mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:44:02 +02:00
adding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map
This commit is contained in:
parent
5050456c32
commit
c1fa096e78
18 changed files with 54 additions and 28 deletions
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@ -188,8 +188,8 @@ void FBXReader::consolidateFBXMaterials() {
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QString occlusionTextureID = occlusionTextures.value(material.materialID);
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if (occlusionTextureID.isNull()) {
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// 2nd chance
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// For blender we use the ambient factor texture ONLY if the ambientFactor value is set to 0
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if (material.ambientFactor == 0.0) {
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// For blender we use the ambient factor texture as AOMap ONLY if the ambientFactor value is > 0.0
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if (material.ambientFactor > 0.0f) {
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occlusionTextureID = ambientFactorTextures.value(material.materialID);
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}
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}
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@ -208,8 +208,8 @@ void FBXReader::consolidateFBXMaterials() {
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QString ambientTextureID = ambientTextures.value(material.materialID);
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if (ambientTextureID.isNull()) {
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// 2nd chance
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// For blender we use the ambient factor texture ONLY if the ambientFactor value is set to 1
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if (material.ambientFactor == 1.0) {
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// For blender we use the ambient factor texture as Lightmap ONLY if the ambientFactor value is set to 0
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if (material.ambientFactor == 0.0f) {
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ambientTextureID = ambientFactorTextures.value(material.materialID);
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}
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}
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@ -418,6 +418,8 @@ model::TextureMapPointer NetworkMaterial::fetchTextureMap(const QUrl& baseUrl, c
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auto map = std::make_shared<model::TextureMap>();
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map->setTextureSource(texture->_textureSource);
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map->setTextureTransform(fbxTexture.transform);
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return map;
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}
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@ -427,6 +429,7 @@ model::TextureMapPointer NetworkMaterial::fetchTextureMap(const QUrl& url, Textu
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auto map = std::make_shared<model::TextureMap>();
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map->setTextureSource(texture->_textureSource);
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return map;
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}
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@ -475,6 +478,7 @@ NetworkMaterial::NetworkMaterial(const FBXMaterial& material, const QUrl& textur
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if (!material.occlusionTexture.filename.isEmpty()) {
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auto map = fetchTextureMap(textureBaseUrl, material.occlusionTexture, NetworkTexture::OCCLUSION_TEXTURE, MapChannel::OCCLUSION_MAP);
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map->setTextureTransform(material.occlusionTexture.transform);
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setTextureMap(MapChannel::OCCLUSION_MAP, map);
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}
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@ -122,6 +122,10 @@ void Material::setTextureMap(MapChannel channel, const TextureMapPointer& textur
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_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[0] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
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}
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if (channel == MaterialKey::OCCLUSION_MAP) {
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_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[1] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
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}
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if (channel == MaterialKey::LIGHTMAP_MAP) {
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// update the texcoord1 with lightmap
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_texMapArrayBuffer.edit<TexMapArraySchema>()._texcoordTransforms[1] = (textureMap ? textureMap->getTextureTransform().getMatrix() : glm::mat4());
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@ -90,7 +90,7 @@ float fetchOcclusionMap(vec2 uv) {
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<@endfunc@>
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<@func fetchMaterialTextures(matKey, texcoord0, albedo, roughness, normal, metallic, emissive, occlusion)@>
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<@func fetchMaterialTexturesCoord0(matKey, texcoord0, albedo, roughness, normal, metallic, emissive)@>
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<@if albedo@>
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vec4 <$albedo$> = (((<$matKey$> & (ALBEDO_MAP_BIT | OPACITY_MASK_MAP_BIT | OPACITY_TRANSLUCENT_MAP_BIT)) != 0) ? fetchAlbedoMap(<$texcoord0$>) : vec4(1.0));
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<@endif@>
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@ -106,12 +106,19 @@ float fetchOcclusionMap(vec2 uv) {
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<@if emissive@>
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vec3 <$emissive$> = (((<$matKey$> & EMISSIVE_MAP_BIT) != 0) ? fetchEmissiveMap(<$texcoord0$>) : vec3(0.0));
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<@endif@>
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<@endfunc@>
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<@func fetchMaterialTexturesCoord1(matKey, texcoord1, occlusion, lightmapVal)@>
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<@if occlusion@>
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float <$occlusion$> = (((<$matKey$> & OCCLUSION_MAP_BIT) != 0) ? fetchOcclusionMap(<$texcoord0$>) : 1.0);
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float <$occlusion$> = (((<$matKey$> & OCCLUSION_MAP_BIT) != 0) ? fetchOcclusionMap(<$texcoord1$>) : 1.0);
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<@endif@>
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<@if lightmapVal@>
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vec3 <$lightmapVal$> = fetchLightmapMap(<$texcoord1$>);
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<@endif@>
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<@endfunc@>
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<@func declareMaterialLightmap()@>
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<$declareMaterialTexMapArrayBuffer()$>
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@ -123,11 +130,6 @@ vec3 fetchLightmapMap(vec2 uv) {
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}
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<@endfunc@>
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<@func fetchMaterialLightmap(texcoord1, lightmapVal)@>
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vec3 <$lightmapVal$> = fetchLightmapMap(<$texcoord1$>);
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<@endfunc@>
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<@func tangentToViewSpace(fetchedNormal, interpolatedNormal, interpolatedTangent, normal)@>
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{
