assimp/include/assimp/material.h

1682 lines
60 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2024, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
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contributors may be used to endorse or promote products
derived from this software without specific prior
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
/** @file material.h
* @brief Defines the material system of the library
*/
#pragma once
#ifndef AI_MATERIAL_H_INC
#define AI_MATERIAL_H_INC
#ifdef __GNUC__
#pragma GCC system_header
#endif
#include <assimp/types.h>
#ifdef __cplusplus
extern "C" {
#endif
// Name for default materials (2nd is used if meshes have UV coords)
#define AI_DEFAULT_MATERIAL_NAME "DefaultMaterial"
// ---------------------------------------------------------------------------
/** @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,
#ifndef SWIG
_aiTextureOp_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** @brief Defines how UV coordinates outside the [0...1] range are handled.
*
* Commonly referred 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,
#ifndef SWIG
_aiTextureMapMode_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** @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.
*
* #AI_MATKEY_UVWSRC property 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,
#ifndef SWIG
_aiTextureMapping_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** @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 = 0,
/** LEGACY API MATERIALS
* Legacy refers to materials which
* Were originally implemented in the specifications around 2000.
* These must never be removed, as most engines support them.
*/
/** The texture is combined with the result of the diffuse
* lighting equation.
* OR
* PBR Specular/Glossiness
*/
aiTextureType_DIFFUSE = 1,
/** The texture is combined with the result of the specular
* lighting equation.
* OR
* PBR Specular/Glossiness
*/
aiTextureType_SPECULAR = 2,
/** The texture is combined with the result of the ambient
* lighting equation.
*/
aiTextureType_AMBIENT = 3,
/** The texture is added to the result of the lighting
* calculation. It isn't influenced by incoming light.
*/
aiTextureType_EMISSIVE = 4,
/** The texture is a height map.
*
* By convention, higher gray-scale values stand for
* higher elevations from the base height.
*/
aiTextureType_HEIGHT = 5,
/** The texture is a (tangent space) normal-map.
*
* Again, there are several conventions for tangent-space
* normal maps. Assimp does (intentionally) not
* distinguish here.
*/
aiTextureType_NORMALS = 6,
/** 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 = 7,
/** The texture defines per-pixel opacity.
*
* Usually 'white' means opaque and 'black' means
* 'transparency'. Or quite the opposite. Have fun.
*/
aiTextureType_OPACITY = 8,
/** Displacement texture
*
* The exact purpose and format is application-dependent.
* Higher color values stand for higher vertex displacements.
*/
aiTextureType_DISPLACEMENT = 9,
/** 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. Its
* intensity is not affected by incoming light.
*/
aiTextureType_LIGHTMAP = 10,
/** Reflection texture
*
* Contains the color of a perfect mirror reflection.
* Rarely used, almost never for real-time applications.
*/
aiTextureType_REFLECTION = 11,
/** PBR Materials
* PBR definitions from maya and other modelling packages now use this standard.
* This was originally introduced around 2012.
* Support for this is in game engines like Godot, Unreal or Unity3D.
* Modelling packages which use this are very common now.
*/
aiTextureType_BASE_COLOR = 12,
aiTextureType_NORMAL_CAMERA = 13,
aiTextureType_EMISSION_COLOR = 14,
aiTextureType_METALNESS = 15,
aiTextureType_DIFFUSE_ROUGHNESS = 16,
aiTextureType_AMBIENT_OCCLUSION = 17,
/** PBR Material Modifiers
* Some modern renderers have further PBR modifiers that may be overlaid
* on top of the 'base' PBR materials for additional realism.
* These use multiple texture maps, so only the base type is directly defined
*/
/** Sheen
* Generally used to simulate textiles that are covered in a layer of microfibers
* eg velvet
* https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_sheen
*/
aiTextureType_SHEEN = 19,
/** Clearcoat
* Simulates a layer of 'polish' or 'lacquer' layered on top of a PBR substrate
* https://autodesk.github.io/standard-surface/#closures/coating
* https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat
*/
aiTextureType_CLEARCOAT = 20,
/** Transmission
* Simulates transmission through the surface
* May include further information such as wall thickness
*/
aiTextureType_TRANSMISSION = 21,
/** 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 post-processing.
*/
aiTextureType_UNKNOWN = 18,
#ifndef SWIG
_aiTextureType_Force32Bit = INT_MAX
#endif
};
#define AI_TEXTURE_TYPE_MAX aiTextureType_TRANSMISSION
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureType
ASSIMP_API const char *aiTextureTypeToString(enum aiTextureType in);
// ---------------------------------------------------------------------------
/** @brief Defines all shading models supported by the library
*
* Property: #AI_MATKEY_SHADING_MODEL
*
* 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 modeler 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.
