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#define | AI_DEFAULT_MATERIAL_NAME "DefaultMaterial" |
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#define | AI_MATERIAL_H_INC |
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#define | AI_MATKEY_BLEND_FUNC "$mat.blend",0,0 |
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#define | AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0 |
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#define | AI_MATKEY_COLOR_AMBIENT "$clr.ambient",0,0 |
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#define | AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse",0,0 |
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#define | AI_MATKEY_COLOR_EMISSIVE "$clr.emissive",0,0 |
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#define | AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0 |
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#define | AI_MATKEY_COLOR_SPECULAR "$clr.specular",0,0 |
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#define | AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0 |
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#define | AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0 |
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#define | AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0 |
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#define | AI_MATKEY_GLOBAL_SHADERLANG "?sh.lang",0,0 |
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#define | AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N |
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#define | AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N |
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#define | AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N |
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#define | AI_MATKEY_NAME "?mat.name",0,0 |
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#define | AI_MATKEY_OPACITY "$mat.opacity",0,0 |
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#define | AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0 |
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#define | AI_MATKEY_REFRACTI "$mat.refracti",0,0 |
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#define | AI_MATKEY_SHADER_COMPUTE "?sh.cs",0,0 |
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#define | AI_MATKEY_SHADER_FRAGMENT "?sh.fs",0,0 |
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#define | AI_MATKEY_SHADER_GEO "?sh.gs",0,0 |
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#define | AI_MATKEY_SHADER_PRIMITIVE "?sh.ps",0,0 |
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#define | AI_MATKEY_SHADER_TESSELATION "?sh.ts",0,0 |
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#define | AI_MATKEY_SHADER_VERTEX "?sh.vs",0,0 |
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#define | AI_MATKEY_SHADING_MODEL "$mat.shadingm",0,0 |
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#define | AI_MATKEY_SHININESS "$mat.shininess",0,0 |
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#define | AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent",0,0 |
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#define | AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N |
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#define | AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N |
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#define | AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N |
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#define | AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N |
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#define | AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N |
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#define | AI_MATKEY_TRANSPARENCYFACTOR "$mat.transparencyfactor",0,0 |
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#define | AI_MATKEY_TWOSIDED "$mat.twosided",0,0 |
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#define | AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N |
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#define | AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N |
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#define | AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN |
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enum | aiBlendMode { aiBlendMode_Default = 0x0
, aiBlendMode_Additive = 0x1
, _aiBlendMode_Force32Bit = INT_MAX
} |
| Defines alpha-blend flags. More...
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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...
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enum | aiTextureFlags { aiTextureFlags_Invert = 0x1
, aiTextureFlags_UseAlpha = 0x2
, aiTextureFlags_IgnoreAlpha = 0x4
, _aiTextureFlags_Force32Bit = INT_MAX
} |
| Defines some mixed flags for a particular texture. More...
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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...
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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...
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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...
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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...
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ASSIMP_API aiReturn | aiGetMaterialColor (const aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, aiColor4D *pOut) |
| __cplusplus More...
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aiReturn | aiGetMaterialFloat (const aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, ai_real *pOut) |
| Retrieve a single float property with a specific key from the material. More...
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ASSIMP_API aiReturn | aiGetMaterialFloatArray (const 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...
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aiReturn | aiGetMaterialInteger (const aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, int *pOut) |
| Retrieve an integer property with a specific key from a material. More...
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ASSIMP_API aiReturn | aiGetMaterialIntegerArray (const aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, int *pOut, unsigned int *pMax) |
| __cplusplus More...
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ASSIMP_API aiReturn | aiGetMaterialProperty (const aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, const aiMaterialProperty **pPropOut) |
| Retrieve a material property with a specific key from the material. More...
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ASSIMP_API aiReturn | aiGetMaterialString (const aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, aiString *pOut) |
| Retrieve a string from the material property table. More...
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ASSIMP_API aiReturn | aiGetMaterialTexture (const 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) |
| Helper function to get all values pertaining to a particular texture slot from a material structure. More...
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ASSIMP_API unsigned int | aiGetMaterialTextureCount (const aiMaterial *pMat, aiTextureType type) |
| Get the number of textures for a particular texture type. More...
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ASSIMP_API aiReturn | aiGetMaterialUVTransform (const aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, aiUVTransform *pOut) |
| Retrieve a aiUVTransform value from the material property table. More...
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Defines the material system of the library.
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:
SourceColor * SourceBlend + DestColor * DestBlend
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
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_aiBlendMode_Force32Bit | |
Defines how the Nth texture of a specific type is combined with the result of all previous layers.
Example (left: key, right: value):
DiffColor0 - gray
DiffTextureOp0 - aiTextureOpMultiply
DiffTexture0 - tex1.png
DiffTextureOp0 - aiTextureOpAdd
DiffTexture1 - tex2.png
Written as equation, the final diffuse term for a specific pixel would be:
diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
sampleTex(DiffTexture1,UV0) * diffContrib;
where 'diffContrib' is the intensity of the incoming light for that pixel.
Enumerator |
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aiTextureOp_Multiply | T = T1 * T2.
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aiTextureOp_Add | T = T1 + T2.
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aiTextureOp_Subtract | T = T1 - T2.
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aiTextureOp_Divide | T = T1 / T2.
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aiTextureOp_SmoothAdd | T = (T1 + T2) - (T1 * T2)
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aiTextureOp_SignedAdd | T = T1 + (T2-0.5)
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_aiTextureOp_Force32Bit | |
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.
Enumerator |
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aiTextureType_NONE | Dummy value.
No texture, but the value to be used as 'texture semantic'
(#aiMaterialProperty::mSemantic) for all material properties
*not* related to textures.
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aiTextureType_DIFFUSE | 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.
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aiTextureType_SPECULAR | The texture is combined with the result of the specular lighting equation.
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aiTextureType_AMBIENT | The texture is combined with the result of the ambient lighting equation.
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aiTextureType_EMISSIVE | The texture is added to the result of the lighting calculation.
It isn't influenced by incoming light.
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aiTextureType_HEIGHT | The texture is a height map.
By convention, higher gray-scale values stand for
higher elevations from the base height.
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aiTextureType_NORMALS | The texture is a (tangent space) normal-map.
Again, there are several conventions for tangent-space
normal maps. Assimp does (intentionally) not
distinguish here.
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aiTextureType_SHININESS | 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.
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aiTextureType_OPACITY | The texture defines per-pixel opacity.
Usually 'white' means opaque and 'black' means
'transparency'. Or quite the opposite. Have fun.
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aiTextureType_DISPLACEMENT | Displacement texture.
The exact purpose and format is application-dependent.
Higher color values stand for higher vertex displacements.
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aiTextureType_LIGHTMAP | 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.
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aiTextureType_REFLECTION | Reflection texture.
Contains the color of a perfect mirror reflection. Rarely used, almost never for real-time applications.
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aiTextureType_BASE_COLOR | 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.
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aiTextureType_NORMAL_CAMERA | |
aiTextureType_EMISSION_COLOR | |
aiTextureType_METALNESS | |
aiTextureType_DIFFUSE_ROUGHNESS | |
aiTextureType_AMBIENT_OCCLUSION | |
aiTextureType_UNKNOWN | 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.
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_aiTextureType_Force32Bit | |