mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +00:00
Material initialization.
Fixes material initialization for texture and transparency assignments. Lists all available material properties to console in debug builds. Adds TORQUE_PBR_MATERIALS define for testing with PBR branches.
This commit is contained in:
parent
c1726dc1d1
commit
8d6a98b0be
2 changed files with 277 additions and 64 deletions
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@ -19,6 +19,7 @@
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//#define TORQUE_PBR_MATERIALS
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#include "platform/platform.h"
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#include "platform/platform.h"
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#include "ts/loader/appSequence.h"
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#include "ts/loader/appSequence.h"
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@ -38,7 +39,7 @@ String AppMaterial::cleanString(const String& str)
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String cleanStr(str);
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String cleanStr(str);
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// Replace invalid characters with underscores
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// Replace invalid characters with underscores
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const String badChars(" -,.+=*/");
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const String badChars(" -,.+=*/[]");
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for (String::SizeType i = 0; i < badChars.length(); i++)
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for (String::SizeType i = 0; i < badChars.length(); i++)
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cleanStr.replace(badChars[i], '_');
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cleanStr.replace(badChars[i], '_');
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@ -52,50 +53,27 @@ String AppMaterial::cleanString(const String& str)
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AssimpAppMaterial::AssimpAppMaterial(const char* matName)
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AssimpAppMaterial::AssimpAppMaterial(const char* matName)
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{
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{
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name = matName;
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name = matName;
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diffuseColor = LinearColorF::ONE;
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specularColor = LinearColorF::ONE;
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specularPower = 0.8f;
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doubleSided = false;
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// Set some defaults
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// Set some defaults
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flags |= TSMaterialList::S_Wrap;
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flags |= TSMaterialList::S_Wrap;
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flags |= TSMaterialList::T_Wrap;
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flags |= TSMaterialList::T_Wrap;
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}
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}
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AssimpAppMaterial::AssimpAppMaterial(const struct aiMaterial* mtl)
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AssimpAppMaterial::AssimpAppMaterial(aiMaterial* mtl) :
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mAIMat(mtl)
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{
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{
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aiString matName;
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aiString matName;
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mtl->Get(AI_MATKEY_NAME, matName);
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mtl->Get(AI_MATKEY_NAME, matName);
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name = matName.C_Str();
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name = matName.C_Str();
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if ( name.isEmpty() )
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if (name.isEmpty())
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name = "defaultMaterial";
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{
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Con::printf("[ASSIMP] Loaded Material: %s", matName.C_Str());
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name = cleanString(TSShapeLoader::getShapePath().getFileName());;
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name += "_defMat";
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// Opacity
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}
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F32 opacity = 0.0f;
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Con::printf("[ASSIMP] Loading Material: %s", name.c_str());
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mtl->Get(AI_MATKEY_OPACITY, opacity);
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#ifdef TORQUE_DEBUG
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enumerateMaterialProperties(mtl);
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// Diffuse color
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#endif
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aiColor3D diff_color (0.f, 0.f, 0.f);
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mtl->Get(AI_MATKEY_COLOR_DIFFUSE, diff_color);
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diffuseColor = LinearColorF(diff_color.r, diff_color.g, diff_color.b, opacity);
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// Spec Color color
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aiColor3D spec_color (0.f, 0.f, 0.f);
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mtl->Get(AI_MATKEY_COLOR_DIFFUSE, spec_color );
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specularColor = LinearColorF(spec_color.r, spec_color.g, spec_color.b, 1.0f);
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// Specular Power
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mtl->Get(AI_MATKEY_SHININESS_STRENGTH, specularPower);
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// Double-Sided
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S32 dbl_sided = 0;
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mtl->Get(AI_MATKEY_TWOSIDED, dbl_sided);
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doubleSided = (dbl_sided != 0);
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// Set some defaults
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flags |= TSMaterialList::S_Wrap;
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flags |= TSMaterialList::T_Wrap;
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}
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}
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Material* AssimpAppMaterial::createMaterial(const Torque::Path& path) const
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Material* AssimpAppMaterial::createMaterial(const Torque::Path& path) const
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@ -105,34 +83,264 @@ Material* AssimpAppMaterial::createMaterial(const Torque::Path& path) const
