diff --git a/code/LWOMaterial.cpp b/code/LWOMaterial.cpp index 55d0e23f1..b54c21c26 100644 --- a/code/LWOMaterial.cpp +++ b/code/LWOMaterial.cpp @@ -320,13 +320,10 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat) // opacity ... either additive or default-blended, please if (0.0 != surf.mAdditiveTransparency) { - const int add = aiBlendMode_Additive; pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY); pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC); - } - - else if (10e10f != surf.mTransparency) { + } else if (10e10f != surf.mTransparency) { const int def = aiBlendMode_Default; const float f = 1.0f-surf.mTransparency; pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY); diff --git a/doc/dox.h b/doc/dox.h index d63c8a806..910e77eae 100644 --- a/doc/dox.h +++ b/doc/dox.h @@ -1173,6 +1173,18 @@ float4 PimpMyPixel (float4 prev) @endcode +@section shdacc How to access shader-code from a texture (AI_MATKEY_GLOBAL_SHADERLANG and AI_MATKEY_SHADER_VERTEX, ...) + +You can get assigned shader sources by using the following material keys: + +
  • AI_MATKEY_GLOBAL_SHADERLANG
  • To get the used shader language. +
  • AI_MATKEY_SHADER_VERTEX
  • Assigned vertex shader code stored as a string. +
  • AI_MATKEY_SHADER_FRAGMENT
  • Assigned fragment shader code stored as a string. +
  • AI_MATKEY_SHADER_GEO
  • Assigned geometry shader code stored as a string. +
  • AI_MATKEY_SHADER_TESSELATION
  • Assigned tesselation shader code stored as a string. +
  • AI_MATKEY_SHADER_PRIMITIVE
  • Assigned primitive shader code stored as a string. +
  • AI_MATKEY_SHADER_COMPUTE
  • Assigned compute shader code stored as a string. + */ diff --git a/include/assimp/material.h b/include/assimp/material.h index 81b5fb05f..b882bbc72 100644 --- a/include/assimp/material.h +++ b/include/assimp/material.h @@ -198,8 +198,6 @@ enum aiTextureType */ aiTextureType_NONE = 0x0, - - /** The texture is combined with the result of the diffuse * lighting equation. */ @@ -278,7 +276,7 @@ enum aiTextureType * * A texture reference that does not match any of the definitions * above is considered to be 'unknown'. It is still imported, - * but is excluded from any further postprocessing. + * but is excluded from any further post-processing. */ aiTextureType_UNKNOWN = 0xC, @@ -375,7 +373,7 @@ enum aiShadingMode */ enum aiTextureFlags { - /** The texture's color values have to be inverted (componentwise 1-n) + /** The texture's color values have to be inverted (component-wise 1-n) */ aiTextureFlags_Invert = 0x1, @@ -914,6 +912,13 @@ extern "C" { #define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0 #define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0 #define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0 +#define AI_MATKEY_GLOBAL_SHADERLANG "?sh.lang",0,0 +#define AI_MATKEY_SHADER_VERTEX "?sh.vs",0,0 +#define AI_MATKEY_SHADER_FRAGMENT "?sh.fs",0,0 +#define AI_MATKEY_SHADER_GEO "?sh.gs",0,0 +#define AI_MATKEY_SHADER_TESSELATION "?sh.ts",0,0 +#define AI_MATKEY_SHADER_PRIMITIVE "?sh.ps",0,0 +#define AI_MATKEY_SHADER_COMPUTE "?sh.cs",0,0 // --------------------------------------------------------------------------- // Pure key names for all texture-related properties @@ -1457,8 +1462,6 @@ inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat, #endif //!__cplusplus - - // --------------------------------------------------------------------------- /** @brief Retrieve a color value from the material property table *