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Defines the material system of the library. More...
Go to the source code of this file.
Classes | |
struct | aiUVTransform |
Defines how an UV channel is transformed. More... | |
struct | aiMaterial |
Data structure for a material. More... | |
Macros | |
#define | AI_MATERIAL_H_INC |
#define | AI_DEFAULT_MATERIAL_NAME "DefaultMaterial" |
#define | AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN |
#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 |
#define | AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N |
#define | AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N |
#define | AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N |
#define | AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N |
#define | AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N |
#define | AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N |
#define | AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N |
#define | AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N |
#define | AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N |
#define | AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N |
#define | aiGetMaterialFloat |
#define | aiGetMaterialInteger |
Enumerations | |
enum | aiTextureOp { aiTextureOp_Multiply = 0x0, aiTextureOp_Add = 0x1, aiTextureOp_Subtract = 0x2, aiTextureOp_Divide = 0x3, aiTextureOp_SmoothAdd = 0x4, aiTextureOp_SignedAdd = 0x5, _aiTextureOp_Force32Bit = INT_MAX } |
Defines how the Nth texture of a specific type is combined with the result of all previous layers. More... | |
enum | aiTextureMapMode { aiTextureMapMode_Wrap = 0x0, aiTextureMapMode_Clamp = 0x1, aiTextureMapMode_Decal = 0x3, aiTextureMapMode_Mirror = 0x2, _aiTextureMapMode_Force32Bit = INT_MAX } |
Defines how UV coordinates outside the [0...1] range are handled. More... | |
enum | aiTextureMapping { aiTextureMapping_UV = 0x0, aiTextureMapping_SPHERE = 0x1, aiTextureMapping_CYLINDER = 0x2, aiTextureMapping_BOX = 0x3, aiTextureMapping_PLANE = 0x4, aiTextureMapping_OTHER = 0x5, _aiTextureMapping_Force32Bit = INT_MAX } |
Defines how the mapping coords for a texture are generated. More... | |
enum | aiTextureType { aiTextureType_NONE = 0, aiTextureType_DIFFUSE = 1, aiTextureType_SPECULAR = 2, aiTextureType_AMBIENT = 3, aiTextureType_EMISSIVE = 4, aiTextureType_HEIGHT = 5, aiTextureType_NORMALS = 6, aiTextureType_SHININESS = 7, aiTextureType_OPACITY = 8, aiTextureType_DISPLACEMENT = 9, aiTextureType_LIGHTMAP = 10, aiTextureType_REFLECTION = 11, aiTextureType_BASE_COLOR = 12, aiTextureType_NORMAL_CAMERA = 13, aiTextureType_EMISSION_COLOR = 14, aiTextureType_METALNESS = 15, aiTextureType_DIFFUSE_ROUGHNESS = 16, aiTextureType_AMBIENT_OCCLUSION = 17, aiTextureType_UNKNOWN = 18, _aiTextureType_Force32Bit = INT_MAX } |
Defines the purpose of a texture. More... | |
enum | aiShadingMode { aiShadingMode_Flat = 0x1, aiShadingMode_Gouraud = 0x2, aiShadingMode_Phong = 0x3, aiShadingMode_Blinn = 0x4, aiShadingMode_Toon = 0x5, aiShadingMode_OrenNayar = 0x6, aiShadingMode_Minnaert = 0x7, aiShadingMode_CookTorrance = 0x8, aiShadingMode_NoShading = 0x9, aiShadingMode_Fresnel = 0xa, _aiShadingMode_Force32Bit = INT_MAX } |
Defines all shading models supported by the library. More... | |
enum | aiTextureFlags { aiTextureFlags_Invert = 0x1, aiTextureFlags_UseAlpha = 0x2, aiTextureFlags_IgnoreAlpha = 0x4, _aiTextureFlags_Force32Bit = INT_MAX } |
Defines some mixed flags for a particular texture. More... | |
enum | aiBlendMode { aiBlendMode_Default = 0x0, aiBlendMode_Additive = 0x1, _aiBlendMode_Force32Bit = INT_MAX } |
Defines alpha-blend flags. More... | |
Functions | |
ASSIMP_API const char * | TextureTypeToString (enum aiTextureType in) |
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) |
Retrieve a material property with a specific key from the material. More... | |
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) |
Retrieve an array of float values with a specific key from the material. More... | |
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) |
__cplusplus More... | |
ASSIMP_API C_ENUM aiReturn | aiGetMaterialColor (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, C_STRUCT aiColor4D *pOut) |
__cplusplus More... | |
ASSIMP_API C_ENUM aiReturn | aiGetMaterialUVTransform (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, C_STRUCT aiUVTransform *pOut) |
Retrieve a aiUVTransform value from the material property table. More... | |
ASSIMP_API C_ENUM aiReturn | aiGetMaterialString (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, C_STRUCT aiString *pOut) |
Retrieve a string from the material property table. More... | |
ASSIMP_API unsigned int | aiGetMaterialTextureCount (const C_STRUCT aiMaterial *pMat, C_ENUM aiTextureType type) |
C_ENUM aiReturn | aiGetMaterialTexture (const C_STRUCT aiMaterial *mat, C_ENUM aiTextureType type, unsigned int index, C_STRUCT aiString *path, C_ENUM aiTextureMapping *mapping, unsigned int *uvindex, ai_real *blend, C_ENUM aiTextureOp *op, C_ENUM aiTextureMapMode *mapmode, unsigned int *flags) |
Helper function to get all values pertaining to a particular texture slot from a material structure. More... | |
Defines the material system of the library.