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String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
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String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
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String cleanName = cleanString(getName());
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String cleanName = cleanString(getName());
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// Prefix the material name with the filename (if not done already by TSShapeConstructor prefix)
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//if (!cleanName.startsWith(cleanFile))
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// cleanName = cleanFile + "_" + cleanName;
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// Determine the blend operation for this material
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Material::BlendOp blendOp = (flags & TSMaterialList::Translucent) ? Material::LerpAlpha : Material::None;
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if (flags & TSMaterialList::Additive)
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blendOp = Material::Add;
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else if (flags & TSMaterialList::Subtractive)
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blendOp = Material::Sub;
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// Create the Material definition
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// Create the Material definition
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const String oldScriptFile = Con::getVariable("$Con::File");
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const String oldScriptFile = Con::getVariable("$Con::File");
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Con::setVariable("$Con::File", path.getFullPath()); // modify current script path so texture lookups are correct
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Con::setVariable("$Con::File", path.getFullPath()); // modify current script path so texture lookups are correct
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Material *newMat = MATMGR->allocateAndRegister( cleanName, getName() );
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Material *newMat = MATMGR->allocateAndRegister(cleanName, getName());
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Con::setVariable("$Con::File", oldScriptFile); // restore script path
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Con::setVariable("$Con::File", oldScriptFile); // restore script path
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newMat->mDiffuseMapFilename[0] = "";
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initMaterial(path, newMat);
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newMat->mNormalMapFilename[0] = "";
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newMat->mSpecularMapFilename[0] = "";
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newMat->mDiffuse[0] = diffuseColor;
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//newMat->mSpecular[0] = specularColor;
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//newMat->mSpecularPower[0] = specularPower;
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newMat->mDoubleSided = doubleSided;
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newMat->mTranslucent = (bool)(flags & TSMaterialList::Translucent);
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newMat->mTranslucentBlendOp = blendOp;
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return newMat;
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return newMat;
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}
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}
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void AssimpAppMaterial::initMaterial(const Torque::Path& path, Material* mat) const
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{
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String cleanFile = cleanString(TSShapeLoader::getShapePath().getFileName());
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String cleanName = cleanString(getName());
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// Determine the blend mode and transparency for this material
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Material::BlendOp blendOp = Material::None;
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bool translucent = false;
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float opacity = 1.0f;
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_OPACITY, opacity))
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{
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if (opacity != 1.0f)
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{
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translucent = true;
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int blendInt;
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blendOp = Material::LerpAlpha;
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_BLEND_FUNC, blendInt))
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{
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if (blendInt == aiBlendMode_Additive)
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blendOp = Material::Add;
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}
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}
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}
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else
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{ // No opacity key, see if it's defined as a gltf property
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aiString opacityMode;
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if (AI_SUCCESS == mAIMat->Get("$mat.gltf.alphaMode", 0, 0, opacityMode))
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{
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if (dStrcmp("MASK", opacityMode.C_Str()) == 0)
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{
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translucent = true;
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blendOp = Material::LerpAlpha;
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float cutoff;
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if (AI_SUCCESS == mAIMat->Get("$mat.gltf.alphaCutoff", 0, 0, cutoff))
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{
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mat->mAlphaRef = (U32)(cutoff * 255); // alpha ref 0-255
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mat->mAlphaTest = true;
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}
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}
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else if (dStrcmp("OPAQUE", opacityMode.C_Str()) != 0)
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{
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translucent = true;
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blendOp = Material::LerpAlpha;
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}
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}
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}
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mat->mTranslucent = translucent;
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mat->mTranslucentBlendOp = blendOp;
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// Assign color values.
