564 lines
19 KiB
C
564 lines
19 KiB
C
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Defines the material system of the library
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*
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*/
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#ifndef AI_MATERIAL_H_INC
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#define AI_MATERIAL_H_INC
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#include "aiTypes.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** Defines type identifiers for use within the material system.
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*
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*/
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// ---------------------------------------------------------------------------
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enum aiPropertyTypeInfo
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{
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/** Array of single-precision floats
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*/
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aiPTI_Float = 0x1,
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/** aiString data structure
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*/
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aiPTI_String = 0x3,
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/** Array of Integers
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*/
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aiPTI_Integer = 0x4,
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/** Simple binary buffer
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*/
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aiPTI_Buffer = 0x5,
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};
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// ---------------------------------------------------------------------------
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/** Defines texture operations like add, mul ...
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*
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*/
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// ---------------------------------------------------------------------------
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enum aiTextureOp
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{
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/** T = T1 * T2
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*/
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aiTextureOp_Multiply = 0x0,
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/** T = T1 + T2
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*/
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aiTextureOp_Add = 0x1,
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/** T = T1 - T2
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*/
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aiTextureOp_Subtract = 0x2,
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/** T = T1 / T2
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*/
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aiTextureOp_Divide = 0x3,
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/** T = (T1 + T2) - (T1 * T2)
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*/
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aiTextureOp_SmoothAdd = 0x4,
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/** T = T1 + (T2-0.5)
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*/
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aiTextureOp_SignedAdd = 0x5
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};
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// ---------------------------------------------------------------------------
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/** Defines all shading models supported by the library
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*
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* @note The list of shading modes has been taken from Blender3D.
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* See Blender3D documentation for more information. The API does
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* not distinguish between "specular" and "diffuse" shaders (thus the
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* specular term for diffuse shading models like Oren-Nayar remains
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* undefined)
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*/
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// ---------------------------------------------------------------------------
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enum aiShadingMode
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{
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/** Flat shading. Shading is done on per-face base,
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* diffuse only.
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*/
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aiShadingMode_Flat = 0x1,
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/** Diffuse gouraud shading. Shading on per-vertex base
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*/
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aiShadingMode_Gouraud = 0x2,
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/** Diffuse/Specular Phong-Shading
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*
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* Shading is applied on per-pixel base. This is the
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* slowest algorithm, but generates the best results.
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*/
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aiShadingMode_Phong = 0x3,
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/** Diffuse/Specular Phong-Blinn-Shading
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*
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* Shading is applied on per-pixel base. This is a little
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* bit faster than phong and in some cases even
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* more realistic
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*/
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aiShadingMode_Blinn = 0x4,
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/** Toon-Shading per pixel
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*
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* Shading is applied on per-pixel base. The output looks
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* like a comic. Often combined with edge detection.
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*/
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aiShadingMode_Toon = 0x5,
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/** OrenNayar-Shading per pixel
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*
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* Extension to standard lambertian shading, taking the
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* roughness of the material into account
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*
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*/
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aiShadingMode_OrenNayar = 0x6,
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/** Minnaert-Shading per pixel
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*
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* Extension to standard lambertian shading, taking the
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* "darkness" of the material into account
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*/
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aiShadingMode_Minnaert = 0x7,
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/** CookTorrance-Shading per pixel
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*/
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aiShadingMode_CookTorrance = 0x8,
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/** No shading at all
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*/
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aiShadingMode_NoShading = 0x8
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};
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// ---------------------------------------------------------------------------
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/** Data structure for a single property inside a material
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*
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* @see aiMaterial
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*/
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// ---------------------------------------------------------------------------
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struct aiMaterialProperty
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{
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/** Specifies the name of the property (key)
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*
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* Keys are case insensitive.
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*/
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C_STRUCT aiString* mKey;
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/** Size of the buffer mData is pointing to, in bytes
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*/
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unsigned int mDataLength;
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/** Type information for the property.
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*
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* Defines the data layout inside the
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* data buffer. This is used by the library
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* internally to perform debug checks.
