assimp/include/aiMaterial.h

1704 lines
58 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
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* Redistributions in binary form must reproduce the above
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derived from this software without specific prior
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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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*/
/** @file aiMaterial.h
* @brief Defines the material system of the library
*/
#ifndef AI_MATERIAL_H_INC
#define AI_MATERIAL_H_INC
#include "aiTypes.h"
#ifdef __cplusplus
extern "C" {
#endif
// Name for default materials (2nd is used if meshes have UV coords)
#define AI_DEFAULT_MATERIAL_NAME "DefaultMaterial"
#define AI_DEFAULT_TEXTURED_MATERIAL_NAME "TexturedDefaultMaterial"
// ---------------------------------------------------------------------------
/** @brief A very primitive RTTI system to store the data type of a
* material property.
*/
enum aiPropertyTypeInfo
{
/** Array of single-precision (32 Bit) floats
*
* It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
* aiMaterial::Get()) to query properties stored in floating-point format.
* The material system performs the type conversion automatically.
*/
aiPTI_Float = 0x1,
/** The material property is an aiString.
*
* Arrays of strings aren't possible, aiGetMaterialString() (or the
* C++-API aiMaterial::Get()) *must* be used to query a string property.
*/
aiPTI_String = 0x3,
/** Array of (32 Bit) integers
*
* It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
* aiMaterial::Get()) to query properties stored in integer format.
* The material system performs the type conversion automatically.
*/
aiPTI_Integer = 0x4,
/** Simple binary buffer, content undefined. Not convertible to anything.
*/
aiPTI_Buffer = 0x5,
/** This value is not used. It is just there to force the
* compiler to map this enum to a 32 Bit integer.
*/
_aiPTI_Force32Bit = 0x9fffffff
};
// ---------------------------------------------------------------------------
/** @brief Defines how the Nth texture of a specific type is combined with
* the result of all previous layers.
*
* Example (left: key, right: value): <br>
* @code
* DiffColor0 - gray
* DiffTextureOp0 - aiTextureOpMultiply
* DiffTexture0 - tex1.png
* DiffTextureOp0 - aiTextureOpAdd
* DiffTexture1 - tex2.png
* @endcode
* Written as equation, the final diffuse term for a specific pixel would be:
* @code
* diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
* sampleTex(DiffTexture1,UV0) * diffContrib;
* @endcode
* where 'diffContrib' is the intensity of the incoming light for that pixel.
*/
enum aiTextureOp
{
/** T = T1 * T2 */
aiTextureOp_Multiply = 0x0,
/** T = T1 + T2 */
aiTextureOp_Add = 0x1,
/** T = T1 - T2 */
aiTextureOp_Subtract = 0x2,
/** T = T1 / T2 */
aiTextureOp_Divide = 0x3,
/** T = (T1 + T2) - (T1 * T2) */
aiTextureOp_SmoothAdd = 0x4,
/** T = T1 + (T2-0.5) */
aiTextureOp_SignedAdd = 0x5,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
_aiTextureOp_Force32Bit = 0x9fffffff
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief Defines how UV coordinates outside the [0...1] range are handled.
*
* Commonly refered to as 'wrapping mode'.
*/
enum aiTextureMapMode
{
/** A texture coordinate u|v is translated to u%1|v%1
*/
aiTextureMapMode_Wrap = 0x0,
/** Texture coordinates outside [0...1]
* are clamped to the nearest valid value.
*/
aiTextureMapMode_Clamp = 0x1,
/** If the texture coordinates for a pixel are outside [0...1]
* the texture is not applied to that pixel
*/
aiTextureMapMode_Decal = 0x3,
/** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
* 1-(u%1)|1-(v%1) otherwise
*/
aiTextureMapMode_Mirror = 0x2,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
_aiTextureMapMode_Force32Bit = 0x9fffffff
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief Defines how the mapping coords for a texture are generated.
*
* Real-time applications typically require full UV coordinates, so the use of
* the aiProcess_GenUVCoords 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 #AI_MATKEY_MAPPING property for more details.
*/
enum aiTextureMapping
{
/** The mapping coordinates are taken from an UV channel.
*
* The #AI_MATKEY_UVWSRC key specifies from which UV channel
* the texture coordinates are to be taken from (remember,
* meshes can have more than one UV channel).
*/
aiTextureMapping_UV = 0x0,
/** Spherical mapping */
aiTextureMapping_SPHERE = 0x1,
/** Cylindrical mapping */
aiTextureMapping_CYLINDER = 0x2,
/** Cubic mapping */
aiTextureMapping_BOX = 0x3,
/** Planar mapping */
aiTextureMapping_PLANE = 0x4,
/** Undefined mapping. Have fun. */
aiTextureMapping_OTHER = 0x5,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
_aiTextureMapping_Force32Bit = 0x9fffffff
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief 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.<br>
*
* 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
{
/** Dummy value.
*
* No texture, but the value to be used as 'texture semantic'
* (#aiMaterialProperty::mSemantic) for all material properties
* *not* related to textures.
*/
aiTextureType_NONE = 0x0,
/** The texture is combined with the result of the diffuse
* lighting equation.
*/
aiTextureType_DIFFUSE = 0x1,
/** The texture is combined with the result of the specular
* lighting equation.
*/
aiTextureType_SPECULAR = 0x2,
/** The texture is combined with the result of the ambient
* lighting equation.
