Update to latest rendermesh-refactor branch commit
parent
74eceb1990
commit
69d251fbca
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@ -401,53 +401,53 @@ void USDImporterImplTinyusdz::materials(
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ss.str("");
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if (material.surfaceShader.diffuseColor.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.diffuseColor.textureId, aiTextureType_DIFFUSE);
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ss << " material[" << pScene->mNumMaterials << "]: diff tex id " << material.surfaceShader.diffuseColor.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.diffuseColor.texture_id, aiTextureType_DIFFUSE);
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ss << " material[" << pScene->mNumMaterials << "]: diff tex id " << material.surfaceShader.diffuseColor.texture_id << "\n";
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}
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if (material.surfaceShader.specularColor.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.specularColor.textureId, aiTextureType_SPECULAR);
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ss << " material[" << pScene->mNumMaterials << "]: spec tex id " << material.surfaceShader.specularColor.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.specularColor.texture_id, aiTextureType_SPECULAR);
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ss << " material[" << pScene->mNumMaterials << "]: spec tex id " << material.surfaceShader.specularColor.texture_id << "\n";
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}
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if (material.surfaceShader.normal.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.normal.textureId, aiTextureType_NORMALS);
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ss << " material[" << pScene->mNumMaterials << "]: normal tex id " << material.surfaceShader.normal.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.normal.texture_id, aiTextureType_NORMALS);
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ss << " material[" << pScene->mNumMaterials << "]: normal tex id " << material.surfaceShader.normal.texture_id << "\n";
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}
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if (material.surfaceShader.emissiveColor.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.emissiveColor.textureId, aiTextureType_EMISSIVE);
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ss << " material[" << pScene->mNumMaterials << "]: emissive tex id " << material.surfaceShader.emissiveColor.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.emissiveColor.texture_id, aiTextureType_EMISSIVE);
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ss << " material[" << pScene->mNumMaterials << "]: emissive tex id " << material.surfaceShader.emissiveColor.texture_id << "\n";
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}
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if (material.surfaceShader.occlusion.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.occlusion.textureId, aiTextureType_LIGHTMAP);
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ss << " material[" << pScene->mNumMaterials << "]: lightmap (occlusion) tex id " << material.surfaceShader.occlusion.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.occlusion.texture_id, aiTextureType_LIGHTMAP);
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ss << " material[" << pScene->mNumMaterials << "]: lightmap (occlusion) tex id " << material.surfaceShader.occlusion.texture_id << "\n";
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}
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if (material.surfaceShader.metallic.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.metallic.textureId, aiTextureType_METALNESS);
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ss << " material[" << pScene->mNumMaterials << "]: metallic tex id " << material.surfaceShader.metallic.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.metallic.texture_id, aiTextureType_METALNESS);
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ss << " material[" << pScene->mNumMaterials << "]: metallic tex id " << material.surfaceShader.metallic.texture_id << "\n";
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}
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if (material.surfaceShader.roughness.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.roughness.textureId, aiTextureType_DIFFUSE_ROUGHNESS);
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ss << " material[" << pScene->mNumMaterials << "]: roughness tex id " << material.surfaceShader.roughness.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.roughness.texture_id, aiTextureType_DIFFUSE_ROUGHNESS);
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ss << " material[" << pScene->mNumMaterials << "]: roughness tex id " << material.surfaceShader.roughness.texture_id << "\n";
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}
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if (material.surfaceShader.clearcoat.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.clearcoat.textureId, aiTextureType_CLEARCOAT);
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ss << " material[" << pScene->mNumMaterials << "]: clearcoat tex id " << material.surfaceShader.clearcoat.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.clearcoat.texture_id, aiTextureType_CLEARCOAT);
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ss << " material[" << pScene->mNumMaterials << "]: clearcoat tex id " << material.surfaceShader.clearcoat.texture_id << "\n";
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}
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if (material.surfaceShader.opacity.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.opacity.textureId, aiTextureType_OPACITY);
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ss << " material[" << pScene->mNumMaterials << "]: opacity tex id " << material.surfaceShader.opacity.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.opacity.texture_id, aiTextureType_OPACITY);
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ss << " material[" << pScene->mNumMaterials << "]: opacity tex id " << material.surfaceShader.opacity.texture_id << "\n";
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}
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if (material.surfaceShader.displacement.is_texture()) {
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assignTexture(render_scene, material, mat, material.surfaceShader.displacement.textureId, aiTextureType_DISPLACEMENT);
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ss << " material[" << pScene->mNumMaterials << "]: displacement tex id " << material.surfaceShader.displacement.textureId << "\n";
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assignTexture(render_scene, material, mat, material.surfaceShader.displacement.texture_id, aiTextureType_DISPLACEMENT);
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ss << " material[" << pScene->mNumMaterials << "]: displacement tex id " << material.surfaceShader.displacement.texture_id << "\n";
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}
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if (material.surfaceShader.clearcoatRoughness.is_texture()) {
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ss << " material[" << pScene->mNumMaterials << "]: clearcoatRoughness tex id " << material.surfaceShader.clearcoatRoughness.textureId << "\n";
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ss << " material[" << pScene->mNumMaterials << "]: clearcoatRoughness tex id " << material.surfaceShader.clearcoatRoughness.texture_id << "\n";
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}
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if (material.surfaceShader.opacityThreshold.is_texture()) {
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ss << " material[" << pScene->mNumMaterials << "]: opacityThreshold tex id " << material.surfaceShader.opacityThreshold.textureId << "\n";
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ss << " material[" << pScene->mNumMaterials << "]: opacityThreshold tex id " << material.surfaceShader.opacityThreshold.texture_id << "\n";
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}
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if (material.surfaceShader.ior.is_texture()) {
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ss << " material[" << pScene->mNumMaterials << "]: ior tex id " << material.surfaceShader.ior.textureId << "\n";
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ss << " material[" << pScene->mNumMaterials << "]: ior tex id " << material.surfaceShader.ior.texture_id << "\n";
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}
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if (!ss.str().empty()) {
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TINYUSDZLOGD(TAG, "%s", ss.str().c_str());
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@ -943,8 +943,9 @@ IF (NOT ASSIMP_BUILD_NO_USD_IMPORTER)
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# Note: ALWAYS specify a git commit hash (or tag) instead of a branch name; using a branch
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# name can lead to non-deterministic (unpredictable) results since the code is potentially
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# in flux
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# "rendermesh-refactor" branch, 27 Apr 2024 03:10:57
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set(TINYUSDZ_GIT_TAG "21401538740b1a698a7cd179ccc143f9c5e4459a")
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# "rendermesh-refactor" branch, 10 May 2024 05:47:02
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set(TINYUSDZ_GIT_TAG "b41e1ddb6837e53827d9c234c0ded59190fa6a0b")
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message("****")
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message("\n\n**** Cloning tinyusdz repo, git tag ${TINYUSDZ_GIT_TAG}\n\n")
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# Patch required to build arm32 on android
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@ -963,6 +964,8 @@ IF (NOT ASSIMP_BUILD_NO_USD_IMPORTER)
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PATCH_COMMAND ${TINYUSDZ_PATCH_CMD}
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)
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FetchContent_MakeAvailable(tinyusdzExtProj)
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message("**** Finished cloning tinyusdz repo")
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message("****")
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set(Tinyusdz_SRC_ABSPATH "${Tinyusdz_REPO_ABSPATH}/src")
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set(Tinyusdz_SRCS
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