Merge branch 'master' into gltf_add_ortho_cam
commit
28d0300dbe
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@ -2001,6 +2001,21 @@ namespace Assimp {
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TrySetTextureProperties(out_mat, textures, "Maya|SpecularTexture", aiTextureType_SPECULAR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|FalloffTexture", aiTextureType_OPACITY, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|ReflectionMapTexture", aiTextureType_REFLECTION, mesh);
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// Maya PBR
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TrySetTextureProperties(out_mat, textures, "Maya|baseColor|file", aiTextureType_BASE_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|normalCamera|file", aiTextureType_NORMAL_CAMERA, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|emissionColor|file", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|metalness|file", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|diffuseRoughness|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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// Maya stingray
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_color_map|file", aiTextureType_BASE_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_normal_map|file", aiTextureType_NORMAL_CAMERA, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_emissive_map|file", aiTextureType_EMISSION_COLOR, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_metallic_map|file", aiTextureType_METALNESS, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_roughness_map|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh);
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TrySetTextureProperties(out_mat, textures, "Maya|TEX_ao_map|file", aiTextureType_AMBIENT_OCCLUSION, mesh);
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}
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void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh)
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@ -196,34 +196,40 @@ enum aiTextureType
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* (#aiMaterialProperty::mSemantic) for all material properties
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* *not* related to textures.
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*/
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aiTextureType_NONE = 0x0,
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aiTextureType_NONE = 0,
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/** LEGACY API MATERIALS
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* Legacy refers to materials which
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* Were originally implemented in the specifications around 2000.
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* These must never be removed, as most engines support them.
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*/
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/** The texture is combined with the result of the diffuse
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* lighting equation.
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*/
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aiTextureType_DIFFUSE = 0x1,
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aiTextureType_DIFFUSE = 1,
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/** The texture is combined with the result of the specular
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* lighting equation.
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*/
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aiTextureType_SPECULAR = 0x2,
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aiTextureType_SPECULAR = 2,
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/** The texture is combined with the result of the ambient
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* lighting equation.
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*/
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aiTextureType_AMBIENT = 0x3,
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aiTextureType_AMBIENT = 3,
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/** The texture is added to the result of the lighting
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* calculation. It isn't influenced by incoming light.
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*/
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aiTextureType_EMISSIVE = 0x4,
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aiTextureType_EMISSIVE = 4,
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/** The texture is a height map.
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*
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* By convention, higher gray-scale values stand for
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* higher elevations from the base height.
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*/
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aiTextureType_HEIGHT = 0x5,
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aiTextureType_HEIGHT = 5,
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/** The texture is a (tangent space) normal-map.
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*
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@ -231,7 +237,7 @@ enum aiTextureType
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* normal maps. Assimp does (intentionally) not
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* distinguish here.
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*/
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aiTextureType_NORMALS = 0x6,
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aiTextureType_NORMALS = 6,
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/** The texture defines the glossiness of the material.
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*
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@ -240,21 +246,21 @@ enum aiTextureType
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* function defined to map the linear color values in the
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* texture to a suitable exponent. Have fun.
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*/
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aiTextureType_SHININESS = 0x7,
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aiTextureType_SHININESS = 7,
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/** The texture defines per-pixel opacity.
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*
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* Usually 'white' means opaque and 'black' means
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* 'transparency'. Or quite the opposite. Have fun.
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*/
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aiTextureType_OPACITY = 0x8,
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aiTextureType_OPACITY = 8,
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/** Displacement texture
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*
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* The exact purpose and format is application-dependent.
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* Higher color values stand for higher vertex displacements.
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*/
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aiTextureType_DISPLACEMENT = 0x9,
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aiTextureType_DISPLACEMENT = 9,
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/** Lightmap texture (aka Ambient Occlusion)
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*
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@ -263,14 +269,28 @@ enum aiTextureType
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* scaling value for the final color value of a pixel. Its
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* intensity is not affected by incoming light.
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*/
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aiTextureType_LIGHTMAP = 0xA,
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aiTextureType_LIGHTMAP = 10,
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/** Reflection texture
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*
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* Contains the color of a perfect mirror reflection.
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* Rarely used, almost never for real-time applications.
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*/
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aiTextureType_REFLECTION = 0xB,
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aiTextureType_REFLECTION = 11,
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/** PBR Materials
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* PBR definitions from maya and other modelling packages now use this standard.
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* This was originally introduced around 2012.
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* Support for this is in game engines like Godot, Unreal or Unity3D.
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* Modelling packages which use this are very common now.
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*/
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aiTextureType_BASE_COLOR = 12,
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aiTextureType_NORMAL_CAMERA = 13,
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aiTextureType_EMISSION_COLOR = 14,
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aiTextureType_METALNESS = 15,
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aiTextureType_DIFFUSE_ROUGHNESS = 16,
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aiTextureType_AMBIENT_OCCLUSION = 17,
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/** Unknown texture
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*
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@ -278,7 +298,7 @@ enum aiTextureType
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* above is considered to be 'unknown'. It is still imported,
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* but is excluded from any further post-processing.
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*/
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aiTextureType_UNKNOWN = 0xC,
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aiTextureType_UNKNOWN = 18,
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#ifndef SWIG
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