9,
aiTextureType_DISPLACEMENT = 9,
/** Lightmap texture (aka Ambient Occlusion)
*
@ -263,14 +269,28 @@ enum aiTextureType
* scaling value for the final color value of a pixel. Its
* intensity is not affected by incoming light.
*/
aiTextureType_LIGHTMAP = 0xA,
aiTextureType_LIGHTMAP = 10,
/** Reflection texture
*
* Contains the color of a perfect mirror reflection.
* Rarely used, almost never for real-time applications.
*/
aiTextureType_REFLECTION = 0xB,
aiTextureType_REFLECTION = 11,
/** PBR Materials
* PBR definitions from maya and other modelling packages now use this standard.
* This was originally introduced around 2012.
* Support for this is in game engines like Godot, Unreal or Unity3D.
* Modelling packages which use this are very common now.
*/
aiTextureType_BASE_COLOR = 12,
aiTextureType_NORMAL_CAMERA = 13,
aiTextureType_EMISSION_COLOR = 14,
aiTextureType_METALNESS = 15,
aiTextureType_DIFFUSE_ROUGHNESS = 16,
aiTextureType_AMBIENT_OCCLUSION = 17,
/** Unknown texture
*
@ -278,7 +298,7 @@ enum aiTextureType
* above is considered to be 'unknown'. It is still imported,
* but is excluded from any further post-processing.
*/
aiTextureType_UNKNOWN = 0xC,
aiTextureType_UNKNOWN = 18,
#ifndef SWIG