3DS Export: Add support for aiShadingMode_PBR_BRDF
Export as Phong. If no Diffuse texture, export the PBR base color instead,pull/4159/head
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2b4b3e820b
commit
ee19ce6021
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@ -330,6 +330,7 @@ void Discreet3DSExporter::WriteMaterials() {
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case aiShadingMode_Blinn:
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case aiShadingMode_CookTorrance:
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case aiShadingMode_Fresnel:
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case aiShadingMode_PBR_BRDF: // Possibly should be Discreet3DS::Metal in some cases but this is undocumented
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shading_mode_out = Discreet3DS::Phong;
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break;
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@ -356,7 +357,10 @@ void Discreet3DSExporter::WriteMaterials() {
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writer.PutI2(1);
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}
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WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE);
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// Fallback to BASE_COLOR if no DIFFUSE
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if (!WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE))
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WriteTexture(mat, aiTextureType_BASE_COLOR, Discreet3DS::CHUNK_MAT_TEXTURE);
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WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP);
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WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP);
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WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP);
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@ -367,20 +371,21 @@ void Discreet3DSExporter::WriteMaterials() {
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) {
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// returns true if the texture existed
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bool Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) {
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aiString path;
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aiTextureMapMode map_mode[2] = {
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aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
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};
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ai_real blend = 1.0;
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if (mat.GetTexture(type, 0, &path, nullptr, nullptr, &blend, nullptr, map_mode) != AI_SUCCESS || !path.length) {
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return;
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return false;
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}
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// TODO: handle embedded textures properly
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if (path.data[0] == '*') {
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ASSIMP_LOG_ERROR("Ignoring embedded texture for export: ", path.C_Str());
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return;
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return false;
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}
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ChunkWriter chunk(writer, chunk_flags);
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@ -402,6 +407,7 @@ void Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type
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writer.PutU2(val);
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}
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// TODO: export texture transformation (i.e. UV offset, scale, rotation)
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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@ -73,7 +73,7 @@ public:
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private:
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void WriteMeshes();
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void WriteMaterials();
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void WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags);
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bool WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags);
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void WriteFaceMaterialChunk(const aiMesh& mesh);
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int WriteHierarchy(const aiNode& node, int level, int sibling_level);
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void WriteString(const std::string& s);
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