assimp/port/dAssimp/assimp/material.d

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2009, 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
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following disclaimer.
* Redistributions in binary form must reproduce the above
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* 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
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
/**
* Contains the material system which stores the imported material information.
*/
module assimp.material;
import assimp.math;
import assimp.types;
extern ( C ) {
/**
* Default material names for meshes without UV coordinates.
*/
const char* AI_DEFAULT_MATERIAL_NAME = "aiDefaultMat";
/**
* Default material names for meshes with UV coordinates.
*/
const char* AI_DEFAULT_TEXTURED_MATERIAL_NAME = "TexturedDefaultMaterial";
/**
* Defines how the Nth texture of a specific type is combined with the
* result of all previous layers.
*
* Example (left: key, right: value):
* <pre> DiffColor0 - gray
* DiffTextureOp0 - aiTextureOpMultiply
* DiffTexture0 - tex1.png
* DiffTextureOp0 - aiTextureOpAdd
* DiffTexture1 - tex2.png</pre>
* Written as equation, the final diffuse term for a specific pixel would be:
* <pre>diffFinal = DiffColor0 * sampleTex( DiffTexture0, UV0 ) +
* sampleTex( DiffTexture1, UV0 ) * diffContrib;</pre>
* where <code>diffContrib</code> is the intensity of the incoming light for
* that pixel.
*/
enum aiTextureOp : uint {
/**
* <code>T = T1 * T2</code>
*/
Multiply = 0x0,
/**
* <code>T = T1 + T2</code>
*/
Add = 0x1,
/**
* <code>T = T1 - T2</code>
*/
Subtract = 0x2,
/**
* <code>T = T1 / T2</code>
*/
Divide = 0x3,
/**
* <code>T = ( T1 + T2 ) - ( T1 * T2 )</code>
*/
SmoothAdd = 0x4,
/**
* <code>T = T1 + ( T2 - 0.5 )</code>
*/
SignedAdd = 0x5
}
/**
* Defines how UV coordinates outside the <code>[0..1]</code> range are
* handled.
*
* Commonly refered to as 'wrapping mode'.
*/
enum aiTextureMapMode : uint {
/**
* A texture coordinate <code>u | v</code> is translated to
* <code>(u%1) | (v%1)</code>.
*/
Wrap = 0x0,
/**
* Texture coordinates are clamped to the nearest valid value.
*/
Clamp = 0x1,
/**
* If the texture coordinates for a pixel are outside
* <code>[0..1]</code>, the texture is not applied to that pixel.
*/
Decal = 0x3,
/**
* A texture coordinate <code>u | v</code> becomes
* <code>(u%1) | (v%1)</code> if <code>(u-(u%1))%2</code> is
* zero and <code>(1-(u%1)) | (1-(v%1))</code> otherwise.
*/
Mirror = 0x2
}
/**
* Defines how the mapping coords for a texture are generated.
*
* Real-time applications typically require full UV coordinates, so the use of
* the <code>aiProcess.GenUVCoords</code> step is highly recommended. It
* generates proper UV channels for non-UV mapped objects, as long as an
* accurate description how the mapping should look like (e.g spherical) is
* given. See the <code>AI_MATKEY_MAPPING</code> property for more details.
*/
enum aiTextureMapping : uint {
/**
* The mapping coordinates are taken from an UV channel.
*
* The <code>AI_MATKEY_UVSRC</code> key specifies from which (remember,
* meshes can have more than one UV channel).
*/
UV = 0x0,
/**
* Spherical mapping.
*/
SPHERE = 0x1,
/**
* Cylindrical mapping.
*/
CYLINDER = 0x2,
/**
* Cubic mapping.
*/
BOX = 0x3,
/**
* Planar mapping.
*/
PLANE = 0x4,
/**
* Undefined mapping.
*/
OTHER = 0x5
}
/**
* Defines the purpose of a texture
*
* This is a very difficult topic. Different 3D packages support different
* kinds of textures. For very common texture types, such as bumpmaps, the
* rendering results depend on implementation details in the rendering
* pipelines of these applications. Assimp loads all texture references from
* the model file and tries to determine which of the predefined texture
* types below is the best choice to match the original use of the texture
* as closely as possible.
