Diffuse color and diffuse texture import and export improvements
These changes do a better of importing and exporting baseColor colors and textures, as well as diffuse colors and textures (in the case of pbrSpecularGlossiness) - baseColorFactor will be stored on both `$clr.diffuse` and `$mat.gltf.pbrMetallicRoughness.baseColorFactor`, and will be extracted from `$mat.gltf.pbrMetallicRoughness.baseColorFactor` first, and falling back to `$clr.diffuse`. The behaviour for baseColorTexture is similar - pbrSG’s diffuseFactor will now only be store on `$clr.diffuse` (overwriting any previous assignments to `$clr.diffuse`, e.g. from metallicRoughness’ baseColorFactor, as diffuseFactor is more analogous to diffuse color than baseColor), and will only extract from `$clr.diffuse`pull/1503/head
parent
dbae8e497d
commit
c71790c78d
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@ -164,16 +164,16 @@ namespace glTF2
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//! Magic number for GLB files
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//! Magic number for GLB files
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#define AI_GLB_MAGIC_NUMBER "glTF"
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#define AI_GLB_MAGIC_NUMBER "glTF"
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR "$mat.gltf.pbrMetallicRoughness.baseColorFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR "$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR "$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE aiTextureType_DIFFUSE, 1
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_GLTF_ALPHAMODE "$mat.gltf.alphaMode", 0, 0
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#define AI_MATKEY_GLTF_ALPHAMODE "$mat.gltf.alphaMode", 0, 0
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#define AI_MATKEY_GLTF_ALPHACUTOFF "$mat.gltf.alphaCutoff", 0, 0
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#define AI_MATKEY_GLTF_ALPHACUTOFF "$mat.gltf.alphaCutoff", 0, 0
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS "$mat.gltf.pbrSpecularGlossiness", 0, 0
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS "$mat.gltf.pbrSpecularGlossiness", 0, 0
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR "$clr.diffuse", 0, 1
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR "$clr.specular", 0, 1
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR "$clr.specular", 0, 1
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR "$mat.gltf.pbrMetallicRoughness.glossinessFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR "$mat.gltf.pbrMetallicRoughness.glossinessFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE aiTextureType_DIFFUSE, 1
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE aiTextureType_UNKNOWN, 1
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE aiTextureType_UNKNOWN, 1
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#define _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE "$tex.file.texCoord"
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#define _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE "$tex.file.texCoord"
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@ -372,20 +372,28 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, OcclusionTextureInfo& prop,
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}
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}
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}
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}
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void 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)
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{
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{
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aiColor4D col;
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aiColor4D col;
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if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
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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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prop[0] = col.r; prop[1] = col.g; prop[2] = col.b; prop[3] = col.a;
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}
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}
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return result;
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}
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}
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void 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)
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{
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{
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aiColor3D col;
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aiColor3D col;
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if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
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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; prop[1] = col.g; prop[2] = col.b;
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}
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}
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return result;
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}
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}
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void glTF2Exporter::ExportMaterials()
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void glTF2Exporter::ExportMaterials()
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@ -406,9 +414,20 @@ void glTF2Exporter::ExportMaterials()
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m->name = name;
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m->name = name;
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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if (!m->pbrMetallicRoughness.baseColorTexture.texture) {
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//if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
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}
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
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if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR) != AI_SUCCESS) {
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// if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material.
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//a fallback to any diffuse color should be used instead
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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_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) {
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if (mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_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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//if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
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@ -451,11 +470,11 @@ void glTF2Exporter::ExportMaterials()
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PbrSpecularGlossiness pbrSG;
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PbrSpecularGlossiness pbrSG;
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GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR);
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GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR);
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GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR);
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mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR, pbrSG.glossinessFactor);
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mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR, pbrSG.glossinessFactor);
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GetMatTex(mat, pbrSG.diffuseTexture, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE);
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GetMatTex(mat, pbrSG.specularGlossinessTexture, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE);
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GetMatTex(mat, pbrSG.specularGlossinessTexture, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE);
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GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE);
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GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE);
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m->pbrSpecularGlossiness = Nullable<PbrSpecularGlossiness>(pbrSG);
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m->pbrSpecularGlossiness = Nullable<PbrSpecularGlossiness>(pbrSG);
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}
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}
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@ -115,8 +115,8 @@ namespace Assimp
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void GetMatTex(const aiMaterial* mat, glTF2::TextureInfo& prop, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial* mat, glTF2::TextureInfo& prop, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial* mat, glTF2::NormalTextureInfo& prop, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial* mat, glTF2::NormalTextureInfo& prop, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial* mat, glTF2::OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial* mat, glTF2::OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot);
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void GetMatColor(const aiMaterial* mat, glTF2::vec4& prop, const char* propName, int type, int idx);
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aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec4& prop, const char* propName, int type, int idx);
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void GetMatColor(const aiMaterial* mat, glTF2::vec3& prop, const char* propName, int type, int idx);
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aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec3& prop, const char* propName, int type, int idx);
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void ExportMetadata();
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void ExportMetadata();
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void ExportMaterials();
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void ExportMaterials();
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void ExportMeshes();
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void ExportMeshes();
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@ -228,7 +228,11 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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}
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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_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, 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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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.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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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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@ -249,11 +253,11 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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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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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
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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, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
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}
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}
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}
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}
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}
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}
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