Merge pull request #7889 from samcake/color

add support for ambient occlusion texture and lightmap texture for fbx exported from Blender
This commit is contained in:
Brad Hefta-Gaub 2016-06-08 17:38:45 -07:00
commit 262e0262fc
23 changed files with 78 additions and 27 deletions

View file

@ -927,6 +927,9 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
// material.emissiveColor = getVec3(property.properties, index);
// material.emissiveFactor = 1.0;
} else if (property.properties.at(0) == "AmbientFactor") {
material.ambientFactor = property.properties.at(index).value<double>();
// Detected just for BLender AO vs lightmap
} else if (property.properties.at(0) == "Shininess") {
material.shininess = property.properties.at(index).value<double>();
@ -1128,8 +1131,10 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
emissiveTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("tex_emissive_map")) {
emissiveTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("ambient")) {
} else if (type.contains("ambientcolor")) {
ambientTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("ambientfactor")) {
ambientFactorTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type.contains("tex_ao_map")) {
occlusionTextures.insert(getID(connection.properties, 2), getID(connection.properties, 1));
} else if (type == "lcl rotation") {

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@ -151,6 +151,7 @@ public:
float metallic{ 0.0f };
float roughness{ 1.0f };
float emissiveIntensity{ 1.0f };
float ambientFactor{ 1.0f };
QString materialID;
QString name;
@ -437,6 +438,7 @@ public:
QHash<QString, QString> shininessTextures;
QHash<QString, QString> emissiveTextures;
QHash<QString, QString> ambientTextures;
QHash<QString, QString> ambientFactorTextures;
QHash<QString, QString> occlusionTextures;
QHash<QString, FBXMaterial> _fbxMaterials;

View file

@ -186,6 +186,14 @@ void FBXReader::consolidateFBXMaterials() {
FBXTexture occlusionTexture;
QString occlusionTextureID = occlusionTextures.value(material.materialID);
if (occlusionTextureID.isNull()) {
// 2nd chance
// For blender we use the ambient factor texture as AOMap ONLY if the ambientFactor value is > 0.0
if (material.ambientFactor > 0.0f) {
occlusionTextureID = ambientFactorTextures.value(material.materialID);
}
}
if (!occlusionTextureID.isNull()) {
occlusionTexture = getTexture(occlusionTextureID);
detectDifferentUVs |= (occlusionTexture.texcoordSet != 0) || (!emissiveTexture.transform.isIdentity());
@ -198,6 +206,14 @@ void FBXReader::consolidateFBXMaterials() {
FBXTexture ambientTexture;
QString ambientTextureID = ambientTextures.value(material.materialID);
if (ambientTextureID.isNull()) {
// 2nd chance
// For blender we use the ambient factor texture as Lightmap ONLY if the ambientFactor value is set to 0
if (material.ambientFactor == 0.0f) {
ambientTextureID = ambientFactorTextures.value(material.materialID);
}
}
if (_loadLightmaps && !ambientTextureID.isNull()) {
ambientTexture = getTexture(ambientTextureID);
detectDifferentUVs |= (ambientTexture.texcoordSet != 0) || (!ambientTexture.transform.isIdentity());

View file

@ -418,6 +418,8 @@ model::TextureMapPointer NetworkMaterial::fetchTextureMap(const QUrl& baseUrl, c
auto map = std::make_shared<model::TextureMap>();
map->setTextureSource(texture->_textureSource);
map->setTextureTransform(fbxTexture.transform);
return map;
}
@ -427,6 +429,7 @@ model::TextureMapPointer NetworkMaterial::fetchTextureMap(const QUrl& url, Textu
auto map = std::make_shared<model::TextureMap>();
map->setTextureSource(texture->_textureSource);
return map;
}
@ -475,6 +478,7 @@ NetworkMaterial::NetworkMaterial(const FBXMaterial& material, const QUrl& textur
if (!material.occlusionTexture.filename.isEmpty()) {
auto map = fetchTextureMap(textureBaseUrl, material.occlusionTexture, NetworkTexture::OCCLUSION_TEXTURE, MapChannel::OCCLUSION_MAP);
map->setTextureTransform(material.occlusionTexture.transform);
setTextureMap(MapChannel::OCCLUSION_MAP, map);
}

View file

@ -122,6 +122,10 @@ void Material::setTextureMap(MapChannel channel, const TextureMapPointer& textur
_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[0] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
}
if (channel == MaterialKey::OCCLUSION_MAP) {
_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[1] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
}
if (channel == MaterialKey::LIGHTMAP_MAP) {
// update the texcoord1 with lightmap
_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[1] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());

View file

@ -83,7 +83,7 @@ static const std::string DEFAULT_NORMAL_SHADER {
static const std::string DEFAULT_OCCLUSION_SHADER{
"vec4 getFragmentColor() {"
" DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
" return vec4(vec3(frag.obscurance), 1.0);"
" return vec4(vec3(pow(frag.obscurance, 1.0 / 2.2)), 1.0);"
" }"
};

