Standardise Clearcoat, Sheen and Transmission
Also cleanup glTFv2 defaults, don't import/export if disabledpull/3952/head
parent
9f9d77f882
commit
4b4d6b1326
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@ -436,11 +436,11 @@ inline void SetSamplerWrap(SamplerWrap& wrap, aiTextureMapMode map)
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};
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}
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void glTF2Exporter::GetTexSampler(const aiMaterial* mat, Ref<Texture> texture, aiTextureType tt, unsigned int slot)
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void glTF2Exporter::GetTexSampler(const aiMaterial& mat, Ref<Texture> texture, aiTextureType tt, unsigned int slot)
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{
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aiString aId;
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std::string id;
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if (aiGetMaterialString(mat, AI_MATKEY_GLTF_MAPPINGID(tt, slot), &aId) == AI_SUCCESS) {
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if (aiGetMaterialString(&mat, AI_MATKEY_GLTF_MAPPINGID(tt, slot), &aId) == AI_SUCCESS) {
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id = aId.C_Str();
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}
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@ -455,49 +455,49 @@ void glTF2Exporter::GetTexSampler(const aiMaterial* mat, Ref<Texture> texture, a
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SamplerMagFilter filterMag;
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SamplerMinFilter filterMin;
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if (aiGetMaterialInteger(mat, AI_MATKEY_MAPPINGMODE_U(tt, slot), (int*)&mapU) == AI_SUCCESS) {
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if (aiGetMaterialInteger(&mat, AI_MATKEY_MAPPINGMODE_U(tt, slot), (int*)&mapU) == AI_SUCCESS) {
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SetSamplerWrap(texture->sampler->wrapS, mapU);
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}
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if (aiGetMaterialInteger(mat, AI_MATKEY_MAPPINGMODE_V(tt, slot), (int*)&mapV) == AI_SUCCESS) {
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if (aiGetMaterialInteger(&mat, AI_MATKEY_MAPPINGMODE_V(tt, slot), (int*)&mapV) == AI_SUCCESS) {
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SetSamplerWrap(texture->sampler->wrapT, mapV);
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}
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if (aiGetMaterialInteger(mat, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(tt, slot), (int*)&filterMag) == AI_SUCCESS) {
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if (aiGetMaterialInteger(&mat, AI_MATKEY_GLTF_MAPPINGFILTER_MAG(tt, slot), (int*)&filterMag) == AI_SUCCESS) {
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texture->sampler->magFilter = filterMag;
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}
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if (aiGetMaterialInteger(mat, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(tt, slot), (int*)&filterMin) == AI_SUCCESS) {
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if (aiGetMaterialInteger(&mat, AI_MATKEY_GLTF_MAPPINGFILTER_MIN(tt, slot), (int*)&filterMin) == AI_SUCCESS) {
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texture->sampler->minFilter = filterMin;
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}
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aiString name;
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if (aiGetMaterialString(mat, AI_MATKEY_GLTF_MAPPINGNAME(tt, slot), &name) == AI_SUCCESS) {
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if (aiGetMaterialString(&mat, AI_MATKEY_GLTF_MAPPINGNAME(tt, slot), &name) == AI_SUCCESS) {
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texture->sampler->name = name.C_Str();
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}
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}
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}
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void glTF2Exporter::GetMatTexProp(const aiMaterial* mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int slot)
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void glTF2Exporter::GetMatTexProp(const aiMaterial& mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int slot)
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{
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std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName;
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mat->Get(textureKey.c_str(), tt, slot, prop);
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mat.Get(textureKey.c_str(), tt, slot, prop);
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}
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void glTF2Exporter::GetMatTexProp(const aiMaterial* mat, float& prop, const char* propName, aiTextureType tt, unsigned int slot)
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void glTF2Exporter::GetMatTexProp(const aiMaterial& mat, float& prop, const char* propName, aiTextureType tt, unsigned int slot)
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{
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std::string textureKey = std::string(_AI_MATKEY_TEXTURE_BASE) + "." + propName;
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mat->Get(textureKey.c_str(), tt, slot, prop);
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mat.Get(textureKey.c_str(), tt, slot, prop);
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}
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void glTF2Exporter::GetMatTex(const aiMaterial* mat, Ref<Texture>& texture, aiTextureType tt, unsigned int slot = 0)
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void glTF2Exporter::GetMatTex(const aiMaterial& mat, Ref<Texture>& texture, aiTextureType tt, unsigned int slot = 0)
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{
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if (mat->GetTextureCount(tt) > 0) {
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if (mat.GetTextureCount(tt) > 0) {
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aiString tex;
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if (mat->Get(AI_MATKEY_TEXTURE(tt, slot), tex) == AI_SUCCESS) {
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if (mat.Get(AI_MATKEY_TEXTURE(tt, slot), tex) == AI_SUCCESS) {
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std::string path = tex.C_Str();
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if (path.size() > 0) {
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@ -568,7 +568,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, Ref<Texture>& texture, aiTe
