925 lines
36 KiB
C
925 lines
36 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 texture mapping for use within the material system.
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*
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*/
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// ---------------------------------------------------------------------------
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enum aiTextureMapMode
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{
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/** A texture coordinate u|v is translated to u%1|v%1
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*/
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aiTextureMapMode_Wrap = 0x0,
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/** Texture coordinates outside the area formed by 1|1 and 0|0
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* are clamped to the nearest valid value on an axis
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*/
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aiTextureMapMode_Clamp = 0x1,
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/** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
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* 1-(u%1)|1-(v%1) otherwise
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*/
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aiTextureMapMode_Mirror = 0x2
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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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* This value may not be 0.
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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. This member
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* is never 0
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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 (AI_MATKEY) which should be
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* enough 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_BUILD_KEY
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* Builds a material texture key with a dynamic index.
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* Applications <b>could</b> do this (C-example):
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* @code
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* int i;
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* struct aiMaterial* pMat = ....
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* for (i = 0;true;++i) {
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* if (AI_SUCCESS != aiGetMaterialFloat(pMat,AI_MATKEY_TEXTURE_DIFFUSE(i),...)) {
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* ...
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* }
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* }
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* @endcode
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* However, this is wrong because AI_MATKEY_TEXTURE_DIFFUSE() builds the key
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* string at <b>compile time</b>. <br>
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* Therefore, the dynamic indexing results in a
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* material key like this : "$tex.file.diffuse[i]" - and it is not very
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* propable that there is a key with this name ... (except the programmer
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* of an ASSIMP loader has made the same mistake :-) ).<br>
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* This is the right way:
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* @code
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* int i;
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* char szBuffer[512];
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* struct aiMaterial* pMat = ....
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* for (i = 0;true;++i) {
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* AI_BUILD_KEY(AI_MATKEY_TEXTURE_DIFFUSE_,i,szBuffer);
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* if (AI_SUCCESS != aiGetMaterialFloat(pMat,szBuffer,...)) {
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* ...
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* }
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* }
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* @endcode
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* @param base Base material key. This is the same key you'd have used
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* normally with an underscore as suffix (e.g. AI_MATKEY_TEXTURE_DIFFUSE_)
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* @param index Index to be used. Here you may pass a variable!
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* @param out Array of chars to receive the output value. It must be
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* sufficiently large. This will be checked via a static assertion for
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* C++0x. For MSVC8 and later versions the security enhanced version of
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* sprintf() will be used. However, if your buffer is at least 512 bytes
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* long you'll never overrun.
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*/
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#if _MSC_VER >= 1400
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# define AI_BUILD_KEY(base,index,out) \
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::sprintf_s(out,"%s[%i]",base,index);
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#else
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# define AI_BUILD_KEY(base,index,out) \
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::sprintf(out,"%s[%i]",base,index);
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#endif
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// ---------------------------------------------------------------------------
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/** @def AI_MATKEY_NAME
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* Defines the name of the material
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* <br>
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* <b>Type:</b> string (aiString)<br>
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* <b>Default value:</b> none <br>
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*/
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#define AI_MATKEY_NAME "$mat.name"
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// ---------------------------------------------------------------------------
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/** @def AI_MATKEY_TWOSIDED
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* Indicates that the material must be rendered two-sided
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* <br>
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* <b>Type:</b> int <br>
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* <b>Default value:</b> 0 <br>
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*/
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#define AI_MATKEY_TWOSIDED "$mat.twosided"
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/** @def AI_MATKEY_SHADING_MODE
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* Defines the shading model to use (aiShadingMode)
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* <br>
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* <b>Type:</b> int (aiShadingMode)<br>
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* <b>Default value:</b> aiShadingMode_Gouraud <br>
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*/
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#define AI_MATKEY_SHADING_MODEL "$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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* <br>
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* <b>Type:</b> int <br>
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* <b>Default value:</b> 0 <br>
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*/
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#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe"
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/** @def AI_MATKEY_OPACITY
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* Defines the base opacity of the material
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* <br>
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* <b>Type:</b> float<br>
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* <b>Default value:</b> 1.0f <br>
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*/
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#define AI_MATKEY_OPACITY "$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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* <br>
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* <b>Type:</b> float<br>
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* <b>Default value:</b> 1.0f <br>
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*/
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#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling"
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/** @def AI_MATKEY_SHININESS
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* Defines the base shininess of the material
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* This is the exponent of the phong shading equation.
