Merge branch 'master' into document_material_reflectivity
commit
d360532667
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@ -43,7 +43,7 @@ __Importers__:
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- AMJ
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- ASE
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- ASK
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- B3D;
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- B3D
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- BLEND (Blender)
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- BVH
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- COB
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@ -181,12 +181,16 @@ namespace glTF2
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#define _AI_MATKEY_GLTF_MAPPINGID_BASE "$tex.mappingid"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE "$tex.mappingfiltermag"
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#define _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE "$tex.mappingfiltermin"
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#define _AI_MATKEY_GLTF_SCALE_BASE "$tex.scale"
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#define _AI_MATKEY_GLTF_STRENGTH_BASE "$tex.strength"
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#define AI_MATKEY_GLTF_TEXTURE_TEXCOORD _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGNAME(type, N) _AI_MATKEY_GLTF_MAPPINGNAME_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGID(type, N) _AI_MATKEY_GLTF_MAPPINGID_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MAG(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MAG_BASE, type, N
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#define AI_MATKEY_GLTF_MAPPINGFILTER_MIN(type, N) _AI_MATKEY_GLTF_MAPPINGFILTER_MIN_BASE, type, N
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#define AI_MATKEY_GLTF_TEXTURE_SCALE(type, N) _AI_MATKEY_GLTF_SCALE_BASE, type, N
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#define AI_MATKEY_GLTF_TEXTURE_STRENGTH(type, N) _AI_MATKEY_GLTF_STRENGTH_BASE, type, N
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#ifdef ASSIMP_API
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#include "./../include/assimp/Compiler/pushpack1.h"
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@ -584,7 +584,7 @@ namespace glTF2 {
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if (bodyBuffer->byteLength > 0) {
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rapidjson::Value glbBodyBuffer;
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glbBodyBuffer.SetObject();
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glbBodyBuffer.AddMember("byteLength", bodyBuffer->byteLength, mAl);
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glbBodyBuffer.AddMember("byteLength", static_cast<uint64_t>(bodyBuffer->byteLength), mAl);
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mDoc["buffers"].PushBack(glbBodyBuffer, mAl);
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}
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@ -99,14 +99,14 @@ const aiImporterDesc* glTF2Importer::GetInfo() const
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return &desc;
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}
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bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
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{
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb")
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return false;
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if (checkSig && pIOHandler) {
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if (pIOHandler) {
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glTF2::Asset asset(pIOHandler);
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try {
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asset.Load(pFile, extension == "glb");
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@ -211,15 +211,27 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
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}
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}
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void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::NormalTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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mScene->mNumMaterials = unsigned(r.materials.Size());
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mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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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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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.scale, 1, AI_MATKEY_GLTF_TEXTURE_SCALE(texType, texSlot));
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}
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}
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Material& mat = r.materials[i];
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inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::OcclusionTextureInfo& prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)
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{
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SetMaterialTextureProperty( embeddedTexIdxs, r, (glTF2::TextureInfo) prop, mat, texType, texSlot );
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if (prop.texture && prop.texture->source) {
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mat->AddProperty(&prop.strength, 1, AI_MATKEY_GLTF_TEXTURE_STRENGTH(texType, texSlot));
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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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@ -268,6 +280,21 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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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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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 < 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 +506,10 @@ 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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@ -499,6 +530,9 @@ void glTF2Importer::ImportCameras(glTF2::Asset& r)
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aiCamera* aicam = mScene->mCameras[i] = new aiCamera();
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// cameras point in -Z by default, rest is specified in node transform
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aicam->mLookAt = aiVector3D(0.f,0.f,-1.f);
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if (cam.type == Camera::Perspective) {
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aicam->mAspect = cam.cameraProperties.perspective.aspectRatio;
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@ -98,14 +98,14 @@ const aiImporterDesc* glTFImporter::GetInfo() const
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return &desc;
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}
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bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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bool glTFImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool /* checkSig */) const
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{
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const std::string &extension = GetExtension(pFile);
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if (extension != "gltf" && extension != "glb")
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return false;
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if (checkSig && pIOHandler) {
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if (pIOHandler) {
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glTF::Asset asset(pIOHandler);
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try {
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asset.Load(pFile, extension == "glb");
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22
doc/dox.h
22
doc/dox.h
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@ -561,17 +561,27 @@ The output UV coordinate system has its origin in the lower-left corner:
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@endcode
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Use the #aiProcess_FlipUVs flag to get UV coordinates with the upper-left corner als origin.
