Assimp
v4.1. (December 2018)
|
Contains the material system which stores the imported material information. More...
Classes | |
struct | aiMaterial |
Data structure for a material. More... | |
struct | aiMaterialProperty |
Data structure for a single material property. More... | |
struct | aiUVTransform |
Defines how an UV channel is transformed. More... | |
Enumerations | |
enum | aiBlendMode : uint { Default = 0x0, Additive = 0x1 } |
Defines alpha-blend flags. More... | |
enum | aiPropertyTypeInfo : uint { Float = 0x1, String = 0x3, Integer = 0x4, Buffer = 0x5 } |
A very primitive RTTI system to store the data type of a material property. More... | |
enum | aiShadingMode : uint { Flat = 0x1, Gouraud = 0x2, Phong = 0x3, Blinn = 0x4, Toon = 0x5, OrenNayar = 0x6, Minnaert = 0x7, CookTorrance = 0x8, NoShading = 0x9, Fresnel = 0xa } |
Defines all shading models supported by the library. More... | |
enum | aiTextureFlags : uint { Invert = 0x1, UseAlpha = 0x2, IgnoreAlpha = 0x4 } |
Defines some mixed flags for a particular texture. More... | |
enum | aiTextureMapMode : uint { Wrap = 0x0, Clamp = 0x1, Decal = 0x3, Mirror = 0x2 } |
Defines how UV coordinates outside the [0..1] range are handled. More... | |
enum | aiTextureMapping : uint { UV = 0x0, SPHERE = 0x1, CYLINDER = 0x2, BOX = 0x3, PLANE = 0x4, OTHER = 0x5 } |
Defines how the mapping coords for a texture are generated. More... | |
enum | aiTextureOp : uint { Multiply = 0x0, Add = 0x1, Subtract = 0x2, Divide = 0x3, SmoothAdd = 0x4, SignedAdd = 0x5 } |
Defines how the Nth texture of a specific type is combined with the result of all previous layers. More... | |
enum | aiTextureType : uint { NONE = 0x0, DIFFUSE = 0x1, SPECULAR = 0x2, AMBIENT = 0x3, EMISSIVE = 0x4, HEIGHT = 0x5, NORMALS = 0x6, SHININESS = 0x7, OPACITY = 0x8, DISPLACEMENT = 0x9, LIGHTMAP = 0xA, REFLECTION = 0xB, UNKNOWN = 0xC } |
Defines the purpose of a texture. More... | |
Variables | |
const char * | AI_DEFAULT_TEXTURED_MATERIAL_NAME = "TexturedDefaultMaterial" |
Default material names for meshes with UV coordinates. More... | |
const char * | AI_MATKEY_BLEND_FUNC = "$mat.blend" |
ditto More... | |
const char * | AI_MATKEY_BUMPSCALING = "$mat.bumpscaling" |
ditto More... | |
const char * | AI_MATKEY_COLOR_AMBIENT = "$clr.ambient" |
ditto More... | |
const char * | AI_MATKEY_COLOR_DIFFUSE = "$clr.diffuse" |
ditto More... | |
const char * | AI_MATKEY_COLOR_EMISSIVE = "$clr.emissive" |
ditto More... | |
const char * | AI_MATKEY_COLOR_REFLECTIVE = "$clr.reflective" |
ditto More... | |
const char * | AI_MATKEY_COLOR_SPECULAR = "$clr.specular" |
ditto More... | |
const char * | AI_MATKEY_COLOR_TRANSPARENT = "$clr.transparent" |
ditto More... | |
const char * | AI_MATKEY_ENABLE_WIREFRAME = "$mat.wireframe" |
ditto More... | |
const char * | AI_MATKEY_GLOBAL_BACKGROUND_IMAGE = "?bg.global" |
ditto More... | |
const char * | AI_MATKEY_MAPPING = "$tex.mapping" |
ditto More... | |
const char * | AI_MATKEY_MAPPINGMODE_U = "$tex.mapmodeu" |
ditto More... | |
const char * | AI_MATKEY_MAPPINGMODE_V = "$tex.mapmodev" |
ditto More... | |
const char * | AI_MATKEY_NAME = "?mat.name" |
Standard material property keys. More... | |
const char * | AI_MATKEY_OPACITY = "$mat.opacity" |
ditto More... | |
const char * | AI_MATKEY_REFLECTIVITY = "$mat.reflectivity" |
ditto More... | |
const char * | AI_MATKEY_REFRACTI = "$mat.refracti" |
ditto More... | |