*/
aiTextureType_AMBIENT = 0x3,
/** The texture is added to the result of the lighting
* calculation. It isn't influenced by incoming light.
*/
aiTextureType_EMISSIVE = 0x4,
/** The texture is a height map.
*
* By convention, higher grey-scale values stand for
* higher elevations from the base height.
*/
aiTextureType_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.
*/
aiTextureType_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. Have fun.
*/
aiTextureType_SHININESS = 0x7,
/** The texture defines per-pixel opacity.
*
* Usually 'white' means opaque and 'black' means
* 'transparency'. Or quite the opposite. Have fun.
*/
aiTextureType_OPACITY = 0x8,
/** Displacement texture
*
* The exact purpose and format is application-dependent.
* Higher color values stand for higher vertex displacements.
*/
aiTextureType_DISPLACEMENT = 0x9,
/** Lightmap texture (aka Ambient Occlusion)
*
* 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. It's
* intensity is not affected by incoming light.
*/
aiTextureType_LIGHTMAP = 0xA,
/** Reflection texture
*
* Contains the color of a perfect mirror reflection.
* Rarely used, almost nevery for real-time applications.
*/
aiTextureType_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.
*/
aiTextureType_UNKNOWN = 0xC,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
_aiTextureType_Force32Bit = 0x9fffffff
//! @endcond
};
#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
// ---------------------------------------------------------------------------
/** @brief 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). <br>
* 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
{
/** Flat shading. Shading is done on per-face base,
* diffuse only. Also known as 'faceted shading'.
*/
aiShadingMode_Flat = 0x1,
/** Simple Gouraud shading.
*/
aiShadingMode_Gouraud = 0x2,
/** Phong-Shading -
*/
aiShadingMode_Phong = 0x3,
/** Phong-Blinn-Shading
*/
aiShadingMode_Blinn = 0x4,
/** Toon-Shading per pixel
*
* Also known as 'comic' shader.
*/
aiShadingMode_Toon = 0x5,
/** OrenNayar-Shading per pixel
*
* Extension to standard Lambertian shading, taking the
* roughness of the material into account
*/
aiShadingMode_OrenNayar = 0x6,
/** Minnaert-Shading per pixel
*
* Extension to standard Lambertian shading, taking the
* "darkness" of the material into account
*/
aiShadingMode_Minnaert = 0x7,
/** CookTorrance-Shading per pixel
*
* Special shader for metallic surfaces.
*/
aiShadingMode_CookTorrance = 0x8,
/** No shading at all. Constant light influence of 1.0.
*/
aiShadingMode_NoShading = 0x9,
/** Fresnel shading
*/
aiShadingMode_Fresnel = 0xa,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
_aiShadingMode_Force32Bit = 0x9fffffff
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief Defines some mixed flags for a particular texture.
*
* Usually you'll tell your cg artists how textures have to look like ...
* and hopefully the follow these rules. If they don't, restrict access
* to the coffee machine for them. That should help.
* 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 #AI_MATKEY_TEXFLAGS property.
*/
enum aiTextureFlags
{
/** The texture's color values have to be inverted (componentwise 1-n)
*/
aiTextureFlags_Invert = 0x1,
/** Explicit request to the application to process the alpha channel
* of the texture.
*
* Mutually exclusive with #aiTextureFlags_IgnoreAlpha. 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.
*/
aiTextureFlags_UseAlpha = 0x2,
/** Explicit request to the application to ignore the alpha channel
* of the texture.
*
* Mutually exclusive with #aiTextureFlags_IgnoreAlpha.
*/
aiTextureFlags_IgnoreAlpha = 0x4,
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
_aiTextureFlags_Force32Bit = 0x9fffffff
//! @endcond
};
// ---------------------------------------------------------------------------
/** @brief Defines alpha-blend flags.
*
* If you're familiar with OpenGL or D3D, these flags aren't new to you.
* The define *how* the final color value of a pixel is computed, basing
* on the previous color at that pixel and the new color value from the
* material.
* The blend formula is:
* @code
* SourceColor * SourceBlend + DestColor * DestBlend
* @endcode
* where <DestColor> is the previous color in the framebuffer at this
* position and <SourceColor> is the material colro before the transparency
* calculation.<br>
* This corresponds to the #AI_MATKEY_BLEND_FUNC property.
*/
enum aiBlendMode
{
/**
* Formula:
* @code
* SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
* @endcode
*/
aiBlendMode_Default = 0x0,
/** Additive blending
*
* Formula:
* @code
* SourceColor*1 + DestColor*1
* @endcode
*/
aiBlendMode_Additive = 0x1,
// we don't need more for the moment, but we might need them
// in future versions ...
/** @cond never
* This value is not used. It forces the compiler to use at least
* 32 Bit integers to represent this enum.
*/
_aiBlendMode_Force32Bit = 0x9fffffff
//! @endcond
};
#include "./Compiler/pushpack1.h"
// ---------------------------------------------------------------------------
/** @brief Defines how an UV channel is transformed.
*
* This is just a helper structure for the #AI_MATKEY_UVTRANSFORM key.
* See its documentation for more details.
*
* Typically you'll want to build a matrix of this information. However,
* we keep separate scaling/translation/rotation values to make it
* easier to process and optimize UV transformations internally.
*/
struct aiUVTransform
{
/** Translation on the u and v axes.
*
* The default value is (0|0).
*/
C_STRUCT aiVector2D mTranslation;
/** Scaling on the u and v axes.