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LinearColorF diffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
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aiColor3D read_color(1.f, 1.f, 1.f);
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_COLOR_DIFFUSE, read_color))
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diffuseColor.set(read_color.r, read_color.g, read_color.b, opacity);
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mat->mDiffuse[0] = diffuseColor;
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aiString texName;
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String torquePath;
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0), texName))
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{
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torquePath = texName.C_Str();
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if (!torquePath.isEmpty())
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mat->mDiffuseMapFilename[0] = cleanTextureName(torquePath, cleanFile);
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}
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0), texName))
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{
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torquePath = texName.C_Str();
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if (!torquePath.isEmpty())
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mat->mNormalMapFilename[0] = cleanTextureName(torquePath, cleanFile);
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}
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#ifdef TORQUE_PBR_MATERIALS
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float floatVal;
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if (AI_SUCCESS == mAIMat->Get("$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0, floatVal))
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{ // The shape has pbr material definitions
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String aoName, rmName; // occlusion and roughness/metalness maps
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0), texName))
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aoName = texName.C_Str();
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_UNKNOWN, 0), texName))
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rmName = texName.C_Str();
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//if (aoName.isNotEmpty() && (aoName == rmName))
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// mat->mOrmMapFilename[0] = cleanTextureName(aoName, cleanFile); // It's an ORM map
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//else if (aoName.isNotEmpty() || rmName.isNotEmpty())
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if (aoName.isNotEmpty() || rmName.isNotEmpty())
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{ // If we have either map, fill all three slots
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if (rmName.isNotEmpty())
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{
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mat->mRoughMapFilename[0] = cleanTextureName(rmName, cleanFile); // Roughness
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mat->mSmoothnessChan[0] = 1.0f;
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mat->mInvertSmoothness = (floatVal == 1.0f);
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mat->mMetalMapFilename[0] = cleanTextureName(rmName, cleanFile); // Metallic
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mat->mMetalChan[0] = 2.0f;
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}
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if (aoName.isNotEmpty())
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{
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mat->mAOMapFilename[0] = cleanTextureName(aoName, cleanFile); // occlusion
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mat->mAOChan[0] = 0.0f;
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}
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else
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{
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mat->mAOMapFilename[0] = cleanTextureName(rmName, cleanFile); // occlusion
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mat->mAOChan[0] = 0.0f;
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}
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}
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}
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#else
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, 0), texName))
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{
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torquePath = texName.C_Str();
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if (!torquePath.isEmpty())
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mat->mSpecularMapFilename[0] = cleanTextureName(torquePath, cleanFile);
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}
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LinearColorF specularColor(1.0f, 1.0f, 1.0f, 1.0f);
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_COLOR_SPECULAR, read_color))
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specularColor.set(read_color.r, read_color.g, read_color.b, opacity);
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mat->mSpecular[0] = specularColor;
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// Specular Power
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F32 specularPower = 1.0f;
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_SHININESS_STRENGTH, specularPower))
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mat->mSpecularPower[0] = specularPower;
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// Specular
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F32 specularStrength = 0.0f;
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_SHININESS, specularStrength))
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mat->mSpecularStrength[0] = specularStrength;
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#endif
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// Double-Sided
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bool doubleSided = false;
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S32 dbl_sided = 0;
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if (AI_SUCCESS == mAIMat->Get(AI_MATKEY_TWOSIDED, dbl_sided))
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doubleSided = (dbl_sided != 0);
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mat->mDoubleSided = doubleSided;
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}
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String AssimpAppMaterial::cleanTextureName(String& texName, String& shapeName)
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{
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String cleanStr;
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if (texName[0] == '*')
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{
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cleanStr = shapeName;
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cleanStr += "_cachedTex";
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cleanStr += texName.substr(1);
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}
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else
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{
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cleanStr = texName;
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cleanStr.replace('\\', '/');
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}
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return cleanStr;
