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@@ -669,9 +669,8 @@ public:
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* from the material
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*
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* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
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- * @param type Specifies the type of the texture to be retrieved (
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- * e.g. diffuse, specular, height map ...)
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- * @param idx Index of the texture to be retrieved.
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+ * @param type .. set by AI_MATKEY_XXX
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+ * @param idx .. set by AI_MATKEY_XXX
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* @param pOut Pointer to a buffer to receive the result.
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* @param pMax Specifies the size of the given buffer, in Type's.
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* Receives the number of values (not bytes!) read.
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@@ -747,171 +746,23 @@ extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_NAME
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- * Defines the name of the material. <br>
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- * <b>Type:</b> string (aiString)<br>
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- * <b>Default value:</b> <tt>none</tt> <br>
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-*/
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#define AI_MATKEY_NAME "?mat.name",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_TWOSIDED
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- * Indicates that the material must be rendered two-sided (means: no
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- * backface culling). <br>
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- * <b>Type:</b> int <br>
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- * <b>Default value:</b> <tt>0</tt> <br>
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-*/
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#define AI_MATKEY_TWOSIDED "$mat.twosided",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_SHADING_MODEL
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- * Defines the shading model to be used for this material. See the doc for
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- * #aiShadingMode for a complete list of all predefined values.
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- * <br>
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- * <b>Type:</b> int (aiShadingMode)<br>
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- * <b>Default value:</b> <tt>aiShadingMode_Gouraud</tt>
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-*/
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#define AI_MATKEY_SHADING_MODEL "$mat.shadingm",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_ENABLE_WIREFRAME
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- * Integer property. 1 to enable wireframe mode for rendering.
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- * A material with this property set to 1 should appear as wireframe, even
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- * if the scene is rendered solid.
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- * <br>
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- * <b>Type:</b> int <br>
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- * <b>Default value:</b> <tt>0</tt>
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-*/
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#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_BLEND_FUNC
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- * Integer property (one of the #aiBlendMode enumerated values). Defines
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- * the blend function to be used to combine the material color for a specific
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- * pixel with the previous framebuffer color at this position. This
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- * corresponds to the #AI_MATKEY_OPACITY and #AI_MATKEY_COLOR_TRANSPARENT
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- * property. No alpha-blending needs to be turned on if the opacity for all
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- * color channels is 1.0 and the blend mode is set to #aiBlendMode_Default.
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- * <br>
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- * <b>Type:</b> int (#aiBlendMode)<br>
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- * <b>Default value:</b> <tt>#aiBlendMode_Default</tt>
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-*/
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#define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_OPACITY
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- * Defines the base opacity of the material. To get the opacity value for
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- * a particular channel, this value is multiplied with the corresponding
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- * channel of the #AI_MATKEY_COLOR_TRANSPARENT property. The final value
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- * is fed in the blend function defined by the #AI_MATKEY_BLEND_FUNC
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- * property.
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- * <br>
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- * <b>Type:</b> float<br>
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- * <b>Default value:</b> <tt>1.0f</tt><br>
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- */
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#define AI_MATKEY_OPACITY "$mat.opacity",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_BUMPSCALING
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- * Defines the height scaling of a bump map (for stuff like Parallax
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- * Occlusion Mapping). The actual interpretation/range depends on the
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- * 3D applications which wrote a particular model. <br>
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- *
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- * <b>Type:</b> float<br>
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- * <b>Default value:</b> <tt>1.0f</tt>
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- */
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#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_SHININESS
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- * Defines the base shininess of the material
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- * This is the exponent of the Phong and Phong-Blinn shading equations.
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- * The range is undefined and depends on the shader being used. The
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- * value will not be negative, though. <br>
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- *
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- * <b>Type:</b> float<br>
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- * <b>Default value:</b> <tt>0.0f</tt>
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- */
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#define AI_MATKEY_SHININESS "$mat.shininess",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_SHININESS_STRENGTH
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- * Defines the strength of the specular highlight.
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- * This simply scales the specular lighting coefficient. <br>
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- *
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- * <b>Type:</b> float <br>
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- * <b>Default value:</b> <tt>1.0f</tt>
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- * @note The same effect could be achieved by scaling the specular material
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- * color. However, most 3D modelers keep this property separate and so
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- * do we. OK!?