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*/
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aiPropertyTypeInfo mType;
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/** Binary buffer to hold the property's value
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*
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* The buffer has no terminal character. However,
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* if a string is stored inside it may use 0 as terminal,
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* but it would be contained in mDataLength.
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*/
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char* mData;
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};
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// ---------------------------------------------------------------------------
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/** Data structure for a material
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*
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* Material data is stored using a key-value structure, called property
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* (to guarant that the system is maximally flexible).
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* The library defines a set of standard keys, which should be enough
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* for nearly all purposes.
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*/
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// ---------------------------------------------------------------------------
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struct aiMaterial
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{
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#ifdef __cplusplus
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protected:
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aiMaterial() {}
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public:
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#endif // __cplusplus
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/** List of all material properties loaded.
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*/
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C_STRUCT aiMaterialProperty** mProperties;
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/** Number of properties loaded
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*/
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unsigned int mNumProperties;
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unsigned int mNumAllocated;
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};
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// ---------------------------------------------------------------------------
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/** @def AI_MATKEY_NAME
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* Defines the name of the material (aiString)
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*/
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#define AI_MATKEY_NAME "$mat.name"
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/** @def AI_MATKEY_SHADING_MODE
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* Defines the shading model to use (aiShadingMode)
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*/
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#define AI_MATKEY_SHADING_MODEL "$mat.shadingm"
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/** @def AI_MATKEY_ENABLE_WIREFRAM
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* Integer property. 1 to enable wireframe for rendering
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*/
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#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe"
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/** @def AI_MATKEY_OPACITY
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* Defines the base opacity of the material
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*/
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#define AI_MATKEY_OPACITY "$mat.opacity"
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/** @def AI_MATKEY_BUMPSCALING
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* Defines the height scaling of a bump map (for stuff like Parallax
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* Occlusion Mapping)
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*/
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#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling"
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/** @def AI_MATKEY_SHININESS
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* Defines the base shininess of the material
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* This is the exponent of the phong shading equation.
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*/
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#define AI_MATKEY_SHININESS "$mat.shininess"
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/** @def AI_MATKEY_SHININESS_STRENGTH
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* Defines the strength of the specular highlight.
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*/
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#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent"
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/** @def AI_MATKEY_COLOR_DIFFUSE
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* Defines the diffuse base color of the material
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*/
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#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse"
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/** @def AI_MATKEY_COLOR_AMBIENT
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* Defines the ambient base color of the material
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*/
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#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient"
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/** @def AI_MATKEY_COLOR_SPECULAR
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* Defines the specular base color of the material
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*/
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#define AI_MATKEY_COLOR_SPECULAR "$clr.specular"
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/** @def AI_MATKEY_COLOR_EMISSIVE
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* Defines the emissive base color of the material
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*/
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#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive"
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/** @def AI_MATKEY_TEXTURE_DIFFUSE
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* Defines a specified diffuse texture channel of the material
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*/
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#define AI_MATKEY_TEXTURE_DIFFUSE(N) "$tex.file.diffuse["#N"]"
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#define AI_MATKEY_TEXTURE_DIFFUSE_ "$tex.file.diffuse"
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/** @def AI_MATKEY_TEXTURE_AMBIENT
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* Defines a specified ambient texture channel of the material
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*/
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#define AI_MATKEY_TEXTURE_AMBIENT(N) "$tex.file.ambient["#N"]"
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#define AI_MATKEY_TEXTURE_AMBIENT_ "$tex.file.ambient"
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/** @def AI_MATKEY_TEXTURE_SPECULAR
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* Defines a specified specular texture channel of the material
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*/
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#define AI_MATKEY_TEXTURE_SPECULAR(N) "$tex.file.specular["#N"]"
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#define AI_MATKEY_TEXTURE_SPECULAR_ "$tex.file.specular"
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/** @def AI_MATKEY_TEXTURE_EMISSIVE
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* Defines a specified emissive texture channel of the material
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*/
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#define AI_MATKEY_TEXTURE_EMISSIVE(N) "$tex.file.emissive["#N"]"
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#define AI_MATKEY_TEXTURE_EMISSIVE_ "$tex.file.emissive"
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/** @def AI_MATKEY_TEXTURE_NORMALS
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* Defines a specified normal texture channel of the material
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*/
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#define AI_MATKEY_TEXTURE_NORMALS(N) "$tex.file.normals["#N"]"
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#define AI_MATKEY_TEXTURE_NORMALS_ "$tex.file.normals"
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/** @def AI_MATKEY_TEXTURE_HEIGHT
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* Defines a specified bumpmap texture (=heightmap) channel of the material
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* This is very similar to #AI_MATKEY_TEXTURE_NORMALS. It is provided
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* to allow applications to determine whether the input data for
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* normal mapping is already a normal map or needs to be converted from
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* a heightmap to a normal map.