*
* The default value is (1|1).
*/
C_STRUCT aiVector2D mScaling;
/** Rotation - in counter-clockwise direction.
*
* The rotation angle is specified in radians. The
* rotation center is 0.5f|0.5f. The default value
* 0.f.
*/
float mRotation;
#ifdef __cplusplus
aiUVTransform()
: mScaling (1.f,1.f)
, mRotation (0.f)
{
// nothing to be done here ...
}
#endif
} PACK_STRUCT;
#include "./Compiler/poppack1.h"
// ---------------------------------------------------------------------------
/** @brief 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 aiGetMaterialXXX() or aiMaterial::Get() family
* of functions to query material properties easily. Processing them
* manually is faster, but it is not the recommended way. It isn't worth
* the effort. <br>
* Material property names follow a simple scheme:
* @code
* $<name>
* ?<name>
* A public property, there must be corresponding AI_MATKEY_XXX define
* 2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials
* post-processing step.
* ~<name>
* A temporary property for internal use. If someone forgets to
* cleanup, some of these might still be contained in the output.
* Don't complain! If you understood what the first paragraph tried
* to tell you, you wouldn't even know.
* @endcode
* @see aiMaterial
*/
struct aiMaterialProperty
{
/** Specifies the name of the property (key)
*
* Keys are case insensitive.
*/
C_STRUCT aiString mKey;
/** Textures: Specifies the exact usage semantic.
*
* For non-texture properties, this member is always 0
* or #aiTextureType_NONE.
*/
unsigned int mSemantic;
/** Textures: Specifies the index of the texture
*
* For non-texture properties, this member is always 0.
*/
unsigned int mIndex;
/** Size of the buffer mData is pointing to, in bytes.
*
* This value may not be 0.
*/
unsigned int mDataLength;
/** Type information for the property.
*
* Defines the data layout inside the data buffer. This is used
* by the library internally to perform debug checks and to
* utilize proper type conversions.
* (It's probably a hacky solution, but it works.)
*/
C_ENUM aiPropertyTypeInfo mType;
/** Binary buffer to hold the property's value
*
* The size of the buffer is always mDataLength.
*/
char* mData;
#ifdef __cplusplus
aiMaterialProperty() {
mData = NULL;
mIndex = mSemantic = 0;
}
~aiMaterialProperty() {
delete[] mData;
}
#endif
};
#ifdef __cplusplus
} // We need to leave the "C" block here to allow template member functions
#endif
// ---------------------------------------------------------------------------
/** @brief Data structure for a material
*
* Material data is stored using a key-value structure. A single key-value
* pair is called a 'material property'. C++ users should use the provided
* member functions of aiMaterial to process material properties, C users
* have to stick with the aiMaterialGetXXX family of unbound functions.
* The library defines a set of standard keys (AI_MATKEY_XXX).
*/
struct ASSIMP_API aiMaterial
{
#ifdef __cplusplus
/// NOTE: no initialization, instance Assimp::MaterialHelper instead
aiMaterial() {}
public:
~aiMaterial();
// -------------------------------------------------------------------
/** @brief Retrieve an array of Type values with a specific key
* from the material
*
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
* @param type Specifies the type of the texture to be retrieved (
* e.g. diffuse, specular, height map ...)
* @param idx Index of the texture to be retrieved.
* @param pOut Pointer to a buffer to receive the result.
* @param pMax Specifies the size of the given buffer, in Type's.
* Receives the number of values (not bytes!) read.
* NULL is a valid value for this parameter.
*/
template <typename Type>
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx, Type* pOut, unsigned int* pMax) const;
// -------------------------------------------------------------------
/** @brief Retrieve a Type value with a specific key
* from the material
*
* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
* @param type Specifies the type of the texture to be retrieved (
* e.g. diffuse, specular, height map ...)
* @param idx Index of the texture to be retrieved.
* @param pOut Reference to receive the output value
*/
template <typename Type>
aiReturn Get(const char* pKey,unsigned int type,
unsigned int idx,Type& pOut) const;
// -------------------------------------------------------------------
/** @brief Helper function to get a texture from a material.
*
* This function is provided just for convenience, you could also
* read the single material properties manually.
* @param type Specifies the type of the texture to be retrieved (
* e.g. diffuse, specular, height map ...)
* @param index Index of the texture to be retrieved. The function fails
* if there is no texture of that type with this index.
* @param path Receives the path to the texture.
* NULL is a valid value.
* @param mapping The texture mapping.
* NULL is allowed as value.
* @param uvindex Receives the UV index of the texture.
* NULL is a valid value.
* @param blend Receives the blend factor for the texture
* NULL is a valid value.
* @param op Receives the texture operation to be performed between
* this texture and the previous texture. NULL is allowed as value.
* @param mapmode 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's (one for each
* axis: UVW order (=XYZ)).