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}
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}
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void glTF2Exporter::GetMatTex(const aiMaterial* mat, TextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
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void glTF2Exporter::GetMatTex(const aiMaterial& mat, TextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
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{
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Ref<Texture>& texture = prop.texture;
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@ -579,7 +579,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, TextureInfo& prop, aiTextur
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}
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}
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void glTF2Exporter::GetMatTex(const aiMaterial* mat, NormalTextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
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void glTF2Exporter::GetMatTex(const aiMaterial& mat, NormalTextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
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{
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Ref<Texture>& texture = prop.texture;
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@ -591,7 +591,7 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, NormalTextureInfo& prop, ai
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}
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}
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void glTF2Exporter::GetMatTex(const aiMaterial* mat, OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
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void glTF2Exporter::GetMatTex(const aiMaterial& mat, OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot = 0)
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{
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Ref<Texture>& texture = prop.texture;
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@ -603,10 +603,10 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, OcclusionTextureInfo& prop,
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}
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}
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aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec4& prop, const char* propName, int type, int idx)
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aiReturn glTF2Exporter::GetMatColor(const aiMaterial& mat, vec4& prop, const char* propName, int type, int idx) const
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{
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aiColor4D col;
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aiReturn result = mat->Get(propName, type, idx, col);
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aiReturn result = mat.Get(propName, type, idx, col);
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if (result == AI_SUCCESS) {
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prop[0] = col.r; prop[1] = col.g; prop[2] = col.b; prop[3] = col.a;
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@ -615,30 +615,109 @@ aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec4& prop, const cha
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return result;
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}
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aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec3& prop, const char* propName, int type, int idx)
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aiReturn glTF2Exporter::GetMatColor(const aiMaterial& mat, vec3& prop, const char* propName, int type, int idx) const
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{
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aiColor3D col;
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aiReturn result = mat->Get(propName, type, idx, col);
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aiReturn result = mat.Get(propName, type, idx, col);
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if (result == AI_SUCCESS) {
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prop[0] = col.r; prop[1] = col.g; prop[2] = col.b;
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prop[0] = col.r;
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prop[1] = col.g;
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prop[2] = col.b;
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}
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return result;
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}
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bool glTF2Exporter::GetMatSpecGloss(const aiMaterial &mat, glTF2::PbrSpecularGlossiness &pbrSG) {
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bool result = false;
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// If has Glossiness, a Specular Color or Specular Texture, use the KHR_materials_pbrSpecularGlossiness extension
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// NOTE: This extension is being considered for deprecation (Dec 2020), may be replaced by KHR_material_specular
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if (mat.Get(AI_MATKEY_GLOSSINESS_FACTOR, pbrSG.glossinessFactor) == AI_SUCCESS) {
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result = true;
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} else {
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// Don't have explicit glossiness, convert from pbr roughness or legacy shininess
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float shininess;
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if (mat.Get(AI_MATKEY_ROUGHNESS_FACTOR, shininess) == AI_SUCCESS) {
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pbrSG.glossinessFactor = 1.0f - shininess; // Extension defines this way
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} else if (mat.Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
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pbrSG.glossinessFactor = shininess / 1000;
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}
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}
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if (GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_COLOR_SPECULAR) == AI_SUCCESS) {
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result = true;
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}
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// Add any appropriate textures
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GetMatTex(mat, pbrSG.specularGlossinessTexture, aiTextureType_SPECULAR);
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result == result || pbrSG.specularGlossinessTexture.texture;
