Merge pull request #1692 from awefers/issue_1691
glTF 2.0: Assign default material to meshes with no material reference.pull/1696/head
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7d7d7cd9ec
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@ -211,63 +211,72 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
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}
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}
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static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
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{
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aiMaterial* aimat = new aiMaterial();
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if (!mat.name.empty()) {
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aiString str(mat.name);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
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aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
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aiString alphaMode(mat.alphaMode);
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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//pbrSpecularGlossiness
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if (mat.pbrSpecularGlossiness.isPresent) {
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
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aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
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aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
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}
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return aimat;
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}
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void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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{
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mScene->mNumMaterials = unsigned(r.materials.Size());
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const unsigned int numImportedMaterials = unsigned(r.materials.Size());
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Material defaultMaterial;
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mScene->mNumMaterials = numImportedMaterials + 1;
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
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for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
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aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
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Material& mat = r.materials[i];
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if (!mat.name.empty()) {
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aiString str(mat.name);
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
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aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
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aiString alphaMode(mat.alphaMode);
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aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
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aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
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//pbrSpecularGlossiness
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if (mat.pbrSpecularGlossiness.isPresent) {
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
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aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
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aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
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}
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for (unsigned int i = 0; i < numImportedMaterials; ++i) {
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mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
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}
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}
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@ -479,6 +488,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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if (prim.material) {
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aim->mMaterialIndex = prim.material.GetIndex();
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}
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else {
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aim->mMaterialIndex = mScene->mNumMaterials - 1;
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}
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}
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}
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