*/
// -------------------------------------------------------------------
aiReturn GetTexture(aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
aiTextureMapping* mapping = NULL,
unsigned int* uvindex = NULL,
float* blend = NULL,
aiTextureOp* op = NULL,
aiTextureMapMode* mapmode = NULL) const;
#endif
/** List of all material properties loaded. */
C_STRUCT aiMaterialProperty** mProperties;
/** Number of properties in the data base */
unsigned int mNumProperties;
/** Storage allocated */
unsigned int mNumAllocated;
};
// Go back to extern "C" again
#ifdef __cplusplus
extern "C" {
#endif
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_NAME
* Defines the name of the material. <br>
* <b>Type:</b> string (aiString)<br>
* <b>Default value:</b> <tt>none</tt> <br>
*/
#define AI_MATKEY_NAME "?mat.name",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_TWOSIDED
* Indicates that the material must be rendered two-sided (means: no
* backface culling). <br>
* <b>Type:</b> int <br>
* <b>Default value:</b> <tt>0</tt> <br>
*/
#define AI_MATKEY_TWOSIDED "$mat.twosided",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_SHADING_MODEL
* Defines the shading model to be used for this material. See the doc for
* #aiShadingMode for a complete list of all predefined values.
* <br>
* <b>Type:</b> int (aiShadingMode)<br>
* <b>Default value:</b> <tt>aiShadingMode_Gouraud</tt>
*/
#define AI_MATKEY_SHADING_MODEL "$mat.shadingm",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_ENABLE_WIREFRAME
* Integer property. 1 to enable wireframe mode for rendering.
* A material with this property set to 1 should appear as wireframe, even
* if the scene is rendered solid.
* <br>
* <b>Type:</b> int <br>
* <b>Default value:</b> <tt>0</tt>
*/
#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_BLEND_FUNC
* Integer property (one of the #aiBlendMode enumerated values). Defines
* the blend function to be used to combine the material color for a specific
* pixel with the previous framebuffer color at this position. This
* corresponds to the #AI_MATKEY_OPACITY and #AI_MATKEY_COLOR_TRANSPARENT
* property. No alpha-blending needs to be turned on if the opacity for all
* color channels is 1.0 and the blend mode is set to #aiBlendMode_Default.
* <br>
* <b>Type:</b> int (#aiBlendMode)<br>
* <b>Default value:</b> <tt>#aiBlendMode_Default</tt>
*/
#define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_OPACITY
* Defines the base opacity of the material. To get the opacity value for
* a particular channel, this value is multiplied with the corresponding
* channel of the #AI_MATKEY_COLOR_TRANSPARENT property. The final value
* is fed in the blend function defined by the #AI_MATKEY_BLEND_FUNC
* property.
* <br>
* <b>Type:</b> float<br>
* <b>Default value:</b> <tt>1.0f</tt><br>
*/
#define AI_MATKEY_OPACITY "$mat.opacity",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_BUMPSCALING
* Defines the height scaling of a bump map (for stuff like Parallax
* Occlusion Mapping). The actual interpretation/range depends on the
* 3D applications which wrote a particular model. <br>
*
* <b>Type:</b> float<br>
* <b>Default value:</b> <tt>1.0f</tt>
*/
#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_SHININESS
* Defines the base shininess of the material
* This is the exponent of the Phong and Phong-Blinn shading equations.
* The range is undefined and depends on the shader being used. The
* value will not be negative, though. <br>
*
* <b>Type:</b> float<br>
* <b>Default value:</b> <tt>0.0f</tt>
*/
#define AI_MATKEY_SHININESS "$mat.shininess",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_SHININESS_STRENGTH
* Defines the strength of the specular highlight.
* This simply scales the specular lighting coefficient. <br>
*
* <b>Type:</b> float <br>
* <b>Default value:</b> <tt>1.0f</tt>
* @note The same effect could be achieved by scaling the specular material
* color. However, most 3D modelers keep this property separate and so
* do we. OK!?
*/
#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_REFRACTI
* Index of refraction of the material. This is used by some shading models,
* e.g. Cook-Torrance. The value is the ratio of the speed of light in a
* vacuum to the speed of light in the material. <br>
*
* <b>Type:</b> float <br>
* <b>Default value:</b> <tt>1.0f </tt>
*/
#define AI_MATKEY_REFRACTI "$mat.refracti",0,0
// ---------------------------------------------------------------------------
/** @def AI_MATKEY_COLOR_DIFFUSE
* Defines the diffuse base color of the material.
* If stored as 4-component color, the alpha channel is ignored.<br>
* <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
* <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
*/
#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse",0,0
/** @def AI_MATKEY_COLOR_AMBIENT
* Declares the amount of ambient light emitted from
* the surface of this object. If stored as 4-component color,
* the alpha channel is ignored.<br><br>
* <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
* <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
*/
#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient",0,0
/** @def AI_MATKEY_COLOR_SPECULAR
* Declares the color of light specularly reflected from
* the surface of this object. If stored as 4-component color, the
* alpha channel is ignored.<br><br>
* <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
* <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
*/
#define AI_MATKEY_COLOR_SPECULAR "$clr.specular",0,0
/** @def AI_MATKEY_COLOR_EMISSIVE
* Declares the amount of light emitted from the
* surface of this object. If stored as 4-component color, the alpha
* channel is ignored.<br><br>
* <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
* <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
*/
#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive",0,0
/** @def AI_MATKEY_COLOR_TRANSPARENT
* Defines the transparent base color of the material. If stored as
* 4-component color, the alpha channel is ignored. This
* corresponds to the #AI_MATKEY_OPACITY and #AI_MATKEY_BLEND_FUNC
* material properties.<br> <br>
* <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
* <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
*/
#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0
/** @def AI_MATKEY_COLOR_REFLECTIVE
* Declares the color of a perfect mirror reflection. If stored as
* 4-component color, the alpha channel is ignored.<br> <br>
* <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
* <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
*/
#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0
// ---------------------------------------------------------------------------
// Pure key names for all texture-related properties
//! @cond MATS_DOC_FULL
#define _AI_MATKEY_TEXTURE_BASE "$tex.file"
#define _AI_MATKEY_UVWSRC_BASE "$tex.uvwsrc"
#define _AI_MATKEY_TEXOP_BASE "$tex.op"
#define _AI_MATKEY_MAPPING_BASE "$tex.mapping"
#define _AI_MATKEY_TEXBLEND_BASE "$tex.blend"
#define _AI_MATKEY_MAPPINGMODE_U_BASE "$tex.mapmodeu"
#define _AI_MATKEY_MAPPINGMODE_V_BASE "$tex.mapmodev"
#define _AI_MATKEY_TEXMAP_AXIS_BASE "$tex.mapaxis"
#define _AI_MATKEY_UVTRANSFORM_BASE "$tex.uvtrafo"
#define _AI_MATKEY_TEXFLAGS_BASE "$tex.flags"
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_TEXTURE
* Specifies the path to the Nth texture of type "type".