*
* In content pipelines you'll usually define how textures have to be
* handled, and the artists working on models have to conform to this
* specification, regardless which 3D tool they're using.
*/
enum aiTextureType : uint {
/**
* No texture, but the value to be used for
* <code>aiMaterialProperty.mSemantic</code> for all material properties
* <em>not</em> related to textures.
*/
NONE = 0x0,
/**
* The texture is combined with the result of the diffuse lighting
* equation.
*/
DIFFUSE = 0x1,
/**
* The texture is combined with the result of the specular lighting
* equation.
*/
SPECULAR = 0x2,
/**
* The texture is combined with the result of the ambient lighting
* equation.
*/
AMBIENT = 0x3,
/**
* The texture is added to the result of the lighting calculation. It
* isn't influenced by incoming light.
*/
EMISSIVE = 0x4,
/**
* The texture is a height map.
*
* By convention, higher grey-scale values stand for higher elevations
* from the base height.
*/
HEIGHT = 0x5,
/**
* The texture is a (tangent space) normal-map.
*
* Again, there are several conventions for tangent-space normal maps.
* Assimp does (intentionally) not differenciate here.
*/
NORMALS = 0x6,
/**
* The texture defines the glossiness of the material.
*
* The glossiness is in fact the exponent of the specular (phong)
* lighting equation. Usually there is a conversion function defined to
* map the linear color values in the texture to a suitable exponent.
*/
SHININESS = 0x7,
/**
* The texture defines per-pixel opacity.
*
* Usually white means opaque and black means transparent.
*/
OPACITY = 0x8,
/**
* Displacement texture.
*
* The exact purpose and format is application-dependent. Higher color
* values stand for higher vertex displacements.
*/
DISPLACEMENT = 0x9,
/**
* Lightmap or ambient occlusion texture.
*
* Both lightmaps and dedicated ambient occlusion maps are covered by
* this material property. The texture contains a scaling value for the
* final color value of a pixel. Its intensity is not affected by
* incoming light.
*/
LIGHTMAP = 0xA,
/**
* Reflection texture.
*
* Contains the color of a perfect mirror reflection. Rarely used, almost
* never for real-time applications.
*/
REFLECTION = 0xB,
/**
* Unknown texture.
*
* A texture reference that does not match any of the definitions above is
* considered to be 'unknown'. It is still imported, but is excluded from
* any further postprocessing.
*/
UNKNOWN = 0xC
}
/**
* Defines all shading models supported by the library
*
* The list of shading modes has been taken from Blender. See Blender
* 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).
*
* Again, this value is just a hint. Assimp tries to select the shader whose
* most common implementation matches the original rendering results of the
* 3D modeller which wrote a particular model as closely as possible.
*/
enum aiShadingMode : uint {
/**
* Flat shading.
*
* Shading is done on per-face base diffuse only. Also known as
* »faceted shading«.
*/
Flat = 0x1,
/**
* Simple Gouraud shading.
*/
Gouraud = 0x2,
/**
* Phong-Shading.
*/
Phong = 0x3,
/**
* Phong-Blinn-Shading.
*/
Blinn = 0x4,
/**
* Per-pixel toon shading.
*
* Often referred to as »comic shading«.
*/
Toon = 0x5,
/**
* Per-pixel Oren-Nayar shading.
*
* Extension to standard Lambertian shading, taking the roughness of the
* material into account.
*/
OrenNayar = 0x6,
/**
* Per-pixel Minnaert shading.
*
* Extension to standard Lambertian shading, taking the "darkness" of the
* material into account.
*/
Minnaert = 0x7,
/**
* Per-pixel Cook-Torrance shading.
*
* Special shader for metallic surfaces.
*/
CookTorrance = 0x8,
/**
* No shading at all.
*
* Constant light influence of 1.
*/
NoShading = 0x9,
/**
* Fresnel shading.
*/
Fresnel = 0xa
}
/**
* Defines some mixed flags for a particular texture.
*
* Usually you'll instruct your cg artists how textures have to look like
* and how they will be processed in your application. However, if you use
* Assimp for completely generic loading purposes you might also need to
* process these flags in order to display as many 'unknown' 3D models as
* possible correctly.