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All matrices in the library are row-major. That means that the matrices are stored row by row in memory,
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which is similar to the OpenGL matrix layout. A typical 4x4 matrix including a translational part looks like this:
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A typical 4x4 matrix including a translational part looks like this:
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@code
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X1 Y1 Z1 T1
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X2 Y2 Z2 T2
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X3 Y3 Z3 T3
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0 0 0 1
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0 0 0 1
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@endcode
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with (X1, X2, X3) being the X base vector, (Y1, Y2, Y3) being the Y base vector, (Z1, Z2, Z3)
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being the Z base vector and (T1, T2, T3) being the translation part. If you want to use these matrices
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in DirectX functions, you have to transpose them.
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with <tt>(X1, X2, X3)</tt> being the local X base vector, <tt>(Y1, Y2, Y3)</tt> being the local
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Y base vector, <tt>(Z1, Z2, Z3)</tt> being the local Z base vector and <tt>(T1, T2, T3)</tt> being the
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offset of the local origin (the translational part).
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All matrices in the library use row-major storage order. That means that the matrix elements are
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stored row-by-row, i.e. they end up like this in memory:
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<tt>[X1, Y1, Z1, T1, X2, Y2, Z2, T2, X3, Y3, Z3, T3, 0, 0, 0, 1]</tt>.
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Note that this is neither the OpenGL format nor the DirectX format, because both of them specify the
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matrix layout such that the translational part occupies three consecutive addresses in memory (so those
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matrices end with <tt>[..., T1, T2, T3, 1]</tt>), whereas the translation in an Assimp matrix is found at
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the offsets 3, 7 and 11 (spread across the matrix). You can transpose an Assimp matrix to end up with
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the format that OpenGL and DirectX mandate. To be very precise: The transposition has nothing
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to do with a left-handed or right-handed coordinate system but 'converts' between row-major and
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column-major storage format.
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<hr>
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@ -0,0 +1,96 @@
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#!/usr/bin/env python
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# -*- Coding: UTF-8 -*-
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# ---------------------------------------------------------------------------
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# Open Asset Import Library (ASSIMP)
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# ---------------------------------------------------------------------------
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#
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# Copyright (c) 2006-2010, ASSIMP Development Team
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#
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# All rights reserved.
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#
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# Redistribution and use of this software in source and binary forms,
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# with or without modification, are permitted provided that the following
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# conditions are met:
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#
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# * Redistributions of source code must retain the above
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# copyright notice, this list of conditions and the
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# following disclaimer.
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#
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# * Redistributions in binary form must reproduce the above
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# copyright notice, this list of conditions and the
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# following disclaimer in the documentation and/or other
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# materials provided with the distribution.
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#
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# * Neither the name of the ASSIMP team, nor the names of its
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# contributors may be used to endorse or promote products
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# derived from this software without specific prior
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# written permission of the ASSIMP Development Team.
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#
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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# OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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||||
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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# ---------------------------------------------------------------------------
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"""Update PyAssimp's texture type constants C/C++ headers.
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This script is meant to be executed in the source tree, directly from
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port/PyAssimp/gen
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"""
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import os
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import re
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REenumTextureType = re.compile(r''
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r'enum\saiTextureType' # enum aiTextureType
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r'[^{]*?\{' # {
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r'(?P<code>.*?)' # code
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r'\};' # };
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, re.IGNORECASE + re.DOTALL + re.MULTILINE)
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# Replace comments
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RErpcom = re.compile(r''
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r'\s*(/\*+\s|\*+/|\B\*\s?|///?!?)' # /**
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r'(?P<line>.*?)' # * line
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, re.IGNORECASE + re.DOTALL)
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# Remove trailing commas
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RErmtrailcom = re.compile(r',$', re.IGNORECASE + re.DOTALL)
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# Remove #ifdef __cplusplus
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RErmifdef = re.compile(r''
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r'#ifndef SWIG' # #ifndef SWIG
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r'(?P<code>.*)' # code
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r'#endif(\s*//\s*!?\s*SWIG)*' # #endif
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, re.IGNORECASE + re.DOTALL)
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path = '../../../include/assimp'
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files = os.listdir (path)
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enumText = ''
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for fileName in files:
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if fileName.endswith('.h'):
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text = open(os.path.join(path, fileName)).read()
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for enum in REenumTextureType.findall(text):
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enumText = enum
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text = ''
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for line in enumText.split('\n'):
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line = line.lstrip().rstrip()
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line = RErmtrailcom.sub('', line)
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text += RErpcom.sub('# \g<line>', line) + '\n'
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text = RErmifdef.sub('', text)
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file = open('material.py', 'w')
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file.write(text)
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file.close()
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print("Generation done. You can now review the file 'material.py' and merge it.")
