1043 lines
40 KiB
C++
1043 lines
40 KiB
C++
/*
|
||
---------------------------------------------------------------------------
|
||
Open Asset Import Library (ASSIMP)
|
||
---------------------------------------------------------------------------
|
||
|
||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||
|
||
All rights reserved.
|
||
|
||
Redistribution and use of this software in source and binary forms,
|
||
with or without modification, are permitted provided that the following
|
||
conditions are met:
|
||
|
||
* Redistributions of source code must retain the above
|
||
copyright notice, this list of conditions and the
|
||
following disclaimer.
|
||
|
||
* Redistributions in binary form must reproduce the above
|
||
copyright notice, this list of conditions and the
|
||
following disclaimer in the documentation and/or other
|
||
materials provided with the distribution.
|
||
|
||
* Neither the name of the ASSIMP team, nor the names of its
|
||
contributors may be used to endorse or promote products
|
||
derived from this software without specific prior
|
||
written permission of the ASSIMP Development Team.
|
||
|
||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
---------------------------------------------------------------------------
|
||
*/
|
||
|
||
/** @file Defines the material system of the library
|
||
*
|
||
*/
|
||
|
||
#ifndef AI_MATERIAL_H_INC
|
||
#define AI_MATERIAL_H_INC
|
||
|
||
#include "aiTypes.h"
|
||
|
||
#ifdef __cplusplus
|
||
extern "C" {
|
||
#endif
|
||
|
||
// Default material name
|
||
#define AI_DEFAULT_MATERIAL_NAME "aiDefaultMat"
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Defines type identifiers for use within the material system.
|
||
*
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
enum aiPropertyTypeInfo
|
||
{
|
||
/** Array of single-precision floats
|
||
*/
|
||
aiPTI_Float = 0x1,
|
||
|
||
/** aiString data structure
|
||
*/
|
||
aiPTI_String = 0x3,
|
||
|
||
/** Array of Integers
|
||
*/
|
||
aiPTI_Integer = 0x4,
|
||
|
||
/** Simple binary buffer
|
||
*/
|
||
aiPTI_Buffer = 0x5
|
||
};
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Defines texture operations like add, mul ...
|
||
*
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
enum aiTextureOp
|
||
{
|
||
/** T = T1 * T2
|
||
*/
|
||
aiTextureOp_Multiply = 0x0,
|
||
|
||
/** T = T1 + T2
|
||
*/
|
||
aiTextureOp_Add = 0x1,
|
||
|
||
/** T = T1 - T2
|
||
*/
|
||
aiTextureOp_Subtract = 0x2,
|
||
|
||
/** T = T1 / T2
|
||
*/
|
||
aiTextureOp_Divide = 0x3,
|
||
|
||
/** T = (T1 + T2) - (T1 * T2)
|
||
*/
|
||
aiTextureOp_SmoothAdd = 0x4,
|
||
|
||
/** T = T1 + (T2-0.5)
|
||
*/
|
||
aiTextureOp_SignedAdd = 0x5
|
||
};
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Defines texture mapping for use within the material system.
|
||
*
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
enum aiTextureMapMode
|
||
{
|
||
/** A texture coordinate u|v is translated to u%1|v%1
|
||
*/
|
||
aiTextureMapMode_Wrap = 0x0,
|
||
|
||
/** Texture coordinates outside the area formed by 1|1 and 0|0
|
||
* are clamped to the nearest valid value on an axis
|
||
*/
|
||
aiTextureMapMode_Clamp = 0x1,
|
||
|
||
/** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
|
||
* 1-(u%1)|1-(v%1) otherwise
|
||
*/
|
||
aiTextureMapMode_Mirror = 0x2
|
||
};
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Defines all shading models supported by the library
|
||
*
|
||
* @note The list of shading modes has been taken from Blender3D.
|
||
* See Blender3D documentation for more information. The API does
|
||
* not distinguish between "specular" and "diffuse" shaders (thus the
|
||
* specular term for diffuse shading models like Oren-Nayar remains
|
||
* undefined)
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
enum aiShadingMode
|
||
{
|
||
/** Flat shading. Shading is done on per-face base,
|
||
* diffuse only.
|
||
*/
|
||
aiShadingMode_Flat = 0x1,
|
||
|
||
/** Diffuse gouraud shading. Shading on per-vertex base
|
||
*/
|
||
aiShadingMode_Gouraud = 0x2,
|
||
|
||
/** Diffuse/Specular Phong-Shading
|
||
*
|
||
* Shading is applied on per-pixel base. This is the
|
||
* slowest algorithm, but generates the best results.
|
||
*/
|
||
aiShadingMode_Phong = 0x3,
|
||
|
||
/** Diffuse/Specular Phong-Blinn-Shading
|
||
*
|
||
* Shading is applied on per-pixel base. This is a little
|
||
* bit faster than phong and in some cases even
|
||
* more realistic
|
||
*/
|
||
aiShadingMode_Blinn = 0x4,
|
||
|
||
/** Toon-Shading per pixel
|
||
*
|
||
* Shading is applied on per-pixel base. The output looks
|
||
* like a comic. Often combined with edge detection.
|
||
*/
|
||
aiShadingMode_Toon = 0x5,
|
||
|
||
/** OrenNayar-Shading per pixel
|
||
*
|
||
* Extension to standard lambertian shading, taking the
|
||
* roughness of the material into account
|
||
*
|
||
*/
|
||
aiShadingMode_OrenNayar = 0x6,
|
||
|
||
/** Minnaert-Shading per pixel
|
||
*
|
||
* Extension to standard lambertian shading, taking the
|
||
* "darkness" of the material into account
|
||
*/
|
||
aiShadingMode_Minnaert = 0x7,
|
||
|
||
/** CookTorrance-Shading per pixel
|
||
*/
|
||
aiShadingMode_CookTorrance = 0x8,
|
||
|
||
/** No shading at all
|
||
*/
|
||
aiShadingMode_NoShading = 0x9,
|
||
|
||
/** Fresnel shading
|
||
*/
|
||
aiShadingMode_Fresnel = 0xa
|
||
};
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Data structure for a single property inside a material
|
||
*
|
||
* @see aiMaterial
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
struct aiMaterialProperty
|
||
{
|
||
/** Specifies the name of the property (key)
|
||
*
|
||
* Keys are case insensitive.
