glTF 2.0: Assign default material to meshes with no material reference.

fixes  #1691
pull/1692/head
Axel Wefers 2018-01-08 14:57:55 -08:00
parent 89a62edb9a
commit dc79b572cf
1 changed files with 66 additions and 53 deletions

View File

@ -211,63 +211,72 @@ inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset&
}
}
static aiMaterial* ImportMaterial(std::vector<int>& embeddedTexIdxs, Asset& r, Material& mat)
{
aiMaterial* aimat = new aiMaterial();
if (!mat.name.empty()) {
aiString str(mat.name);
aimat->AddProperty(&str, AI_MATKEY_NAME);
}
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);
float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
aiString alphaMode(mat.alphaMode);
aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
//pbrSpecularGlossiness
if (mat.pbrSpecularGlossiness.isPresent) {
PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
}
return aimat;
}
void glTF2Importer::ImportMaterials(glTF2::Asset& r)
{
mScene->mNumMaterials = unsigned(r.materials.Size());
const unsigned int numImportedMaterials = unsigned(r.materials.Size());
Material defaultMaterial;
mScene->mNumMaterials = numImportedMaterials + 1;
mScene->mMaterials = new aiMaterial*[mScene->mNumMaterials];
mScene->mMaterials[numImportedMaterials] = ImportMaterial(embeddedTexIdxs, r, defaultMaterial);
for (unsigned int i = 0; i < mScene->mNumMaterials; ++i) {
aiMaterial* aimat = mScene->mMaterials[i] = new aiMaterial();
Material& mat = r.materials[i];
if (!mat.name.empty()) {
aiString str(mat.name);
aimat->AddProperty(&str, AI_MATKEY_NAME);
}
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);
float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
SetMaterialColorProperty(r, mat.emissiveFactor, aimat, AI_MATKEY_COLOR_EMISSIVE);
aimat->AddProperty(&mat.doubleSided, 1, AI_MATKEY_TWOSIDED);
aiString alphaMode(mat.alphaMode);
aimat->AddProperty(&alphaMode, AI_MATKEY_GLTF_ALPHAMODE);
aimat->AddProperty(&mat.alphaCutoff, 1, AI_MATKEY_GLTF_ALPHACUTOFF);
//pbrSpecularGlossiness
if (mat.pbrSpecularGlossiness.isPresent) {
PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
}
for (unsigned int i = 0; i < numImportedMaterials; ++i) {
mScene->mMaterials[i] = ImportMaterial(embeddedTexIdxs, r, r.materials[i]);
}
}
@ -479,6 +488,10 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
if (prim.material) {
aim->mMaterialIndex = prim.material.GetIndex();
}
else {
aim->mMaterialIndex = mScene->mNumMaterials - 1;
}
}
}