View file

@ -90,7 +90,7 @@ float fetchOcclusionMap(vec2 uv) {
<@endfunc@>
<@func fetchMaterialTextures(matKey, texcoord0, albedo, roughness, normal, metallic, emissive, occlusion)@>
<@func fetchMaterialTexturesCoord0(matKey, texcoord0, albedo, roughness, normal, metallic, emissive)@>
<@if albedo@>
vec4 <$albedo$> = (((<$matKey$> & (ALBEDO_MAP_BIT | OPACITY_MASK_MAP_BIT | OPACITY_TRANSLUCENT_MAP_BIT)) != 0) ? fetchAlbedoMap(<$texcoord0$>) : vec4(1.0));
<@endif@>
@ -106,12 +106,19 @@ float fetchOcclusionMap(vec2 uv) {
<@if emissive@>
vec3 <$emissive$> = (((<$matKey$> & EMISSIVE_MAP_BIT) != 0) ? fetchEmissiveMap(<$texcoord0$>) : vec3(0.0));
<@endif@>
<@endfunc@>
<@func fetchMaterialTexturesCoord1(matKey, texcoord1, occlusion, lightmapVal)@>
<@if occlusion@>
float <$occlusion$> = (((<$matKey$> & OCCLUSION_MAP_BIT) != 0) ? fetchOcclusionMap(<$texcoord0$>) : 1.0);
float <$occlusion$> = (((<$matKey$> & OCCLUSION_MAP_BIT) != 0) ? fetchOcclusionMap(<$texcoord1$>) : 1.0);
<@endif@>
<@if lightmapVal@>
vec3 <$lightmapVal$> = fetchLightmapMap(<$texcoord1$>);
<@endif@>
<@endfunc@>
<@func declareMaterialLightmap()@>
<$declareMaterialTexMapArrayBuffer()$>
@ -123,11 +130,6 @@ vec3 fetchLightmapMap(vec2 uv) {
}
<@endfunc@>
<@func fetchMaterialLightmap(texcoord1, lightmapVal)@>
vec3 <$lightmapVal$> = fetchLightmapMap(<$texcoord1$>);
<@endfunc@>
<@func tangentToViewSpace(fetchedNormal, interpolatedNormal, interpolatedTangent, normal)@>
{
vec3 normalizedNormal = normalize(<$interpolatedNormal$>.xyz);

View file

@ -22,12 +22,14 @@ in vec4 _position;
in vec3 _normal;
in vec3 _color;
in vec2 _texCoord0;
in vec2 _texCoord1;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;

View file

@ -22,6 +22,7 @@
out vec3 _color;
out float _alpha;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec4 _position;
out vec3 _normal;
@ -31,6 +32,7 @@ void main(void) {
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
// standard transform
TransformCamera cam = getTransformCamera();

View file

@ -29,8 +29,8 @@ in vec3 _color;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness)$>
<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
packDeferredFragmentLightmap(

View file

@ -30,8 +30,8 @@ in vec3 _color;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness, normalTexel)$>
<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
vec3 viewNormal;
<$tangentToViewSpace(normalTexel, _normal, _tangent, viewNormal)$>

View file

@ -30,8 +30,8 @@ in vec3 _color;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
vec3 viewNormal;
<$tangentToViewSpace(normalTexel, _normal, _tangent, viewNormal)$>

View file

@ -29,8 +29,8 @@ in vec3 _color;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
packDeferredFragmentLightmap(
normalize(_normal),

View file

@ -21,6 +21,7 @@
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
@ -28,7 +29,8 @@ in vec3 _color;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;

View file

@ -22,6 +22,7 @@
out vec4 _position;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec3 _normal;
out vec3 _tangent;
out vec3 _color;
@ -34,6 +35,7 @@ void main(void) {
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
// standard transform
TransformCamera cam = getTransformCamera();

View file

@ -21,6 +21,7 @@
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _tangent;
in vec3 _color;
@ -28,7 +29,8 @@ in vec3 _color;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex, occlusionTex)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;

View file

@ -21,6 +21,7 @@
in vec4 _position;
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec3 _normal;
in vec3 _color;
@ -28,7 +29,8 @@ in vec3 _color;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex, occlusionTex)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;

View file

@ -25,6 +25,7 @@
<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
in vec2 _texCoord0;
in vec2 _texCoord1;
in vec4 _position;
in vec3 _normal;
in vec3 _color;
@ -35,7 +36,8 @@ out vec4 _fragColor;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
float opacity = getMaterialOpacity(mat) * _alpha;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
@ -61,7 +63,7 @@ void main(void) {
_fragColor = vec4(evalGlobalLightingAlphaBlended(
cam._viewInverse,
1.0,
1.0,
occlusionTex,
fragPosition,
fragNormal,
albedo,

View file

@ -26,7 +26,7 @@ out vec4 _fragColor;
void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
float opacity = getMaterialOpacity(mat) * _alpha;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;

View file

@ -16,7 +16,7 @@
<@include model/Material.slh@>
<@include MaterialTextures.slh@>
<$declareMaterialTextures(ALBEDO, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
<$declareMaterialTextures(ALBEDO)$>
in vec2 _texCoord0;
in vec3 _normal;
@ -27,7 +27,7 @@ void main(void) {
Material mat = getMaterial();
int matKey = getMaterialKey(mat);
<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
float opacity = 1.0;
<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;

View file

@ -24,6 +24,7 @@
out vec4 _position;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec3 _normal;
out vec3 _color;
out float _alpha;
@ -40,6 +41,7 @@ void main(void) {
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
// standard transform
TransformCamera cam = getTransformCamera();

View file

@ -24,6 +24,7 @@
out vec4 _position;
out vec2 _texCoord0;
out vec2 _texCoord1;
out vec3 _normal;
out vec3 _tangent;
out vec3 _color;
@ -42,6 +43,7 @@ void main(void) {
TexMapArray texMapArray = getTexMapArray();
<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);

View file

@ -33,7 +33,7 @@ Column {
"Roughness",
"Metallic",
"Emissive",
"Shaded/Lightmapped/Unlit",
"Unlit",
"Occlusion",
"Lightmap",
"Lighting",