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if (result) {
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// Likely to always have diffuse
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GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE);
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GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE);
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}
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return result;
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}
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bool glTF2Exporter::GetMatSheen(const aiMaterial &mat, glTF2::MaterialSheen &sheen) {
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// Return true if got any valid Sheen properties or textures
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if (GetMatColor(mat, sheen.sheenColorFactor, AI_MATKEY_SHEEN_COLOR_FACTOR) != aiReturn_SUCCESS)
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return false;
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// Default Sheen color factor {0,0,0} disables Sheen, so do not export
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if (sheen.sheenColorFactor == defaultSheenFactor)
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return false;
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mat.Get(AI_MATKEY_SHEEN_ROUGHNESS_FACTOR, sheen.sheenRoughnessFactor);
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GetMatTex(mat, sheen.sheenColorTexture, AI_MATKEY_SHEEN_COLOR_TEXTURE);
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GetMatTex(mat, sheen.sheenRoughnessTexture, AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE);
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return true;
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}
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bool glTF2Exporter::GetMatClearcoat(const aiMaterial &mat, glTF2::MaterialClearcoat &clearcoat) {
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if (mat.Get(AI_MATKEY_CLEARCOAT_FACTOR, clearcoat.clearcoatFactor) != aiReturn_SUCCESS) {
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return false;
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}
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// Clearcoat factor of zero disables Clearcoat, so do not export
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if (clearcoat.clearcoatFactor == 0.0f)
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return false;
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mat.Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, clearcoat.clearcoatRoughnessFactor);
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GetMatTex(mat, clearcoat.clearcoatTexture, AI_MATKEY_CLEARCOAT_TEXTURE);
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GetMatTex(mat, clearcoat.clearcoatRoughnessTexture, AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE);
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GetMatTex(mat, clearcoat.clearcoatNormalTexture, AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE);
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return true;
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}
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bool glTF2Exporter::GetMatTransmission(const aiMaterial &mat, glTF2::MaterialTransmission &transmission) {
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bool result = mat.Get(AI_MATKEY_TRANSMISSION_FACTOR, transmission.transmissionFactor) == aiReturn_SUCCESS;
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GetMatTex(mat, transmission.transmissionTexture, AI_MATKEY_TRANSMISSION_TEXTURE);
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return result || transmission.transmissionTexture.texture;
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}
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void glTF2Exporter::ExportMaterials()
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{
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aiString aiName;
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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const aiMaterial* mat = mScene->mMaterials[i];
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ai_assert(mScene->mMaterials[i] != nullptr);
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const aiMaterial & mat = *(mScene->mMaterials[i]);
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std::string id = "material_" + ai_to_string(i);
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Ref<Material> m = mAsset->materials.Create(id);
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std::string name;
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if (mat->Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
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if (mat.Get(AI_MATKEY_NAME, aiName) == AI_SUCCESS) {
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name = aiName.C_Str();
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}
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name = mAsset->FindUniqueID(name, "material");
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@ -660,20 +739,20 @@ void glTF2Exporter::ExportMaterials()
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GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
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}
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if (mat->Get(AI_MATKEY_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) {
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if (mat.Get(AI_MATKEY_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) {
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//if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
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m->pbrMetallicRoughness.metallicFactor = 0;
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}
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// get roughness if source is gltf2 file
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if (mat->Get(AI_MATKEY_ROUGHNESS_FACTOR, m->pbrMetallicRoughness.roughnessFactor) != AI_SUCCESS) {
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if (mat.Get(AI_MATKEY_ROUGHNESS_FACTOR, m->pbrMetallicRoughness.roughnessFactor) != AI_SUCCESS) {
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// otherwise, try to derive and convert from specular + shininess values
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aiColor4D specularColor;
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ai_real shininess;
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if (
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mat->Get(AI_MATKEY_COLOR_SPECULAR, specularColor) == AI_SUCCESS &&