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- */
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#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_REFRACTI
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- * Index of refraction of the material. This is used by some shading models,
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- * e.g. Cook-Torrance. The value is the ratio of the speed of light in a
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- * vacuum to the speed of light in the material. <br>
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- *
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- * <b>Type:</b> float <br>
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- * <b>Default value:</b> <tt>1.0f </tt>
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- */
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#define AI_MATKEY_REFRACTI "$mat.refracti",0,0
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-
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-// ---------------------------------------------------------------------------
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-/** @def AI_MATKEY_COLOR_DIFFUSE
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- * Defines the diffuse base color of the material.
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- * If stored as 4-component color, the alpha channel is ignored.<br>
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- * <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
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- * <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
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-*/
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#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse",0,0
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-
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-/** @def AI_MATKEY_COLOR_AMBIENT
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- * Declares the amount of ambient light emitted from
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- * the surface of this object. If stored as 4-component color,
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- * the alpha channel is ignored.<br><br>
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- * <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
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- * <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
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-*/
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#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient",0,0
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-
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-/** @def AI_MATKEY_COLOR_SPECULAR
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- * Declares the color of light specularly reflected from
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- * the surface of this object. If stored as 4-component color, the
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- * alpha channel is ignored.<br><br>
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- * <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
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- * <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
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-*/
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#define AI_MATKEY_COLOR_SPECULAR "$clr.specular",0,0
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-
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-/** @def AI_MATKEY_COLOR_EMISSIVE
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- * Declares the amount of light emitted from the
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- * surface of this object. If stored as 4-component color, the alpha
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- * channel is ignored.<br><br>
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- * <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
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- * <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
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-*/
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#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive",0,0
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-
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-/** @def AI_MATKEY_COLOR_TRANSPARENT
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- * Defines the transparent base color of the material. If stored as
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- * 4-component color, the alpha channel is ignored. This
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- * corresponds to the #AI_MATKEY_OPACITY and #AI_MATKEY_BLEND_FUNC
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- * material properties.<br> <br>
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- * <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
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- * <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
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-*/
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#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0
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-
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-/** @def AI_MATKEY_COLOR_REFLECTIVE
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- * Declares the color of a perfect mirror reflection. If stored as
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- * 4-component color, the alpha channel is ignored.<br> <br>
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- * <b>Type:</b> color (#aiColor4D or #aiColor3D) <br>
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- * <b>Default value:</b> <tt>0.0f|0.0f|0.0f|1.0f </tt>
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-*/
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#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0
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-
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+#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0
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// ---------------------------------------------------------------------------
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// Pure key names for all texture-related properties
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@@ -928,17 +779,6 @@ extern "C" {
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#define _AI_MATKEY_TEXFLAGS_BASE "$tex.flags"
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//! @endcond
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-// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_TEXTURE
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- * Specifies the path to the Nth texture of type "type".
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- * This can either be a path to the texture or a string of the form '*i'
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- * where i is an index into the array of embedded textures that has been
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- * imported along with the scene. See #aiTexture for more details.
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- * <br>
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- * <b>Type:</b> #aiString<br>
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- * <b>Default value if key is not defined:</b> <tt>n/a</tt><br>
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- */
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// ---------------------------------------------------------------------------
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#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N
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@@ -977,25 +817,8 @@ extern "C" {
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#define AI_MATKEY_TEXTURE_REFLECTION(N) \
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AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,N)
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-#define AI_MATKEY_TEXTURE_UNKNOWN(N) \
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- AI_MATKEY_TEXTURE(aiTextureType_UNKNOWN,N)
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-
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//! @endcond
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-// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_UVWSRC
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- * Specifies which UV channel is used as source for the mapping coordinates
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- * of the Nth texture of type "type". If the requested mapping channel does
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- * not exist in a mesh associated with the material, decrement the index by
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- * one until you find a working UV channel. Please note that this property
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- * is mutually exlusive with AI_MATKEY_MAPPING(type,N) set to 'UV'.