* This can either be a path to the texture or a string of the form '*i'
* where i is an index into the array of embedded textures that has been
* imported along with the scene. See #aiTexture for more details.
* <br>
* <b>Type:</b> #aiString<br>
* <b>Default value if key is not defined:</b> <tt>n/a</tt><br>
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXTURE_DIFFUSE(N) \
AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXTURE_SPECULAR(N) \
AI_MATKEY_TEXTURE(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXTURE_AMBIENT(N) \
AI_MATKEY_TEXTURE(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXTURE_EMISSIVE(N) \
AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXTURE_NORMALS(N) \
AI_MATKEY_TEXTURE(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXTURE_HEIGHT(N) \
AI_MATKEY_TEXTURE(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXTURE_SHININESS(N) \
AI_MATKEY_TEXTURE(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXTURE_OPACITY(N) \
AI_MATKEY_TEXTURE(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXTURE_DISPLACEMENT(N) \
AI_MATKEY_TEXTURE(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXTURE_LIGHTMAP(N) \
AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXTURE_REFLECTION(N) \
AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,N)
#define AI_MATKEY_TEXTURE_UNKNOWN(N) \
AI_MATKEY_TEXTURE(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_UVWSRC
* Specifies which UV channel is used as source for the mapping coordinates
* of the Nth texture of type "type". If the requested mapping channel does
* not exist in a mesh associated with the material, decrement the index by
* one until you find a working UV channel. Please note that this property
* is mutually exlusive with AI_MATKEY_MAPPING(type,N) set to 'UV'.
* <br>
* <b>Type:</b> int<br>
* <b>Default value if key is not defined:</b><tt>0</tt><br>
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)
* and AI_MATKEY_MAPPING(type,N) == UV<br>
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_UVWSRC_DIFFUSE(N) \
AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_UVWSRC_SPECULAR(N) \
AI_MATKEY_UVWSRC(aiTextureType_SPECULAR,N)
#define AI_MATKEY_UVWSRC_AMBIENT(N) \
AI_MATKEY_UVWSRC(aiTextureType_AMBIENT,N)
#define AI_MATKEY_UVWSRC_EMISSIVE(N) \
AI_MATKEY_UVWSRC(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_UVWSRC_NORMALS(N) \
AI_MATKEY_UVWSRC(aiTextureType_NORMALS,N)
#define AI_MATKEY_UVWSRC_HEIGHT(N) \
AI_MATKEY_UVWSRC(aiTextureType_HEIGHT,N)
#define AI_MATKEY_UVWSRC_SHININESS(N) \
AI_MATKEY_UVWSRC(aiTextureType_SHININESS,N)
#define AI_MATKEY_UVWSRC_OPACITY(N) \
AI_MATKEY_UVWSRC(aiTextureType_OPACITY,N)
#define AI_MATKEY_UVWSRC_DISPLACEMENT(N) \
AI_MATKEY_UVWSRC(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_UVWSRC_LIGHTMAP(N) \
AI_MATKEY_UVWSRC(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_UVWSRC_REFLECTION(N) \
AI_MATKEY_UVWSRC(aiTextureType_REFLECTION,N)
#define AI_MATKEY_UVWSRC_UNKNOWN(N) \
AI_MATKEY_UVWSRC(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_TEXOP
* Specifies how the Nth texture of type "type" is combined with
* the result of all color values from all previous texture layers combined.
* <br>
* <b>Type:</b> int (#aiTextureOp)<br>
* <b>Default value if key is not defined:</b> <tt>#aiTextureOp_Multiply</tt><br>
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXOP_DIFFUSE(N) \
AI_MATKEY_TEXOP(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXOP_SPECULAR(N) \
AI_MATKEY_TEXOP(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXOP_AMBIENT(N) \
AI_MATKEY_TEXOP(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXOP_EMISSIVE(N) \
AI_MATKEY_TEXOP(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXOP_NORMALS(N) \
AI_MATKEY_TEXOP(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXOP_HEIGHT(N) \
AI_MATKEY_TEXOP(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXOP_SHININESS(N) \
AI_MATKEY_TEXOP(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXOP_OPACITY(N) \
AI_MATKEY_TEXOP(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXOP_DISPLACEMENT(N) \
AI_MATKEY_TEXOP(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXOP_LIGHTMAP(N) \
AI_MATKEY_TEXOP(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXOP_REFLECTION(N) \
AI_MATKEY_TEXOP(aiTextureType_REFLECTION,N)
#define AI_MATKEY_TEXOP_UNKNOWN(N) \
AI_MATKEY_TEXOP(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_MAPPING
* Specifies how the Nth texture of type "type" is mapped.