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mat->Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS
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mat.Get(AI_MATKEY_COLOR_SPECULAR, specularColor) == AI_SUCCESS &&
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mat.Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS
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) {
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// convert specular color to luminance
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float specularIntensity = specularColor[0] * 0.2125f + specularColor[1] * 0.7154f + specularColor[2] * 0.0721f;
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@ -694,17 +773,17 @@ void glTF2Exporter::ExportMaterials()
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GetMatTex(mat, m->emissiveTexture, aiTextureType_EMISSIVE);
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GetMatColor(mat, m->emissiveFactor, AI_MATKEY_COLOR_EMISSIVE);
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mat->Get(AI_MATKEY_TWOSIDED, m->doubleSided);
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mat->Get(AI_MATKEY_GLTF_ALPHACUTOFF, m->alphaCutoff);
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mat.Get(AI_MATKEY_TWOSIDED, m->doubleSided);
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mat.Get(AI_MATKEY_GLTF_ALPHACUTOFF, m->alphaCutoff);
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aiString alphaMode;
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if (mat->Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode) == AI_SUCCESS) {
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if (mat.Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode) == AI_SUCCESS) {
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m->alphaMode = alphaMode.C_Str();
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} else {
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float opacity;
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if (mat->Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS) {
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if (mat.Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS) {
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if (opacity < 1) {
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m->alphaMode = "BLEND";
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m->pbrMetallicRoughness.baseColorFactor[3] *= opacity;
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@ -713,88 +792,45 @@ void glTF2Exporter::ExportMaterials()
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}
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{
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// If has a Specular color, use the KHR_materials_pbrSpecularGlossiness extension
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// KHR_materials_pbrSpecularGlossiness extension
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// NOTE: This extension is being considered for deprecation (Dec 2020)
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PbrSpecularGlossiness pbrSG;
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if (GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_COLOR_SPECULAR) == AI_SUCCESS) {
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if (!mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness) {
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if (GetMatSpecGloss(mat, pbrSG)) {
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mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness = true;
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}
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GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE);
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// If don't have explicit glossiness then convert from roughness or shininess
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if (mat->Get(AI_MATKEY_GLOSSINESS_FACTOR, pbrSG.glossinessFactor) != AI_SUCCESS) {
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float shininess;
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if (mat->Get(AI_MATKEY_ROUGHNESS_FACTOR, shininess) == AI_SUCCESS) {
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pbrSG.glossinessFactor = 1.0f - shininess; // Extension defines this way
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} else if (mat->Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
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pbrSG.glossinessFactor = shininess / 1000;
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}
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}
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// Add any appropriate textures
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GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE);
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GetMatTex(mat, pbrSG.specularGlossinessTexture, aiTextureType_SPECULAR);
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m->pbrSpecularGlossiness = Nullable<PbrSpecularGlossiness>(pbrSG);
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}
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}
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// glTFv2 is either PBR or Unlit
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aiShadingMode shadingMode = aiShadingMode_PBR_BRDF;
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mat->Get(AI_MATKEY_SHADING_MODEL, shadingMode);
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mat.Get(AI_MATKEY_SHADING_MODEL, shadingMode);
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if (shadingMode == aiShadingMode_Unlit) {
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mAsset->extensionsUsed.KHR_materials_unlit = true;
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m->unlit = true;
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}
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bool hasMaterialSheen = false;
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mat->Get(AI_MATKEY_GLTF_MATERIAL_SHEEN, hasMaterialSheen);
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if (hasMaterialSheen) {
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mAsset->extensionsUsed.KHR_materials_sheen = true;
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} else {
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// These extensions are not compatible with KHR_materials_unlit or KHR_materials_pbrSpecularGlossiness
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if (!m->pbrSpecularGlossiness.isPresent) {
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// Sheen
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MaterialSheen sheen;
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GetMatColor(mat, sheen.sheenColorFactor, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_FACTOR);
