Define gltf material property names as constants

pull/1423/head
Daniel Hritzkiv 2017-09-05 18:04:09 -04:00
parent 54dd4804cd
commit 3ba00ca421
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GPG Key ID: D1D19875679D5CBF
3 changed files with 58 additions and 34 deletions

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@ -163,7 +163,31 @@ namespace glTF2
//! Magic number for GLB files
#define AI_GLB_MAGIC_NUMBER "glTF"
#define AI_GLB_MAGIC_NUMBER "glTF"
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0,0
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 0
#define AI_MATKEY_GLTF_ALPHAMODE "$mat.gltf.alphaMode", 0, 0
#define AI_MATKEY_GLTF_ALPHACUTOFF "$mat.gltf.alphaCutoff", 0, 0
#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS "$mat.gltf.pbrSpecularGlossiness", 0, 0
#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR "$clr.diffuse", 0, 1
#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR "$clr.specular", 0, 1
#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR "$mat.gltf.pbrMetallicRoughness.glossinessFactor", 0,0
#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE aiTextureType_DIFFUSE, 1
#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE aiTextureType_UNKNOWN, 1
#define _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE (std::string(_AI_MATKEY_TEXTURE_BASE) + ".texCoord").c_str()
#define _AI_MATKEY_GLTF_MAPPINGNAME_BASE (std::string(_AI_MATKEY_MAPPING_BASE) + "name").c_str()
#define _AI_MATKEY_GLTF_MAPPINGID_BASE (std::string(_AI_MATKEY_MAPPING_BASE) + "id").c_str()
#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE (std::string(_AI_MATKEY_MAPPING_BASE) + "filtermag").c_str()
#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE (std::string(_AI_MATKEY_MAPPING_BASE) + "filtermin").c_str()
#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N
#define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N
#ifdef ASSIMP_API
#include "./../include/assimp/Compiler/pushpack1.h"

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@ -244,7 +244,7 @@ void glTF2Exporter::GetTexSampler(const aiMaterial* mat, Ref<Texture> texture, a
{
aiString aId;
std::string id;
if (aiGetMaterialString(mat, (std::string(_AI_MATKEY_MAPPING_BASE) + "id").c_str(), tt, slot, &aId) == AI_SUCCESS) {
if (aiGetMaterialString(mat, AI_MATKEY_GLTF_MAPPINGID(tt, slot), &aId) == AI_SUCCESS) {
id = aId.C_Str();
}
@ -267,16 +267,16 @@ void glTF2Exporter::GetTexSampler(const aiMaterial* mat, Ref<Texture> texture, a
SetSamplerWrap(texture->sampler->wrapT, mapV);
}
if (aiGetMaterialInteger(mat, (std::string(_AI_MATKEY_MAPPING_BASE) + "filtermag").c_str(), tt, slot, (int*)&filterMag) == AI_SUCCESS) {
if (aiGetMaterialInteger(mat, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(tt, slot), (int*)&filterMag) == AI_SUCCESS) {
texture->sampler->magFilter = filterMag;
}
if (aiGetMaterialInteger(mat, (std::string(_AI_MATKEY_MAPPING_BASE) + "filtermin").c_str(), tt, slot, (int*)&filterMin) == AI_SUCCESS) {
if (aiGetMaterialInteger(mat, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(tt, slot), (int*)&filterMin) == AI_SUCCESS) {
texture->sampler->minFilter = filterMin;
}
aiString name;
if (aiGetMaterialString(mat, (std::string(_AI_MATKEY_MAPPING_BASE) + "name").c_str(), tt, slot, &name) == AI_SUCCESS) {
if (aiGetMaterialString(mat, AI_MATKEY_GLTF_MAPPINGNAME(tt, slot), &name) == AI_SUCCESS) {
texture->sampler->name = name.C_Str();
}
}
@ -416,10 +416,10 @@ void glTF2Exporter::ExportMaterials()
m->name = name;
GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, aiTextureType_UNKNOWN, 0);//get unknown slot
GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
mat->Get("$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0, m->pbrMetallicRoughness.metallicFactor);
mat->Get("$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0, m->pbrMetallicRoughness.roughnessFactor);
mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor);
mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, m->pbrMetallicRoughness.roughnessFactor);
GetMatTex(mat, m->normalTexture, aiTextureType_NORMALS);
GetMatTex(mat, m->occlusionTexture, aiTextureType_LIGHTMAP);
@ -427,11 +427,11 @@ void glTF2Exporter::ExportMaterials()
GetMatColor(mat, m->emissiveFactor, AI_MATKEY_COLOR_EMISSIVE);
mat->Get(AI_MATKEY_TWOSIDED, m->doubleSided);
mat->Get("$mat.gltf.alphaCutoff", 0, 0, m->alphaCutoff);
mat->Get("$mat.gltf.alphaMode", 0, 0, m->alphaMode);
mat->Get(AI_MATKEY_GLTF_ALPHACUTOFF, m->alphaCutoff);
mat->Get(AI_MATKEY_GLTF_ALPHAMODE, m->alphaMode);
bool hasPbrSpecularGlossiness;
mat->Get("$mat.gltf.pbrSpecularGlossiness.on", 0, 0, hasPbrSpecularGlossiness);
mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS, hasPbrSpecularGlossiness);
if (hasPbrSpecularGlossiness) {
@ -441,11 +441,11 @@ void glTF2Exporter::ExportMaterials()
PbrSpecularGlossiness pbrSG;
GetMatColor(mat, pbrSG.diffuseFactor, "$clr.diffuse", 0, 1);
GetMatColor(mat, pbrSG.specularFactor, "$clr.specular", 0, 1);
mat->Get("$mat.gltf.glossinessFactor", 0, 0, pbrSG.glossinessFactor);
GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE, 1);
GetMatTex(mat, pbrSG.specularGlossinessTexture, aiTextureType_UNKNOWN, 1);
GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR);
GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR);
mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR, pbrSG.glossinessFactor);
GetMatTex(mat, pbrSG.diffuseTexture, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE);
GetMatTex(mat, pbrSG.specularGlossinessTexture, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE);
m->pbrSpecularGlossiness = Nullable<PbrSpecularGlossiness>(pbrSG);
}

