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mirror of https://github.com/godotengine/godot.git synced 2025-11-11 13:10:58 +00:00

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.
This commit is contained in:
RevoluPowered
2019-09-06 21:52:00 +01:00
parent a1fcac6400
commit efd6f6dbad
5 changed files with 119 additions and 34 deletions

View File

@@ -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