|
||
*/
|
||
C_STRUCT aiString mKey;
|
||
|
||
/** Size of the buffer mData is pointing to, in bytes
|
||
* This value may not be 0.
|
||
*/
|
||
unsigned int mDataLength;
|
||
|
||
/** Type information for the property.
|
||
*
|
||
* Defines the data layout inside the
|
||
* data buffer. This is used by the library
|
||
* internally to perform debug checks.
|
||
*/
|
||
aiPropertyTypeInfo mType;
|
||
|
||
/** Binary buffer to hold the property's value
|
||
*
|
||
* The buffer has no terminal character. However,
|
||
* if a string is stored inside it may use 0 as terminal,
|
||
* but it would be contained in mDataLength. This member
|
||
* is never 0
|
||
*/
|
||
char* mData;
|
||
|
||
#ifdef __cplusplus
|
||
|
||
aiMaterialProperty()
|
||
{
|
||
mData = NULL;
|
||
}
|
||
|
||
~aiMaterialProperty()
|
||
{
|
||
delete[] mData;
|
||
}
|
||
|
||
#endif
|
||
};
|
||
|
||
#ifdef __cplusplus
|
||
} // need to end extern C block to allow template member functions
|
||
#endif
|
||
|
||
// supported texture types
|
||
#define AI_TEXTYPE_OPACITY 0x0
|
||
#define AI_TEXTYPE_SPECULAR 0x1
|
||
#define AI_TEXTYPE_AMBIENT 0x2
|
||
#define AI_TEXTYPE_EMISSIVE 0x3
|
||
#define AI_TEXTYPE_HEIGHT 0x4
|
||
#define AI_TEXTYPE_NORMALS 0x5
|
||
#define AI_TEXTYPE_SHININESS 0x6
|
||
#define AI_TEXTYPE_DIFFUSE 0x7
|
||
#define AI_TEXTYPE_GLOSSINESS 0x8
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Data structure for a material
|
||
*
|
||
* Material data is stored using a key-value structure, called property
|
||
* (to guarant that the system is maximally flexible).
|
||
* The library defines a set of standard keys (AI_MATKEY) which should be
|
||
* enough for nearly all purposes.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
struct ASSIMP_API aiMaterial
|
||
{
|
||
#ifdef __cplusplus
|
||
protected:
|
||
aiMaterial() {}
|
||
public:
|
||
|
||
// -------------------------------------------------------------------
|
||
/** Retrieve an array of Type values with a specific key
|
||
* from the material
|
||
*
|
||
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
||
* @param pOut Pointer to a buffer to receive the result.
|
||
* @param pMax Specifies the size of the given buffer, in Type's.
|
||
* Receives the number of values (not bytes!) read.
|
||
* NULL is a valid value for this parameter.
|
||
*/
|
||
template <typename Type>
|
||
inline aiReturn Get(const char* pKey,Type* pOut,
|
||
unsigned int* pMax);
|
||
|
||
// -------------------------------------------------------------------
|
||
/** Retrieve a Type value with a specific key
|
||
* from the material
|
||
*
|
||
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
||
* @param pOut Reference to receive the output value
|
||
*/
|
||
template <typename Type>
|
||
inline aiReturn Get(const char* pKey,Type& pOut);
|
||
|
||
// -------------------------------------------------------------------
|
||
/** Helper function to get a texture from a material
|
||
*
|
||
* This function is provided just for convinience.
|
||
* @param iIndex Index of the texture to retrieve. If the index is too
|
||
* large the function fails.
|
||
* @param iTexType One of the AI_TEXTYPE constants. Specifies the type of
|
||
* the texture to retrieve (e.g. diffuse, specular, height map ...)
|
||
* @param szPath Receives the output path
|
||
* NULL is no allowed as value
|
||
* @param piUVIndex Receives the UV index of the texture.
|
||
* NULL is allowed as value.
|
||
* @param pfBlendFactor Receives the blend factor for the texture
|
||
* NULL is allowed as value.
|
||
* @param peTextureOp Receives the texture operation to perform between
|
||
* this texture and the previous texture. NULL is allowed as value.
|
||
* @param peMapMode Receives the mapping modes to be used for the texture.
|
||
* The parameter may be NULL but if it is a valid pointer it MUST
|
||
* point to an array of 3 aiTextureMapMode variables (one for each
|
||
* axis: UVW order (=XYZ)).
|
||
*/
|
||
// -------------------------------------------------------------------
|
||
inline aiReturn GetTexture(unsigned int iIndex,
|
||
unsigned int iTexType,
|
||
C_STRUCT aiString* szPath,
|
||
unsigned int* piUVIndex = NULL,
|
||
float* pfBlendFactor = NULL,
|
||
aiTextureOp* peTextureOp = NULL,
|
||
aiTextureMapMode* peMapMode = NULL);
|
||
#endif
|
||
|
||
/** List of all material properties loaded.
|
||
*/
|
||
C_STRUCT aiMaterialProperty** mProperties;
|
||
|
||
/** Number of properties loaded
|
||
*/
|
||
unsigned int mNumProperties;
|
||
unsigned int mNumAllocated;
|
||
};
|
||
|
||
#ifdef __cplusplus
|
||
extern "C" {
|
||
#endif
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_BUILD_KEY
|
||
* Build a material texture key from an index that is not a compile-time constant.
|
||
* Applications <b>could</b> do this (C-example):
|
||
* @code
|
||
* int i;
|
||
* struct aiMaterial* pMat = ....