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@ -1,39 +1,39 @@
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## <hr>Dummy value.
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# Dummy value.
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#
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# No texture, but the value to be used as 'texture semantic'
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# (#aiMaterialProperty::mSemantic) for all material properties
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# *not* related to textures.
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# # not* related to textures.
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#
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aiTextureType_NONE = 0x0
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## <hr>The texture is combined with the result of the diffuse
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# The texture is combined with the result of the diffuse
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# lighting equation.
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#
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aiTextureType_DIFFUSE = 0x1
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## <hr>The texture is combined with the result of the specular
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# The texture is combined with the result of the specular
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# lighting equation.
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#
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aiTextureType_SPECULAR = 0x2
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## <hr>The texture is combined with the result of the ambient
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# The texture is combined with the result of the ambient
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# lighting equation.
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#
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aiTextureType_AMBIENT = 0x3
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## <hr>The texture is added to the result of the lighting
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# The texture is added to the result of the lighting
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# calculation. It isn't influenced by incoming light.
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#
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aiTextureType_EMISSIVE = 0x4
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## <hr>The texture is a height map.
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# The texture is a height map.
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#
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||||
# By convention, higher gray-scale values stand for
|
||||
# higher elevations from the base height.
|
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#
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aiTextureType_HEIGHT = 0x5
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|
||||
## <hr>The texture is a (tangent space) normal-map.
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# The texture is a (tangent space) normal-map.
|
||||
#
|
||||
# Again, there are several conventions for tangent-space
|
||||
# normal maps. Assimp does (intentionally) not
|
||||
|
@ -41,7 +41,7 @@ aiTextureType_HEIGHT = 0x5
|
|||
#
|
||||
aiTextureType_NORMALS = 0x6
|
||||
|
||||
## <hr>The texture defines the glossiness of the material.
|
||||
# The texture defines the glossiness of the material.
|
||||
#
|
||||
# The glossiness is in fact the exponent of the specular
|
||||
# (phong) lighting equation. Usually there is a conversion
|
||||
|
@ -50,21 +50,21 @@ aiTextureType_NORMALS = 0x6
|
|||
#
|
||||
aiTextureType_SHININESS = 0x7
|
||||
|
||||
## <hr>The texture defines per-pixel opacity.
|
||||
# The texture defines per-pixel opacity.
|
||||
#
|
||||
# Usually 'white' means opaque and 'black' means
|
||||
# 'transparency'. Or quite the opposite. Have fun.
|
||||
#
|
||||
aiTextureType_OPACITY = 0x8
|
||||
|
||||
## <hr>Displacement texture
|
||||
# Displacement texture
|
||||
#
|
||||
# The exact purpose and format is application-dependent.
|
||||
# Higher color values stand for higher vertex displacements.
|
||||
#
|
||||
aiTextureType_DISPLACEMENT = 0x9
|
||||
|
||||
## <hr>Lightmap texture (aka Ambient Occlusion)
|
||||
# Lightmap texture (aka Ambient Occlusion)
|
||||
#
|
||||
# Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
|
||||
# covered by this material property. The texture contains a
|
||||
|
@ -73,14 +73,14 @@ aiTextureType_DISPLACEMENT = 0x9
|
|||
#
|
||||
aiTextureType_LIGHTMAP = 0xA
|
||||
|
||||
## <hr>Reflection texture
|
||||
# Reflection texture
|
||||
#
|
||||
#Contains the color of a perfect mirror reflection.
|
||||
#Rarely used, almost never for real-time applications.
|
||||
# Contains the color of a perfect mirror reflection.
|
||||
# Rarely used, almost never for real-time applications.
|
||||
#
|
||||
aiTextureType_REFLECTION = 0xB
|
||||
|
||||
## <hr>Unknown texture
|
||||
# Unknown texture
|
||||
#
|
||||
# A texture reference that does not match any of the definitions
|
||||
# above is considered to be 'unknown'. It is still imported
|
||||
|
|
Loading…
Reference in New Issue