const char * | AI_MATKEY_SHADING_MODEL = "$mat.shadingm" |
ditto More... | |
const char * | AI_MATKEY_SHININESS = "$mat.shininess" |
ditto More... | |
const char * | AI_MATKEY_SHININESS_STRENGTH = "$mat.shinpercent" |
ditto More... | |
const char * | AI_MATKEY_TEXBLEND = "$tex.blend" |
ditto More... | |
const char * | AI_MATKEY_TEXFLAGS = "$tex.flags" |
ditto More... | |
const char * | AI_MATKEY_TEXMAP_AXIS = "$tex.mapaxis" |
ditto More... | |
const char * | AI_MATKEY_TEXOP = "$tex.op" |
ditto More... | |
const char * | AI_MATKEY_TEXTURE = "$tex.file" |
ditto More... | |
const char * | AI_MATKEY_TWOSIDED = "$mat.twosided" |
const char * | AI_MATKEY_UVTRANSFORM = "$tex.uvtrafo" |
ditto More... | |
const char * | AI_MATKEY_UVWSRC = "$tex.uvwsrc" |
C | |
Contains the material system which stores the imported material information.
enum assimp::material::aiBlendMode : uint |
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, based on the previous color at that pixel and the new color value from the material.
The basic blending 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 | |
---|---|
Default | Formula: |
Additive | Additive blending. Formula: |
enum assimp::material::aiPropertyTypeInfo : uint |
A very primitive RTTI system to store the data type of a material property.
Enumerator | |
---|---|
Float | Array of single-precision (32 bit) floats. It is possible to use |
String | aiString property. Arrays of strings aren't possible, |
Integer | Array of (32 bit) integers. It is possible to use |
Buffer | Simple binary buffer, content undefined. Not convertible to anything. |
enum assimp::material::aiShadingMode : uint |
Defines all shading models supported by the library.
The list of shading modes has been taken from Blender. See Blender documentation for more information. The API does not distinguish between "specular" and "diffuse" shaders (thus the specular term for diffuse shading models like Oren-Nayar remains undefined).
Again, this value is just a hint. Assimp tries to select the shader whose most common implementation matches the original rendering results of the 3D modeller which wrote a particular model as closely as possible.
enum assimp::material::aiTextureFlags : uint |
Defines some mixed flags for a particular texture.
Usually you'll instruct your cg artists how textures have to look like and how they will be processed in your application. However, if you use Assimp for completely generic loading purposes you might also need to process these flags in order to display as many 'unknown' 3D models as possible correctly.
This corresponds to the AI_MATKEY_TEXFLAGS
property.
enum assimp::material::aiTextureMapMode : uint |
Defines how UV coordinates outside the [0..1]
range are handled.
Commonly referred to as 'wrapping mode'.
Enumerator | |
---|---|
Wrap | A texture coordinate |
Clamp | Texture coordinates are clamped to the nearest valid value. |
Decal | If the texture coordinates for a pixel are outside |
Mirror | A texture coordinate |
enum assimp::material::aiTextureMapping : uint |
Defines how the mapping coords for a texture are generated.
Real-time applications typically require full UV coordinates, so the use of the aiProcess.GenUVCoords
step is highly recommended. It generates proper UV channels for non-UV mapped objects, as long as an accurate description how the mapping should look like (e.g spherical) is given. See the AI_MATKEY_MAPPING
property for more details.
