assimp/code/Pbrt/PbrtExporter.cpp

792 lines
27 KiB
C++

/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2020, assimp 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 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.
----------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_EXPORT
#ifndef ASSIMP_BUILD_NO_PBRT_EXPORTER
#include "PbrtExporter.h"
#include <assimp/version.h> // aiGetVersion
#include <assimp/DefaultIOSystem.h>
#include <assimp/IOSystem.hpp>
#include <assimp/Exporter.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/StreamWriter.h> // StreamWriterLE
#include <assimp/Exceptional.h> // DeadlyExportError
#include <assimp/material.h> // aiTextureType
#include <assimp/scene.h>
#include <assimp/mesh.h>
// Header files, standard library.
#include <memory> // shared_ptr
#include <string>
#include <sstream> // stringstream
#include <ctime> // localtime, tm_*
#include <map>
#include <set>
#include <vector>
#include <array>
#include <unordered_set>
#include <numeric>
#include <iostream>
using namespace Assimp;
// some constants that we'll use for writing metadata
namespace Assimp {
// ---------------------------------------------------------------------
// Worker function for exporting a scene to ascii pbrt.
// Prototyped and registered in Exporter.cpp
void ExportScenePbrt (
const char* pFile,
IOSystem* pIOSystem,
const aiScene* pScene,
const ExportProperties* pProperties
){
std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
// initialize the exporter
PbrtExporter exporter(pScene, pIOSystem, path, file);
}
} // end of namespace Assimp
// Constructor
PbrtExporter::PbrtExporter (
const aiScene* pScene, IOSystem* pIOSystem,
const std::string path, const std::string file)
: mScene(pScene),
mIOSystem(pIOSystem),
mPath(path),
mFile(file)
{
std::unique_ptr<IOStream> outfile;
// Open the indicated file for writing
outfile.reset(mIOSystem->Open(mPath,"wt"));
if (!outfile) {
throw DeadlyExportError(
"could not open output .pbrt file: " + std::string(mFile)
);
}
// Write Header
WriteHeader();
// Write metadata to file
WriteMetaData();
// Write scene-wide rendering options
WriteSceneWide();
// Write the Shapes
WriteShapes();
// Write World Description
WriteWorldDefinition();
// Write out to file
outfile->Write(mOutput.str().c_str(),
mOutput.str().length(), 1);
// explicitly release file pointer,
// so we don't have to rely on class destruction.
outfile.reset();
// TODO Do Animation
}
// Destructor
PbrtExporter::~PbrtExporter() {
// Empty
}
void PbrtExporter::WriteHeader() {
// TODO
// TODO warn user if scene has animations
// TODO warn user if mScene->mFlags is nonzero
// TODO warn if a metadata defines the ambient term
}
void PbrtExporter::WriteMetaData() {
mOutput << "#############################" << std::endl;
mOutput << "# Writing out scene metadata:" << std::endl;
mOutput << "#############################" << std::endl;
aiMetadata* pMetaData = mScene->mMetaData;
for (int i = 0; i < pMetaData->mNumProperties; i++) {
mOutput << "# - ";
mOutput << pMetaData->mKeys[i].C_Str() << " :";
switch(pMetaData->mValues[i].mType) {
case AI_BOOL : {
mOutput << " ";
if (*static_cast<bool*>(pMetaData->mValues[i].mData))
mOutput << "TRUE" << std::endl;
else
mOutput << "FALSE" << std::endl;
break;
}
case AI_INT32 : {
mOutput << " " <<
*static_cast<int32_t*>(pMetaData->mValues[i].mData) <<
std::endl;
break;
}
case AI_UINT64 :
mOutput << " " <<
*static_cast<uint64_t*>(pMetaData->mValues[i].mData) <<
std::endl;
break;
case AI_FLOAT :
mOutput << " " <<
*static_cast<float*>(pMetaData->mValues[i].mData) <<
std::endl;
break;
case AI_DOUBLE :
mOutput << " " <<
