diff --git a/code/glTF2Asset.h b/code/glTF2Asset.h index 63282dc6e..84211aeb6 100644 --- a/code/glTF2Asset.h +++ b/code/glTF2Asset.h @@ -164,16 +164,16 @@ namespace glTF2 //! Magic number for GLB files #define AI_GLB_MAGIC_NUMBER "glTF" + #define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR "$mat.gltf.pbrMetallicRoughness.baseColorFactor", 0, 0 #define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0 #define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR "$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0 + #define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE aiTextureType_DIFFUSE, 1 #define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 0 #define AI_MATKEY_GLTF_ALPHAMODE "$mat.gltf.alphaMode", 0, 0 #define AI_MATKEY_GLTF_ALPHACUTOFF "$mat.gltf.alphaCutoff", 0, 0 #define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS "$mat.gltf.pbrSpecularGlossiness", 0, 0 - #define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR "$clr.diffuse", 0, 1 #define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR "$clr.specular", 0, 1 #define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR "$mat.gltf.pbrMetallicRoughness.glossinessFactor", 0, 0 - #define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE aiTextureType_DIFFUSE, 1 #define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE aiTextureType_UNKNOWN, 1 #define _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE "$tex.file.texCoord" diff --git a/code/glTF2Exporter.cpp b/code/glTF2Exporter.cpp index 8f46f7dc7..26ff77913 100644 --- a/code/glTF2Exporter.cpp +++ b/code/glTF2Exporter.cpp @@ -372,20 +372,28 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, OcclusionTextureInfo& prop, } } -void glTF2Exporter::GetMatColor(const aiMaterial* mat, vec4& prop, const char* propName, int type, int idx) +aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec4& prop, const char* propName, int type, int idx) { aiColor4D col; - if (mat->Get(propName, type, idx, col) == AI_SUCCESS) { + aiReturn result = mat->Get(propName, type, idx, col); + + if (result == AI_SUCCESS) { prop[0] = col.r; prop[1] = col.g; prop[2] = col.b; prop[3] = col.a; } + + return result; } -void glTF2Exporter::GetMatColor(const aiMaterial* mat, vec3& prop, const char* propName, int type, int idx) +aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec3& prop, const char* propName, int type, int idx) { aiColor3D col; - if (mat->Get(propName, type, idx, col) == AI_SUCCESS) { + aiReturn result = mat->Get(propName, type, idx, col); + + if (result == AI_SUCCESS) { prop[0] = col.r; prop[1] = col.g; prop[2] = col.b; } + + return result; } void glTF2Exporter::ExportMaterials() @@ -406,9 +414,20 @@ void glTF2Exporter::ExportMaterials() m->name = name; - GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE); + GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE); + + if (!m->pbrMetallicRoughness.baseColorTexture.texture) { + //if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture + GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE); + } + GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE); - GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE); + + if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR) != AI_SUCCESS) { + // if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material. + //a fallback to any diffuse color should be used instead + GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE); + } if (mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) { //if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0 @@ -451,11 +470,11 @@ void glTF2Exporter::ExportMaterials() PbrSpecularGlossiness pbrSG; - GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR); GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR); mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR, pbrSG.glossinessFactor); - GetMatTex(mat, pbrSG.diffuseTexture, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE); GetMatTex(mat, pbrSG.specularGlossinessTexture, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE); + GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE); + GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE); m->pbrSpecularGlossiness = Nullable(pbrSG); } diff --git a/code/glTF2Exporter.h b/code/glTF2Exporter.h index 3aed35ae6..e9f7c113a 100644 --- a/code/glTF2Exporter.h +++ b/code/glTF2Exporter.h @@ -115,8 +115,8 @@ namespace Assimp 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); - void GetMatColor(const aiMaterial* mat, glTF2::vec4& prop, const char* propName, int type, int idx); - void GetMatColor(const aiMaterial* mat, glTF2::vec3& prop, const char* propName, int type, int idx); + 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 ExportMetadata(); void ExportMaterials(); void ExportMeshes(); diff --git a/code/glTF2Importer.cpp b/code/glTF2Importer.cpp index de9f39050..2faf1b926 100644 --- a/code/glTF2Importer.cpp +++ b/code/glTF2Importer.cpp @@ -228,7 +228,11 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r) } SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); + SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE); + SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE); aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR); aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR); @@ -249,11 +253,11 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r) PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value; aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS); - SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR); SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR); + SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE); aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR); - SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE); SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE); + SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE); } } }