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*/
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#define AI_MATKEY_TEXTURE_HEIGHT(N) "$tex.file.bump["#N"]"
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#define AI_MATKEY_TEXTURE_HEIGHT_ "$tex.file.bump"
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/** @def AI_MATKEY_TEXTURE_SHININESS
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* Defines a specified shininess texture channel of the material
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*/
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#define AI_MATKEY_TEXTURE_SHININESS(N) "$tex.file.shininess["#N"]"
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#define AI_MATKEY_TEXTURE_SHININESS_ "$tex.file.shininess"
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/** @def AI_MATKEY_TEXTURE_OPACITY
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* Defines a specified opacity texture channel of the material
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*/
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#define AI_MATKEY_TEXTURE_OPACITY(N) "$tex.file.opacity["#N"]"
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#define AI_MATKEY_TEXTURE_OPACITY_ "$tex.file.opacity"
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#define AI_MATKEY_TEXOP_DIFFUSE(N) "$tex.op.diffuse["#N"]"
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#define AI_MATKEY_TEXOP_AMBIENT(N) "$tex.op.ambient["#N"]"
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#define AI_MATKEY_TEXOP_SPECULAR(N) "$tex.op.specular["#N"]"
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#define AI_MATKEY_TEXOP_EMISSIVE(N) "$tex.op.emissive["#N"]"
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#define AI_MATKEY_TEXOP_NORMALS(N) "$tex.op.normals["#N"]"
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#define AI_MATKEY_TEXOP_HEIGHT(N) "$tex.op.bump["#N"]"
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#define AI_MATKEY_TEXOP_SHININESS(N) "$tex.op.shininess["#N"]"
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#define AI_MATKEY_TEXOP_OPACITY(N) "$tex.op.opacity["#N"]"
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#define AI_MATKEY_TEXOP_DIFFUSE_ "$tex.op.diffuse"
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#define AI_MATKEY_TEXOP_AMBIENT_ "$tex.op.ambient"
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#define AI_MATKEY_TEXOP_SPECULAR_ "$tex.op.specular"
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#define AI_MATKEY_TEXOP_EMISSIVE_ "$tex.op.emissive"
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#define AI_MATKEY_TEXOP_NORMALS_ "$tex.op.normals"
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#define AI_MATKEY_TEXOP_HEIGHT_ "$tex.op.bump"
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#define AI_MATKEY_TEXOP_SHININESS_ "$tex.op.shininess"
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#define AI_MATKEY_TEXOP_OPACITY_ "$tex.op.opacity"
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#define AI_MATKEY_UVWSRC_DIFFUSE(N) "$tex.uvw.diffuse["#N"]"
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#define AI_MATKEY_UVWSRC_AMBIENT(N) "$tex.uvw.ambient["#N"]"
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#define AI_MATKEY_UVWSRC_SPECULAR(N) "$tex.uvw.specular["#N"]"
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#define AI_MATKEY_UVWSRC_EMISSIVE(N) "$tex.uvw.emissive["#N"]"
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#define AI_MATKEY_UVWSRC_NORMALS(N) "$tex.uvw.normals["#N"]"
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#define AI_MATKEY_UVWSRC_HEIGHT(N) "$tex.uvw.bump["#N"]"
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#define AI_MATKEY_UVWSRC_SHININESS(N) "$tex.uvw.shininess["#N"]"
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#define AI_MATKEY_UVWSRC_OPACITY(N) "$tex.uvw.opacity["#N"]"
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#define AI_MATKEY_UVWSRC_DIFFUSE_ "$tex.uvw.diffuse"
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#define AI_MATKEY_UVWSRC_AMBIENT_ "$tex.uvw.ambient"
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#define AI_MATKEY_UVWSRC_SPECULAR_ "$tex.uvw.specular"
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#define AI_MATKEY_UVWSRC_EMISSIVE_ "$tex.uvw.emissive"
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#define AI_MATKEY_UVWSRC_NORMALS_ "$tex.uvw.normals"
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#define AI_MATKEY_UVWSRC_HEIGHT_ "$tex.uvw.bump"
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#define AI_MATKEY_UVWSRC_SHININESS_ "$tex.uvw.shininess"
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#define AI_MATKEY_UVWSRC_OPACITY_ "$tex.uvw.opacity"
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#define AI_MATKEY_TEXBLEND_DIFFUSE(N) "$tex.blend.diffuse["#N"]"