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- * <br>
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- * <b>Type:</b> int<br>
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- * <b>Default value if key is not defined:</b><tt>0</tt><br>
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- * <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)
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- * and AI_MATKEY_MAPPING(type,N) == UV<br>
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- */
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// ---------------------------------------------------------------------------
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#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N
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@@ -1034,21 +857,8 @@ extern "C" {
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#define AI_MATKEY_UVWSRC_REFLECTION(N) \
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AI_MATKEY_UVWSRC(aiTextureType_REFLECTION,N)
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-#define AI_MATKEY_UVWSRC_UNKNOWN(N) \
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- AI_MATKEY_UVWSRC(aiTextureType_UNKNOWN,N)
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-
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//! @endcond
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// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_TEXOP
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- * Specifies how the Nth texture of type "type" is combined with
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- * the result of all color values from all previous texture layers combined.
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- * <br>
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- * <b>Type:</b> int (#aiTextureOp)<br>
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- * <b>Default value if key is not defined:</b> <tt>#aiTextureOp_Multiply</tt><br>
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- * <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
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- */
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-// ---------------------------------------------------------------------------
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#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N
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// For backward compatibility and simplicity
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@@ -1086,20 +896,8 @@ extern "C" {
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#define AI_MATKEY_TEXOP_REFLECTION(N) \
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AI_MATKEY_TEXOP(aiTextureType_REFLECTION,N)
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-#define AI_MATKEY_TEXOP_UNKNOWN(N) \
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- AI_MATKEY_TEXOP(aiTextureType_UNKNOWN,N)
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-
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//! @endcond
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// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_MAPPING
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- * Specifies how the Nth texture of type "type" is mapped.
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- * <br>
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- * <b>Type:</b> int (#aiTextureMapping)<br>
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- * <b>Default value if key is not defined:</b> <tt>#aiTextureMapping_UV</tt><br>
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- * <b>Requires:</b>#AI_MATKEY_TEXTURE(type,N)<br>
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- */
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-// ---------------------------------------------------------------------------
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#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N
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// For backward compatibility and simplicity
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@@ -1137,22 +935,8 @@ extern "C" {
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#define AI_MATKEY_MAPPING_REFLECTION(N) \
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AI_MATKEY_MAPPING(aiTextureType_REFLECTION,N)
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-#define AI_MATKEY_MAPPING_UNKNOWN(N) \
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- AI_MATKEY_MAPPING(aiTextureType_UNKNOWN,N)
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-
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//! @endcond
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// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_TEXBLEND
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- * Specifies the strength of the <N>th texture of type <type>. This is just
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- * a multiplier for the texture's color values. It may have any value, even
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- * outside [0..1].
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- * <br>
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- * <b>Type:</b> float<br>
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- * <b>Default value if this key is not defined:</b><tt>1.f</tt><br>
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- * <b>Requires:</b> #AI_MATKEY_TEXTURE(type,N)<br>
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- */
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-// ---------------------------------------------------------------------------
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#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N
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// For backward compatibility and simplicity
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@@ -1190,23 +974,8 @@ extern "C" {
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#define AI_MATKEY_TEXBLEND_REFLECTION(N) \
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AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION,N)
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-#define AI_MATKEY_TEXBLEND_UNKNOWN(N) \
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- AI_MATKEY_TEXBLEND(aiTextureType_UNKNOWN,N)
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-
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//! @endcond
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// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_MAPPINGMODE_U
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- * Specifies the texture mapping mode for the <N>th texture of type <type> in
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- * the u (x) direction.
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- * <br>
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- * <b>Type:</b> int (#aiTextureMapMode)<br>
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- * <b>Default value if key is not defined:</b><tt>#aiTextureMapMode_Wrap</tt><br>
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- * <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
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- * @note There's no equivalent property for the 'w' axis of volume textures,
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- * just because no formats exports this information.
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- */
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-// ---------------------------------------------------------------------------
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#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N
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// For backward compatibility and simplicity
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@@ -1244,23 +1013,8 @@ extern "C" {
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#define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N) \
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AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION,N)
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-#define AI_MATKEY_MAPPINGMODE_U_UNKNOWN(N) \
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- AI_MATKEY_MAPPINGMODE_U(aiTextureType_UNKNOWN,N)
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-
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//! @endcond
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// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_MAPPINGMODE_V
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- * Specifies the texture mapping mode for the <N>th texture of type <type> in
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- * the w (z) direction.