* <br>
* <b>Type:</b> int (#aiTextureMapping)<br>
* <b>Default value if key is not defined:</b> <tt>#aiTextureMapping_UV</tt><br>
* <b>Requires:</b>#AI_MATKEY_TEXTURE(type,N)<br>
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_MAPPING_DIFFUSE(N) \
AI_MATKEY_MAPPING(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_MAPPING_SPECULAR(N) \
AI_MATKEY_MAPPING(aiTextureType_SPECULAR,N)
#define AI_MATKEY_MAPPING_AMBIENT(N) \
AI_MATKEY_MAPPING(aiTextureType_AMBIENT,N)
#define AI_MATKEY_MAPPING_EMISSIVE(N) \
AI_MATKEY_MAPPING(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_MAPPING_NORMALS(N) \
AI_MATKEY_MAPPING(aiTextureType_NORMALS,N)
#define AI_MATKEY_MAPPING_HEIGHT(N) \
AI_MATKEY_MAPPING(aiTextureType_HEIGHT,N)
#define AI_MATKEY_MAPPING_SHININESS(N) \
AI_MATKEY_MAPPING(aiTextureType_SHININESS,N)
#define AI_MATKEY_MAPPING_OPACITY(N) \
AI_MATKEY_MAPPING(aiTextureType_OPACITY,N)
#define AI_MATKEY_MAPPING_DISPLACEMENT(N) \
AI_MATKEY_MAPPING(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_MAPPING_LIGHTMAP(N) \
AI_MATKEY_MAPPING(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_MAPPING_REFLECTION(N) \
AI_MATKEY_MAPPING(aiTextureType_REFLECTION,N)
#define AI_MATKEY_MAPPING_UNKNOWN(N) \
AI_MATKEY_MAPPING(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_TEXBLEND
* Specifies the strength of the <N>th texture of type <type>. This is just
* a multiplier for the texture's color values. It may have any value, even
* outside [0..1].
* <br>
* <b>Type:</b> float<br>
* <b>Default value if this key is not defined:</b><tt>1.f</tt><br>
* <b>Requires:</b> #AI_MATKEY_TEXTURE(type,N)<br>
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXBLEND_DIFFUSE(N) \
AI_MATKEY_TEXBLEND(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXBLEND_SPECULAR(N) \
AI_MATKEY_TEXBLEND(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXBLEND_AMBIENT(N) \
AI_MATKEY_TEXBLEND(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXBLEND_EMISSIVE(N) \
AI_MATKEY_TEXBLEND(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXBLEND_NORMALS(N) \
AI_MATKEY_TEXBLEND(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXBLEND_HEIGHT(N) \
AI_MATKEY_TEXBLEND(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXBLEND_SHININESS(N) \
AI_MATKEY_TEXBLEND(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXBLEND_OPACITY(N) \
AI_MATKEY_TEXBLEND(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXBLEND_DISPLACEMENT(N) \
AI_MATKEY_TEXBLEND(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXBLEND_LIGHTMAP(N) \
AI_MATKEY_TEXBLEND(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXBLEND_REFLECTION(N) \
AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION,N)
#define AI_MATKEY_TEXBLEND_UNKNOWN(N) \
AI_MATKEY_TEXBLEND(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_MAPPINGMODE_U
* Specifies the texture mapping mode for the <N>th texture of type <type> in
* the u (x) direction.
* <br>
* <b>Type:</b> int (#aiTextureMapMode)<br>
* <b>Default value if key is not defined:</b><tt>#aiTextureMapMode_Wrap</tt><br>
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
* @note There's no equivalent property for the 'w' axis of volume textures,
* just because no formats exports this information.
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_SPECULAR,N)
#define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_AMBIENT,N)
#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_MAPPINGMODE_U_NORMALS(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_NORMALS,N)
#define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_HEIGHT,N)
#define AI_MATKEY_MAPPINGMODE_U_SHININESS(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_SHININESS,N)
#define AI_MATKEY_MAPPINGMODE_U_OPACITY(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_OPACITY,N)
#define AI_MATKEY_MAPPINGMODE_U_DISPLACEMENT(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION,N)
#define AI_MATKEY_MAPPINGMODE_U_UNKNOWN(N) \
AI_MATKEY_MAPPINGMODE_U(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_MAPPINGMODE_V
* Specifies the texture mapping mode for the <N>th texture of type <type> in
* the w (z) direction.
* <br>
* <b>Type:</b> int (#aiTextureMapMode)<br>
* <b>Default value if key is not defined:</b><tt>#aiTextureMapMode_Wrap</tt><br>
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
* @note There's no equivalent property for the 'w' axis of volume textures,
* just because no formats exports this information.
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_SPECULAR,N)
#define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_AMBIENT,N)
#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_MAPPINGMODE_V_NORMALS(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_NORMALS,N)
#define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_HEIGHT,N)
#define AI_MATKEY_MAPPINGMODE_V_SHININESS(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_SHININESS,N)
#define AI_MATKEY_MAPPINGMODE_V_OPACITY(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_OPACITY,N)
#define AI_MATKEY_MAPPINGMODE_V_DISPLACEMENT(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION,N)
#define AI_MATKEY_MAPPINGMODE_V_UNKNOWN(N) \
AI_MATKEY_MAPPINGMODE_V(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_TEXMAP_AXIS
* Specifies the main mapping axis of the Nth texture of type "type".