|
||
* for (i = 0;true;++i) {
|
||
* if (AI_SUCCESS != aiGetMaterialFloat(pMat,AI_MATKEY_TEXTURE_DIFFUSE(i),...)) {
|
||
* ...
|
||
* }
|
||
* }
|
||
* @endcode
|
||
* However, this is wrong because AI_MATKEY_TEXTURE_DIFFUSE() builds the key
|
||
* string at <b>compile time</b>. <br>
|
||
* Therefore, the indexing results in a
|
||
* material key like this : "$tex.file.diffuse[i]" - and it is not very
|
||
* propable that there is a key with this name ... (except the programmer
|
||
* of an ASSIMP loader has made the same fault :-) ).<br>
|
||
* This is the right way:
|
||
* @code
|
||
* int i;
|
||
* char szBuffer[512];
|
||
* struct aiMaterial* pMat = ....
|
||
* for (i = 0;true;++i) {
|
||
* AI_BUILD_KEY(AI_MATKEY_TEXTURE_DIFFUSE_,i,szBuffer);
|
||
* if (AI_SUCCESS != aiGetMaterialFloat(pMat,szBuffer,...)) {
|
||
* ...
|
||
* }
|
||
* }
|
||
* @endcode
|
||
* @param base Base material key. This is the same key you'd have used
|
||
* normally with an extra underscore as suffix (e.g. AI_MATKEY_TEXTURE_DIFFUSE_)
|
||
* @param index Index to be used.
|
||
* @param out Array of chars to receive the output value. It must be
|
||
* sufficiently large. This will be checked via a static assertion for
|
||
* C++0x. For MSVC8 and later versions the security enhanced version of
|
||
* sprintf() will be used. However, if your buffer is at least 256 bytes
|
||
* long you'll never overrun.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
#if _MSC_VER >= 1400
|
||
|
||
// MSVC 8+. Use the sprintf_s function with security enhancements
|
||
# define AI_BUILD_KEY(base,index,out) \
|
||
::sprintf_s(out,"%s[%i]",base,index);
|
||
|
||
#elif (defined ASSIMP_BUILD_CPP_09)
|
||
|
||
// C++09 compiler. Use a static assertion to validate the size
|
||
// of the output buffer
|
||
# define AI_BUILD_KEY(base,index,out) \
|
||
static_assert(sizeof(out) >= 180,"Output buffer is too small"); \
|
||
::sprintf(out,"%s[%i]",base,index);
|
||
|
||
#else
|
||
|
||
// otherwise ... simply hope the buffer is large enough :-)
|
||
# define AI_BUILD_KEY(base,index,out) \
|
||
::sprintf(out,"%s[%i]",base,index);
|
||
#endif
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_NAME
|
||
* Defines the name of the material
|
||
* <br>
|
||
* <b>Type:</b> string (aiString)<br>
|
||
* <b>Default value:</b> none <br>
|
||
*/
|
||
#define AI_MATKEY_NAME "$mat.name"
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_TWOSIDED
|
||
* Indicates that the material must be rendered two-sided
|
||
* <br>
|
||
* <b>Type:</b> int <br>
|
||
* <b>Default value:</b> 0 <br>
|
||
*/
|
||
#define AI_MATKEY_TWOSIDED "$mat.twosided"
|
||
|
||
/** @def AI_MATKEY_SHADING_MODE
|
||
* Defines the shading model to use (aiShadingMode)
|
||
* <br>
|
||
* <b>Type:</b> int (aiShadingMode)<br>
|
||
* <b>Default value:</b> aiShadingMode_Gouraud <br>
|
||
*/
|
||
#define AI_MATKEY_SHADING_MODEL "$mat.shadingm"
|
||
|
||
/** @def AI_MATKEY_ENABLE_WIREFRAM
|
||
* Integer property. 1 to enable wireframe for rendering
|
||
* <br>
|
||
* <b>Type:</b> int <br>
|
||
* <b>Default value:</b> 0 <br>
|
||
*/
|
||
#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe"
|
||
|
||
/** @def AI_MATKEY_OPACITY
|
||
* Defines the base opacity of the material
|
||
* <br>
|
||
* <b>Type:</b> float<br>
|
||
* <b>Default value:</b> 1.0f <br>
|
||
*/
|
||
#define AI_MATKEY_OPACITY "$mat.opacity"
|
||
|
||
/** @def AI_MATKEY_BUMPSCALING
|
||
* Defines the height scaling of a bump map (for stuff like Parallax
|
||
* Occlusion Mapping)
|
||
* <br>
|
||
* <b>Type:</b> float<br>
|
||
* <b>Default value:</b> 1.0f <br>
|
||
*/
|
||
#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling"
|
||
|
||
/** @def AI_MATKEY_SHININESS
|
||
* Defines the base shininess of the material
|
||
* This is the exponent of the phong shading equation.
|
||
* <br>
|
||
* <b>Type:</b> float<br>
|
||
* <b>Default value:</b> 0.0f <br>
|
||
*/
|
||
#define AI_MATKEY_SHININESS "$mat.shininess"
|
||
|
||
/** @def AI_MATKEY_SHININESS_STRENGTH
|
||
* Defines the strength of the specular highlight.
|
||
* This is simply a multiplier to the specular color of a material
|
||
* <br>
|
||
* <b>Type:</b> float<br>
|
||
* <b>Default value:</b> 1.0f <br>
|
||
*/
|
||
#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent"
|
||
|
||
/** @def AI_MATKEY_REFRACTI
|
||
* Index of refraction of the material. This is used by some shading models,
|
||
* e.g. Cook-Torrance. The value is the ratio of the speed of light in a
|
||
* vacuum to the speed of light in the material (always >= 1.0 in the real world).