*static_cast<double*>(pMetaData->mValues[i].mData) <<
std::endl;
break;
case AI_AISTRING : {
aiString* value =
static_cast<aiString*>(pMetaData->mValues[i].mData);
std::string svalue = value->C_Str();
std::size_t found = svalue.find_first_of("\n");
mOutput << std::endl;
while (found != std::string::npos) {
mOutput << "# " << svalue.substr(0, found) << std::endl;
svalue = svalue.substr(found + 1);
found = svalue.find_first_of("\n");
}
mOutput << "# " << svalue << std::endl;
break;
}
case AI_AIVECTOR3D :
// TODO
mOutput << " Vector3D (unable to print)" << std::endl;
break;
default:
// AI_META_MAX and FORCE_32BIT
mOutput << " META_MAX or FORCE_32Bit (unable to print)" << std::endl;
break;
}
}
}
void PbrtExporter::WriteSceneWide() {
// If there are 0 cameras in the scene, it is purely geometric
// Don't write any scene wide description
if (mScene->mNumCameras == 0)
return;
// Cameras & Film
WriteCameras();
mOutput << std::endl;
mOutput << "#####################################################################" << std::endl;
mOutput << "# Assimp does not support explicit Sampler, Filter, Integrator, Accel" << std::endl;
mOutput << "#####################################################################" << std::endl;
mOutput << "# Setting to reasonable default values" << std::endl;
// Samplers
mOutput << "Sampler \"halton\" \"integer pixelsamples\" [16]" << std::endl;
// Filters
mOutput << "PixelFilter \"box\"" << std::endl;
// Integrators
mOutput << "Integrator \"path\" \"integer maxdepth\" [5]" << std::endl;
// Accelerators
mOutput << "Accelerator \"bvh\"" << std::endl;
// Participating Media
// Assimp does not support participating media
}
void PbrtExporter::WriteCameras() {
mOutput << std::endl;
mOutput << "###############################" << std::endl;
mOutput << "# Writing Camera and Film data:" << std::endl;
mOutput << "###############################" << std::endl;
mOutput << "# - Number of Cameras found in scene: ";
mOutput << mScene->mNumCameras << std::endl;
if (mScene->mNumCameras == 0){
mOutput << "# - No Cameras found in the scene" << std::endl;
return;
}
if (mScene->mNumCameras > 1) {
mOutput << "# - Multiple Cameras found in scene" << std::endl;
mOutput << "# - Defaulting to first Camera specified" << std::endl;
}
for(int i = 0; i < mScene->mNumCameras; i++){
WriteCamera(i);
}
}
void PbrtExporter::WriteCamera(int i) {
auto camera = mScene->mCameras[i];
bool cameraActive = i == 0;
mOutput << "# - Camera " << i+1 << ": "
<< camera->mName.C_Str() << std::endl;
// Get camera aspect ratio
float aspect = camera->mAspect;
if(aspect == 0){
aspect = 4.0/3.0;
mOutput << "# - Aspect ratio : 1.33333 (no aspect found, defaulting to 4/3)" << std::endl;
} else {
mOutput << "# - Aspect ratio : " << aspect << std::endl;
}
// Get camera fov
float hfov = AI_RAD_TO_DEG(camera->mHorizontalFOV);
float fov;
mOutput << "# - Horizontal fov : " << hfov << std::endl;
if (aspect >= 1.0)
fov = hfov;
else
fov = hfov * aspect;
// Get Film xres and yres
int xres = 640;
int yres = (int)round(640/aspect);
// Print Film for this camera
if (!cameraActive)
mOutput << "# ";
mOutput << "Film \"image\" \"string filename\" \""
<< mFile << "_pbrt.exr\"" << std::endl;
if (!cameraActive)
mOutput << "# ";
mOutput << " \"integer xresolution\" ["
<< xres << "]" << std::endl;
if (!cameraActive)
mOutput << "# ";
mOutput << " \"integer yresolution\" ["
<< yres << "]" << std::endl;
// Get camera transform
// Isn't optimally efficient, but is the simplest implementation
// Get camera node
aiMatrix4x4 w2c;
auto cameraNode = mScene->mRootNode->FindNode(camera->mName);
if (!cameraNode) {
mOutput << "# ERROR: Camera declared but not found in scene tree" << std::endl;