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* <br>
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* <b>Type:</b> float<br>
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* <b>Default value:</b> 0.0f <br>
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*/
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#define AI_MATKEY_SHININESS "$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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* This is simply a multiplier to the specular color of a material
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* <br>
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* <b>Type:</b> float<br>
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* <b>Default value:</b> 1.0f <br>
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*/
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#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent"
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// ---------------------------------------------------------------------------
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/** @def AI_MATKEY_COLOR_DIFFUSE
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* Defines the diffuse base color of the material
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* <br>
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* <b>Type:</b> color (aiColor4D or aiColor3D)<br>
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* <b>Default value:</b> 0.0f|0.0f|0.0f|1.0f <br>
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*/
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#define AI_MATKEY_COLOR_DIFFUSE "$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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* <br>
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* <b>Type:</b> color (aiColor4D or aiColor3D)<br>
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* <b>Default value:</b> 0.0f|0.0f|0.0f|1.0f <br>
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*/
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#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient"
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/** @def AI_MATKEY_COLOR_SPECULAR
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* Defines the specular base color of the material
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* <br>
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* <b>Type:</b> color (aiColor4D or aiColor3D)<br>
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* <b>Default value:</b> 0.0f|0.0f|0.0f|1.0f <br>
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*/
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#define AI_MATKEY_COLOR_SPECULAR "$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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* <br>
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* <b>Type:</b> color (aiColor4D or aiColor3D)<br>
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* <b>Default value:</b> 0.0f|0.0f|0.0f|1.0f <br>
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*/
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#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive"
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// ---------------------------------------------------------------------------
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/** @def AI_MATKEY_TEXTURE_DIFFUSE
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* Defines a specified diffuse texture channel of the material
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* <br>
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* <b>Type:</b> string (aiString)<br>
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* <b>Default value:</b> none <br>
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* @note The key string is built at compile time, therefore it is not
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* posible to use this macro in a loop with varying values for N.
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* However, you can use the macro suffixed with '_' to build the key
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* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
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*/
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#define AI_MATKEY_TEXTURE_DIFFUSE(N) "$tex.file.diffuse["#N"]"
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#define AI_MATKEY_TEXTURE_DIFFUSE_ "$tex.file.diffuse"
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/** @def AI_MATKEY_TEXTURE_AMBIENT
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* Defines a specified ambient texture channel of the material
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* <br>
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* <b>Type:</b> string (aiString)<br>
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* <b>Default value:</b> none <br>
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* @note The key string is built at compile time, therefore it is not
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* posible to use this macro in a loop with varying values for N.
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* However, you can use the macro suffixed with '_' to build the key
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* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
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*/
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#define AI_MATKEY_TEXTURE_AMBIENT(N) "$tex.file.ambient["#N"]"
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#define AI_MATKEY_TEXTURE_AMBIENT_ "$tex.file.ambient"
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/** @def AI_MATKEY_TEXTURE_SPECULAR
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* Defines a specified specular texture channel of the material
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* <br>
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* <b>Type:</b> string (aiString)<br>
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* <b>Default value:</b> none <br>
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* @note The key string is built at compile time, therefore it is not
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* posible to use this macro in a loop with varying values for N.