* Also known as "Unlit"
*/
aiShadingMode_NoShading = 0x9,
aiShadingMode_Unlit = aiShadingMode_NoShading, // Alias
/** Fresnel shading
*/
aiShadingMode_Fresnel = 0xa,
/** Physically-Based Rendering (PBR) shading using
* Bidirectional scattering/reflectance distribution function (BSDF/BRDF)
* There are multiple methods under this banner, and model files may provide
* data for more than one PBR-BRDF method.
* Applications should use the set of provided properties to determine which
* of their preferred PBR rendering methods are likely to be available
* eg:
* - If AI_MATKEY_METALLIC_FACTOR is set, then a Metallic/Roughness is available
* - If AI_MATKEY_GLOSSINESS_FACTOR is set, then a Specular/Glossiness is available
* Note that some PBR methods allow layering of techniques
*/
aiShadingMode_PBR_BRDF = 0xb,
#ifndef SWIG
_aiShadingMode_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** @brief Defines some mixed flags for a particular texture.
*
* Usually you'll instruct your cg artists how textures have to look like ...
* and how they will be processed in your application. However, if you use
* Assimp for completely generic loading purposes you might also need to
* process these flags in order to display as many 'unknown' 3D models as
* possible correctly.
*
* This corresponds to the #AI_MATKEY_TEXFLAGS property.
*/
enum aiTextureFlags {
/** The texture's color values have to be inverted (component-wise 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_UseAlpha.
*/
aiTextureFlags_IgnoreAlpha = 0x4,
#ifndef SWIG
_aiTextureFlags_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** @brief Defines alpha-blend flags.
*
* If you're familiar with OpenGL or D3D, these flags aren't new to you.
* They define *how* the final color value of a pixel is computed, 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 frame-buffer at this
* position and SourceColor is the material color 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 ...
#ifndef SWIG
_aiBlendMode_Force32Bit = INT_MAX
#endif
};
#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.
*/
ai_real mRotation;
#ifdef __cplusplus
aiUVTransform() AI_NO_EXCEPT
: mTranslation(0.0, 0.0),
mScaling(1.0, 1.0),
mRotation(0.0) {
// nothing to be done here ...
}
#endif
};
#include "./Compiler/poppack1.h"
//! @cond AI_DOX_INCLUDE_INTERNAL
// ---------------------------------------------------------------------------
/** @brief A very primitive RTTI system for the contents of material
* properties.
*/
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,
/** Array of double-precision (64 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_Double = 0x2,
/** 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.
*/
#ifndef SWIG
_aiPTI_Force32Bit = INT_MAX
#endif
};
// ---------------------------------------------------------------------------
/** @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.
* @endcode
* @see aiMaterial
*/
struct aiMaterialProperty {
/** Specifies the name of the property (key)
* Keys are generally case insensitive.
*/
C_STRUCT aiString mKey;
/** Textures: Specifies their exact usage semantic.
* For non-texture properties, this member is always 0
* (or, better-said, #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() AI_NO_EXCEPT
: mSemantic(0),
mIndex(0),
mDataLength(0),
mType(aiPTI_Float),
mData(nullptr) {
// empty
}
~aiMaterialProperty() {
delete[] mData;
mData = nullptr;
}
#endif
};
//! @endcond
#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).
*/
#ifdef __cplusplus
struct ASSIMP_API aiMaterial
#else
struct aiMaterial
#endif
{
#ifdef __cplusplus
public:
aiMaterial();
~aiMaterial();
// -------------------------------------------------------------------
/**
* @brief Returns the name of the material.
* @return The name of the material.
*/
// -------------------------------------------------------------------
aiString GetName() const;
// -------------------------------------------------------------------
/** @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 .. set by AI_MATKEY_XXX
* @param idx .. set by AI_MATKEY_XXX
* @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;
aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, int *pOut, unsigned int *pMax) const;
aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, ai_real *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;
aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, int &pOut) const;
aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, ai_real &pOut) const;
aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, aiString &pOut) const;
aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, aiColor3D &pOut) const;
aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, aiColor4D &pOut) const;
aiReturn Get(const char *pKey, unsigned int type,
unsigned int idx, aiUVTransform &pOut) const;
// -------------------------------------------------------------------
/** Get the number of textures for a particular texture type.
* @param type Texture type to check for
* @return Number of textures for this type.
* @note A texture can be easily queried using #GetTexture() */
unsigned int GetTextureCount(aiTextureType type) const;
// -------------------------------------------------------------------
/** Helper function to get all parameters pertaining to a
* particular texture slot 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.