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- * <br>
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- * <b>Type:</b> int (#aiTextureMapMode)<br>
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- * <b>Default value if key is not defined:</b><tt>#aiTextureMapMode_Wrap</tt><br>
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- * <b>Requires:</b> AI_MATKEY_TEXTURE(type,N)<br>
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- * @note There's no equivalent property for the 'w' axis of volume textures,
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- * just because no formats exports this information.
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- */
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-// ---------------------------------------------------------------------------
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#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N
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// For backward compatibility and simplicity
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@@ -1298,23 +1052,8 @@ extern "C" {
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#define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N) \
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AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION,N)
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-#define AI_MATKEY_MAPPINGMODE_V_UNKNOWN(N) \
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- AI_MATKEY_MAPPINGMODE_V(aiTextureType_UNKNOWN,N)
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-
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//! @endcond
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// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_TEXMAP_AXIS
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- * Specifies the main mapping axis of the Nth texture of type "type".
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- * This applies to non-UV mapped textures. For spherical, cylindrical and
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- * planar this is the main axis of the corresponding geometric shape.
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- * <br>
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- * <b>Type:</b> float[3] (#aiVector3D)<br>
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- * <b>Default value if key is not defined:</b> <tt>aiVector3D(0.f,1.f,0.f)</tt> <br>
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- * <b>Requires:</b> AI_MATKEY_TEXTURE(type,N) and
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- * AI_MATKEY_MAPPING(type,N) != UV<br>
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- */
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-// ---------------------------------------------------------------------------
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#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N
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// For backward compatibility and simplicity
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@@ -1352,25 +1091,8 @@ extern "C" {
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#define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N) \
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AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION,N)
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-#define AI_MATKEY_TEXMAP_AXIS_UNKNOWN(N) \
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- AI_MATKEY_TEXMAP_AXIS(aiTextureType_UNKNOWN,N)
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-
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//! @endcond
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// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_UVTRANSFORM
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- * Specifies how the UV mapping coordinates for the Nth texture of type
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- * "type" are transformed before they're used for mapping. This is an array
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- * of five floats - use the aiUVTransform structure for simplicity.
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- * <br>
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- * <b>Type:</b> Array of 5 floats<br>
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- * <b>Default value if key is not defined:</b><tt>0.f,0.f,1.f,1.f,0.f</tt><br>
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- * <b>Requires:</b> AI_MATKEY_TEXTURE(type,N) and
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- * AI_MATKEY_MAPPING(type,N) == UV<br>
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- * <b>Note:</b>Transformed 3D texture coordinates are not *yet* supported.
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- * And they'll probably never be, no format exports such rubbish.
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- */
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-// ---------------------------------------------------------------------------
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#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N
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// For backward compatibility and simplicity
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@@ -1413,16 +1135,6 @@ extern "C" {
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//! @endcond
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// ---------------------------------------------------------------------------
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-/**
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- * @def AI_MATKEY_TEXFLAGS
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- * Specifies flags for the Nth texture of type 'type'. The key is a bitwise
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- * combination of the #aiTextureFlags enumerated values.
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- * <br>
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- * <b>Type:</b> int (#aiTextureFlags)<br>
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- * <b>Default value if key is not defined:</b> <tt>0</tt><br>
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- * <b>Requires:</b>#AI_MATKEY_TEXTURE(type,N)<br>
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- */
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-// ---------------------------------------------------------------------------
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#define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N
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// For backward compatibility and simplicity
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@@ -1463,19 +1175,6 @@ extern "C" {
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#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
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AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
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-
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-#define AI_MATKEY_ORENNAYAR_ROUGHNESS "$shading.orennayar.roughness",0,0
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-#define AI_MATKEY_MINNAERT_DARKNESS "$shading.minnaert.darkness",0,0
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-#define AI_MATKEY_COOK_TORRANCE_PARAM "$shading.cookt.param",0,0
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-
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-/** @def AI_MATKEY_GLOBAL_BACKGROUND_IMAGE
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- * Global property defined by some loaders. Contains the path to
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- * the image file to be used as background image.
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- *
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- * @deprecated
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- */
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-#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "$global.bg.image2d",0,0
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-
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// ---------------------------------------------------------------------------
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/** @brief Retrieve a material property with a specific key from the material
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*
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