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mat->Get(AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_FACTOR, sheen.sheenRoughnessFactor);
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GetMatTex(mat, sheen.sheenColorTexture, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_TEXTURE);
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GetMatTex(mat, sheen.sheenRoughnessTexture, AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_TEXTURE);
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if (GetMatSheen(mat, sheen)) {
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mAsset->extensionsUsed.KHR_materials_sheen = true;
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m->materialSheen = Nullable<MaterialSheen>(sheen);
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}
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bool hasMaterialClearcoat = false;
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mat->Get(AI_MATKEY_GLTF_MATERIAL_CLEARCOAT, hasMaterialClearcoat);
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if (hasMaterialClearcoat) {
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mAsset->extensionsUsed.KHR_materials_clearcoat= true;
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MaterialClearcoat clearcoat;
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mat->Get(AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_FACTOR, clearcoat.clearcoatFactor);
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mat->Get(AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_FACTOR, clearcoat.clearcoatRoughnessFactor);
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GetMatTex(mat, clearcoat.clearcoatTexture, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_TEXTURE);
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GetMatTex(mat, clearcoat.clearcoatRoughnessTexture, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_TEXTURE);
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GetMatTex(mat, clearcoat.clearcoatNormalTexture, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_NORMAL_TEXTURE);
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if (GetMatClearcoat(mat, clearcoat)) {
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mAsset->extensionsUsed.KHR_materials_clearcoat = true;
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m->materialClearcoat = Nullable<MaterialClearcoat>(clearcoat);
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}
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bool hasMaterialTransmission = false;
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mat->Get(AI_MATKEY_GLTF_MATERIAL_TRANSMISSION, hasMaterialTransmission);
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if (hasMaterialTransmission) {
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mAsset->extensionsUsed.KHR_materials_transmission = true;
|
||||
|
||||
MaterialTransmission transmission;
|
||||
|
||||
mat->Get(AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_FACTOR, transmission.transmissionFactor);
|
||||
GetMatTex(mat, transmission.transmissionTexture, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_TEXTURE);
|
||||
|
||||
if (GetMatTransmission(mat, transmission)) {
|
||||
mAsset->extensionsUsed.KHR_materials_transmission = true;
|
||||
m->materialTransmission = Nullable<MaterialTransmission>(transmission);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -72,6 +72,10 @@ namespace glTF2
|
|||
struct OcclusionTextureInfo;
|
||||
struct Node;
|
||||
struct Texture;
|
||||
struct PbrSpecularGlossiness;
|
||||
struct MaterialSheen;
|
||||
struct MaterialClearcoat;
|
||||
struct MaterialTransmission;
|
||||
|
||||
// Vec/matrix types, as raw float arrays
|
||||
typedef float (vec2)[2];
|
||||
|
@ -97,15 +101,19 @@ namespace Assimp
|
|||
|
||||
protected:
|
||||
void WriteBinaryData(IOStream* outfile, std::size_t sceneLength);
|
||||
void GetTexSampler(const aiMaterial* mat, glTF2::Ref<glTF2::Texture> texture, aiTextureType tt, unsigned int slot);
|
||||
void GetMatTexProp(const aiMaterial* mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int idx);
|
||||
void GetMatTexProp(const aiMaterial* mat, float& prop, const char* propName, aiTextureType tt, unsigned int idx);
|
||||
void GetMatTex(const aiMaterial* mat, glTF2::Ref<glTF2::Texture>& texture, aiTextureType tt, unsigned int slot);
|
||||
void GetMatTex(const aiMaterial* mat, glTF2::TextureInfo& prop, aiTextureType tt, unsigned int slot);
|
||||
void GetMatTex(const aiMaterial* mat, glTF2::NormalTextureInfo& prop, aiTextureType tt, unsigned int slot);
|
||||
void GetMatTex(const aiMaterial* mat, glTF2::OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot);
|
||||
aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec4& prop, const char* propName, int type, int idx);
|
||||
aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec3& prop, const char* propName, int type, int idx);
|
||||
void GetTexSampler(const aiMaterial& mat, glTF2::Ref<glTF2::Texture> texture, aiTextureType tt, unsigned int slot);
|
||||
void GetMatTexProp(const aiMaterial& mat, unsigned int& prop, const char* propName, aiTextureType tt, unsigned int idx);
|
||||
void GetMatTexProp(const aiMaterial& mat, float& prop, const char* propName, aiTextureType tt, unsigned int idx);
|
||||
void GetMatTex(const aiMaterial& mat, glTF2::Ref<glTF2::Texture>& texture, aiTextureType tt, unsigned int slot);
|
||||
void GetMatTex(const aiMaterial& mat, glTF2::TextureInfo& prop, aiTextureType tt, unsigned int slot);
|
||||
void GetMatTex(const aiMaterial& mat, glTF2::NormalTextureInfo& prop, aiTextureType tt, unsigned int slot);
|
||||
void GetMatTex(const aiMaterial& mat, glTF2::OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot);
|
||||
aiReturn GetMatColor(const aiMaterial& mat, glTF2::vec4& prop, const char* propName, int type, int idx) const;
|
||||
aiReturn GetMatColor(const aiMaterial& mat, glTF2::vec3& prop, const char* propName, int type, int idx) const;
|
||||
bool GetMatSpecGloss(const aiMaterial& mat, glTF2::PbrSpecularGlossiness& pbrSG);
|
||||
bool GetMatSheen(const aiMaterial& mat, glTF2::MaterialSheen& sheen);
|
||||
bool GetMatClearcoat(const aiMaterial& mat, glTF2::MaterialClearcoat& clearcoat);
|
||||
bool GetMatTransmission(const aiMaterial& mat, glTF2::MaterialTransmission& transmission);
|
||||
void ExportMetadata();
|
||||
void ExportMaterials();
|
||||
void ExportMeshes();
|
||||
|
|
|
@ -291,36 +291,37 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
|
|||
aimat->AddProperty(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
|
||||
//KHR_materials_sheen
|
||||
// KHR_materials_sheen
|
||||
if (mat.materialSheen.isPresent) {
|
||||
MaterialSheen &sheen = mat.materialSheen.value;
|
||||
|
||||
aimat->AddProperty(&mat.materialSheen.isPresent, 1, AI_MATKEY_GLTF_MATERIAL_SHEEN);