* #GetTextureCount() can be used to determine the number of textures
* per texture type.
* @param path Receives the path to the texture.
* Use aiScene::GetEmbeddedTexture() method to determine if returned path
* is an image file to be opened or a string key of embedded texture stored in the corresponding scene
* (could be a '*' followed by the id of the texture in case of no name)
* 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,
ai_real *blend = NULL,
aiTextureOp *op = NULL,
aiTextureMapMode *mapmode = NULL) const;
// Setters
// ------------------------------------------------------------------------------
/** @brief Add a property with a given key and type info to the material
* structure
*
* @param pInput Pointer to input data
* @param pSizeInBytes Size of input data
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
* @param type Set by the AI_MATKEY_XXX macro
* @param index Set by the AI_MATKEY_XXX macro
* @param pType Type information hint */
aiReturn AddBinaryProperty(const void *pInput,
unsigned int pSizeInBytes,
const char *pKey,
unsigned int type,
unsigned int index,
aiPropertyTypeInfo pType);
// ------------------------------------------------------------------------------
/** @brief Add a string property with a given key and type info to the
* material structure
*
* @param pInput Input string
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
* @param type Set by the AI_MATKEY_XXX macro
* @param index Set by the AI_MATKEY_XXX macro */
aiReturn AddProperty(const aiString *pInput,
const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
// ------------------------------------------------------------------------------
/** @brief Add a property with a given key to the material structure
* @param pInput Pointer to the input data
* @param pNumValues Number of values in the array
* @param pKey Key/Usage of the property (AI_MATKEY_XXX)
* @param type Set by the AI_MATKEY_XXX macro
* @param index Set by the AI_MATKEY_XXX macro */
template <class TYPE>
aiReturn AddProperty(const TYPE *pInput,
unsigned int pNumValues,
const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty(const aiVector3D *pInput,
unsigned int pNumValues,
const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty(const aiColor3D *pInput,
unsigned int pNumValues,
const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty(const aiColor4D *pInput,
unsigned int pNumValues,
const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty(const int *pInput,
unsigned int pNumValues,
const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty(const float *pInput,
unsigned int pNumValues,
const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty(const double *pInput,
unsigned int pNumValues,
const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
aiReturn AddProperty(const aiUVTransform *pInput,
unsigned int pNumValues,
const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
// ------------------------------------------------------------------------------
/** @brief Remove a given key from the list.
*
* The function fails if the key isn't found
* @param pKey Key to be deleted
* @param type Set by the AI_MATKEY_XXX macro
* @param index Set by the AI_MATKEY_XXX macro */
aiReturn RemoveProperty(const char *pKey,
unsigned int type = 0,
unsigned int index = 0);
// ------------------------------------------------------------------------------
/** @brief Removes all properties from the material.
*
* The data array remains allocated so adding new properties is quite fast. */
void Clear();
// ------------------------------------------------------------------------------
/** Copy the property list of a material
* @param pcDest Destination material
* @param pcSrc Source material
*/
static void CopyPropertyList(aiMaterial *pcDest,
const aiMaterial *pcSrc);
#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
// ---------------------------------------------------------------------------
#define AI_MATKEY_NAME "?mat.name", 0, 0
#define AI_MATKEY_TWOSIDED "$mat.twosided", 0, 0
#define AI_MATKEY_SHADING_MODEL "$mat.shadingm", 0, 0
#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe", 0, 0
#define AI_MATKEY_BLEND_FUNC "$mat.blend", 0, 0
#define AI_MATKEY_OPACITY "$mat.opacity", 0, 0
#define AI_MATKEY_TRANSPARENCYFACTOR "$mat.transparencyfactor", 0, 0
#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling", 0, 0
#define AI_MATKEY_SHININESS "$mat.shininess", 0, 0
