diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index da240e826a..d6ec59499d 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -934,7 +934,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS _textureContent.insert(filename, content); } } else if (object.name == "Material") { - FBXMaterial material(glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(1.0f), glm::vec3(), glm::vec2(0.f, 1.0f), 96.0f, 1.0f); + FBXMaterial material; foreach (const FBXNode& subobject, object.children) { bool properties = false; QByteArray propertyName; @@ -954,9 +954,17 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS if (property.name == propertyName) { if (property.properties.at(0) == "DiffuseColor") { material.diffuseColor = getVec3(property.properties, index); + } else if (property.properties.at(0) == "Diffuse") { + material.diffuseColor = getVec3(property.properties, index); + } else if (property.properties.at(0) == "DiffuseFactor") { + material.diffuseFactor = property.properties.at(index).value(); } else if (property.properties.at(0) == "SpecularColor") { material.specularColor = getVec3(property.properties, index); + } else if (property.properties.at(0) == "Specular") { + material.specularColor = getVec3(property.properties, index); + } else if (property.properties.at(0) == "SpecularFactor") { + material.specularFactor = property.properties.at(index).value(); } else if (property.properties.at(0) == "Emissive") { material.emissiveColor = getVec3(property.properties, index); diff --git a/libraries/fbx/src/FBXReader.h b/libraries/fbx/src/FBXReader.h index 5cfff9826f..da6df60f6d 100644 --- a/libraries/fbx/src/FBXReader.h +++ b/libraries/fbx/src/FBXReader.h @@ -137,21 +137,24 @@ public: class FBXMaterial { public: FBXMaterial() {}; - FBXMaterial(const glm::vec3& diffuseColor, const glm::vec3& specularColor, const glm::vec3& emissiveColor, - const glm::vec2& emissiveParams, float shininess, float opacity) : - diffuseColor(diffuseColor), - specularColor(specularColor), - emissiveColor(emissiveColor), - emissiveParams(emissiveParams), - shininess(shininess), - opacity(opacity) {} + FBXMaterial(const glm::vec3& diffuseColor, const glm::vec3& specularColor, const glm::vec3& emissiveColor, + const glm::vec2& emissiveParams, float shininess, float opacity) : + diffuseColor(diffuseColor), + specularColor(specularColor), + emissiveColor(emissiveColor), + emissiveParams(emissiveParams), + shininess(shininess), + opacity(opacity) {} - glm::vec3 diffuseColor; - glm::vec3 specularColor; - glm::vec3 emissiveColor; - glm::vec2 emissiveParams; - float shininess; - float opacity; + glm::vec3 diffuseColor{ 1.0f }; + float diffuseFactor = 1.0f; + glm::vec3 specularColor{ 0.02f }; + float specularFactor = 1.0f; + + glm::vec3 emissiveColor{ 0.0f }; + glm::vec2 emissiveParams{ 0.0f, 1.0f }; + float shininess = 23.0f; + float opacity = 1.0f; QString materialID; model::MaterialPointer _material; diff --git a/libraries/fbx/src/FBXReader_Material.cpp b/libraries/fbx/src/FBXReader_Material.cpp index c29c64030e..55a61c77fc 100644 --- a/libraries/fbx/src/FBXReader_Material.cpp +++ b/libraries/fbx/src/FBXReader_Material.cpp @@ -134,12 +134,16 @@ void FBXReader::consolidateFBXMaterials() { // Finally create the true material representation material._material = std::make_shared(); material._material->setEmissive(material.emissiveColor); - if (glm::all(glm::equal(material.diffuseColor, glm::vec3(0.0f)))) { - material._material->setDiffuse(material.diffuseColor); - } else { - material._material->setDiffuse(material.diffuseColor); - } - material._material->setMetallic(glm::length(material.specularColor)); + + auto diffuse = material.diffuseColor; + // FIXME: Do not use the Diffuse Factor yet as some FBX models have it set to 0 + // diffuse *= material.diffuseFactor; + material._material->setDiffuse(diffuse); + + float metallic = std::max(material.specularColor.x, std::max(material.specularColor.y, material.specularColor.z)); + // FIXME: Do not use the Specular Factor yet as some FBX models have it set to 0 + // metallic *= material.specularFactor; + material._material->setMetallic(metallic); material._material->setGloss(material.shininess); if (material.opacity <= 0.0f) { diff --git a/libraries/gpu/src/gpu/GLBackend.cpp b/libraries/gpu/src/gpu/GLBackend.cpp index aac2d63a9b..250fc4aaac 100644 --- a/libraries/gpu/src/gpu/GLBackend.cpp +++ b/libraries/gpu/src/gpu/GLBackend.cpp @@ -418,10 +418,10 @@ void GLBackend::resetStages() { #define DO_IT_NOW(call, offset) void Batch::_glActiveBindTexture(GLenum unit, GLenum target, GLuint texture) { + // clean the cache on the texture