* This applies to non-UV mapped textures. For spherical, cylindrical and
* planar this is the main axis of the corresponding geometric shape.
* <br>
* <b>Type:</b> float[3] (#aiVector3D)<br>
* <b>Default value if key is not defined:</b> <tt>aiVector3D(0.f,1.f,0.f)</tt> <br>
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N) and
* AI_MATKEY_MAPPING(type,N) != UV<br>
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXMAP_AXIS_DIFFUSE(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXMAP_AXIS_SPECULAR(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXMAP_AXIS_AMBIENT(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXMAP_AXIS_EMISSIVE(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXMAP_AXIS_NORMALS(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXMAP_AXIS_HEIGHT(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXMAP_AXIS_SHININESS(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXMAP_AXIS_OPACITY(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXMAP_AXIS_DISPLACEMENT(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXMAP_AXIS_LIGHTMAP(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION,N)
#define AI_MATKEY_TEXMAP_AXIS_UNKNOWN(N) \
AI_MATKEY_TEXMAP_AXIS(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_UVTRANSFORM
* Specifies how the UV mapping coordinates for the Nth texture of type
* "type" are transformed before they're used for mapping. This is an array
* of five floats - use the aiUVTransform structure for simplicity.
* <br>
* <b>Type:</b> Array of 5 floats<br>
* <b>Default value if key is not defined:</b><tt>0.f,0.f,1.f,1.f,0.f</tt><br>
* <b>Requires:</b> AI_MATKEY_TEXTURE(type,N) and
* AI_MATKEY_MAPPING(type,N) == UV<br>
* <b>Note:</b>Transformed 3D texture coordinates are not *yet* supported.
* And they'll probably never be, no format exports such rubbish.
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_UVTRANSFORM_DIFFUSE(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_UVTRANSFORM_SPECULAR(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_SPECULAR,N)
#define AI_MATKEY_UVTRANSFORM_AMBIENT(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_AMBIENT,N)
#define AI_MATKEY_UVTRANSFORM_EMISSIVE(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_UVTRANSFORM_NORMALS(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_NORMALS,N)
#define AI_MATKEY_UVTRANSFORM_HEIGHT(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_HEIGHT,N)
#define AI_MATKEY_UVTRANSFORM_SHININESS(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_SHININESS,N)
#define AI_MATKEY_UVTRANSFORM_OPACITY(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_OPACITY,N)
#define AI_MATKEY_UVTRANSFORM_DISPLACEMENT(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_UVTRANSFORM_LIGHTMAP(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_UVTRANSFORM_REFLECTION(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_REFLECTION,N)
#define AI_MATKEY_UVTRANSFORM_UNKNOWN(N) \
AI_MATKEY_UVTRANSFORM(aiTextureType_UNKNOWN,N)
//! @endcond
// ---------------------------------------------------------------------------
/**
* @def AI_MATKEY_TEXFLAGS
* Specifies flags for the Nth texture of type 'type'. The key is a bitwise
* combination of the #aiTextureFlags enumerated values.
* <br>
* <b>Type:</b> int (#aiTextureFlags)<br>
* <b>Default value if key is not defined:</b> <tt>0</tt><br>
* <b>Requires:</b>#AI_MATKEY_TEXTURE(type,N)<br>
*/
// ---------------------------------------------------------------------------
#define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N
// For backward compatibility and simplicity
//! @cond MATS_DOC_FULL
#define AI_MATKEY_TEXFLAGS_DIFFUSE(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_DIFFUSE,N)
#define AI_MATKEY_TEXFLAGS_SPECULAR(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_SPECULAR,N)
#define AI_MATKEY_TEXFLAGS_AMBIENT(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_AMBIENT,N)
#define AI_MATKEY_TEXFLAGS_EMISSIVE(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_EMISSIVE,N)
#define AI_MATKEY_TEXFLAGS_NORMALS(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_NORMALS,N)
#define AI_MATKEY_TEXFLAGS_HEIGHT(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_HEIGHT,N)
#define AI_MATKEY_TEXFLAGS_SHININESS(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_SHININESS,N)
#define AI_MATKEY_TEXFLAGS_OPACITY(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_OPACITY,N)
#define AI_MATKEY_TEXFLAGS_DISPLACEMENT(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_DISPLACEMENT,N)
#define AI_MATKEY_TEXFLAGS_LIGHTMAP(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_LIGHTMAP,N)
#define AI_MATKEY_TEXFLAGS_REFLECTION(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_REFLECTION,N)
#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
#define AI_MATKEY_ORENNAYAR_ROUGHNESS "$shading.orennayar.roughness",0,0
#define AI_MATKEY_MINNAERT_DARKNESS "$shading.minnaert.darkness",0,0
#define AI_MATKEY_COOK_TORRANCE_PARAM "$shading.cookt.param",0,0
/** @def AI_MATKEY_GLOBAL_BACKGROUND_IMAGE
* Global property defined by some loaders. Contains the path to
* the image file to be used as background image.
*
* @deprecated
*/
#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "$global.bg.image2d",0,0
// ---------------------------------------------------------------------------
/** @brief 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 type Specifies the type of the texture to be retrieved (
* e.g. diffuse, specular, height map ...)
