Add initial support for PBR material data
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@@ -430,14 +430,17 @@ std::shared_ptr<Mesh> LoadMesh(Stream& stream, const MeshParams& parameters)
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ConvertColor(AI_MATKEY_COLOR_SPECULAR, MaterialData::SpecularColor);
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ConvertTexture(aiTextureType_EMISSIVE, MaterialData::EmissiveTexturePath);
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ConvertTexture(aiTextureType_HEIGHT, MaterialData::HeightTexturePath);
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ConvertTexture(aiTextureType_NORMALS, MaterialData::NormalTexturePath);
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ConvertTexture(aiTextureType_OPACITY, MaterialData::AlphaTexturePath);
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ConvertTexture(aiTextureType_SPECULAR, MaterialData::SpecularTexturePath, MaterialData::SpecularWrap);
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if (!ConvertTexture(aiTextureType_BASE_COLOR, MaterialData::BaseColorTexturePath, MaterialData::BaseColorWrap))
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ConvertTexture(aiTextureType_DIFFUSE, MaterialData::BaseColorTexturePath, MaterialData::BaseColorWrap);
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ConvertTexture(aiTextureType_DIFFUSE_ROUGHNESS, MaterialData::RoughnessTexturePath, MaterialData::RoughnessWrap);
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ConvertTexture(aiTextureType_EMISSIVE, MaterialData::EmissiveTexturePath, MaterialData::EmissiveWrap);
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ConvertTexture(aiTextureType_HEIGHT, MaterialData::HeightTexturePath, MaterialData::HeightWrap);
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ConvertTexture(aiTextureType_METALNESS, MaterialData::MetallicTexturePath, MaterialData::MetallicWrap);
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ConvertTexture(aiTextureType_NORMALS, MaterialData::NormalTexturePath, MaterialData::NormalWrap);
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ConvertTexture(aiTextureType_OPACITY, MaterialData::AlphaTexturePath, MaterialData::AlphaWrap);
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ConvertTexture(aiTextureType_SPECULAR, MaterialData::SpecularTexturePath, MaterialData::SpecularWrap);
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aiString name;
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if (aiGetMaterialString(aiMat, AI_MATKEY_NAME, &name) == aiReturn_SUCCESS)
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matData.SetParameter(MaterialData::Name, std::string(name.data, name.length));
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