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#define AI_MATKEY_TEXBLEND_AMBIENT(N) "$tex.blend.ambient["#N"]"
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#define AI_MATKEY_TEXBLEND_SPECULAR(N) "$tex.blend.specular["#N"]"
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#define AI_MATKEY_TEXBLEND_EMISSIVE(N) "$tex.blend.emissive["#N"]"
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#define AI_MATKEY_TEXBLEND_NORMALS(N) "$tex.blend.normals["#N"]"
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#define AI_MATKEY_TEXBLEND_HEIGHT(N) "$tex.blend.bump["#N"]"
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#define AI_MATKEY_TEXBLEND_SHININESS(N) "$tex.blend.shininess["#N"]"
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#define AI_MATKEY_TEXBLEND_OPACITY(N) "$tex.blend.opacity["#N"]"
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#define AI_MATKEY_TEXBLEND_DIFFUSE_ "$tex.blend.diffuse"
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#define AI_MATKEY_TEXBLEND_AMBIENT_ "$tex.blend.ambient"
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#define AI_MATKEY_TEXBLEND_SPECULAR_ "$tex.blend.specular"
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#define AI_MATKEY_TEXBLEND_EMISSIVE_ "$tex.blend.emissive"
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#define AI_MATKEY_TEXBLEND_NORMALS_ "$tex.blend.normals"
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#define AI_MATKEY_TEXBLEND_HEIGHT_ "$tex.blend.bump"
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#define AI_MATKEY_TEXBLEND_SHININESS_ "$tex.blend.shininess"
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#define AI_MATKEY_TEXBLEND_OPACITY_ "$tex.blend.opacity"
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#define AI_MATKEY_ORENNAYAR_ROUGHNESS "$shading.orennayar.roughness"
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#define AI_MATKEY_MINNAERT_DARKNESS "$shading.minnaert.darkness"
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#define AI_MATKEY_COOK_TORRANCE_REFRACTI "$shading.cookt.refracti"
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#define AI_MATKEY_COOK_TORRANCE_PARAM "$shading.cookt.param"
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/** @def AI_MATKEY_GLOBAL_BACKGROUND_IMAGE
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* Global property defined by some loaders. Contains the path to
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* the image file to be used as background image.
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*/
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#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "$global.bg.image2d"
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// ---------------------------------------------------------------------------
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/** Retrieve a material property with a specific key from the material
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*
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* @param pMat Pointer to the input material. May not be NULL
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* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
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* @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
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* structure or NULL if the key has not been found.
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*/
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// ---------------------------------------------------------------------------
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aiReturn aiGetMaterialProperty(const C_STRUCT aiMaterial* pMat,
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const char* pKey,
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const C_STRUCT aiMaterialProperty** pPropOut);
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// ---------------------------------------------------------------------------
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/** Retrieve an array of float values with a specific key
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* from the material
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*
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* @param pMat Pointer to the input material. May not be NULL
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* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
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* @param pOut Pointer to a buffer to receive the result.
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* @param pMax Specifies the size of the given buffer, in float's.
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* Receives the number of values (not bytes!) read.