* @param index Index of the texture to be retrieved.
* @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
* structure or NULL if the key has not been found.
*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
const C_STRUCT aiMaterial* pMat,
const char* pKey,
C_ENUM aiTextureType type,
unsigned int index,
const C_STRUCT aiMaterialProperty** pPropOut);
// ---------------------------------------------------------------------------
/** @brief Retrieve an array of float values with a specific key
* from the material
*
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
* example reads the #AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
* @code
* aiUVTransform trafo;
* unsigned int max = sizeof(aiUVTransform);
* if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
* (float*)&trafo, &max) || sizeof(aiUVTransform) != max)
* {
* // error handling
* }
* @endcode
*
* @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.
* @param type (see the code sample above)
* @param index (see the code sample above)
* @return Specifies whether the key has been found. If not, the output
* arrays remains unmodified and pMax is set to 0.
*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
float* pOut,
unsigned int* pMax);
#ifdef __cplusplus
// ---------------------------------------------------------------------------
/** @brief Retrieve a single float property with a specific key from the material.
*
* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
* example reads the #AI_MATKEY_SHININESS_STRENGTH property of the first diffuse texture)
* @code
* float specStrength = 1.f; // default value, remains unmodified if we fail.
* aiGetMaterialFloat(mat, AI_MATKEY_SHININESS_STRENGTH,
* (float*)&specStrength);
* @endcode
*
* @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 Receives the output float.
* @param type (see the code sample above)
* @param index (see the code sample above)
* @return Specifies whether the key has been found. If not, the output
* float remains unmodified.
*/
// ---------------------------------------------------------------------------
inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
float* pOut)
{
return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
}
#else
// Use our friend, the C preprocessor
#define aiGetMaterialFloat (pMat, type, index, pKey, pOut) \
aiGetMaterialFloatArray(pMat, type, index, pKey, pOut, NULL)
#endif //!__cplusplus
// ---------------------------------------------------------------------------
/** @brief Retrieve an array of integer values with a specific key
* from a material
*
* See the sample for aiGetMaterialFloatArray for more information.
*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
int* pOut,
unsigned int* pMax);
#ifdef __cplusplus
// ---------------------------------------------------------------------------
/** @brief Retrieve an integer property with a specific key from a material
*
* See the sample for aiGetMaterialFloat for more information.
*/
// ---------------------------------------------------------------------------
inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
int* pOut)
{
return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
}
#else
// use our friend, the C preprocessor
#define aiGetMaterialInteger (pMat, type, index, pKey, pOut) \
aiGetMaterialIntegerArray(pMat, type, index, pKey, pOut, NULL)
#endif //!__cplusplus
// ---------------------------------------------------------------------------
/** @brief Retrieve a color value from the material property table
*
* See the sample for aiGetMaterialFloat for more information.
*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
C_STRUCT aiColor4D* pOut);
// ---------------------------------------------------------------------------
/** @brief Retrieve a string from the material property table
*
* See the sample for aiGetMaterialFloat for more information.
*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
const char* pKey,
unsigned int type,
unsigned int index,
C_STRUCT aiString* pOut);
// ---------------------------------------------------------------------------
/** @brief Helper function to get a texture from a material structure.
*
* This function is provided just for convenience. You could also read the
* texture by reading all of its properties manually. This function bundles
* all of them in a huge function-monster.
*
* @param[in] mat Pointer to the input material. May not be NULL
* @param[in] type Specifies the type of the texture to read (e.g. diffuse,
* specular, height map ...).
* @param[in] index Index of the texture layer to be read. The function
* fails if the requested layer is not available.
* @param[out] path Receives the output path
* This parameter mist be non-null.
* @param mapping The texture mapping mode to be used.
* Pass NULL if you'e not interested in this information.
* @param[out] uvindex For UV-mapped textures: receives the index of the UV
* source channel. Unmodified otherwise.
* Pass NULL if you'e not interested in this information.
* @param[out] blend Receives the blend factor for the texture
* Pass NULL if you'e not interested in this information.
* @param[out] op Receives the texture blend operation to be perform between
* this texture and the previous texture.
* Pass NULL if you'e not interested in this information.
* @param[out] mapmode Receives the mapping modes to be used for the texture.
* Pass NULL if you'e not interested in this information. Otherwise,
* pass a pointer to an array of two aiTextureMapMode's (one for each
* axis, UV order).
* @return AI_SUCCESS on success, something else otherwise. Have fun.
*/
// ---------------------------------------------------------------------------
#ifdef __cplusplus
ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
aiTextureType type,
unsigned int index,
aiString* path,
aiTextureMapping* mapping = NULL,
unsigned int* uvindex = NULL,
float* blend = NULL,
aiTextureOp* op = NULL,
aiTextureMapMode* mapmode = NULL,
unsigned int* flags = NULL);
#else
C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
C_ENUM aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
C_ENUM aiTextureMapping* mapping /*= NULL*/,
unsigned int* uvindex /*= NULL*/,
float* blend /*= NULL*/,
C_ENUM aiTextureOp* op /*= NULL*/,
C_ENUM aiTextureMapMode* mapmode /*= NULL*/,
unsigned int* flags /*= NULL*/);
#endif // !#ifdef __cplusplus
#ifdef __cplusplus
}
#include "aiMaterial.inl"
#endif //!__cplusplus
#endif //!!AI_MATERIAL_H_INC