#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity", 0, 0
#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent", 0, 0
#define AI_MATKEY_REFRACTI "$mat.refracti", 0, 0
#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse", 0, 0
#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient", 0, 0
#define AI_MATKEY_COLOR_SPECULAR "$clr.specular", 0, 0
#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive", 0, 0
#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent", 0, 0
#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective", 0, 0
#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global", 0, 0
#define AI_MATKEY_GLOBAL_SHADERLANG "?sh.lang", 0, 0
#define AI_MATKEY_SHADER_VERTEX "?sh.vs", 0, 0
#define AI_MATKEY_SHADER_FRAGMENT "?sh.fs", 0, 0
#define AI_MATKEY_SHADER_GEO "?sh.gs", 0, 0
#define AI_MATKEY_SHADER_TESSELATION "?sh.ts", 0, 0
#define AI_MATKEY_SHADER_PRIMITIVE "?sh.ps", 0, 0
#define AI_MATKEY_SHADER_COMPUTE "?sh.cs", 0, 0
// ---------------------------------------------------------------------------
// PBR material support
// --------------------
// Properties defining PBR rendering techniques
#define AI_MATKEY_USE_COLOR_MAP "$mat.useColorMap", 0, 0
// Metallic/Roughness Workflow
// ---------------------------
// Base RGBA color factor. Will be multiplied by final base color texture values if extant
// Note: Importers may choose to copy this into AI_MATKEY_COLOR_DIFFUSE for compatibility
// with renderers and formats that do not support Metallic/Roughness PBR
#define AI_MATKEY_BASE_COLOR "$clr.base", 0, 0
#define AI_MATKEY_BASE_COLOR_TEXTURE aiTextureType_BASE_COLOR, 0
#define AI_MATKEY_USE_METALLIC_MAP "$mat.useMetallicMap", 0, 0
// Metallic factor. 0.0 = Full Dielectric, 1.0 = Full Metal
#define AI_MATKEY_METALLIC_FACTOR "$mat.metallicFactor", 0, 0
#define AI_MATKEY_METALLIC_TEXTURE aiTextureType_METALNESS, 0
#define AI_MATKEY_USE_ROUGHNESS_MAP "$mat.useRoughnessMap", 0, 0
// Roughness factor. 0.0 = Perfectly Smooth, 1.0 = Completely Rough
#define AI_MATKEY_ROUGHNESS_FACTOR "$mat.roughnessFactor", 0, 0
#define AI_MATKEY_ROUGHNESS_TEXTURE aiTextureType_DIFFUSE_ROUGHNESS, 0
// Anisotropy factor. 0.0 = isotropic, 1.0 = anisotropy along tangent direction,
// -1.0 = anisotropy along bitangent direction
#define AI_MATKEY_ANISOTROPY_FACTOR "$mat.anisotropyFactor", 0, 0
// Specular/Glossiness Workflow
// ---------------------------
// Diffuse/Albedo Color. Note: Pure Metals have a diffuse of {0,0,0}
// AI_MATKEY_COLOR_DIFFUSE
// Specular Color.
// Note: Metallic/Roughness may also have a Specular Color
// AI_MATKEY_COLOR_SPECULAR
#define AI_MATKEY_SPECULAR_FACTOR "$mat.specularFactor", 0, 0
// Glossiness factor. 0.0 = Completely Rough, 1.0 = Perfectly Smooth
#define AI_MATKEY_GLOSSINESS_FACTOR "$mat.glossinessFactor", 0, 0
// Sheen
// -----
// Sheen base RGB color. Default {0,0,0}
#define AI_MATKEY_SHEEN_COLOR_FACTOR "$clr.sheen.factor", 0, 0
// Sheen Roughness Factor.
#define AI_MATKEY_SHEEN_ROUGHNESS_FACTOR "$mat.sheen.roughnessFactor", 0, 0
#define AI_MATKEY_SHEEN_COLOR_TEXTURE aiTextureType_SHEEN, 0
#define AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE aiTextureType_SHEEN, 1
// Clearcoat
// ---------
// Clearcoat layer intensity. 0.0 = none (disabled)
#define AI_MATKEY_CLEARCOAT_FACTOR "$mat.clearcoat.factor", 0, 0
#define AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR "$mat.clearcoat.roughnessFactor", 0, 0
#define AI_MATKEY_CLEARCOAT_TEXTURE aiTextureType_CLEARCOAT, 0
#define AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_CLEARCOAT, 1
#define AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE aiTextureType_CLEARCOAT, 2
// Transmission
// ------------
// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission
// Base percentage of light transmitted through the surface. 0.0 = Opaque, 1.0 = Fully transparent
#define AI_MATKEY_TRANSMISSION_FACTOR "$mat.transmission.factor", 0, 0
// Texture defining percentage of light transmitted through the surface.
// Multiplied by AI_MATKEY_TRANSMISSION_FACTOR
#define AI_MATKEY_TRANSMISSION_TEXTURE aiTextureType_TRANSMISSION, 0
// Volume
// ------------
// https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_volume
// The thickness of the volume beneath the surface. If the value is 0 the material is thin-walled. Otherwise the material is a volume boundary.
#define AI_MATKEY_VOLUME_THICKNESS_FACTOR "$mat.volume.thicknessFactor", 0, 0
// Texture that defines the thickness.
