Пример #1
0
	void bc_mesh_loader::convert_aimaterial(core::bc_content_loading_context& p_context, const aiMaterial& p_aimaterial, game::bc_render_material_description& p_material)
	{
		auto* l_content_manager = core::bc_get_service< core::bc_content_manager >();

		aiColor3D l_diffuse;
		bcFLOAT l_alpha = 1;
		bcFLOAT l_specular_intensity = 1;
		bcFLOAT l_specular_power = 1;

		p_aimaterial.Get(AI_MATKEY_COLOR_DIFFUSE, l_diffuse);
		p_aimaterial.Get(AI_MATKEY_SHININESS_STRENGTH, l_specular_intensity);
		p_aimaterial.Get(AI_MATKEY_SHININESS, l_specular_power);
		p_aimaterial.Get(AI_MATKEY_OPACITY, l_alpha);

		p_material.m_diffuse = core::bc_vector4f(l_diffuse.r, l_diffuse.g, l_diffuse.b, l_alpha);
		p_material.m_specular_intensity = l_specular_intensity;
		p_material.m_specular_power = l_specular_power;

		aiString l_aistr;
		const core::bc_path l_file_path = core::bc_path(p_context.m_file_path.c_str()).set_filename(bcL(""));

		if (p_aimaterial.GetTexture(aiTextureType_DIFFUSE, 0, &l_aistr) == aiReturn_SUCCESS)
		{
			p_material.m_diffuse_map = l_content_manager->load< graphic::bc_texture2d_content >
			(
				p_context.get_allocator_alloc_type(),
				core::bc_path(l_file_path).set_filename(core::bc_to_exclusive_wstring(l_aistr.C_Str()).c_str()).get_path().c_str(),
				core::bc_content_loader_parameter(p_context.m_parameter)
			);
		}
		if (p_aimaterial.GetTexture(aiTextureType_NORMALS, 0, &l_aistr) == aiReturn_SUCCESS)
		{
			p_material.m_normal_map = l_content_manager->load< graphic::bc_texture2d_content >
			(
				p_context.get_allocator_alloc_type(),
				core::bc_path(l_file_path).set_filename(core::bc_to_exclusive_wstring(l_aistr.C_Str()).c_str()).get_path().c_str(),
				core::bc_content_loader_parameter(p_context.m_parameter)
			);
		}
		if (p_aimaterial.GetTexture(aiTextureType_SPECULAR, 0, &l_aistr) == aiReturn_SUCCESS)
		{
			p_material.m_specular_map = l_content_manager->load< graphic::bc_texture2d_content >
			(
				p_context.get_allocator_alloc_type(),
				core::bc_path(l_file_path).set_filename(core::bc_to_exclusive_wstring(l_aistr.C_Str()).c_str()).get_path().c_str(),
				core::bc_content_loader_parameter(p_context.m_parameter)
			);
		}
	}
	shared_ptr<ModelMaterial> ModelMaterialProcessor::LoadModelMaterial(Model& model, aiMaterial& material)
	{
		InitializeTextureTypeMappings();
		ModelMaterialData modelMaterialData;

		aiString name;
		material.Get(AI_MATKEY_NAME, name);
		modelMaterialData.Name = name.C_Str();

		for (TextureType textureType = (TextureType)0; textureType < TextureType::End; textureType = (TextureType)(static_cast<int>(textureType) + 1))
		{
			aiTextureType mappedTextureType = (aiTextureType)sTextureTypeMappings[textureType];

			UINT textureCount = material.GetTextureCount(mappedTextureType);
			if (textureCount > 0)
			{
				vector<string>* textures = new vector<string>();
				modelMaterialData.Textures.insert(pair<TextureType, vector<string>*>(textureType, textures));

				textures->reserve(textureCount);
				for (UINT textureIndex = 0; textureIndex < textureCount; textureIndex++)
				{
					aiString path;
					if (material.GetTexture(mappedTextureType, textureIndex, &path) == AI_SUCCESS)
					{
						textures->push_back(path.C_Str());
					}
				}
			}
		}

		return make_shared<ModelMaterial>(model, move(modelMaterialData));
	}
void AssimpLoader::fillMaterial(const aiMaterial& mat, Mesh& mesh) const {

    aiColor3D aiAmbient;
    aiColor3D aiDiffuse;
    aiColor3D aiSpecular;

    mat.Get(AI_MATKEY_COLOR_AMBIENT, aiAmbient);
    mesh.ambient = vec4(aiAmbient.r, aiAmbient.g, aiAmbient.b, 1.0f);

    mat.Get(AI_MATKEY_COLOR_DIFFUSE, aiDiffuse);
    mesh.diffuse = vec4(aiDiffuse.r, aiDiffuse.g, aiDiffuse.b, 1.0f);

    mat.Get(AI_MATKEY_COLOR_SPECULAR, aiSpecular);
    mesh.specular = vec4(aiSpecular.r, aiSpecular.g, aiSpecular.b, 1.0f);

}
Пример #4
0
bool assets::Material::loadFromDisk(const std::string& basePath, const aiMaterial& material, AssetManager& assetManager)
{
	for (const auto& pair: {
			std::make_pair(0u, aiTextureType_EMISSIVE),
			std::make_pair(1u, aiTextureType_AMBIENT),
			std::make_pair(2u, aiTextureType_DIFFUSE),
			std::make_pair(3u, aiTextureType_SPECULAR),
			std::make_pair(4u, aiTextureType_HEIGHT)})
	{
		aiString texturePath;

		material.GetTexture(pair.second, 0, &texturePath, nullptr, nullptr, nullptr, nullptr);

		const std::string fullPath = basePath + std::string(texturePath.C_Str());

		if (0 < texturePath.length)
			textures[pair.first] =
					assetManager.getOrCreate<Texture>(std::string(texturePath.C_Str()), fullPath.c_str());
	}

    aiColor3D emissive, ambient, diffuse, specular;
    float shininess;

    material.Get(AI_MATKEY_COLOR_EMISSIVE, emissive);
    material.Get(AI_MATKEY_COLOR_AMBIENT, ambient);
    material.Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
    material.Get(AI_MATKEY_COLOR_SPECULAR, specular);
    material.Get(AI_MATKEY_SHININESS, shininess);

    this->emission = glm::vec4(emissive.r, emissive.g, emissive.b, 1.0f);
    this->ambient = glm::vec4(ambient.r, ambient.g, ambient.b, 1.0f);
    this->diffuse = glm::vec4(diffuse.r, diffuse.g, diffuse.b, 1.0f);
    this->specular = glm::vec4(specular.r, specular.g, specular.b, 1.0f);
    this->shininess = shininess;

    if (textures[2] && textures[2]->surface)
        translucent = textures[2]->surface->format->BytesPerPixel == 4;

    return true;
}