|
||
* <br>
|
||
* <b>Type:</b> float<br>
|
||
* <b>Default value:</b> 1.0f <br>
|
||
*/
|
||
#define AI_MATKEY_REFRACTI "$mat.refracti"
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_COLOR_DIFFUSE
|
||
* Defines the diffuse base color of the material
|
||
* <br>
|
||
* <b>Type:</b> color (aiColor4D or aiColor3D)<br>
|
||
* <b>Default value:</b> 0.0f|0.0f|0.0f|1.0f <br>
|
||
*/
|
||
#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse"
|
||
|
||
/** @def AI_MATKEY_COLOR_AMBIENT
|
||
* Defines the ambient base color of the material
|
||
* <br>
|
||
* <b>Type:</b> color (aiColor4D or aiColor3D)<br>
|
||
* <b>Default value:</b> 0.0f|0.0f|0.0f|1.0f <br>
|
||
*/
|
||
#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient"
|
||
|
||
/** @def AI_MATKEY_COLOR_SPECULAR
|
||
* Defines the specular base color of the material
|
||
* <br>
|
||
* <b>Type:</b> color (aiColor4D or aiColor3D)<br>
|
||
* <b>Default value:</b> 0.0f|0.0f|0.0f|1.0f <br>
|
||
*/
|
||
#define AI_MATKEY_COLOR_SPECULAR "$clr.specular"
|
||
|
||
/** @def AI_MATKEY_COLOR_EMISSIVE
|
||
* Defines the emissive base color of the material
|
||
* <br>
|
||
* <b>Type:</b> color (aiColor4D or aiColor3D)<br>
|
||
* <b>Default value:</b> 0.0f|0.0f|0.0f|1.0f <br>
|
||
*/
|
||
#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive"
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_TEXTURE_DIFFUSE
|
||
* Defines a specific diffuse texture channel of the material
|
||
* <br>
|
||
* <b>Type:</b> string (aiString)<br>
|
||
* <b>Default value:</b> none <br>
|
||
* @note The key string is built at compile time, therefore it is not
|
||
* posible to use this macro in a loop with varying values for N.
|
||
* However, you can use the macro suffixed with '_' to build the key
|
||
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
#define AI_MATKEY_TEXTURE_DIFFUSE(N) "$tex.file.diffuse["#N"]"
|
||
#define AI_MATKEY_TEXTURE_DIFFUSE_ "$tex.file.diffuse"
|
||
|
||
/** @def AI_MATKEY_TEXTURE_AMBIENT
|
||
* Defines a specific ambient texture channel of the material
|
||
* <br>
|
||
* <b>Type:</b> string (aiString)<br>
|
||
* <b>Default value:</b> none <br>
|
||
* @note The key string is built at compile time, therefore it is not
|
||
* posible to use this macro in a loop with varying values for N.
|
||
* However, you can use the macro suffixed with '_' to build the key
|
||
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
#define AI_MATKEY_TEXTURE_AMBIENT(N) "$tex.file.ambient["#N"]"
|
||
#define AI_MATKEY_TEXTURE_AMBIENT_ "$tex.file.ambient"
|
||
|
||
/** @def AI_MATKEY_TEXTURE_SPECULAR
|
||
* Defines a specific specular texture channel of the material
|
||
* <br>
|
||
* <b>Type:</b> string (aiString)<br>
|
||
* <b>Default value:</b> none <br>
|
||
* @note The key string is built at compile time, therefore it is not
|
||
* posible to use this macro in a loop with varying values for N.
|
||
* However, you can use the macro suffixed with '_' to build the key
|
||
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
#define AI_MATKEY_TEXTURE_SPECULAR(N) "$tex.file.specular["#N"]"
|
||
#define AI_MATKEY_TEXTURE_SPECULAR_ "$tex.file.specular"
|
||
|
||
/** @def AI_MATKEY_TEXTURE_EMISSIVE
|
||
* Defines a specific emissive texture channel of the material
|
||
* <br>
|
||
* <b>Type:</b> string (aiString)<br>
|
||
* <b>Default value:</b> none <br>
|
||
* @note The key string is built at compile time, therefore it is not
|
||
* posible to use this macro in a loop with varying values for N.
|
||
* However, you can use the macro suffixed with '_' to build the key
|
||
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
#define AI_MATKEY_TEXTURE_EMISSIVE(N) "$tex.file.emissive["#N"]"
|
||
#define AI_MATKEY_TEXTURE_EMISSIVE_ "$tex.file.emissive"
|
||
|
||
/** @def AI_MATKEY_TEXTURE_NORMALS
|
||
* Defines a specific normal texture channel of the material
|
||
* <br>
|
||
* <b>Type:</b> string (aiString)<br>
|
||
* <b>Default value:</b> none <br>
|
||
* @note The key string is built at compile time, therefore it is not
|
||
* posible to use this macro in a loop with varying values for N.
|
||
* However, you can use the macro suffixed with '_' to build the key
|
||
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
#define AI_MATKEY_TEXTURE_NORMALS(N) "$tex.file.normals["#N"]"
|
||
#define AI_MATKEY_TEXTURE_NORMALS_ "$tex.file.normals"
|
||
|
||
/** @def AI_MATKEY_TEXTURE_HEIGHT
|
||
* Defines a specified bumpmap texture (=heightmap) channel of the material
|
||
* This is very similar to #AI_MATKEY_TEXTURE_NORMALS. It is provided
|
||
* to allow applications to determine whether the input data for
|
||
* normal mapping is already a normal map or needs to be converted from
|
||
* a heightmap to a normal map.
|
||
* <br>
|
||
* <b>Type:</b> string (aiString)<br>
|
||
* <b>Default value:</b> none <br>
|
||
* @note The key string is built at compile time, therefore it is not
|
||
* posible to use this macro in a loop with varying values for N.
|
||
* However, you can use the macro suffixed with '_' to build the key
|
||
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
#define AI_MATKEY_TEXTURE_HEIGHT(N) "$tex.file.height["#N"]"
|
||
#define AI_MATKEY_TEXTURE_HEIGHT_ "$tex.file.height"
|
||
|
||
/** @def AI_MATKEY_TEXTURE_SHININESS
|
||
* Defines a specific shininess texture channel of the material.