|
||||
SetMaterialColorProperty(r, sheen.sheenColorFactor, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_FACTOR);
|
||||
aimat->AddProperty(&sheen.sheenRoughnessFactor, 1, AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_FACTOR);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenColorTexture, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_TEXTURE);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenRoughnessTexture, aimat, AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_TEXTURE);
|
||||
// Default value {0,0,0} disables Sheen
|
||||
if (sheen.sheenColorFactor != defaultSheenFactor) {
|
||||
SetMaterialColorProperty(r, sheen.sheenColorFactor, aimat, AI_MATKEY_SHEEN_COLOR_FACTOR);
|
||||
aimat->AddProperty(&sheen.sheenRoughnessFactor, 1, AI_MATKEY_SHEEN_ROUGHNESS_FACTOR);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenColorTexture, aimat, AI_MATKEY_SHEEN_COLOR_TEXTURE);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, sheen.sheenRoughnessTexture, aimat, AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE);
|
||||
}
|
||||
}
|
||||
|
||||
//KHR_materials_clearcoat
|
||||
// KHR_materials_clearcoat
|
||||
if (mat.materialClearcoat.isPresent) {
|
||||
MaterialClearcoat &clearcoat = mat.materialClearcoat.value;
|
||||
|
||||
aimat->AddProperty(&mat.materialClearcoat.isPresent, 1, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT);
|
||||
aimat->AddProperty(&clearcoat.clearcoatFactor, 1, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_FACTOR);
|
||||
aimat->AddProperty(&clearcoat.clearcoatRoughnessFactor, 1, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_FACTOR);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_TEXTURE);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatRoughnessTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_TEXTURE);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatNormalTexture, aimat, AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_NORMAL_TEXTURE);
|
||||
// Default value 0.0 disables clearcoat
|
||||
if (clearcoat.clearcoatFactor != 0.0f) {
|
||||
aimat->AddProperty(&clearcoat.clearcoatFactor, 1, AI_MATKEY_CLEARCOAT_FACTOR);
|
||||
aimat->AddProperty(&clearcoat.clearcoatRoughnessFactor, 1, AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatTexture, aimat, AI_MATKEY_CLEARCOAT_TEXTURE);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatRoughnessTexture, aimat, AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, clearcoat.clearcoatNormalTexture, aimat, AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE);
|
||||
}
|
||||
}
|
||||
|
||||
//KHR_materials_transmission
|
||||
// KHR_materials_transmission
|
||||
if (mat.materialTransmission.isPresent) {
|
||||
MaterialTransmission &transmission = mat.materialTransmission.value;
|
||||
|
||||
aimat->AddProperty(&mat.materialTransmission.isPresent, 1, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION);
|
||||
aimat->AddProperty(&transmission.transmissionFactor, 1, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_FACTOR);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, transmission.transmissionTexture, aimat, AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_TEXTURE);
|
||||
aimat->AddProperty(&transmission.transmissionFactor, 1, AI_MATKEY_TRANSMISSION_FACTOR);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, transmission.transmissionTexture, aimat, AI_MATKEY_TRANSMISSION_TEXTURE);
|
||||
}
|
||||
|
||||
return aimat;
|
||||
|
|
|
@ -47,10 +47,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#include <assimp/material.h>
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
const char* TextureTypeToString(aiTextureType in)
|
||||
{
|
||||
switch (in)
|
||||
{
|
||||
const char *TextureTypeToString(aiTextureType in) {
|
||||
switch (in) {
|
||||
case aiTextureType_NONE:
|
||||
return "n/a";
|
||||
case aiTextureType_DIFFUSE:
|
||||
|
@ -87,6 +85,12 @@ const char* TextureTypeToString(aiTextureType in)
|
|||
return "DiffuseRoughness";
|
||||
case aiTextureType_AMBIENT_OCCLUSION:
|
||||
return "AmbientOcclusion";
|
||||
case aiTextureType_SHEEN:
|
||||
return "Sheen";
|
||||
case aiTextureType_CLEARCOAT:
|
||||
return "Clearcoat";
|
||||
case aiTextureType_TRANSMISSION:
|
||||
return "Transmission";
|
||||
case aiTextureType_UNKNOWN:
|
||||
return "Unknown";
|
||||
default:
|
||||
|
|
|
@ -144,7 +144,9 @@ enum aiTextureMapMode {
|
|||
enum aiTextureMapping {
|
||||
/** The mapping coordinates are taken from an UV channel.
|
||||
*
|
||||
* The #AI_MATKEY_UVWSRC key specifies from which UV channel
|
||||
* #AI_MATKEY_UVWSRC property
|
||||
*
|
||||
* Specifies from which UV channel
|
||||
* the texture coordinates are to be taken from (remember,
|
||||
* meshes can have more than one UV channel).
|
||||
*/
|
||||
|
@ -292,6 +294,32 @@ enum aiTextureType {
|
|||
aiTextureType_DIFFUSE_ROUGHNESS = 16,
|
||||
aiTextureType_AMBIENT_OCCLUSION = 17,
|
||||
|
||||
/** PBR Material Modifiers
|
||||
* Some modern renderers have further PBR modifiers that may be overlaid
|
||||
* on top of the 'base' PBR materials for additional realism.
|
||||
* These use multiple texture maps, so only the base type is directly defined
|
||||
*/
|
||||
|
||||
/** Sheen
|
||||
* Generally used to simulate textiles that are covered in a layer of microfibers
|
||||
* eg velvet
|
||||
* https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_sheen
|
||||
*/
|
||||
aiTextureType_SHEEN = 19,
|
||||
|
||||
/** Clearcoat
|
||||
* Simulates a layer of 'polish' or 'laquer' layered on top of a PBR substrate
|
||||
* https://autodesk.github.io/standard-surface/#closures/coating
|
||||
* https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat
|
||||
*/
|
||||
aiTextureType_CLEARCOAT = 20,
|
||||
|
||||
/** Transmission
|
||||
* Simulates transmission through the surface
|
||||
* May include further information such as wall thickness
|
||||
*/
|
||||
aiTextureType_TRANSMISSION = 21,
|
||||
|
||||
/** Unknown texture
|
||||
*
|
||||
* A texture reference that does not match any of the definitions
|
||||
|
@ -314,7 +342,7 @@ ASSIMP_API const char *TextureTypeToString(enum aiTextureType in);
|
|||
// ---------------------------------------------------------------------------
|
||||
/** @brief Defines all shading models supported by the library
|
||||
*
|
||||
* #AI_MATKEY_SHADING_MODEL
|
||||
* Property: #AI_MATKEY_SHADING_MODEL
|
||||
*
|
||||
* The list of shading modes has been taken from Blender.
|
||||
* See Blender documentation for more information. The API does
|
||||
|
@ -324,6 +352,7 @@ ASSIMP_API const char *TextureTypeToString(enum aiTextureType in);
|
|||
* Again, this value is just a hint. Assimp tries to select the shader whose
|
||||
* most common implementation matches the original rendering results of the
|
||||
* 3D modeler which wrote a particular model as closely as possible.
