FBX2glTF/src/gltf/properties/MaterialData.hpp

71 lines
2.2 KiB
C++

/**
* Copyright (c) 2014-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#pragma once
#include <string>
#include "gltf/Raw2Gltf.hpp"
struct Tex
{
static std::unique_ptr<Tex> ref(const TextureData *tex, uint32_t texCoord = 0);
explicit Tex(uint32_t texRef, uint32_t texCoord);
const uint32_t texRef;
const uint32_t texCoord;
};
struct KHRCmnUnlitMaterial
{
KHRCmnUnlitMaterial();
};
struct PBRMetallicRoughness
{
PBRMetallicRoughness(
const TextureData *baseColorTexture, const TextureData *metRoughTexture,
const Vec4f &baseColorFactor, float metallic = 0.1f, float roughness = 0.6f);
std::unique_ptr<Tex> baseColorTexture;
std::unique_ptr<Tex> metRoughTexture;
const Vec4f baseColorFactor;
const float metallic;
const float roughness;
};
struct MaterialData : Holdable
{
MaterialData(
std::string name, bool isTransparent, RawShadingModel shadingModel,
const TextureData *normalTexture, const TextureData *occlusionTexture,
const TextureData *emissiveTexture, const Vec3f &emissiveFactor,
std::shared_ptr<KHRCmnUnlitMaterial> const khrCmnConstantMaterial,
std::shared_ptr<PBRMetallicRoughness> const pbrMetallicRoughness);
json serialize() const override;
const std::string name;
const RawShadingModel shadingModel;
const bool isTransparent;
const std::unique_ptr<const Tex> normalTexture;
const std::unique_ptr<const Tex> occlusionTexture;
const std::unique_ptr<const Tex> emissiveTexture;
const Vec3f emissiveFactor;
const std::shared_ptr<const KHRCmnUnlitMaterial> khrCmnConstantMaterial;
const std::shared_ptr<const PBRMetallicRoughness> pbrMetallicRoughness;
std::vector<std::string> userProperties;
};
void to_json(json &j, const Tex &data);
void to_json(json &j, const KHRCmnUnlitMaterial &d);
void to_json(json &j, const PBRMetallicRoughness &d);