glTF 2.0: Import scale for normal textures and strength for occlusion textures

resolves #1693
pull/1694/head
Axel Wefers 2018-01-08 15:19:27 -08:00
parent 7d7d7cd9ec
commit 3e127bebff
2 changed files with 23 additions and 1 deletions

View File

@ -181,13 +181,17 @@ namespace glTF2
#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin"
#define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale"
#define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength"
#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
#define AI_MATKEY_GLTF_TEXTURE_SCALE(type, N) _AI_MATKEY_GLTF_SCALE_BASE, type, N
#define AI_MATKEY_GLTF_TEXTURE_STRENGTH(type, N) _AI_MATKEY_GLTF_STRENGTH_BASE, type, N
#ifdef ASSIMP_API
#include "./../include/assimp/Compiler/pushpack1.h"
#endif

View File

@ -211,6 +211,24 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
}
}
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
if (prop.texture && prop.texture->source) {
mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
}
}
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
{
SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
if (prop.texture && prop.texture->source) {
mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
}
}
static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
{
aiMaterial* aimat = new aiMaterial();