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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_ANISOTROPY_FACTOR "$mat.anisotropyFactor", 0, 0 |
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#define | AI_MATKEY_BASE_COLOR "$clr.base", 0, 0 |
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#define | AI_MATKEY_BASE_COLOR_TEXTURE aiTextureType_BASE_COLOR, 0 |
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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_CLEARCOAT_FACTOR "$mat.clearcoat.factor", 0, 0 |
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#define | AI_MATKEY_CLEARCOAT_NORMAL_TEXTURE aiTextureType_CLEARCOAT, 2 |
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#define | AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR "$mat.clearcoat.roughnessFactor", 0, 0 |
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#define | AI_MATKEY_CLEARCOAT_ROUGHNESS_TEXTURE aiTextureType_CLEARCOAT, 1 |
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#define | AI_MATKEY_CLEARCOAT_TEXTURE aiTextureType_CLEARCOAT, 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_EMISSIVE_INTENSITY "$mat.emissiveIntensity", 0, 0 |
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#define | AI_MATKEY_ENABLE_WIREFRAME "$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_GLOSSINESS_FACTOR "$mat.glossinessFactor", 0, 0 |
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#define | AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE, type, N |
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#define | AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE, type, N |
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#define | AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE, type, N |
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#define | AI_MATKEY_METALLIC_FACTOR "$mat.metallicFactor", 0, 0 |
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#define | AI_MATKEY_METALLIC_TEXTURE aiTextureType_METALNESS, 0 |
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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 "$mat.refracti", 0, 0 |
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#define | AI_MATKEY_ROUGHNESS_FACTOR "$mat.roughnessFactor", 0, 0 |
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#define | AI_MATKEY_ROUGHNESS_TEXTURE aiTextureType_DIFFUSE_ROUGHNESS, 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 "$mat.shadingm", 0, 0 |
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#define | AI_MATKEY_SHEEN_COLOR_FACTOR "$clr.sheen.factor", 0, 0 |
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#define | AI_MATKEY_SHEEN_COLOR_TEXTURE aiTextureType_SHEEN, 0 |
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#define | AI_MATKEY_SHEEN_ROUGHNESS_FACTOR "$mat.sheen.roughnessFactor", 0, 0 |
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#define | AI_MATKEY_SHEEN_ROUGHNESS_TEXTURE aiTextureType_SHEEN, 1 |
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#define | AI_MATKEY_SHININESS "$mat.shininess", 0, 0 |
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#define | AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent", 0, 0 |
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#define | AI_MATKEY_SPECULAR_FACTOR "$mat.specularFactor", 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_TRANSMISSION_FACTOR "$mat.transmission.factor", 0, 0 |
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#define | AI_MATKEY_TRANSMISSION_TEXTURE aiTextureType_TRANSMISSION, 0 |
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#define | AI_MATKEY_TRANSPARENCYFACTOR "$mat.transparencyfactor", 0, 0 |
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#define | AI_MATKEY_TWOSIDED "$mat.twosided", 0, 0 |
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#define | AI_MATKEY_USE_AO_MAP "$mat.useAOMap", 0, 0 |
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#define | AI_MATKEY_USE_COLOR_MAP "$mat.useColorMap", 0, 0 |
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#define | AI_MATKEY_USE_EMISSIVE_MAP "$mat.useEmissiveMap", 0, 0 |
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#define | AI_MATKEY_USE_METALLIC_MAP "$mat.useMetallicMap", 0, 0 |
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#define | AI_MATKEY_USE_ROUGHNESS_MAP "$mat.useRoughnessMap", 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_MATKEY_VOLUME_ATTENUATION_COLOR "$mat.volume.attenuationColor", 0, 0 |
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#define | AI_MATKEY_VOLUME_ATTENUATION_DISTANCE "$mat.volume.attenuationDistance", 0, 0 |
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#define | AI_MATKEY_VOLUME_THICKNESS_FACTOR "$mat.volume.thicknessFactor", 0, 0 |
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#define | AI_MATKEY_VOLUME_THICKNESS_TEXTURE aiTextureType_TRANSMISSION, 1 |
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#define | AI_TEXTURE_TYPE_MAX aiTextureType_MAYA_SPECULAR_ROUGHNESS |
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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_Unlit = aiShadingMode_NoShading
, aiShadingMode_Fresnel = 0xa
, aiShadingMode_PBR_BRDF = 0xb
,
_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_SHEEN = 19
,
aiTextureType_CLEARCOAT = 20
, aiTextureType_TRANSMISSION = 21
, aiTextureType_MAYA_BASE = 22
, aiTextureType_MAYA_SPECULAR = 23
,
aiTextureType_MAYA_SPECULAR_COLOR = 24
, aiTextureType_MAYA_SPECULAR_ROUGHNESS = 25
, _aiTextureType_Force32Bit = INT_MAX
} |
| Defines the purpose of a texture. More...
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ASSIMP_API C_ENUM aiReturn | aiGetMaterialColor (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, C_STRUCT aiColor4D *pOut) |
| Retrieve a color value from the material property table.
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aiReturn | aiGetMaterialFloat (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, float *pOut) |
| Retrieve a single float property with a specific key from the material.
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ASSIMP_API C_ENUM aiReturn | aiGetMaterialFloatArray (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, float *pOut, unsigned int *pMax) |
| Retrieve an array of float values with a specific key from the material.
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aiReturn | aiGetMaterialInteger (const C_STRUCT aiMaterial *pMat, const char *pKey, unsigned int type, unsigned int index, int *pOut) |
| Retrieve an integer property with a specific key from a material.
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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) |
| Retrieve an array of integer values with a specific key from a material.
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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.
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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.
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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) |
| Helper function to get all values pertaining to a particular texture slot from a material structure.
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ASSIMP_API unsigned int | aiGetMaterialTextureCount (const C_STRUCT aiMaterial *pMat, C_ENUM aiTextureType type) |
| Get the number of textures for a particular texture type.
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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.
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ASSIMP_API const char * | aiTextureTypeToString (enum aiTextureType in) |
| Get a string for a given aiTextureType.
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Defines the material system of the library.
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 |
---|
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. OR PBR Specular/Glossiness
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aiTextureType_SPECULAR | The texture is combined with the result of the specular lighting equation.
OR PBR Specular/Glossiness
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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.
|
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_SHEEN | 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
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aiTextureType_CLEARCOAT | Clearcoat Simulates a layer of 'polish' or 'lacquer' 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.
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aiTextureType_TRANSMISSION | Transmission Simulates transmission through the surface May include further information such as wall thickness.
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aiTextureType_MAYA_BASE | Maya material declarations.
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aiTextureType_MAYA_SPECULAR | |
aiTextureType_MAYA_SPECULAR_COLOR | |
aiTextureType_MAYA_SPECULAR_ROUGHNESS | |
_aiTextureType_Force32Bit | |