// Multiplied by AI_MATKEY_THICKNESS_FACTOR
#define AI_MATKEY_VOLUME_THICKNESS_TEXTURE aiTextureType_TRANSMISSION, 1
// Density of the medium given as the average distance that light travels in the medium before interacting with a particle.
#define AI_MATKEY_VOLUME_ATTENUATION_DISTANCE "$mat.volume.attenuationDistance", 0, 0
// The color that white light turns into due to absorption when reaching the attenuation distance.
#define AI_MATKEY_VOLUME_ATTENUATION_COLOR "$mat.volume.attenuationColor", 0, 0
// Emissive
// --------
#define AI_MATKEY_USE_EMISSIVE_MAP "$mat.useEmissiveMap", 0, 0
#define AI_MATKEY_EMISSIVE_INTENSITY "$mat.emissiveIntensity", 0, 0
#define AI_MATKEY_USE_AO_MAP "$mat.useAOMap", 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
// ---------------------------------------------------------------------------
#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)
//! @endcond
// ---------------------------------------------------------------------------
#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)
//! @endcond
// ---------------------------------------------------------------------------
#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)
//! @endcond
// ---------------------------------------------------------------------------
#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)
//! @endcond
// ---------------------------------------------------------------------------
#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)
//! @endcond
// ---------------------------------------------------------------------------
#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)
//! @endcond
// ---------------------------------------------------------------------------
#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)
//! @endcond
// ---------------------------------------------------------------------------
#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)
//! @endcond
// ---------------------------------------------------------------------------
#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
// ---------------------------------------------------------------------------
#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)
//! @endcond
//!
// ---------------------------------------------------------------------------
/** @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,
unsigned int 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,
ai_real *pOut,
unsigned int *pMax);
// ---------------------------------------------------------------------------
/** @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 C_STRUCT aiMaterial *pMat,
const char *pKey,
unsigned int type,
unsigned int index,
ai_real *pOut) {
return aiGetMaterialFloatArray(pMat, pKey, type, index, pOut, (unsigned int *)0x0);
}
// ---------------------------------------------------------------------------
/** @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);
// ---------------------------------------------------------------------------
/** @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);
}
// ---------------------------------------------------------------------------
/** @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 aiUVTransform value from the material property table
*
* See the sample for aiGetMaterialFloat for more information*/
// ---------------------------------------------------------------------------
ASSIMP_API C_ENUM aiReturn aiGetMaterialUVTransform(const C_STRUCT aiMaterial *pMat,
const char *pKey,
unsigned int type,
unsigned int index,
C_STRUCT aiUVTransform *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);
// ---------------------------------------------------------------------------
/** Get the number of textures for a particular texture type.
* @param[in] pMat Pointer to the input material. May not be NULL
* @param type Texture type to check for
* @return Number of textures for this type.
* @note A texture can be easily queried using #aiGetMaterialTexture() */
// ---------------------------------------------------------------------------
ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial *pMat,
C_ENUM aiTextureType type);
// ---------------------------------------------------------------------------
/** @brief Helper function to get all values pertaining to a particular
* texture slot from a material structure.
*
* This function is provided just for convenience. You could also read the
* texture by parsing 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 texture stack to read from (e.g. diffuse,
* specular, height map ...).
* @param[in] index Index of the texture. The function fails if the
* requested index is not available for this texture type.
* #aiGetMaterialTextureCount() can be used to determine the number of
* textures in a particular texture stack.
* @param[out] path Receives the output path
* If the texture is embedded, receives a '*' followed by the id of
* the texture (for the textures stored in the corresponding scene) which
* can be converted to an int using a function like atoi.
* This parameter must be non-null.
* @param mapping The texture mapping mode to be used.
* Pass NULL if you're 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're not interested in this information.
* @param[out] blend Receives the blend factor for the texture
* Pass NULL if you're 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're not interested in this information.
* @param[out] mapmode Receives the mapping modes to be used for the texture.
* Pass NULL if you're not interested in this information. Otherwise,
* pass a pointer to an array of two aiTextureMapMode's (one for each
* axis, UV order).
* @param[out] flags Receives the the texture flags.
* @return AI_SUCCESS on success, otherwise something else. 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,
ai_real *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*/,
ai_real *blend /*= NULL*/,
C_ENUM aiTextureOp *op /*= NULL*/,
C_ENUM aiTextureMapMode *mapmode /*= NULL*/,
unsigned int *flags /*= NULL*/);
#endif // !#ifdef __cplusplus
#ifdef __cplusplus
}
#include "material.inl"
#endif //!__cplusplus
#endif //!!AI_MATERIAL_H_INC