3DS Export: Add support for aiShadingMode_PBR_BRDF

Export as Phong.
If no Diffuse texture, export the PBR base color instead,
pull/4159/head
RichardTea 2021-11-08 11:06:15 +00:00
parent 2b4b3e820b
commit ee19ce6021
2 changed files with 11 additions and 5 deletions

View File

@ -330,6 +330,7 @@ void Discreet3DSExporter::WriteMaterials() {
case aiShadingMode_Blinn: case aiShadingMode_Blinn:
case aiShadingMode_CookTorrance: case aiShadingMode_CookTorrance:
case aiShadingMode_Fresnel: case aiShadingMode_Fresnel:
case aiShadingMode_PBR_BRDF: // Possibly should be Discreet3DS::Metal in some cases but this is undocumented
shading_mode_out = Discreet3DS::Phong; shading_mode_out = Discreet3DS::Phong;
break; break;
@ -356,7 +357,10 @@ void Discreet3DSExporter::WriteMaterials() {
writer.PutI2(1); writer.PutI2(1);
} }
WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE); // Fallback to BASE_COLOR if no DIFFUSE
if (!WriteTexture(mat, aiTextureType_DIFFUSE, Discreet3DS::CHUNK_MAT_TEXTURE))
WriteTexture(mat, aiTextureType_BASE_COLOR, Discreet3DS::CHUNK_MAT_TEXTURE);
WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP); WriteTexture(mat, aiTextureType_HEIGHT, Discreet3DS::CHUNK_MAT_BUMPMAP);
WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP); WriteTexture(mat, aiTextureType_OPACITY, Discreet3DS::CHUNK_MAT_OPACMAP);
WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP); WriteTexture(mat, aiTextureType_SHININESS, Discreet3DS::CHUNK_MAT_MAT_SHINMAP);
@ -367,20 +371,21 @@ void Discreet3DSExporter::WriteMaterials() {
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) { // returns true if the texture existed
bool Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type, uint16_t chunk_flags) {
aiString path; aiString path;
aiTextureMapMode map_mode[2] = { aiTextureMapMode map_mode[2] = {
aiTextureMapMode_Wrap, aiTextureMapMode_Wrap aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
}; };
ai_real blend = 1.0; ai_real blend = 1.0;
if (mat.GetTexture(type, 0, &path, nullptr, nullptr, &blend, nullptr, map_mode) != AI_SUCCESS || !path.length) { if (mat.GetTexture(type, 0, &path, nullptr, nullptr, &blend, nullptr, map_mode) != AI_SUCCESS || !path.length) {
return; return false;
} }
// TODO: handle embedded textures properly // TODO: handle embedded textures properly
if (path.data[0] == '*') { if (path.data[0] == '*') {
ASSIMP_LOG_ERROR("Ignoring embedded texture for export: ", path.C_Str()); ASSIMP_LOG_ERROR("Ignoring embedded texture for export: ", path.C_Str());
return; return false;
} }
ChunkWriter chunk(writer, chunk_flags); ChunkWriter chunk(writer, chunk_flags);
@ -402,6 +407,7 @@ void Discreet3DSExporter::WriteTexture(const aiMaterial &mat, aiTextureType type
writer.PutU2(val); writer.PutU2(val);
} }
// TODO: export texture transformation (i.e. UV offset, scale, rotation) // TODO: export texture transformation (i.e. UV offset, scale, rotation)
return true;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------

View File

@ -73,7 +73,7 @@ public:
private: private:
void WriteMeshes(); void WriteMeshes();
void WriteMaterials(); void WriteMaterials();
void WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags); bool WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags);
void WriteFaceMaterialChunk(const aiMesh& mesh); void WriteFaceMaterialChunk(const aiMesh& mesh);
int WriteHierarchy(const aiNode& node, int level, int sibling_level); int WriteHierarchy(const aiNode& node, int level, int sibling_level);
void WriteString(const std::string& s); void WriteString(const std::string& s);