enum assimp::material::aiTextureOp : uint |
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 | |
---|---|
Multiply |
|
Add |
|
Subtract |
|
Divide |
|
SmoothAdd |
|
SignedAdd |
|
enum assimp::material::aiTextureType : uint |
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 | |
---|---|
NONE | No texture, but the value to be used for |
DIFFUSE | The texture is combined with the result of the diffuse lighting equation. |
SPECULAR | The texture is combined with the result of the specular lighting equation. |
AMBIENT | The texture is combined with the result of the ambient lighting equation. |
EMISSIVE | The texture is added to the result of the lighting calculation. It isn't influenced by incoming light. |
HEIGHT | The texture is a height map. By convention, higher grey-scale values stand for higher elevations from the base height. |
NORMALS | The texture is a (tangent space) normal-map. Again, there are several conventions for tangent-space normal maps. Assimp does (intentionally) not differenciate here. |
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. |
OPACITY | The texture defines per-pixel opacity. Usually white means opaque and black means transparent. |
DISPLACEMENT | Displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements. |
LIGHTMAP | Lightmap or ambient occlusion texture. 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. |
REFLECTION | Reflection texture. Contains the color of a perfect mirror reflection. Rarely used, almost never for real-time applications. |
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 postprocessing. |
const char* assimp::material::AI_DEFAULT_TEXTURED_MATERIAL_NAME = "TexturedDefaultMaterial" |
Default material names for meshes with UV coordinates.
const char* assimp::material::AI_MATKEY_BLEND_FUNC = "$mat.blend" |
ditto
const char* assimp::material::AI_MATKEY_BUMPSCALING = "$mat.bumpscaling" |
ditto
const char* assimp::material::AI_MATKEY_COLOR_AMBIENT = "$clr.ambient" |
ditto
const char* assimp::material::AI_MATKEY_COLOR_DIFFUSE = "$clr.diffuse" |
ditto
const char* assimp::material::AI_MATKEY_COLOR_EMISSIVE = "$clr.emissive" |
ditto
const char* assimp::material::AI_MATKEY_COLOR_REFLECTIVE = "$clr.reflective" |
ditto
const char* assimp::material::AI_MATKEY_COLOR_SPECULAR = "$clr.specular" |
ditto
const char* assimp::material::AI_MATKEY_COLOR_TRANSPARENT = "$clr.transparent" |
ditto
const char* assimp::material::AI_MATKEY_ENABLE_WIREFRAME = "$mat.wireframe" |
ditto
const char* assimp::material::AI_MATKEY_GLOBAL_BACKGROUND_IMAGE = "?bg.global" |
ditto
const char* assimp::material::AI_MATKEY_MAPPING = "$tex.mapping" |
ditto
const char* assimp::material::AI_MATKEY_MAPPINGMODE_U = "$tex.mapmodeu" |
ditto
const char* assimp::material::AI_MATKEY_MAPPINGMODE_V = "$tex.mapmodev" |
ditto
const char* assimp::material::AI_MATKEY_NAME = "?mat.name" |
Standard material property keys.
Always pass 0 for texture type and index when querying these keys.
const char* assimp::material::AI_MATKEY_OPACITY = "$mat.opacity" |
ditto
const char* assimp::material::AI_MATKEY_REFLECTIVITY = "$mat.reflectivity" |
ditto
const char* assimp::material::AI_MATKEY_REFRACTI = "$mat.refracti" |
ditto
const char* assimp::material::AI_MATKEY_SHADING_MODEL = "$mat.shadingm" |
ditto
const char* assimp::material::AI_MATKEY_SHININESS = "$mat.shininess" |
ditto
const char* assimp::material::AI_MATKEY_SHININESS_STRENGTH = "$mat.shinpercent" |
ditto
const char* assimp::material::AI_MATKEY_TEXBLEND = "$tex.blend" |
ditto
const char* assimp::material::AI_MATKEY_TEXFLAGS = "$tex.flags" |
ditto
const char* assimp::material::AI_MATKEY_TEXMAP_AXIS = "$tex.mapaxis" |
ditto
const char* assimp::material::AI_MATKEY_TEXOP = "$tex.op" |
ditto
const char* assimp::material::AI_MATKEY_TEXTURE = "$tex.file" |
ditto
Texture material property keys. Do not forget to specify texture type and index for these keys.
const char* assimp::material::AI_MATKEY_TWOSIDED = "$mat.twosided" |
const char* assimp::material::AI_MATKEY_UVTRANSFORM = "$tex.uvtrafo" |
ditto
const char* assimp::material::AI_MATKEY_UVWSRC = "$tex.uvwsrc" |
|
extern |