|
||
* The shininess corresponds to the specular exponent used in the
|
||
* phong lighting equation. However, it is undefined how the exponent
|
||
* is encoded in the texture. A possible way would be the following:
|
||
* pixel value c <20> (0,1), n = 2^(10c+2).
|
||
* <br>
|
||
* <b>Type:</b> string (aiString)<br>
|
||
* <b>Default value:</b> none <br>
|
||
* @note The key string is built at compile time, therefore it is not
|
||
* posible to use this macro in a loop with varying values for N.
|
||
* However, you can use the macro suffixed with '_' to build the key
|
||
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
#define AI_MATKEY_TEXTURE_SHININESS(N) "$tex.file.shininess["#N"]"
|
||
#define AI_MATKEY_TEXTURE_SHININESS_ "$tex.file.shininess"
|
||
|
||
|
||
/** @def AI_MATKEY_TEXTURE_OPACITY
|
||
* Defines a specific opacity texture channel of the material
|
||
* <br>
|
||
* <b>Type:</b> string (aiString)<br>
|
||
* <b>Default value:</b> none <br>
|
||
* @note The key string is built at compile time, therefore it is not
|
||
* posible to use this macro in a loop with varying values for N.
|
||
* However, you can use the macro suffixed with '_' to build the key
|
||
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
#define AI_MATKEY_TEXTURE_OPACITY(N) "$tex.file.opacity["#N"]"
|
||
#define AI_MATKEY_TEXTURE_OPACITY_ "$tex.file.opacity"
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_TEXOP_DIFFUSE
|
||
* Specifies the blend operation too be used to combine the Nth
|
||
* diffuse texture with the (N-1)th diffuse texture (or the diffuse
|
||
* base color for the first diffuse texture)
|
||
* <br>
|
||
* <b>Type:</b> int (aiTextureOp)<br>
|
||
* <b>Default value:</b> 0<br>
|
||
* <b>Requires:</b> AI_MATKEY_TEXTURE_DIFFUSE(0)<br>
|
||
* @note The key string is built at compile time, therefore it is not posible
|
||
* to use this macro in a loop with varying values for N. However, you can
|
||
* use the macro suffixed with '_' to build the key dynamically. The
|
||
* AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
#define AI_MATKEY_TEXOP_DIFFUSE(N) "$tex.op.diffuse["#N"]"
|
||
/** @see AI_MATKEY_TEXOP_DIFFUSE */
|
||
#define AI_MATKEY_TEXOP_AMBIENT(N) "$tex.op.ambient["#N"]"
|
||
/** @see AI_MATKEY_TEXOP_DIFFUSE */
|
||
#define AI_MATKEY_TEXOP_SPECULAR(N) "$tex.op.specular["#N"]"
|
||
/** @see AI_MATKEY_TEXOP_DIFFUSE */
|
||
#define AI_MATKEY_TEXOP_EMISSIVE(N) "$tex.op.emissive["#N"]"
|
||
/** @see AI_MATKEY_TEXOP_DIFFUSE */
|
||
#define AI_MATKEY_TEXOP_NORMALS(N) "$tex.op.normals["#N"]"
|
||
/** @see AI_MATKEY_TEXOP_DIFFUSE */
|
||
#define AI_MATKEY_TEXOP_HEIGHT(N) "$tex.op.height["#N"]"
|
||
/** @see AI_MATKEY_TEXOP_DIFFUSE */
|
||
#define AI_MATKEY_TEXOP_SHININESS(N)"$tex.op.shininess["#N"]"
|
||
/** @see AI_MATKEY_TEXOP_DIFFUSE */
|
||
#define AI_MATKEY_TEXOP_OPACITY(N) "$tex.op.opacity["#N"]"
|
||
|
||
#define AI_MATKEY_TEXOP_DIFFUSE_ "$tex.op.diffuse"
|
||
#define AI_MATKEY_TEXOP_AMBIENT_ "$tex.op.ambient"
|
||
#define AI_MATKEY_TEXOP_SPECULAR_ "$tex.op.specular"
|
||
#define AI_MATKEY_TEXOP_EMISSIVE_ "$tex.op.emissive"
|
||
#define AI_MATKEY_TEXOP_NORMALS_ "$tex.op.normals"
|
||
#define AI_MATKEY_TEXOP_HEIGHT_ "$tex.op.height"
|
||
#define AI_MATKEY_TEXOP_SHININESS_ "$tex.op.shininess"
|
||
#define AI_MATKEY_TEXOP_OPACITY_ "$tex.op.opacity"
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_UVWSRC_DIFFUSE
|
||
* Specifies the UV channel to be used for the Nth diffuse texture
|
||
* <br>
|
||
* <b>Type:</b> int<br>
|
||
* <b>Default value:</b> 0<br>
|
||
* <b>Requires:</b> AI_MATKEY_TEXTURE_DIFFUSE(0)<br>
|
||
* @note The key string is built at compile time, therefore it is not posible
|
||
* to use this macro in a loop with varying values for N. However, you can
|
||
* use the macro suffixed with '_' to build the key dynamically. The
|
||
* AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
#define AI_MATKEY_UVWSRC_DIFFUSE(N) "$tex.uvw.diffuse["#N"]"
|
||
/** @see AI_MATKEY_UVWSRC_DIFFUSE */
|
||
#define AI_MATKEY_UVWSRC_AMBIENT(N) "$tex.uvw.ambient["#N"]"
|
||
/** @see AI_MATKEY_UVWSRC_DIFFUSE */
|
||
#define AI_MATKEY_UVWSRC_SPECULAR(N) "$tex.uvw.specular["#N"]"
|
||
/** @see AI_MATKEY_UVWSRC_DIFFUSE */
|
||
#define AI_MATKEY_UVWSRC_EMISSIVE(N) "$tex.uvw.emissive["#N"]"
|
||
/** @see AI_MATKEY_UVWSRC_DIFFUSE */
|
||
#define AI_MATKEY_UVWSRC_NORMALS(N) "$tex.uvw.normals["#N"]"
|
||
/** @see AI_MATKEY_UVWSRC_DIFFUSE */
|
||
#define AI_MATKEY_UVWSRC_HEIGHT(N) "$tex.uvw.height["#N"]"
|
||
/** @see AI_MATKEY_UVWSRC_DIFFUSE */
|
||
#define AI_MATKEY_UVWSRC_SHININESS(N) "$tex.uvw.shininess["#N"]"
|
||
/** @see AI_MATKEY_UVWSRC_DIFFUSE */
|
||
#define AI_MATKEY_UVWSRC_OPACITY(N) "$tex.uvw.opacity["#N"]"
|
||
|
||
#define AI_MATKEY_UVWSRC_DIFFUSE_ "$tex.uvw.diffuse"
|
||
