diff options
author | RevoluPowered <gordon@gordonite.tech> | 2019-09-06 21:52:00 +0100 |
---|---|---|
committer | RevoluPowered <gordon@gordonite.tech> | 2019-09-19 16:45:33 +0100 |
commit | efd6f6dbad69eb97366a9ad4ce42f9d2dc3d9f57 (patch) | |
tree | d27192c1ff573986abd8ef642678f3d944365ecb /thirdparty/assimp/code/FBX | |
parent | a1fcac640061c45e9dc55b1189e82aed3e2672fb (diff) |
Implemented basic texture mapping for PBR material definitions
This reads materials properly from Maya and expands on existing functionality to make this work properly.
aiTextureType_SHININESS no longer used as not appropriate for PBR texture as it is legacy.
This fix will be also present in assimp soon.
Diffstat (limited to 'thirdparty/assimp/code/FBX')
-rw-r--r-- | thirdparty/assimp/code/FBX/FBXConverter.cpp | 15 | ||||
-rw-r--r-- | thirdparty/assimp/code/FBX/FBXConverter.h | 4 | ||||
-rw-r--r-- | thirdparty/assimp/code/FBX/FBXImporter.cpp | 2 |
3 files changed, 13 insertions, 8 deletions
diff --git a/thirdparty/assimp/code/FBX/FBXConverter.cpp b/thirdparty/assimp/code/FBX/FBXConverter.cpp index 9bd970098e..69e57f73ea 100644 --- a/thirdparty/assimp/code/FBX/FBXConverter.cpp +++ b/thirdparty/assimp/code/FBX/FBXConverter.cpp @@ -78,7 +78,7 @@ namespace Assimp { #define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000L - FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit ) + FBXConverter::FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones ) : defaultMaterialIndex() , lights() , cameras() @@ -90,8 +90,7 @@ namespace Assimp { , mNodeNames() , anim_fps() , out(out) - , doc(doc) - , mCurrentUnit(FbxUnit::cm) { + , doc(doc) { // animations need to be converted first since this will // populate the node_anim_chain_bits map, which is needed // to determine which nodes need to be generated. @@ -2002,6 +2001,12 @@ namespace Assimp { TrySetTextureProperties(out_mat, textures, "Maya|SpecularTexture", aiTextureType_SPECULAR, mesh); TrySetTextureProperties(out_mat, textures, "Maya|FalloffTexture", aiTextureType_OPACITY, mesh); TrySetTextureProperties(out_mat, textures, "Maya|ReflectionMapTexture", aiTextureType_REFLECTION, mesh); + // Maya PBR + TrySetTextureProperties(out_mat, textures, "Maya|baseColor|file", aiTextureType_BASE_COLOR, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|normalCamera|file", aiTextureType_NORMAL_CAMERA, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|emissionColor|file", aiTextureType_EMISSION_COLOR, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|metalness|file", aiTextureType_METALNESS, mesh); + TrySetTextureProperties(out_mat, textures, "Maya|diffuseRoughness|file", aiTextureType_DIFFUSE_ROUGHNESS, mesh); } void FBXConverter::SetTextureProperties(aiMaterial* out_mat, const LayeredTextureMap& layeredTextures, const MeshGeometry* const mesh) @@ -3589,9 +3594,9 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa } // ------------------------------------------------------------------------------------------------ - void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit) + void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones) { - FBXConverter converter(out, doc, removeEmptyBones, unit); + FBXConverter converter(out, doc, removeEmptyBones); } } // !FBX diff --git a/thirdparty/assimp/code/FBX/FBXConverter.h b/thirdparty/assimp/code/FBX/FBXConverter.h index b458627392..ab610058a4 100644 --- a/thirdparty/assimp/code/FBX/FBXConverter.h +++ b/thirdparty/assimp/code/FBX/FBXConverter.h @@ -92,7 +92,7 @@ enum class FbxUnit { * @param doc Parsed FBX document * @param removeEmptyBones Will remove bones, which do not have any references to vertices. */ -void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit); +void ConvertToAssimpScene(aiScene* out, const Document& doc, bool removeEmptyBones); /** Dummy class to encapsulate the conversion process */ class FBXConverter { @@ -123,7 +123,7 @@ public: }; public: - FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones, FbxUnit unit); + FBXConverter(aiScene* out, const Document& doc, bool removeEmptyBones); ~FBXConverter(); private: diff --git a/thirdparty/assimp/code/FBX/FBXImporter.cpp b/thirdparty/assimp/code/FBX/FBXImporter.cpp index bd359dbf29..271935a568 100644 --- a/thirdparty/assimp/code/FBX/FBXImporter.cpp +++ b/thirdparty/assimp/code/FBX/FBXImporter.cpp @@ -191,7 +191,7 @@ void FBXImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOS } // convert the FBX DOM to aiScene - ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones, unit); + ConvertToAssimpScene(pScene, doc, settings.removeEmptyBones); // size relative to cm float size_relative_to_cm = doc.GlobalSettings().UnitScaleFactor(); |