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* However, you can use the macro suffixed with '_' to build the key
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* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
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*/
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#define AI_MATKEY_TEXTURE_SPECULAR(N) "$tex.file.specular["#N"]"
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#define AI_MATKEY_TEXTURE_SPECULAR_ "$tex.file.specular"
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/** @def AI_MATKEY_TEXTURE_EMISSIVE
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* Defines a specified emissive texture channel of the material
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* <br>
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* <b>Type:</b> string (aiString)<br>
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* <b>Default value:</b> none <br>
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* @note The key string is built at compile time, therefore it is not
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* posible to use this macro in a loop with varying values for N.
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* However, you can use the macro suffixed with '_' to build the key
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* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
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*/
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#define AI_MATKEY_TEXTURE_EMISSIVE(N) "$tex.file.emissive["#N"]"
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#define AI_MATKEY_TEXTURE_EMISSIVE_ "$tex.file.emissive"
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/** @def AI_MATKEY_TEXTURE_NORMALS
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* Defines a specified normal texture channel of the material
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* <br>
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* <b>Type:</b> string (aiString)<br>
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* <b>Default value:</b> none <br>
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* @note The key string is built at compile time, therefore it is not
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* posible to use this macro in a loop with varying values for N.
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* However, you can use the macro suffixed with '_' to build the key
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* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
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*/
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#define AI_MATKEY_TEXTURE_NORMALS(N) "$tex.file.normals["#N"]"
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#define AI_MATKEY_TEXTURE_NORMALS_ "$tex.file.normals"
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/** @def AI_MATKEY_TEXTURE_HEIGHT
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* Defines a specified bumpmap texture (=heightmap) channel of the material
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* This is very similar to #AI_MATKEY_TEXTURE_NORMALS. It is provided
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* to allow applications to determine whether the input data for
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* normal mapping is already a normal map or needs to be converted from
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* a heightmap to a normal map.
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* <br>
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* <b>Type:</b> string (aiString)<br>
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* <b>Default value:</b> none <br>
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* @note The key string is built at compile time, therefore it is not
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* posible to use this macro in a loop with varying values for N.
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* However, you can use the macro suffixed with '_' to build the key
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* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
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*/
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#define AI_MATKEY_TEXTURE_HEIGHT(N) "$tex.file.height["#N"]"
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#define AI_MATKEY_TEXTURE_HEIGHT_ "$tex.file.height"
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/** @def AI_MATKEY_TEXTURE_SHININESS
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* Defines a specified shininess texture channel of the material
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* <br>
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* <b>Type:</b> string (aiString)<br>
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* <b>Default value:</b> none <br>
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* @note The key string is built at compile time, therefore it is not
|
|
* posible to use this macro in a loop with varying values for N.
|
|
* However, you can use the macro suffixed with '_' to build the key
|
|
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
|
*/
|
|
#define AI_MATKEY_TEXTURE_SHININESS(N) "$tex.file.shininess["#N"]"
|
|
#define AI_MATKEY_TEXTURE_SHININESS_ "$tex.file.shininess"
|
|
|
|
/** @def AI_MATKEY_TEXTURE_OPACITY
|
|
* Defines a specified opacity texture channel of the material
|
|
* <br>
|
|
* <b>Type:</b> string (aiString)<br>
|
|
* <b>Default value:</b> none <br>
|
|
* @note The key string is built at compile time, therefore it is not
|
|
* posible to use this macro in a loop with varying values for N.
|
|
* However, you can use the macro suffixed with '_' to build the key
|
|
* dynamically. The AI_BUILD_KEY()-macro can be used to do this.
|
|
*/
|
|
#define AI_MATKEY_TEXTURE_OPACITY(N) "$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 "$shading.minnaert.darkness"
|
|
#define AI_MATKEY_COOK_TORRANCE_REFRACTI "$shading.cookt.refracti"
|
|
#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.
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
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.
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
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.
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
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.
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
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.
|
|
*/
|
|
// ---------------------------------------------------------------------------
|
|
aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
|
|
const char* pKey,
|
|
aiString* pOut);
|
|
|
|
|
|
#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
|
|
|
|
// ---------------------------------------------------------------------------
|
|
/** 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
|
|
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
|