}
else {
std::vector<aiMatrix4x4> matrixChain;
auto tempNode = cameraNode;
while(tempNode) {
matrixChain.insert(matrixChain.begin(), tempNode->mTransformation);
tempNode = tempNode->mParent;
}
w2c = matrixChain[0];
for(int i = 1; i < matrixChain.size(); i++){
w2c *= matrixChain[i];
}
}
// Print Camera LookAt
auto position = w2c * camera->mPosition;
auto lookAt = w2c * camera->mLookAt;
auto up = w2c * camera->mUp;
if (!cameraActive)
mOutput << "# ";
mOutput << "LookAt "
<< position.x << " " << position.y << " " << position.z << std::endl;
if (!cameraActive)
mOutput << "# ";
mOutput << " "
<< lookAt.x << " " << lookAt.y << " " << lookAt.z << std::endl;
if (!cameraActive)
mOutput << "# ";
mOutput << " "
<< up.x << " " << up.y << " " << up.z << std::endl;
// Print camera descriptor
if(!cameraActive)
mOutput << "# ";
mOutput << "Camera \"perspective\" \"float fov\" "
<< "[" << fov << "]" << std::endl;
}
void PbrtExporter::WriteShapes() {
// - figure out if should all be in 1 file (no camera?)
// - if more than 1 file, place each geo in separate directory
// - NEED to figure out how meshes are/should be split up
// create geometry_<filename> folder
// bool mIOSystem->CreateDirectory(path)
// TODO worry about sequestering geo later, after giant print
}
void PbrtExporter::WriteWorldDefinition() {
mOutput << std::endl;
mOutput << "############################" << std::endl;
mOutput << "# Writing World Definitiion:" << std::endl;
mOutput << "############################" << std::endl;
// Print WorldBegin
mOutput << "WorldBegin" << std::endl;
// Check to see if the scene has Embedded Textures
WriteEmbeddedTextures();
// Print materials
WriteMaterials();
// Print Objects
// Both PBRT's `Shape` and `Object` are in Assimp's `aiMesh` class
WriteObjects();
// Print Object Instancing (nodes)
WriteObjectInstances();
// Print Lights (w/o geometry)
WriteLights();
// Print Area Lights (w/ geometry)
// Print WorldEnd
mOutput << std::endl << "WorldEnd";
}
void PbrtExporter::WriteEmbeddedTextures() {
mOutput << std::endl;
mOutput << "###################" << std::endl;
mOutput << "# Checking Embededded Textures:" << std::endl;
mOutput << "###################" << std::endl;
mOutput << "# - Number of Embedded Textures found in scene: ";
mOutput << mScene->mNumTextures << std::endl;
if (mScene->mNumTextures == 0)
return;
mOutput << "# ERROR: PBRT does not support Embedded Textures" << std::endl;
}
void PbrtExporter::WriteMaterials() {
mOutput << std::endl;
mOutput << "####################" << std::endl;
mOutput << "# Writing Materials:" << std::endl;
mOutput << "####################" << std::endl;
mOutput << "# - Number of Materials found in scene: ";
mOutput << mScene->mNumMaterials << std::endl;
if (mScene->mNumMaterials == 0)
return;
// TODO remove default when numCameras == 0
// For now, only on debug
mOutput << "# - Creating a default grey matte material" << std::endl;
mOutput << "Material \"matte\" \"rgb Kd\" [.8 .8 .8]" << std::endl;
for (int i = 0 ; i < mScene->mNumMaterials; i++) {
WriteMaterial(i);
}
}
void PbrtExporter::WriteMaterial(int m) {
auto material = mScene->mMaterials[m];
// get material name
auto materialName = material->GetName();
mOutput << std::endl << "# - Material " << m+1 << ": "
<< materialName.C_Str() << std::endl;
// Print out number of properties
mOutput << "# - Number of Material Properties: "
<< material->mNumProperties << std::endl;
// print out texture properties parsing through by type
// then print out any new textures
WriteNewTextures(material);
// TODO IMMEDIATELY
// Determine if this material should be one of:
// - disney (has BASE_COLOR?)