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}
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#ifdef TORQUE_DEBUG
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void AssimpAppMaterial::enumerateMaterialProperties(aiMaterial* mtl)
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{
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for (U32 i = 0; i < mtl->mNumProperties; ++i)
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{
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aiMaterialProperty* matProp = mtl->mProperties[i];
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String outText;
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if (matProp)
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{
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outText = String::ToString(" Key: %s, Index: %d, Semantic: ", matProp->mKey.C_Str(), matProp->mIndex);
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switch (matProp->mSemantic)
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{
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case aiTextureType_NONE:
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outText += "aiTextureType_NONE";
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break;
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case aiTextureType_DIFFUSE:
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outText += "aiTextureType_DIFFUSE";
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break;
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case aiTextureType_SPECULAR:
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outText += "aiTextureType_SPECULAR";
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break;
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case aiTextureType_AMBIENT:
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outText += "aiTextureType_AMBIENT";
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break;
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case aiTextureType_EMISSIVE:
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outText += "aiTextureType_EMISSIVE";
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break;
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case aiTextureType_HEIGHT:
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outText += "aiTextureType_HEIGHT";
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break;
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case aiTextureType_NORMALS:
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outText += "aiTextureType_NORMALS";
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break;
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case aiTextureType_SHININESS:
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outText += "aiTextureType_SHININESS";
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break;
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case aiTextureType_OPACITY:
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outText += "aiTextureType_OPACITY";
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break;
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case aiTextureType_DISPLACEMENT:
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outText += "aiTextureType_DISPLACEMENT";
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break;
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case aiTextureType_LIGHTMAP:
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outText += "aiTextureType_LIGHTMAP";
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break;
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case aiTextureType_REFLECTION:
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outText += "aiTextureType_REFLECTION";
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break;
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default:
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outText += "aiTextureType_UNKNOWN";
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break;
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}
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aiString stringProp;
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F32* floatProp;
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double* doubleProp;
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S32* intProp;
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switch (matProp->mType)
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{
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case aiPTI_Float:
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floatProp = (F32*)matProp->mData;
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for (U32 j = 0; j < matProp->mDataLength / sizeof(F32); ++j)
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outText += String::ToString(", %0.4f", floatProp[j]);
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break;
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case aiPTI_Double:
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doubleProp = (double*)matProp->mData;
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for (U32 j = 0; j < matProp->mDataLength / sizeof(double); ++j)
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outText += String::ToString(", %0.4lf", doubleProp[j]);
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break;
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case aiPTI_String:
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aiGetMaterialString(mtl, matProp->mKey.C_Str(), matProp->mSemantic, matProp->mIndex, &stringProp);
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outText += String::ToString(", %s", stringProp.C_Str());
|
||||||
|
break;
|
||||||
|
case aiPTI_Integer:
|
||||||
|
intProp = (S32*)matProp->mData;
|
||||||
|
for (U32 j = 0; j < matProp->mDataLength / sizeof(S32); ++j)
|
||||||
|
outText += String::ToString(", %d", intProp[j]);
|
||||||
|
break;
|
||||||
|
case aiPTI_Buffer:
|
||||||
|
outText += ", aiPTI_Buffer format data";
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
outText += ", Unknown data type";
|
||||||
|
}
|
||||||
|
|
||||||
|
Con::printf("%s", outText.c_str());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
@ -26,6 +26,7 @@
|
||||||
#ifndef _APPMATERIAL_H_
|
#ifndef _APPMATERIAL_H_
|
||||||
#include "ts/loader/appMaterial.h"
|
#include "ts/loader/appMaterial.h"
|
||||||
#endif
|
#endif
|
||||||
|
#include <assimp/scene.h>
|
||||||
|
|
||||||
class Material;
|
class Material;
|
||||||
|
|
||||||
|
|
@ -34,18 +35,22 @@ class AssimpAppMaterial : public AppMaterial
|
||||||
typedef AppMaterial Parent;
|
typedef AppMaterial Parent;
|
||||||
|
|
||||||
String name;
|
String name;
|
||||||
LinearColorF diffuseColor;
|
aiMaterial* mAIMat;
|
||||||
LinearColorF specularColor;
|
|
||||||
F32 specularPower;
|
#ifdef TORQUE_DEBUG
|
||||||
bool doubleSided;
|
void enumerateMaterialProperties(aiMaterial* mtl);
|
||||||
|
#endif
|
||||||
|
static String cleanTextureName(String& texName, String& shapeName);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
AssimpAppMaterial(const char* matName);
|
AssimpAppMaterial(const char* matName);
|
||||||
AssimpAppMaterial(const struct aiMaterial* mtl);
|
AssimpAppMaterial(aiMaterial* mtl);
|
||||||
~AssimpAppMaterial() { }
|
~AssimpAppMaterial() { }
|
||||||
|
|
||||||
String getName() const { return name; }
|
String getName() const { return name; }
|
||||||
Material* createMaterial(const Torque::Path& path) const;
|
Material* createMaterial(const Torque::Path& path) const;
|
||||||
|
void initMaterial(const Torque::Path& path, Material* mat) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // _ASSIMP_APPMATERIAL_H_
|
#endif // _ASSIMP_APPMATERIAL_H_
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue