diff --git a/samples/app/MeshAssimp.cpp b/samples/app/MeshAssimp.cpp index 003d9ed56a..c5baf44619 100644 --- a/samples/app/MeshAssimp.cpp +++ b/samples/app/MeshAssimp.cpp @@ -48,6 +48,7 @@ #include #include #include +#include #include @@ -776,7 +777,7 @@ void MeshAssimp::processGLTFMaterial(const aiScene* scene, const aiMaterial* mat material->Get("$mat.twosided", 0, 0, materialIsDoubleSided); bool materialIsUnlit = false; - material->Get("$mat.gltf.unlit", 0, 0, materialIsUnlit); + material->Get(AI_MATKEY_GLTF_UNLIT, materialIsUnlit); aiString alphaMode; @@ -787,27 +788,27 @@ void MeshAssimp::processGLTFMaterial(const aiScene* scene, const aiMaterial* mat outMaterials[materialName] = mGltfMaterialUnlit->createInstance(); } } else if (materialIsDoubleSided) { - material->Get("$mat.gltf.alphaMode", 0, 0, alphaMode); + material->Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode); if (strcmp(alphaMode.C_Str(), "BLEND") == 0) { outMaterials[materialName] = mGltfMaterialDSTrans->createInstance(); } else if (strcmp(alphaMode.C_Str(), "MASK") == 0) { outMaterials[materialName] = mGltfMaterialDSMasked->createInstance(); float maskThreshold = 0.5; - material->Get("$mat.gltf.alphaCutoff", 0, 0, maskThreshold); + material->Get(AI_MATKEY_GLTF_ALPHACUTOFF, maskThreshold); outMaterials[materialName]->setParameter("maskThreshold", maskThreshold); } else { outMaterials[materialName] = mGltfMaterialDS->createInstance(); } } else { - material->Get("$mat.gltf.alphaMode", 0, 0, alphaMode); + material->Get(AI_MATKEY_GLTF_ALPHAMODE, alphaMode); if (strcmp(alphaMode.C_Str(), "BLEND") == 0) { outMaterials[materialName] = mGltfMaterialTrans->createInstance(); } else if (strcmp(alphaMode.C_Str(), "MASK") == 0) { outMaterials[materialName] = mGltfMaterialMasked->createInstance(); float maskThreshold = 0.5; - material->Get("$mat.gltf.alphaCutoff", 0, 0, maskThreshold); + material->Get(AI_MATKEY_GLTF_ALPHACUTOFF, maskThreshold); outMaterials[materialName]->setParameter("maskThreshold", maskThreshold); } else { outMaterials[materialName] = mGltfMaterial->createInstance(); @@ -828,12 +829,12 @@ void MeshAssimp::processGLTFMaterial(const aiScene* scene, const aiMaterial* mat TextureSampler::MagFilter::LINEAR, TextureSampler::WrapMode::REPEAT); - if (material->GetTexture(aiTextureType_DIFFUSE, 1, &baseColorPath, + if (material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, &baseColorPath, nullptr, nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) { unsigned int minType = 0; unsigned int magType = 0; - material->Get("$tex.mappingfiltermin", aiTextureType_DIFFUSE, 1, minType); - material->Get("$tex.mappingfiltermag", aiTextureType_DIFFUSE, 1, magType); + material->Get("$tex.mappingfiltermin", AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, minType); + material->Get("$tex.mappingfiltermag", AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE, magType); setTextureFromPath(scene, &mEngine, mTextures, baseColorPath, materialName, dirName, mapMode, "baseColorMap", outMaterials, minType, magType); @@ -841,12 +842,12 @@ void MeshAssimp::processGLTFMaterial(const aiScene* scene, const aiMaterial* mat outMaterials[materialName]->setParameter("baseColorMap", mDefaultMap, sampler); } - if (material->GetTexture(aiTextureType_UNKNOWN, 0, &MRPath, + if (material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &MRPath, nullptr, nullptr, nullptr, nullptr, mapMode) == AI_SUCCESS) { unsigned int minType = 0; unsigned int magType = 0; - material->Get("$tex.mappingfiltermin", aiTextureType_UNKNOWN, 0, minType); - material->Get("$tex.mappingfiltermag", aiTextureType_UNKNOWN, 0, magType); + material->Get("$tex.mappingfiltermin", AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, minType); + material->Get("$tex.mappingfiltermag", AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, magType); setTextureFromPath(scene, &mEngine, mTextures, MRPath, materialName, dirName, mapMode, "metallicRoughnessMap", outMaterials, minType, magType); } else { @@ -893,12 +894,12 @@ void MeshAssimp::processGLTFMaterial(const aiScene* scene, const aiMaterial* mat } //If the gltf has texture factors, override the default factor values - if (material->Get("$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0, metallicFactor) + if (material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, metallicFactor) == AI_SUCCESS) { outMaterials[materialName]->setParameter("metallicFactor", metallicFactor); } - if (material->Get("$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0, roughnessFactor) + if (material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, roughnessFactor) == AI_SUCCESS) { outMaterials[materialName]->setParameter("roughnessFactor", roughnessFactor); } @@ -908,7 +909,7 @@ void MeshAssimp::processGLTFMaterial(const aiScene* scene, const aiMaterial* mat outMaterials[materialName]->setParameter("emissiveFactor", emissiveFactorCast); } - if (material->Get("$mat.gltf.pbrMetallicRoughness.baseColorFactor", 0, 0, baseColorFactor) + if (material->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR, baseColorFactor) == AI_SUCCESS) { sRGBColorA baseColorFactorCast = *reinterpret_cast(&baseColorFactor); outMaterials[materialName]->setParameter("baseColorFactor", baseColorFactorCast);