#define aiGetMaterialFloat |
#define aiGetMaterialInteger |
enum aiBlendMode |
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:
where DestColor is the previous color in the framebuffer at this position and SourceColor is the material color before the transparency calculation.
This corresponds to the #AI_MATKEY_BLEND_FUNC property.
Enumerator | |
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aiBlendMode_Default | Formula: SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
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aiBlendMode_Additive | Additive blending Formula: @code SourceColor*1 + DestColor*1 @endcode |
enum aiShadingMode |
Defines all shading models supported by the library.
The list of shading modes has been taken from Blender. See Blender documentation for more information. The API does not distinguish between "specular" and "diffuse" shaders (thus the specular term for diffuse shading models like Oren-Nayar remains undefined).
Again, this value is just a hint. Assimp tries to select the shader whose most common implementation matches the original rendering results of the 3D modeller which wrote a particular model as closely as possible.
enum aiTextureFlags |
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.
Enumerator | |
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aiTextureFlags_Invert | The texture's color values have to be inverted (component-wise 1-n) |
aiTextureFlags_UseAlpha | 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_IgnoreAlpha | Explicit request to the application to ignore the alpha channel of the texture. Mutually exclusive with aiTextureFlags_UseAlpha. |
enum aiTextureMapMode |
Defines how UV coordinates outside the [0...1] range are handled.
Commonly referred to as 'wrapping mode'.
enum aiTextureMapping |
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 aiTextureOp |
Defines how the Nth texture of a specific type is combined with the result of all previous layers.
Example (left: key, right: value):
Written as equation, the final diffuse term for a specific pixel would be:
where 'diffContrib' is the intensity of the incoming light for that pixel.
enum aiTextureType |
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.
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.
ASSIMP_API C_ENUM aiReturn aiGetMaterialColor | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
C_STRUCT aiColor4D * | pOut | ||
) |
__cplusplus
Retrieve a color value from the material property table
See the sample for aiGetMaterialFloat for more information
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 | ||
) |
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)
pMat | Pointer to the input material. May not be NULL |
pKey | Key to search for. One of the AI_MATKEY_XXX constants. |
pOut | Pointer to a buffer to receive the result. |
pMax | Specifies the size of the given buffer, in float's. Receives the number of values (not bytes!) read. |
type | (see the code sample above) |
index | (see the code sample above) |
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 | ||
) |
__cplusplus
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 aiGetMaterialProperty | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
const C_STRUCT aiMaterialProperty ** | pPropOut | ||
) |
Retrieve a material property with a specific key from the material.
pMat | Pointer to the input material. May not be NULL |
pKey | Key to search for. One of the AI_MATKEY_XXX constants. |
type | Specifies the type of the texture to be retrieved ( e.g. diffuse, specular, height map ...) |
index | Index of the texture to be retrieved. |
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 aiGetMaterialString | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
C_STRUCT aiString * | pOut | ||
) |
Retrieve a string from the material property table.
See the sample for aiGetMaterialFloat for more information.
C_ENUM aiReturn aiGetMaterialTexture | ( | const C_STRUCT aiMaterial * | mat, |
C_ENUM aiTextureType | type, | ||
unsigned int | index, | ||
C_STRUCT aiString * | path, | ||
C_ENUM aiTextureMapping * | mapping, | ||
unsigned int * | uvindex, | ||
ai_real * | blend, | ||
C_ENUM aiTextureOp * | op, | ||
C_ENUM aiTextureMapMode * | mapmode, | ||
unsigned int * | flags | ||
) |
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.
[in] | mat | Pointer to the input material. May not be NULL |
[in] | type | Specifies the texture stack to read from (e.g. diffuse, specular, height map ...). |
[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. |
[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. |
mapping | The texture mapping mode to be used. Pass NULL if you're not interested in this information. | |
[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. |
[out] | blend | Receives the blend factor for the texture Pass NULL if you're not interested in this information. |
[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. |
[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). |
[out] | flags | Receives the the texture flags. |
ASSIMP_API unsigned int aiGetMaterialTextureCount | ( | const C_STRUCT aiMaterial * | pMat, |
C_ENUM aiTextureType | type | ||
) |
Get the number of textures for a particular texture type.
[in] | pMat | Pointer to the input material. May not be NULL |
type | Texture type to check for |
ASSIMP_API C_ENUM aiReturn aiGetMaterialUVTransform | ( | const C_STRUCT aiMaterial * | pMat, |
const char * | pKey, | ||
unsigned int | type, | ||
unsigned int | index, | ||
C_STRUCT aiUVTransform * | pOut | ||
) |
Retrieve a aiUVTransform value from the material property table.
See the sample for aiGetMaterialFloat for more information