|
||||
*
|
||||
*/
|
||||
enum aiShadingMode {
|
||||
/** Flat shading. Shading is done on per-face base,
|
||||
|
@ -384,10 +413,11 @@ enum aiShadingMode {
|
|||
* There are multiple methods under this banner, and model files may provide
|
||||
* data for more than one PBR-BRDF method.
|
||||
* Applications should use the set of provided properties to determine which
|
||||
* of their preferred PBDR methods are available
|
||||
* of their preferred PBR rendering methods are likely to be available
|
||||
* eg:
|
||||
* - If AI_MATKEY_METALLIC_FACTOR is set, then a Metallic/Roughness is available
|
||||
* - If AI_MATKEY_COLOR_SPECULAR is set, then a Specular/Glossiness is available
|
||||
* - If AI_MATKEY_GLOSSINESS_FACTOR is set, then a Specular/Glossiness is available
|
||||
* Note that some PBR methods allow layering of techniques
|
||||
*/
|
||||
aiShadingMode_PBR_BRDF = 0xb,
|
||||
|
||||
|
@ -942,28 +972,63 @@ extern "C" {
|
|||
|
||||
// ---------------------------------------------------------------------------
|
||||
// PBR material support
|
||||
// --------------------
|
||||
// Properties defining PBR rendering techniques
|
||||
#define AI_MATKEY_USE_COLOR_MAP "$mat.useColorMap", 0, 0
|
||||
|
||||
// Metallic/Roughness Workflow
|
||||
// ---------------------------
|
||||
// Base color factor. Will be multiplied by final base color texture values if extant
|
||||
// Base RGBA color factor. Will be multiplied by final base color texture values if extant
|
||||
// Note: Importers may choose to copy this into AI_MATKEY_COLOR_DIFFUSE for compatibility
|
||||
// with renderers and formats that do not support Metallic/Roughness PBR
|
||||
#define AI_MATKEY_BASE_COLOR "$clr.base", 0, 0
|
||||
#define AI_MATKEY_BASE_COLOR_TEXTURE aiTextureType_BASE_COLOR, 0
|
||||
#define AI_MATKEY_USE_METALLIC_MAP "$mat.useMetallicMap", 0, 0
|
||||
// Metallic factor. 0.0 = Full Dielectric, 1.0 = Full Metal
|
||||
#define AI_MATKEY_METALLIC_FACTOR "$mat.metallicFactor", 0, 0
|
||||
#define AI_MATKEY_METALLIC_TEXTURE aiTextureType_METALNESS, 0
|
||||
#define AI_MATKEY_USE_ROUGHNESS_MAP "$mat.useRoughnessMap", 0, 0
|
||||
// Roughness factor. 0.0 = Perfectly Smooth, 1.0 = Completely Rough
|
||||
#define AI_MATKEY_ROUGHNESS_FACTOR "$mat.roughnessFactor", 0, 0
|
||||
#define AI_MATKEY_ROUGHNESS_TEXTURE aiTextureType_DIFFUSE_ROUGHNESS, 0
|
||||
|
||||
// Specular/Glossiness Workflow
|
||||
// ---------------------------
|
||||
// Diffuse/Albedo Color. Note: Pure Metals have a diffuse of {0,0,0}
|
||||
// AI_MATKEY_COLOR_DIFFUSE
|
||||
// Specular Color
|
||||
// Specular Color.
|
||||
// Note: Metallic/Roughness may also have a Specular Color
|
||||
// AI_MATKEY_COLOR_SPECULAR
|
||||
#define AI_MATKEY_SPECULAR_FACTOR "$mat.specularFactor", 0, 0
|
||||
// Glossiness factor. 0.0 = Completely Rough, 1.0 = Perfectly Smooth
|
||||
#define AI_MATKEY_GLOSSINESS_FACTOR "$mat.glossinessFactor", 0, 0
|
||||
|
||||
// Sheen
|
||||
// -----
|
||||
// Sheen base RGB color. Default {0,0,0}
|
||||
#define AI_MATKEY_SHEEN_COLOR_FACTOR "$clr.sheen.factor", 0, 0
|
||||
// Sheen Roughness Factor.
|
||||
#define AI_MATKEY_SHEEN_ROUGHNESS_FACTOR "$mat.sheen.roughnessFactor", 0, 0
|
||||
#define AI_MATKEY_SHEEN_COLOR_TEXTURE aiTextureType_SHEEN, 0
|
||||
#define AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE aiTextureType_SHEEN, 1
|
||||
|
||||
// Clearcoat
|
||||
// ---------
|
||||
#define AI_MATKEY_CLEARCOAT_FACTOR "$clr.clearcoat.factor", 0, 0
|
||||
#define AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR "$mat.clearcoat.roughnessFactor", 0, 0
|
||||
#define AI_MATKEY_CLEARCOAT_TEXTURE aiTextureType_CLEARCOAT, 0
|
||||
#define AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_CLEARCOAT, 1
|
||||
#define AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE aiTextureType_CLEARCOAT, 2
|
||||
|
||||
// Transmission
|
||||
// ------------
|
||||
// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission
|
||||
// Base percentage of light transmitted through the surface. 0.0 = Opaque, 1.0 = Fully transparent
|
||||
#define AI_MATKEY_TRANSMISSION_FACTOR "$mat.transmission.factor", 0, 0
|
||||
// Texture defining percentage of light transmitted through the surface.