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vec3 normalizedNormal = normalize(<$interpolatedNormal$>.xyz);
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@ -22,12 +22,14 @@ in vec4 _position;
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in vec3 _normal;
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in vec3 _color;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -22,6 +22,7 @@
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out vec3 _color;
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out float _alpha;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec4 _position;
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out vec3 _normal;
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@ -31,6 +32,7 @@ void main(void) {
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TexMapArray texMapArray = getTexMapArray();
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<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
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<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
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// standard transform
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TransformCamera cam = getTransformCamera();
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@ -29,8 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness)$>
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<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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packDeferredFragmentLightmap(
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@ -30,8 +30,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness, normalTexel)$>
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<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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vec3 viewNormal;
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<$tangentToViewSpace(normalTexel, _normal, _tangent, viewNormal)$>
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@ -30,8 +30,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
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<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, normalTexel, metallicTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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vec3 viewNormal;
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<$tangentToViewSpace(normalTexel, _normal, _tangent, viewNormal)$>
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@ -29,8 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
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<$fetchMaterialLightmap(_texCoord1, lightmapVal)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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packDeferredFragmentLightmap(
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normalize(_normal),
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@ -21,6 +21,7 @@
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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@ -28,7 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -21,6 +21,7 @@
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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@ -28,7 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, normalTex, metallicTex, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)&>;
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@ -21,6 +21,7 @@
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in vec4 _position;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _color;
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@ -28,7 +29,8 @@ in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, metallicTex, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -25,6 +25,7 @@
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, _SCRIBE_NULL, EMISSIVE, OCCLUSION)$>
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec4 _position;
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in vec3 _normal;
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in vec3 _color;
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@ -35,7 +36,8 @@ out vec4 _fragColor;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex, occlusionTex)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex, roughnessTex, _SCRIBE_NULL, _SCRIBE_NULL, emissiveTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, occlusionTex)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -61,7 +63,7 @@ void main(void) {
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_fragColor = vec4(evalGlobalLightingAlphaBlended(
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cam._viewInverse,
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1.0,
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1.0,
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occlusionTex,
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fragPosition,
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fragNormal,
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albedo,
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@ -26,7 +26,7 @@ out vec4 _fragColor;
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void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
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float opacity = getMaterialOpacity(mat) * _alpha;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -16,7 +16,7 @@
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<@include model/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
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<$declareMaterialTextures(ALBEDO)$>
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in vec2 _texCoord0;
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in vec3 _normal;
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@ -27,7 +27,7 @@ void main(void) {
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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<$fetchMaterialTextures(matKey, _texCoord0, albedoTex, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL, _SCRIBE_NULL)$>
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedoTex)$>
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float opacity = 1.0;
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<$evalMaterialOpacity(albedoTex.a, opacity, matKey, opacity)$>;
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@ -24,6 +24,7 @@
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out vec4 _position;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec3 _normal;
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out vec3 _color;
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out float _alpha;
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@ -40,6 +41,7 @@ void main(void) {
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TexMapArray texMapArray = getTexMapArray();
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<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
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<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
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// standard transform
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TransformCamera cam = getTransformCamera();
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@ -24,6 +24,7 @@
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out vec4 _position;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec3 _normal;
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out vec3 _tangent;
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out vec3 _color;
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@ -42,6 +43,7 @@ void main(void) {
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TexMapArray texMapArray = getTexMapArray();
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<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
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<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
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interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
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interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
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