本文整理汇总了C++中aiMaterial::GetTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ aiMaterial::GetTexture方法的具体用法?C++ aiMaterial::GetTexture怎么用?C++ aiMaterial::GetTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类aiMaterial
的用法示例。
在下文中一共展示了aiMaterial::GetTexture方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: convert_aimaterial
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)
);
}
}
示例2: move
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));
}
示例3:
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;
}
示例4: chunk
// ------------------------------------------------------------------------------------------------
void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type, uint16_t chunk_flags)
{
aiString path;
aiTextureMapMode map_mode[2] = {
aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
};
double blend = 1.0f;
if (mat.GetTexture(type, 0, &path, NULL, NULL, &blend, NULL, map_mode) != AI_SUCCESS || !path.length) {
return;
}
// TODO: handle embedded textures properly
if (path.data[0] == '*') {
DefaultLogger::get()->error("Ignoring embedded texture for export: " + std::string(path.C_Str()));
return;
}
ChunkWriter chunk(writer, chunk_flags);
{
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPFILE);
WriteString(path);
}
WritePercentChunk(blend);
{
ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAT_MAP_TILING);
uint16_t val = 0; // WRAP
if (map_mode[0] == aiTextureMapMode_Mirror) {
val = 0x2;
}
else if (map_mode[0] == aiTextureMapMode_Decal) {
val = 0x10;
}
writer.PutU2(val);
}
// TODO: export texture transformation (i.e. UV offset, scale, rotation)
}
示例5: assimp_material_add_texture
void Model::assimp_material_add_texture(Material &material, aiMaterial &assimp_material, Model_Texture_Type type)
{
int texIndex = 0;
aiString path;
aiTextureType assimp_type;
switch (type) {
case MODEL_TEXTURE_DIFFUSE:
assimp_type = aiTextureType_DIFFUSE;
break;
case MODEL_TEXTURE_NORMAL:
assimp_type = aiTextureType_NORMALS;
break;
case MODEL_TEXTURE_HEIGHT:
assimp_type = aiTextureType_HEIGHT;
break;
case MODEL_TEXTURE_ALPHA:
assimp_type = aiTextureType_OPACITY;
break;
case MODEL_TEXTURE_SPECULAR:
assimp_type = aiTextureType_SPECULAR;
break;
default:
break;
}
aiReturn texFound = assimp_material.GetTexture(assimp_type, texIndex, &path);
if (texFound == AI_SUCCESS) {
if (texIndex > 0) {
std::cout << "Fragmic warning: more then one texture of this type for material" << std::endl;
std::cout << "NOT CURRENTLY SUPPORTED!" << std::endl;
}
//std::cout << "\tTexture file: " << path.data << std::endl;
std::unique_ptr<Texture> texturePtr(new Texture());
Texture &texture = *texturePtr;
texture.image_load(prefix + std::string(path.data));
switch (type) {
case MODEL_TEXTURE_DIFFUSE:
material.diffuse = std::move(texturePtr);
break;
case MODEL_TEXTURE_NORMAL:
material.normal = std::move(texturePtr);
break;
case MODEL_TEXTURE_HEIGHT:
material.height = std::move(texturePtr);
break;
case MODEL_TEXTURE_ALPHA:
material.alpha = std::move(texturePtr);
break;
case MODEL_TEXTURE_SPECULAR:
material.specular = std::move(texturePtr);
break;
default:
break;
}
texIndex++;
texFound = assimp_material.GetTexture(assimp_type, texIndex, &path);
}
}