commit
770b099540
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@ -2126,7 +2126,12 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert
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const aiColor3D &Emissive = GetColorPropertyFromMaterial(props, "Emissive", ok);
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if (ok) {
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out_mat->AddProperty(&Emissive, 1, AI_MATKEY_COLOR_EMISSIVE);
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}
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} else {
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const aiColor3D &emissiveColor = GetColorPropertyFromMaterial(props, "Maya|emissive", ok);
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if (ok) {
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out_mat->AddProperty(&emissiveColor, 1, AI_MATKEY_COLOR_EMISSIVE);
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}
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}
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const aiColor3D &Ambient = GetColorPropertyFromMaterial(props, "Ambient", ok);
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if (ok) {
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@ -2207,6 +2212,52 @@ void FBXConverter::SetShadingPropertiesCommon(aiMaterial *out_mat, const Propert
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if (ok) {
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out_mat->AddProperty(&DispFactor, 1, "$mat.displacementscaling", 0, 0);
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}
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// PBR material information
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const aiColor3D &baseColor = GetColorPropertyFromMaterial(props, "Maya|base_color", ok);
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if (ok) {
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out_mat->AddProperty(&baseColor, 1, AI_MATKEY_BASE_COLOR);
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}
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const float useColorMap = PropertyGet<float>(props, "Maya|use_color_map", ok);
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if (ok) {
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out_mat->AddProperty(&useColorMap, 1, AI_MATKEY_USE_COLOR_MAP);
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}
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const float useMetallicMap = PropertyGet<float>(props, "Maya|use_metallic_map", ok);
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if (ok) {
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out_mat->AddProperty(&useMetallicMap, 1, AI_MATKEY_USE_METALLIC_MAP);
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}
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const float metallicFactor = PropertyGet<float>(props, "Maya|metallic", ok);
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if (ok) {
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out_mat->AddProperty(&metallicFactor, 1, AI_MATKEY_METALLIC_FACTOR);
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}
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const float useRoughnessMap = PropertyGet<float>(props, "Maya|use_roughness_map", ok);
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if (ok) {
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out_mat->AddProperty(&useRoughnessMap, 1, AI_MATKEY_USE_ROUGHNESS_MAP);
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}
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const float roughnessFactor = PropertyGet<float>(props, "Maya|roughness", ok);
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if (ok) {
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out_mat->AddProperty(&roughnessFactor, 1, AI_MATKEY_ROUGHNESS_FACTOR);
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}
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const float useEmissiveMap = PropertyGet<float>(props, "Maya|use_emissive_map", ok);
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if (ok) {
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out_mat->AddProperty(&useEmissiveMap, 1, AI_MATKEY_USE_EMISSIVE_MAP);
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}
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const float emissiveIntensity = PropertyGet<float>(props, "Maya|emissive_intensity", ok);
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if (ok) {
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out_mat->AddProperty(&emissiveIntensity, 1, AI_MATKEY_EMISSIVE_INTENSITY);
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}
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const float useAOMap = PropertyGet<float>(props, "Maya|use_ao_map", ok);
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if (ok) {
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out_mat->AddProperty(&useAOMap, 1, AI_MATKEY_USE_AO_MAP);
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}
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}
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void FBXConverter::SetShadingPropertiesRaw(aiMaterial *out_mat, const PropertyTable &props, const TextureMap &_textures, const MeshGeometry *const mesh) {
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@ -131,7 +131,7 @@ Property* ReadTypedProperty(const Element& element)
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ParseTokenAsFloat(*tok[6]))
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);
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}
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else if (!strcmp(cs,"double") || !strcmp(cs,"Number") || !strcmp(cs,"Float") || !strcmp(cs,"FieldOfView") || !strcmp( cs, "UnitScaleFactor" ) ) {
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else if (!strcmp(cs,"double") || !strcmp(cs,"Number") || !strcmp(cs,"float") || !strcmp(cs,"Float") || !strcmp(cs,"FieldOfView") || !strcmp( cs, "UnitScaleFactor" ) ) {
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checkTokenCount(tok, 5);
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return new TypedProperty<float>(ParseTokenAsFloat(*tok[4]));
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}
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@ -920,6 +920,18 @@ extern "C" {
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#define AI_MATKEY_SHADER_PRIMITIVE "?sh.ps", 0, 0
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#define AI_MATKEY_SHADER_COMPUTE "?sh.cs", 0, 0
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// ---------------------------------------------------------------------------
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// PBR material support
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#define AI_MATKEY_USE_COLOR_MAP "$mat.useColorMap", 0, 0
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#define AI_MATKEY_BASE_COLOR "$clr.base", 0, 0
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#define AI_MATKEY_USE_METALLIC_MAP "$mat.useMetallicMap", 0, 0
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#define AI_MATKEY_METALLIC_FACTOR "$mat.metallicFactor", 0, 0
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#define AI_MATKEY_USE_ROUGHNESS_MAP "$mat.useRoughnessMap", 0, 0
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#define AI_MATKEY_ROUGHNESS_FACTOR "$mat.roughnessFactor", 0, 0
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#define AI_MATKEY_USE_EMISSIVE_MAP "$mat.useEmissiveMap", 0, 0
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#define AI_MATKEY_EMISSIVE_INTENSITY "$mat.emissiveIntensity", 0, 0
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#define AI_MATKEY_USE_AO_MAP "$mat.useAOMap", 0, 0
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// ---------------------------------------------------------------------------
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// Pure key names for all texture-related properties
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//! @cond MATS_DOC_FULL
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Reference in New Issue