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*/
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// ---------------------------------------------------------------------------
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aiReturn aiGetMaterialFloatArray(const C_STRUCT aiMaterial* pMat,
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const char* pKey,
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float* pOut,
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unsigned int* pMax);
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#ifdef __cplusplus
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// inline it
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inline aiReturn aiGetMaterialFloat(const C_STRUCT aiMaterial* pMat,
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const char* pKey,
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float* pOut)
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{return aiGetMaterialFloatArray(pMat,pKey,pOut,(unsigned int*)0x0);}
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#else
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// use our friend, the C preprocessor
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#define aiGetMaterialFloat (pMat, pKey, pOut) \
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aiGetMaterialFloatArray(pMat, pKey, pOut, NULL)
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#endif //!__cplusplus
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// ---------------------------------------------------------------------------
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/** Retrieve an array of integer values with a specific key
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* from the material
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*
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* @param pMat Pointer to the input material. May not be NULL
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* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
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* @param pOut Pointer to a buffer to receive the result.
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* @param pMax Specifies the size of the given buffer, in int's.
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* Receives the number of values (not bytes!) read.
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*/
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// ---------------------------------------------------------------------------
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aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
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const char* pKey,
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int* pOut,
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unsigned int* pMax);
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#ifdef __cplusplus
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// inline it
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inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
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const char* pKey,
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int* pOut)
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{return aiGetMaterialIntegerArray(pMat,pKey,pOut,(unsigned int*)0x0);}
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#else
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// use our friend, the C preprocessor
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#define aiGetMaterialInteger (pMat, pKey, pOut) \
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aiGetMaterialIntegerArray(pMat, pKey, pOut, NULL)
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#endif //!__cplusplus
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// ---------------------------------------------------------------------------
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/** Retrieve a color value from the material property table
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*
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* @param pMat Pointer to the input material. May not be NULL
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* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
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* @param pOut Pointer to a buffer to receive the result.
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*/
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// ---------------------------------------------------------------------------
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aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
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const char* pKey,
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aiColor4D* pOut);
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// ---------------------------------------------------------------------------
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/** Retrieve a string from the material property table
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*
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* @param pMat Pointer to the input material. May not be NULL
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* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
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* @param pOut Pointer to a buffer to receive the result.
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*/
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// ---------------------------------------------------------------------------
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aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
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const char* pKey,
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aiString* pOut);
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#define AI_TEXTYPE_OPACITY 0x0
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#define AI_TEXTYPE_SPECULAR 0x1
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#define AI_TEXTYPE_AMBIENT 0x2
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#define AI_TEXTYPE_EMISSIVE 0x3
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#define AI_TEXTYPE_HEIGHT 0x4
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#define AI_TEXTYPE_NORMALS 0x5
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#define AI_TEXTYPE_SHININESS 0x6
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#define AI_TEXTYPE_DIFFUSE 0x7
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// ---------------------------------------------------------------------------
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/** Helper function to get a texture from a material
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*
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* This function is provided just for convinience.
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* @param pMat Pointer to the input material. May not be NULL
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* @param iIndex Index of the texture to retrieve. If the index is too
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* large the function fails.
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* @param iTexType One of the AI_TEXTYPE constants. Specifies the type of
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* the texture to retrieve (e.g. diffuse, specular, height map ...)
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* @param szPath Receives the output path
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* NULL is no allowed as value
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* @param piUVIndex Receives the UV index of the texture.
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* NULL is allowed as value.
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* @param pfBlendFactor Receives the blend factor for the texture
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* NULL is allowed as value.
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* @param peTextureOp Receives the texture operation to perform between
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* this texture and the previous texture.
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* NULL is allowed as value.
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*/
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// ---------------------------------------------------------------------------
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aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* pMat,
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unsigned int iIndex,
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unsigned int iTexType,
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C_STRUCT aiString* szPath,
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unsigned int* piUVIndex,
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float* pfBlendFactor,
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aiTextureOp* peTextureOp);
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#ifdef __cplusplus
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}
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#endif //!__cplusplus
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#endif //!!AI_MATERIAL_H_INC
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