#define AI_MATKEY_UVWSRC_AMBIENT_ "$tex.uvw.ambient"
|
||
#define AI_MATKEY_UVWSRC_SPECULAR_ "$tex.uvw.specular"
|
||
#define AI_MATKEY_UVWSRC_EMISSIVE_ "$tex.uvw.emissive"
|
||
#define AI_MATKEY_UVWSRC_NORMALS_ "$tex.uvw.normals"
|
||
#define AI_MATKEY_UVWSRC_HEIGHT_ "$tex.uvw.height"
|
||
#define AI_MATKEY_UVWSRC_SHININESS_ "$tex.uvw.shininess"
|
||
#define AI_MATKEY_UVWSRC_OPACITY_ "$tex.uvw.opacity"
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_TEXBLEND_DIFFUSE
|
||
* Specifies the blend factor to be used for the Nth diffuse texture.
|
||
* <br>
|
||
* <b>Type:</b> float<br>
|
||
* <b>Default value:</b> 1.0f<br>
|
||
* <b>Requires:</b> AI_MATKEY_TEXTURE_DIFFUSE(0)<br>
|
||
* @note The key string is built at compile time, therefore it is not posible
|
||
* to use this macro in a loop with varying values for N. However, you can
|
||
* use the macro suffixed with '_' to build the key dynamically. The
|
||
* AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
#define AI_MATKEY_TEXBLEND_DIFFUSE(N) "$tex.blend.diffuse["#N"]"
|
||
/** @see AI_MATKEY_TEXBLEND_DIFFUSE */
|
||
#define AI_MATKEY_TEXBLEND_AMBIENT(N) "$tex.blend.ambient["#N"]"
|
||
/** @see AI_MATKEY_TEXBLEND_DIFFUSE */
|
||
#define AI_MATKEY_TEXBLEND_SPECULAR(N) "$tex.blend.specular["#N"]"
|
||
/** @see AI_MATKEY_TEXBLEND_DIFFUSE */
|
||
#define AI_MATKEY_TEXBLEND_EMISSIVE(N) "$tex.blend.emissive["#N"]"
|
||
/** @see AI_MATKEY_TEXBLEND_DIFFUSE */
|
||
#define AI_MATKEY_TEXBLEND_NORMALS(N) "$tex.blend.normals["#N"]"
|
||
/** @see AI_MATKEY_TEXBLEND_DIFFUSE */
|
||
#define AI_MATKEY_TEXBLEND_HEIGHT(N) "$tex.blend.height["#N"]"
|
||
/** @see AI_MATKEY_TEXBLEND_DIFFUSE */
|
||
#define AI_MATKEY_TEXBLEND_SHININESS(N) "$tex.blend.shininess["#N"]"
|
||
/** @see AI_MATKEY_TEXBLEND_DIFFUSE */
|
||
#define AI_MATKEY_TEXBLEND_OPACITY(N) "$tex.blend.opacity["#N"]"
|
||
|
||
#define AI_MATKEY_TEXBLEND_DIFFUSE_ "$tex.blend.diffuse"
|
||
#define AI_MATKEY_TEXBLEND_AMBIENT_ "$tex.blend.ambient"
|
||
#define AI_MATKEY_TEXBLEND_SPECULAR_ "$tex.blend.specular"
|
||
#define AI_MATKEY_TEXBLEND_EMISSIVE_ "$tex.blend.emissive"
|
||
#define AI_MATKEY_TEXBLEND_NORMALS_ "$tex.blend.normals"
|
||
#define AI_MATKEY_TEXBLEND_HEIGHT_ "$tex.blend.height"
|
||
#define AI_MATKEY_TEXBLEND_SHININESS_ "$tex.blend.shininess"
|
||
#define AI_MATKEY_TEXBLEND_OPACITY_ "$tex.blend.opacity"
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_MAPPINGMODE_U_DIFFUSE
|
||
* Specifies the texture mapping mode for the Nth diffuse texture in
|
||
* the u (x) direction
|
||
* <br>
|
||
* <b>Type:</b> int (aiTextureMapMode)<br>
|
||
* <b>Default value:</b> aiTextureMapMode_Wrap<br>
|
||
* <b>Requires:</b> AI_MATKEY_TEXTURE_DIFFUSE(0)<br>
|
||
* @note The key string is built at compile time, therefore it is not posible
|
||
* to use this macro in a loop with varying values for N. However, you can
|
||
* use the macro suffixed with '_' to build the key dynamically. The
|
||
* AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) "$tex.mapmodeu.diffuse["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_U_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N) "$tex.mapmodeu.ambient["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_U_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N) "$tex.mapmodeu.specular["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_U_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N) "$tex.mapmodeu.emissive["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_U_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_U_NORMALS(N) "$tex.mapmodeu.normals["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_U_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N) "$tex.mapmodeu.height["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_U_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_U_SHININESS(N)"$tex.mapmodeu.shininess["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_U_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_U_OPACITY(N) "$tex.mapmodeu.opacity["#N"]"
|
||
|
||
#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE_ "$tex.mapmodeu.diffuse"
|
||
#define AI_MATKEY_MAPPINGMODE_U_AMBIENT_ "$tex.mapmodeu.ambient"
|
||
#define AI_MATKEY_MAPPINGMODE_U_SPECULAR_ "$tex.mapmodeu.specular"
|
||
#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE_ "$tex.mapmodeu.emissive"
|
||
#define AI_MATKEY_MAPPINGMODE_U_NORMALS_ "$tex.mapmodeu.normals"
|
||
#define AI_MATKEY_MAPPINGMODE_U_HEIGHT_ "$tex.mapmodeu.height"
|
||
#define AI_MATKEY_MAPPINGMODE_U_SHININESS_ "$tex.mapmodeu.shininess"
|
||
#define AI_MATKEY_MAPPINGMODE_U_OPACITY_ "$tex.mapmodeu.opacity"
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_MAPPINGMODE_V_DIFFUSE
|
||
* Specifies the texture mapping mode for the Nth diffuse texture in
|
||
* the v (y) direction
|
||
* <br>
|
||
* <b>Type:</b> int (aiTextureMapMode)<br>
|
||
* <b>Default value:</b> aiTextureMapMode_Wrap<br>
|
||
* <b>Requires:</b> AI_MATKEY_TEXTURE_DIFFUSE(0)<br>
|
||
* @note The key string is built at compile time, therefore it is not posible
|
||
* to use this macro in a loop with varying values for N. However, you can
|
||
* use the macro suffixed with '_' to build the key dynamically. The
|
||
* AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) "$tex.mapmodev.diffuse["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_V_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N) "$tex.mapmodev.ambient["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_V_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N) "$tex.mapmodev.specular["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_V_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N) "$tex.mapmodev.emissive["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_V_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_V_NORMALS(N) "$tex.mapmodev.normals["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_V_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N) "$tex.mapmodev.height["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_V_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_V_SHININESS(N)"$tex.mapmodev.shininess["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_V_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_V_OPACITY(N) "$tex.mapmodev.opacity["#N"]"
|
||
|
||
#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE_ "$tex.mapmodev.diffuse"
|
||
#define AI_MATKEY_MAPPINGMODE_V_AMBIENT_ "$tex.mapmodev.ambient"
|
||
#define AI_MATKEY_MAPPINGMODE_V_SPECULAR_ "$tex.mapmodev.specular"
|
||
#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE_ "$tex.mapmodev.emissive"
|
||
#define AI_MATKEY_MAPPINGMODE_V_NORMALS_ "$tex.mapmodev.normals"
|
||
#define AI_MATKEY_MAPPINGMODE_V_HEIGHT_ "$tex.mapmodev.height"
|
||
#define AI_MATKEY_MAPPINGMODE_V_SHININESS_ "$tex.mapmodev.shininess"
|
||
#define AI_MATKEY_MAPPINGMODE_V_OPACITY_ "$tex.mapmodev.opacity"
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** @def AI_MATKEY_MAPPINGMODE_W_DIFFUSE
|
||
* Specifies the texture mapping mode for the Nth diffuse texture in
|
||
* the w (z) direction
|
||
* <br>
|
||
* <b>Type:</b> int (aiTextureMapMode)<br>
|
||
* <b>Default value:</b> aiTextureMapMode_Wrap<br>
|
||
* <b>Requires:</b> AI_MATKEY_TEXTURE_DIFFUSE(0)<br>
|
||
* @note The key string is built at compile time, therefore it is not posible
|
||
* to use this macro in a loop with varying values for N. However, you can
|
||
* use the macro suffixed with '_' to build the key dynamically. The
|
||
* AI_BUILD_KEY()-macro can be used to do this.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
#define AI_MATKEY_MAPPINGMODE_W_DIFFUSE(N) "$tex.mapmodew.diffuse["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_W_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_W_AMBIENT(N) "$tex.mapmodew.ambient["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_W_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_W_SPECULAR(N) "$tex.mapmodew.specular["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_W_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_W_EMISSIVE(N) "$tex.mapmodew.emissive["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_W_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_W_NORMALS(N) "$tex.mapmodew.normals["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_W_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_W_HEIGHT(N) "$tex.mapmodew.bump["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_W_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_W_SHININESS(N)"$tex.mapmodew.shininess["#N"]"
|
||
/** @see AI_MATKEY_MAPPINGMODE_W_DIFFUSE */
|
||
#define AI_MATKEY_MAPPINGMODE_W_OPACITY(N) "$tex.mapmodew.opacity["#N"]"
|
||
|
||
#define AI_MATKEY_MAPPINGMODE_W_DIFFUSE_ "$tex.mapmodew.diffuse"
|
||
#define AI_MATKEY_MAPPINGMODE_W_AMBIENT_ "$tex.mapmodew.ambient"
|
||
#define AI_MATKEY_MAPPINGMODE_W_SPECULAR_ "$tex.mapmodew.specular"
|
||
#define AI_MATKEY_MAPPINGMODE_W_EMISSIVE_ "$tex.mapmodew.emissive"
|
||
#define AI_MATKEY_MAPPINGMODE_W_NORMALS_ "$tex.mapmodew.normals"
|
||
#define AI_MATKEY_MAPPINGMODE_W_HEIGHT_ "$tex.mapmodew.height"
|
||
#define AI_MATKEY_MAPPINGMODE_W_SHININESS_ "$tex.mapmodew.shininess"
|
||
#define AI_MATKEY_MAPPINGMODE_W_OPACITY_ "$tex.mapmodew.opacity"
|
||
|
||
#define AI_MATKEY_ORENNAYAR_ROUGHNESS "$shading.orennayar.roughness"
|
||
#define AI_MATKEY_MINNAERT_DARKNESS "$shading.minnaert.darkness"
|
||
#define AI_MATKEY_COOK_TORRANCE_PARAM "$shading.cookt.param"
|
||
|
||
/** @def AI_MATKEY_GLOBAL_BACKGROUND_IMAGE
|
||
* Global property defined by some loaders. Contains the path to
|
||
* the image file to be used as background image.
|
||
*/
|
||
#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "$global.bg.image2d"
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Retrieve a material property with a specific key from the material
|
||
*
|
||
* @param pMat Pointer to the input material. May not be NULL
|
||
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
||
* @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
|
||
* structure or NULL if the key has not been found.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
ASSIMP_API aiReturn aiGetMaterialProperty(const C_STRUCT aiMaterial* pMat,
|
||
const char* pKey,
|
||
const C_STRUCT aiMaterialProperty** pPropOut);
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Retrieve an array of float values with a specific key
|
||
* from the material
|
||
*
|
||
* @param pMat Pointer to the input material. May not be NULL
|
||
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
||
* @param pOut Pointer to a buffer to receive the result.
|
||
* @param pMax Specifies the size of the given buffer, in float's.
|
||
* Receives the number of values (not bytes!) read.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
ASSIMP_API aiReturn aiGetMaterialFloatArray(const C_STRUCT aiMaterial* pMat,
|
||
const char* pKey,
|
||
float* pOut,
|
||
unsigned int* pMax);
|
||
|
||
#ifdef __cplusplus
|
||
// inline it
|
||
inline aiReturn aiGetMaterialFloat(const C_STRUCT aiMaterial* pMat,
|
||
const char* pKey,
|
||
float* pOut)
|
||
{return aiGetMaterialFloatArray(pMat,pKey,pOut,(unsigned int*)0x0);}
|
||
#else
|
||
// use our friend, the C preprocessor
|
||
#define aiGetMaterialFloat (pMat, pKey, pOut) \
|
||
aiGetMaterialFloatArray(pMat, pKey, pOut, NULL)
|
||
#endif //!__cplusplus
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Retrieve an array of integer values with a specific key
|
||
* from the material
|
||
*
|
||
* @param pMat Pointer to the input material. May not be NULL
|
||
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
||
* @param pOut Pointer to a buffer to receive the result.
|
||
* @param pMax Specifies the size of the given buffer, in int's.
|
||
* Receives the number of values (not bytes!) read.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
ASSIMP_API aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
|
||
const char* pKey,
|
||
int* pOut,
|
||
unsigned int* pMax);
|
||
|
||
#ifdef __cplusplus
|
||
// inline it
|
||
inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
|
||
const char* pKey,
|
||
int* pOut)
|
||
{return aiGetMaterialIntegerArray(pMat,pKey,pOut,(unsigned int*)0x0);}
|
||
#else
|
||
// use our friend, the C preprocessor
|
||
#define aiGetMaterialInteger (pMat, pKey, pOut) \
|
||
aiGetMaterialIntegerArray(pMat, pKey, pOut, NULL)
|
||
#endif //!__cplusplus
|
||
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Retrieve a color value from the material property table
|
||
*
|
||
* @param pMat Pointer to the input material. May not be NULL
|
||
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
||
* @param pOut Pointer to a buffer to receive the result.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
ASSIMP_API aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
|
||
const char* pKey,
|
||
aiColor4D* pOut);
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Retrieve a string from the material property table
|
||
*
|
||
* @param pMat Pointer to the input material. May not be NULL
|
||
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
|
||
* @param pOut Pointer to a buffer to receive the result.
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
ASSIMP_API aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
|
||
const char* pKey,
|
||
aiString* pOut);
|
||
|
||
|
||
// ---------------------------------------------------------------------------
|
||
/** Helper function to get a texture from a material
|
||
*
|
||
* This function is provided just for convinience.
|
||
* @param pMat Pointer to the input material. May not be NULL
|
||
* @param iIndex Index of the texture to retrieve. If the index is too
|
||
* large the function fails.
|
||
* @param iTexType One of the AI_TEXTYPE constants. Specifies the type of
|
||
* the texture to retrieve (e.g. diffuse, specular, height map ...)
|
||
* @param szPath Receives the output path
|
||
* NULL is no allowed as value
|
||
* @param piUVIndex Receives the UV index of the texture.
|
||
* NULL is allowed as value.
|
||
* @param pfBlendFactor Receives the blend factor for the texture
|
||
* NULL is allowed as value.
|
||
* @param peTextureOp Receives the texture operation to perform between
|
||
* this texture and the previous texture. NULL is allowed as value.
|
||
* @param peMapMode Receives the mapping modes to be used for the texture.
|
||
* The parameter may be NULL but if it is a valid pointer it MUST
|
||
* point to an array of 3 aiTextureMapMode variables (one for each
|
||
* axis: UVW order (=XYZ)).
|
||
*/
|
||
// ---------------------------------------------------------------------------
|
||
#ifdef __cplusplus
|
||
ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* pMat,
|
||
unsigned int iIndex,
|
||
unsigned int iTexType,
|
||
C_STRUCT aiString* szPath,
|
||
unsigned int* piUVIndex = NULL,
|
||
float* pfBlendFactor = NULL,
|
||
aiTextureOp* peTextureOp = NULL,
|
||
aiTextureMapMode* peMapMode = NULL);
|
||
#else
|
||
aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* pMat,
|
||
unsigned int iIndex,
|
||
unsigned int iTexType,
|
||
C_STRUCT aiString* szPath,
|
||
unsigned int* piUVIndex,
|
||
float* pfBlendFactor,
|
||
aiTextureOp* peTextureOp,
|
||
aiTextureMapMode* peMapMode);
|
||
#endif // !#ifdef __cplusplus
|
||
|
||
#ifdef __cplusplus
|
||
}
|
||
|
||
#include "aiMaterial.inl"
|
||
|
||
#endif //!__cplusplus
|
||
#endif //!!AI_MATERIAL_H_INC
|