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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Importing materials from Assimp

In Chapter 5, Working with Geometry Data, we learned how to define a runtime data storage format for mesh geometry. This recipe will show you how to use the Assimp library to extract material properties from Assimp data structures. Combined with the next recipe, which will cover our SceneConverter tool, this concludes the process of describing our data content exporting pipeline.

Getting ready

In the previous recipe, we learned how to render multiple meshes with different materials. Now, it is time to learn how to import the material data from popular 3D asset formats.

How to do it...

Let's take a look at the convertAIMaterialToDescription() function that's used in the SceneConverter tool. It retrieves all the required parameters from the aiMaterial structure and returns a MaterialDescription object that can be used with our GLSL shaders. Let's take a look:

  1. Each texture is addressed by an integer identifier. We will...
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