diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/include/assimp/material.h | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/include/assimp/material.h')
-rw-r--r-- | src/mesh/assimp-master/include/assimp/material.h | 1681 |
1 files changed, 1681 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/include/assimp/material.h b/src/mesh/assimp-master/include/assimp/material.h new file mode 100644 index 0000000..416dbc4 --- /dev/null +++ b/src/mesh/assimp-master/include/assimp/material.h @@ -0,0 +1,1681 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, 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 +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +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, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @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 'laquer' 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_UNKNOWN + +// ------------------------------------------------------------------------------- +// Get a string for a given aiTextureType +ASSIMP_API const char *TextureTypeToString(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 |