// - matte (has only kd?)
// - metal (never? has only ks?)
// - mirror (has reflection)
// - plastic (never?)
// - uber (general?)
// Use MakeNamedMaterial to give variable names to materials
mOutput << "MakeNamedMaterial \"" << materialName.C_Str() << "\""
<< " \"string type\" \"uber\"" << std::endl;
}
void PbrtExporter::WriteLights() {
mOutput << std::endl;
mOutput << "#################" << std::endl;
mOutput << "# Writing Lights:" << std::endl;
mOutput << "#################" << std::endl;
mOutput << "# - Number of Lights found in scene: ";
mOutput << mScene->mNumLights << std::endl;
// TODO remove default ambient term when numCameras == 0
// For now, ambient may only be necessary for debug
mOutput << "# - Creating a default blueish ambient light source" << std::endl;
mOutput << "LightSource \"infinite\" \"rgb L\" [0.4 0.45 0.5]" << std::endl;
mOutput << " \"integer samples\" [8]" << std::endl;
}
void PbrtExporter::WriteObjects() {
mOutput << std::endl;
mOutput << "#############################" << std::endl;
mOutput << "# Writing Object Definitions:" << std::endl;
mOutput << "#############################" << std::endl;
mOutput << "# - Number of Meshes found in scene: ";
mOutput << mScene->mNumMeshes << std::endl;
if (mScene->mNumMeshes == 0)
return;
for (int i = 0 ; i < mScene->mNumMeshes; i++) {
WriteObject(i);
}
}
void PbrtExporter::WriteObject(int i) {
auto mesh = mScene->mMeshes[i];
mOutput << "# - Mesh " << i+1 << ": ";
if (mesh->mName == aiString(""))
mOutput << "<No Name>" << std::endl;
else
mOutput << mesh->mName.C_Str() << std::endl;
// Print out primitive types found
mOutput << "# - Primitive Type(s):" << std::endl;
if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT)
mOutput << "# - POINT" << std::endl;
if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE)
mOutput << "# - LINE" << std::endl;
if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE)
mOutput << "# - TRIANGLE" << std::endl;
if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)
mOutput << "# - POLYGON" << std::endl;
// Check if any types other than tri
if ( (mesh->mPrimitiveTypes & aiPrimitiveType_POINT)
|| (mesh->mPrimitiveTypes & aiPrimitiveType_LINE)
|| (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) {
mOutput << "# ERROR: PBRT Does not support POINT, LINE, POLY meshes" << std::endl;
}
// Check for Normals
mOutput << "# - Normals: ";
if (mesh->mNormals)
mOutput << "TRUE" << std::endl;
else
mOutput << "FALSE" << std::endl;
// Check for Tangents
mOutput << "# - Tangents: ";
if (mesh->mTangents)
mOutput << "TRUE" << std::endl;
else
mOutput << "FALSE" << std::endl;
// Count number of texture coordinates
int numTextureCoords = 0;
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++) {
if (mesh->mTextureCoords[i])
numTextureCoords++;
}
mOutput << "# - Number of Texture Coordinates: "
<< numTextureCoords << std::endl;
if (numTextureCoords > 1) {
mOutput << "# - Multiple Texture Coordinates found in scene" << std::endl;
mOutput << "# - Defaulting to first Texture Coordinate specified" << std::endl;
}
// TODO Check for Alpha texture
mOutput << "# - Alpha texture: " << std::endl;
// Create ObjectBegin
mOutput << "ObjectBegin \"";
if (mesh->mName == aiString(""))
mOutput << "mesh_" << i+1 << "\"" << std::endl;
else
mOutput << mesh->mName.C_Str() << "_" << i+1 << "\"" << std::endl;
// Write Shapes
mOutput << "Shape \"trianglemesh\"" << std::endl
<< " \"integer indices\" [";
// Start with faces (which hold indices)
for(int i = 0; i < mesh->mNumFaces; i++) {
auto face = mesh->mFaces[i];
for(int j = 0; j < face.mNumIndices; j++) {
mOutput << face.mIndices[j] << " ";
}
}
mOutput << "]" << std::endl;
// Then go to vertices
mOutput << " \"point P\" [";
for(int i = 0; i < mesh->mNumVertices; i++) {
auto vector = mesh->mVertices[i];
mOutput << vector.x << " " << vector.y << " " << vector.z << " ";
}
mOutput << "]" << std::endl;
// Normals (if present)
if (mesh->mNormals) {
mOutput << " \"normal N\" [";
for(int i = 0; i < mesh->mNumVertices; i++) {
auto normal = mesh->mNormals[i];
mOutput << normal.x << " " << normal.y << " " << normal.z << " ";
}
mOutput << "]" << std::endl;
}
// Tangents (if present)
if (mesh->mTangents) {
mOutput << " \"vector S\" [";
for(int i = 0; i < mesh->mNumVertices; i++) {
auto tangent = mesh->mTangents[i];
mOutput << tangent.x << " " << tangent.y << " " << tangent.z << " ";
}
mOutput << "]" << std::endl;
}
// Texture Coords (if present)
// TODO comment out wrong ones, only choose 1st 2d texture coord
// Close ObjectBegin
mOutput << "ObjectEnd" << std::endl;
}
void PbrtExporter::WriteObjectInstances() {
mOutput << std::endl;
mOutput << "###########################" << std::endl;
mOutput << "# Writing Object Instances:" << std::endl;
mOutput << "###########################" << std::endl;
// Get root node of the scene
auto rootNode = mScene->mRootNode;
// Set base transform to identity
aiMatrix4x4 parentTransform;
// Recurse into root node
WriteObjectInstance(rootNode, parentTransform);
}
void PbrtExporter::WriteObjectInstance(aiNode* node, aiMatrix4x4 parent) {
auto w2o = parent * node->mTransformation;
// Print transformation for this node
if(node->mNumMeshes > 0) {
mOutput << "Transform ["
<< w2o.a1 << " " << w2o.a2 << " " << w2o.a3 << " " << w2o.a4 << " "
<< w2o.b1 << " " << w2o.b2 << " " << w2o.b3 << " " << w2o.b4 << " "
<< w2o.c1 << " " << w2o.c2 << " " << w2o.c3 << " " << w2o.c4 << " "
<< w2o.d1 << " " << w2o.d2 << " " << w2o.d3 << " " << w2o.d4
<< "]" << std::endl;
}
// Loop over number of meshes in node
for(int i = 0; i < node->mNumMeshes; i++) {
// Print ObjectInstance
mOutput << "ObjectInstance \"";
auto mesh = mScene->mMeshes[node->mMeshes[i]];
if (mesh->mName == aiString(""))
mOutput << "mesh_" << node->mMeshes[i] + 1 << "\"" << std::endl;
else
mOutput << mesh->mName.C_Str() << "_" << node->mMeshes[i] + 1 << "\"" << std::endl;
}
// Recurse through children
for (int i = 0; i < node->mNumChildren; i++) {
WriteObjectInstance(node->mChildren[i], w2o);
}
}
void PbrtExporter::WriteNewTextures(aiMaterial* material) {
// Print out texture type counts
int textureCounts[aiTextureType_UNKNOWN];
for (int i = 1; i <= aiTextureType_UNKNOWN; i++) {
textureCounts[i-1] = material->GetTextureCount(aiTextureType(i));
}
mOutput << "# - Texture Type Counts:" << std::endl;
mOutput << "# - aiTextureType_DIFFUSE: " << textureCounts[0] << std::endl;
mOutput << "# - aiTextureType_SPECULAR: " << textureCounts[1] << std::endl;
mOutput << "# - aiTextureType_AMBIENT: " << textureCounts[2] << std::endl;
mOutput << "# - aiTextureType_EMISSIVE: " << textureCounts[3] << std::endl;
mOutput << "# - aiTextureType_HEIGHT: " << textureCounts[4] << std::endl;
mOutput << "# - aiTextureType_NORMALS: " << textureCounts[5] << std::endl;
mOutput << "# - aiTextureType_SHININESS: " << textureCounts[6] << std::endl;
mOutput << "# - aiTextureType_OPACITY: " << textureCounts[7] << std::endl;
mOutput << "# - aiTextureType_DISPLACEMENT: " << textureCounts[8] << std::endl;
mOutput << "# - aiTextureType_LIGHTMAP: " << textureCounts[9] << std::endl;
mOutput << "# - aiTextureType_REFLECTION: " << textureCounts[10] << std::endl;
mOutput << "# - aiTextureType_BASE_COLOR: " << textureCounts[11] << std::endl;
mOutput << "# - aiTextureType_NORMAL_CAMERA: " << textureCounts[12] << std::endl;
mOutput << "# - aiTextureType_EMISSION_COLOR: " << textureCounts[13] << std::endl;
mOutput << "# - aiTextureType_METALNESS: " << textureCounts[14] << std::endl;
mOutput << "# - aiTextureType_DIFFUSE_ROUGHNESS: " << textureCounts[15] << std::endl;
mOutput << "# - aiTextureType_AMBIENT_OCCLUSION: " << textureCounts[16] << std::endl;
mOutput << "# - aiTextureType_UNKNOWN: " << textureCounts[17] << std::endl;
for (int tt = 1; tt <= aiTextureType_UNKNOWN; tt++) {
C_STRUCT aiString path;
//aiTextureMapping mapping;
//unsigned int uvindex;
//ai_real blend;
//aiTextureOp op;
aiTextureMapMode mapmode;
for (int t = 0; t < textureCounts[tt-1]; t++) {
material->GetTexture(
aiTextureType(tt),
t,
&path,
NULL,
NULL,
NULL,
NULL,
&mapmode);
std::stringstream name;
std::string spath = std::string(path.C_Str());
std::replace(spath.begin(), spath.end(), '\\', '/');
name << spath << "_";
switch(aiTextureType(tt)) {
case aiTextureType_DIFFUSE :
name << "diffuse";
break;
case aiTextureType_SPECULAR :
name << "specular";
break;
case aiTextureType_AMBIENT :
name << "ambient";
break;
case aiTextureType_EMISSIVE :
name << "emissive";
break;
case aiTextureType_HEIGHT :
name << "height";
break;
case aiTextureType_NORMALS :
name << "normals";
break;
case aiTextureType_SHININESS :
name << "shininess";
break;
case aiTextureType_OPACITY :
name << "opacity";
break;
case aiTextureType_DISPLACEMENT :
name << "displacement";
break;
case aiTextureType_LIGHTMAP :
name << "lightmap";
break;
case aiTextureType_REFLECTION :
name << "reflection";
break;
case aiTextureType_BASE_COLOR :
name << "base_color";
break;
case aiTextureType_NORMAL_CAMERA :
name << "normal_camera";
break;
case aiTextureType_EMISSION_COLOR :
name << "emission_color";
break;
case aiTextureType_METALNESS :
name << "metalness";
break;
case aiTextureType_DIFFUSE_ROUGHNESS :
name << "diffuse_roughness";
break;
case aiTextureType_AMBIENT_OCCLUSION :
name << "ambient_occlusion";
break;
case aiTextureType_UNKNOWN :
name << "unknown";
break;
default :
break;
}
if (mTextureSet.find(name.str()) == mTextureSet.end()) {
mOutput << "Texture \"" << name.str() << "\" \"spectrum\" "
<< "\"string filename\" \"" << spath << "\" "
<< "\"string wrap\" \"";
switch (mapmode) {
case aiTextureMapMode_Wrap :
mOutput << "repeat\"" << std::endl;
break;
case aiTextureMapMode_Clamp :
mOutput << "clamp\"" << std::endl;
break;
case aiTextureMapMode_Decal :
mOutput << "black\"" << std::endl;
break;
case aiTextureMapMode_Mirror :
// PBRT doesn't support mirroring textures
mOutput << "repeat\"" << std::endl;
break;
default:
mOutput << "ERROR\"" << std::endl;
break;
}
}
}
}
}
#endif // ASSIMP_BUILD_NO_PBRT_EXPORTER
#endif // ASSIMP_BUILD_NO_EXPORT