|
||||
// Multiplied by AI_MATKEY_TRANSMISSION_FACTOR
|
||||
#define AI_MATKEY_TRANSMISSION_TEXTURE aiTextureType_TRANSMISSION, 0
|
||||
|
||||
// Emissive
|
||||
// --------
|
||||
#define AI_MATKEY_USE_EMISSIVE_MAP "$mat.useEmissiveMap", 0, 0
|
||||
|
|
|
@ -60,20 +60,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
//#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS "$mat.gltf.pbrSpecularGlossiness", 0, 0
|
||||
//#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR "$mat.gltf.pbrMetallicRoughness.glossinessFactor", 0, 0
|
||||
//#define AI_MATKEY_GLTF_UNLIT "$mat.gltf.unlit", 0, 0
|
||||
#define AI_MATKEY_GLTF_MATERIAL_SHEEN "$mat.gltf.materialSheen", 0, 0
|
||||
#define AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_FACTOR "$mat.gltf.materialSheen.sheenColorFactor", 0, 0
|
||||
#define AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_FACTOR "$mat.gltf.materialSheen.sheenRoughnessFactor", 0, 0
|
||||
#define AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_TEXTURE aiTextureType_UNKNOWN, 1
|
||||
#define AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 2
|
||||
#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT "$mat.gltf.materialClearcoat", 0, 0
|
||||
#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_FACTOR "$mat.gltf.materialClearcoat.clearcoatFactor", 0, 0
|
||||
#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_FACTOR "$mat.gltf.materialClearcoat.clearcoatRoughnessFactor", 0, 0
|
||||
#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_TEXTURE aiTextureType_UNKNOWN, 3
|
||||
#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 4
|
||||
#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_NORMAL_TEXTURE aiTextureType_NORMALS, 1
|
||||
#define AI_MATKEY_GLTF_MATERIAL_TRANSMISSION "$mat.gltf.materialTransmission", 0, 0
|
||||
#define AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_FACTOR "$mat.gltf.materialTransmission.transmissionFactor", 0, 0
|
||||
#define AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_TEXTURE aiTextureType_UNKNOWN, 5
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_SHEEN "$mat.gltf.materialSheen", 0, 0
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_FACTOR "$mat.gltf.materialSheen.sheenColorFactor", 0, 0
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_FACTOR "$mat.gltf.materialSheen.sheenRoughnessFactor", 0, 0
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_SHEEN_COLOR_TEXTURE aiTextureType_UNKNOWN, 1
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_SHEEN_ROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 2
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT "$mat.gltf.materialClearcoat", 0, 0
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_FACTOR "$mat.gltf.materialClearcoat.clearcoatFactor", 0, 0
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_FACTOR "$mat.gltf.materialClearcoat.clearcoatRoughnessFactor", 0, 0
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_TEXTURE aiTextureType_UNKNOWN, 3
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 4
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_CLEARCOAT_NORMAL_TEXTURE aiTextureType_NORMALS, 1
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_TRANSMISSION "$mat.gltf.materialTransmission", 0, 0
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_FACTOR "$mat.gltf.materialTransmission.transmissionFactor", 0, 0
|
||||
//#define AI_MATKEY_GLTF_MATERIAL_TRANSMISSION_TEXTURE aiTextureType_UNKNOWN, 5
|
||||
|
||||
#define _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE "$tex.file.texCoord"
|
||||
#define _AI_MATKEY_GLTF_MAPPINGNAME_BASE "$tex.mappingname"
|
||||
|
|
|
@ -152,6 +152,20 @@ TEST_F(utglTF2ImportExport, importglTF2_KHR_materials_pbrSpecularGlossiness) {
|
|||
}
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_EXPORT
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_pbrSpecularGlossiness) {
|
||||
Assimp::Importer importer;
|
||||
Assimp::Exporter exporter;
|
||||
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured.gltf",
|
||||
aiProcess_ValidateDataStructure);
|
||||
EXPECT_NE(nullptr, scene);
|
||||
// Export
|
||||
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb"));
|
||||
|
||||
// And re-import
|
||||
EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true));
|
||||
}
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2AndExportToOBJ) {
|
||||
Assimp::Importer importer;
|
||||
Assimp::Exporter exporter;
|
||||
|
@ -169,6 +183,7 @@ TEST_F(utglTF2ImportExport, importglTF2EmbeddedAndExportToOBJ) {
|
|||
EXPECT_NE(nullptr, scene);
|
||||
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "obj", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-Embedded/BoxTextured_out.obj"));
|
||||
}
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_EXPORT
|
||||
|
||||
TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePointsWithoutIndices) {
|
||||
|
|
Loading…
Reference in New Issue