*
* This corresponds to the <code>AI_MATKEY_TEXFLAGS</code> property.
*/
enum aiTextureFlags : uint {
/**
* The texture's color values have to be inverted (i.e. <code>1-n</code>
* component-wise).
*/
Invert = 0x1,
/**
* Explicit request to the application to process the alpha channel of the
* texture.
*
* Mutually exclusive with <code>IgnoreAlpha</code>. These flags are
* set if the library can say for sure that the alpha channel is used/is
* not used. If the model format does not define this, it is left to the
* application to decide whether the texture alpha channel – if any – is
* evaluated or not.
*/
UseAlpha = 0x2,
/**
* Explicit request to the application to ignore the alpha channel of the
* texture.
*
* Mutually exclusive with <code>UseAlpha</code>.
*/
IgnoreAlpha = 0x4
}
/**
* Defines alpha-blend flags.
*
* If you're familiar with OpenGL or D3D, these flags aren't new to you.
* They define how the final color value of a pixel is computed, based on
* the previous color at that pixel and the new color value from the
* material.
*
* The basic blending formula is
* <code>SourceColor * SourceBlend + DestColor * DestBlend</code>,
* where <code>DestColor</code> is the previous color in the framebuffer at
* this position and <code>SourceColor</code> is the material color before
* the transparency calculation.
*
* This corresponds to the <code>AI_MATKEY_BLEND_FUNC</code> property.
*/
enum aiBlendMode :uint {
/**
* Formula:
* <code>SourceColor * SourceAlpha + DestColor * (1 - SourceAlpha)</code>
*/
Default = 0x0,
/**
* Additive blending.
*
* Formula: <code>SourceColor*1 + DestColor*1</code>
*/
Additive = 0x1
}
/**
* Defines how an UV channel is transformed.
*
* This is just a helper structure for the <code>AI_MATKEY_UVTRANSFORM</code>
* key. See its documentation for more details.
*/
struct aiUVTransform {
align ( 1 ) :
/**
* Translation on the u and v axes.
*
* The default value is (0|0).
*/
aiVector2D mTranslation;
/**
* Scaling on the u and v axes.
*
* The default value is (1|1).
*/
aiVector2D mScaling;
/**
* Rotation - in counter-clockwise direction.
*
* The rotation angle is specified in radians. The rotation center is
* 0.5|0.5. The default value is 0.
*/
float mRotation;
}
/**
* A very primitive RTTI system to store the data type of a material
* property.
*/
enum aiPropertyTypeInfo : uint {
/**
* Array of single-precision (32 bit) floats.
*
* It is possible to use <code>aiGetMaterialInteger[Array]()</code> to
* query properties stored in floating-point format. The material system
* performs the type conversion automatically.
*/
Float = 0x1,
/**
* aiString property.
*
* Arrays of strings aren't possible, <code>aiGetMaterialString()</code>
* must be used to query a string property.
*/
String = 0x3,
/**
* Array of (32 bit) integers.
*
* It is possible to use <code>aiGetMaterialFloat[Array]()</code> to
* query properties stored in integer format. The material system
* performs the type conversion automatically.
*/
Integer = 0x4,
/**
* Simple binary buffer, content undefined. Not convertible to anything.
*/
Buffer = 0x5
}
/**
* Data structure for a single material property.
*
* As an user, you'll probably never need to deal with this data structure.
* Just use the provided <code>aiGetMaterialXXX()</code> functions to query
* material properties easily. Processing them manually is faster, but it is
* not the recommended way. It isn't worth the effort.
*
* Material property names follow a simple scheme:
*
* <code>$[name]</code>: A public property, there must be a corresponding
* AI_MATKEY_XXX constant.
*
* <code>?[name]</code>: Also public, but ignored by the
* <code>aiProcess.RemoveRedundantMaterials</code> post-processing step.
*
* <code>~[name]</code>: A temporary property for internal use.
*/
struct aiMaterialProperty {
/**
* Specifies the name of the property (key).
*
* Keys are generally case insensitive.
*/
aiString mKey;
/**
* For texture properties, this specifies the exact usage semantic.
