Merge pull request #2370 from assimp/issue_934
closes https://github.com/assimp/assimp/issues/934: introduce materia…pull/2372/head
commit
d9e81cbfd1
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@ -320,13 +320,10 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
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// opacity ... either additive or default-blended, please
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if (0.0 != surf.mAdditiveTransparency) {
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const int add = aiBlendMode_Additive;
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pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY);
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pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC);
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}
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else if (10e10f != surf.mTransparency) {
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} else if (10e10f != surf.mTransparency) {
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const int def = aiBlendMode_Default;
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const float f = 1.0f-surf.mTransparency;
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pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY);
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12
doc/dox.h
12
doc/dox.h
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@ -1173,6 +1173,18 @@ float4 PimpMyPixel (float4 prev)
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@endcode
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@section shdacc How to access shader-code from a texture (AI_MATKEY_GLOBAL_SHADERLANG and AI_MATKEY_SHADER_VERTEX, ...)
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You can get assigned shader sources by using the following material keys:
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<li>AI_MATKEY_GLOBAL_SHADERLANG</li>To get the used shader language.
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<li>AI_MATKEY_SHADER_VERTEX</li> Assigned vertex shader code stored as a string.
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<li>AI_MATKEY_SHADER_FRAGMENT</li> Assigned fragment shader code stored as a string.
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<li>AI_MATKEY_SHADER_GEO</li> Assigned geometry shader code stored as a string.
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<li>AI_MATKEY_SHADER_TESSELATION</li> Assigned tesselation shader code stored as a string.
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<li>AI_MATKEY_SHADER_PRIMITIVE</li> Assigned primitive shader code stored as a string.
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<li>AI_MATKEY_SHADER_COMPUTE</li> Assigned compute shader code stored as a string.
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*/
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@ -198,8 +198,6 @@ enum aiTextureType
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*/
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aiTextureType_NONE = 0x0,
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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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@ -278,7 +276,7 @@ enum aiTextureType
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*
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* A texture reference that does not match any of the definitions
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* above is considered to be 'unknown'. It is still imported,
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* but is excluded from any further postprocessing.
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* but is excluded from any further post-processing.
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*/
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aiTextureType_UNKNOWN = 0xC,
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@ -375,7 +373,7 @@ enum aiShadingMode
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*/
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enum aiTextureFlags
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{
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/** The texture's color values have to be inverted (componentwise 1-n)
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/** The texture's color values have to be inverted (component-wise 1-n)
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*/
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aiTextureFlags_Invert = 0x1,
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@ -914,6 +912,13 @@ extern "C" {
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#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0
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#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0
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#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0
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#define AI_MATKEY_GLOBAL_SHADERLANG "?sh.lang",0,0
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#define AI_MATKEY_SHADER_VERTEX "?sh.vs",0,0
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#define AI_MATKEY_SHADER_FRAGMENT "?sh.fs",0,0
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#define AI_MATKEY_SHADER_GEO "?sh.gs",0,0
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#define AI_MATKEY_SHADER_TESSELATION "?sh.ts",0,0
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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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// Pure key names for all texture-related properties
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@ -1457,8 +1462,6 @@ inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
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#endif //!__cplusplus
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// ---------------------------------------------------------------------------
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/** @brief Retrieve a color value from the material property table
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*
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