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@ -190,9 +190,7 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
}
mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
const char *texCoordName = (std::string(_AI_MATKEY_TEXTURE_BASE) + ".texCoord").c_str();
mat->AddProperty(&prop.texCoord, 1, texCoordName, texType, texSlot);
mat->AddProperty(&prop.texCoord, 1, _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, texType, texSlot);
if (prop.texture->sampler) {
Ref<Sampler> sampler = prop.texture->sampler;
@ -200,18 +198,18 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
aiString name(sampler->name);
aiString id(sampler->id);
mat->AddProperty(&name, (std::string(_AI_MATKEY_MAPPING_BASE) + "name").c_str(), texType, texSlot);
mat->AddProperty(&id, (std::string(_AI_MATKEY_MAPPING_BASE) + "id").c_str(), texType, texSlot);
mat->AddProperty(&name, AI_MATKEY_GLTF_MAPPINGNAME(texType, texSlot));
mat->AddProperty(&id, AI_MATKEY_GLTF_MAPPINGID(texType, texSlot));
mat->AddProperty(&sampler->wrapS, 1, AI_MATKEY_MAPPINGMODE_U(texType, texSlot));
mat->AddProperty(&sampler->wrapT, 1, AI_MATKEY_MAPPINGMODE_V(texType, texSlot));
if (sampler->magFilter != SamplerMagFilter::UNSET) {
mat->AddProperty(&sampler->magFilter, 1, (std::string(_AI_MATKEY_MAPPING_BASE) + "filtermag").c_str(), texType, texSlot);
mat->AddProperty(&sampler->magFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(texType, texSlot));
}
if (sampler->minFilter != SamplerMinFilter::UNSET) {
mat->AddProperty(&sampler->minFilter, 1, (std::string(_AI_MATKEY_MAPPING_BASE) + "filtermin").c_str(), texType, texSlot);
mat->AddProperty(&sampler->minFilter, 1, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(texType, texSlot));
}
}
}
@ -235,9 +233,9 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, aiTextureType_UNKNOWN);
aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, "$mat.gltf.pbrMetallicRoughness.metallicFactor");
aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, "$mat.gltf.pbrMetallicRoughness.roughnessFactor");
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
@ -245,17 +243,19 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
aimat->AddProperty(&mat.alphaMode, 1, "$mat.gltf.alphaMode");
aimat->AddProperty(&mat.alphaCutoff, 1, "$mat.gltf.alphaCutoff");
aimat->AddProperty(&mat.alphaMode, 1, AI_MATKEY_GLTF_ALPHAMODE);
aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
//pbrSpecularGlossiness
if (mat.pbrSpecularGlossiness.isPresent) {
aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, "$mat.gltf.pbrSpecularGlossiness.on");
SetMaterialColorProperty(r, mat.pbrSpecularGlossiness.value.diffuseFactor, aimat, "$clr.diffuse", 0, 1);
SetMaterialColorProperty(r, mat.pbrSpecularGlossiness.value.specularFactor, aimat, "$clr.specular", 0, 1);
aimat->AddProperty(&mat.pbrSpecularGlossiness.value.glossinessFactor, 1, "$mat.gltf.pbrSpecularGlossiness.glossinessFactor");
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrSpecularGlossiness.value.diffuseTexture, aimat, aiTextureType_DIFFUSE, 1);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrSpecularGlossiness.value.specularGlossinessTexture, aimat, aiTextureType_UNKNOWN, 1);
PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR);
SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR);
aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE);
}
}
}