*
* For non-texture properties, this member is always 0 (or rather
* <code>aiTextureType.NONE</code>).
*/
uint mSemantic;
/**
* For texture properties, this specifies the index of the texture.
*
* For non-texture properties, this member is always 0.
*/
uint mIndex;
/**
* Size of the buffer <code>mData</code> is pointing to (in bytes).
*
* This value may not be 0.
*/
uint mDataLength;
/**
* Type information for the property.
*
* Defines the data layout inside the data buffer. This is used by the
* library internally to perform debug checks and to utilize proper type
* conversions.
*/
aiPropertyTypeInfo mType;
/**
* Binary buffer to hold the property's value.
*
* The size of the buffer is always <code>mDataLength</code>.
*/
char* mData;
}
/**
* Data structure for a material
*
* Material data is stored using a key-value structure. A single key-value
* pair is called a <em>material property</em>. The properties can be
* queried using the <code>aiMaterialGetXXX</code> family of functions. The
* library defines a set of standard keys (AI_MATKEY_XXX).
*/
struct aiMaterial {
/**
* List of all material properties loaded.
*/
aiMaterialProperty** mProperties;
/**
* Number of properties loaded.
*/
uint mNumProperties;
uint mNumAllocated; /// ditto
}
/**
* Standard material property keys. Always pass 0 for texture type and index
* when querying these keys.
*/
const char* AI_MATKEY_NAME = "?mat.name";
const char* AI_MATKEY_TWOSIDED = "$mat.twosided"; /// ditto
const char* AI_MATKEY_SHADING_MODEL = "$mat.shadingm"; /// ditto
const char* AI_MATKEY_ENABLE_WIREFRAME = "$mat.wireframe"; /// ditto
const char* AI_MATKEY_BLEND_FUNC = "$mat.blend"; /// ditto
const char* AI_MATKEY_OPACITY = "$mat.opacity"; /// ditto
const char* AI_MATKEY_BUMPSCALING = "$mat.bumpscaling"; /// ditto
const char* AI_MATKEY_SHININESS = "$mat.shininess"; /// ditto
const char* AI_MATKEY_REFLECTIVITY = "$mat.reflectivity"; /// ditto
const char* AI_MATKEY_SHININESS_STRENGTH = "$mat.shinpercent"; /// ditto
const char* AI_MATKEY_REFRACTI = "$mat.refracti"; /// ditto
const char* AI_MATKEY_COLOR_DIFFUSE = "$clr.diffuse"; /// ditto
const char* AI_MATKEY_COLOR_AMBIENT = "$clr.ambient"; /// ditto
const char* AI_MATKEY_COLOR_SPECULAR = "$clr.specular"; /// ditto
const char* AI_MATKEY_COLOR_EMISSIVE = "$clr.emissive"; /// ditto
const char* AI_MATKEY_COLOR_TRANSPARENT = "$clr.transparent"; /// ditto
const char* AI_MATKEY_COLOR_REFLECTIVE = "$clr.reflective"; /// ditto
const char* AI_MATKEY_GLOBAL_BACKGROUND_IMAGE = "?bg.global"; /// ditto
/**
* Texture material property keys. Do not forget to specify texture type and
* index for these keys.
*/
const char* AI_MATKEY_TEXTURE = "$tex.file";
const char* AI_MATKEY_UVWSRC = "$tex.uvwsrc"; /// ditto
const char* AI_MATKEY_TEXOP = "$tex.op"; /// ditto
const char* AI_MATKEY_MAPPING = "$tex.mapping"; /// ditto
const char* AI_MATKEY_TEXBLEND = "$tex.blend"; /// ditto
const char* AI_MATKEY_MAPPINGMODE_U = "$tex.mapmodeu"; /// ditto
const char* AI_MATKEY_MAPPINGMODE_V = "$tex.mapmodev"; /// ditto
const char* AI_MATKEY_TEXMAP_AXIS = "$tex.mapaxis"; /// ditto
const char* AI_MATKEY_UVTRANSFORM = "$tex.uvtrafo"; /// ditto
const char* AI_MATKEY_TEXFLAGS = "$tex.flags"; /// ditto
}