unit we are going to use so the next call to setResourceTexture() at the same slot works fine setResourceTexture(unit - GL_TEXTURE0, nullptr); ADD_COMMAND_GL(glActiveBindTexture); - _params.push_back(texture); _params.push_back(target); _params.push_back(unit); @@ -434,6 +434,7 @@ void GLBackend::do_glActiveBindTexture(Batch& batch, uint32 paramOffset) { glBindTexture( batch._params[paramOffset + 1]._uint, batch._params[paramOffset + 0]._uint); + (void) CHECK_GL_ERROR(); } diff --git a/libraries/model-networking/src/model-networking/TextureCache.cpp b/libraries/model-networking/src/model-networking/TextureCache.cpp index 0bdc0749f6..3e80b6c7aa 100644 --- a/libraries/model-networking/src/model-networking/TextureCache.cpp +++ b/libraries/model-networking/src/model-networking/TextureCache.cpp @@ -230,12 +230,15 @@ NetworkTexture::TextureLoaderFunc NetworkTexture::getTextureLoader() const { return TextureLoaderFunc(model::TextureUsage::createNormalTextureFromBumpImage); break; } + case NORMAL_TEXTURE: { + return TextureLoaderFunc(model::TextureUsage::createNormalTextureFromNormalImage); + break; + } case CUSTOM_TEXTURE: { return _textureLoader; break; } case DEFAULT_TEXTURE: - case NORMAL_TEXTURE: case SPECULAR_TEXTURE: case EMISSIVE_TEXTURE: default: { diff --git a/libraries/model/src/model/TextureMap.cpp b/libraries/model/src/model/TextureMap.cpp index e3031e2b4d..584debafb2 100755 --- a/libraries/model/src/model/TextureMap.cpp +++ b/libraries/model/src/model/TextureMap.cpp @@ -137,6 +137,40 @@ gpu::Texture* TextureUsage::create2DTextureFromImage(const QImage& srcImage, con return theTexture; } + +gpu::Texture* TextureUsage::createNormalTextureFromNormalImage(const QImage& srcImage, const std::string& srcImageName) { + QImage image = srcImage; + + if (!image.hasAlphaChannel()) { + if (image.format() != QImage::Format_RGB888) { + image = image.convertToFormat(QImage::Format_RGB888); + } + } else { + if (image.format() != QImage::Format_ARGB32) { + image = image.convertToFormat(QImage::Format_ARGB32); + } + } + + gpu::Texture* theTexture = nullptr; + if ((image.width() > 0) && (image.height() > 0)) { + + bool isLinearRGB = true; + + gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB)); + gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB)); + if (image.hasAlphaChannel()) { + formatGPU = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::RGBA : gpu::SRGBA)); + formatMip = gpu::Element(gpu::VEC4, gpu::UINT8, (isLinearRGB ? gpu::BGRA : gpu::SBGRA)); + } + + theTexture = (gpu::Texture::create2D(formatGPU, image.width(), image.height(), gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR))); + theTexture->assignStoredMip(0, formatMip, image.byteCount(), image.constBits()); + theTexture->autoGenerateMips(-1); + } + + return theTexture; +} + int clampPixelCoordinate(int coordinate, int maxCoordinate) { return coordinate - ((int)(coordinate < 0) * coordinate) + ((int)(coordinate > maxCoordinate) * (maxCoordinate - coordinate)); } diff --git a/libraries/model/src/model/TextureMap.h b/libraries/model/src/model/TextureMap.h index 343ef1f481..107ca2e879 100755 --- a/libraries/model/src/model/TextureMap.h +++ b/libraries/model/src/model/TextureMap.h @@ -32,6 +32,7 @@ public: int _environmentUsage = 0; static gpu::Texture* create2DTextureFromImage(const QImage& image, const std::string& srcImageName); + static gpu::Texture* createNormalTextureFromNormalImage(const QImage& image, const std::string& srcImageName); static gpu::Texture* createNormalTextureFromBumpImage(const QImage& image, const std::string& srcImageName); static gpu::Texture* createCubeTextureFromImage(const QImage& image, const std::string& srcImageName); }; diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index ee40dcb913..2f16259f89 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -189,6 +189,7 @@ void Model::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, Model: locations.emissiveParams = program->getUniforms().findLocation("emissiveParams"); locations.glowIntensity = program->getUniforms().findLocation("glowIntensity"); locations.normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap"); + locations.diffuseTextureUnit = program->getTextures().findLocation("diffuseMap"); locations.normalTextureUnit = program->getTextures().findLocation("normalMap"); locations.specularTextureUnit = program->getTextures().findLocation("specularMap"); locations.emissiveTextureUnit = program->getTextures().findLocation("emissiveMap"); @@ -1629,7 +1630,6 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, int shape // Diffuse if (materialKey.isDiffuseMap()) { auto diffuseMap = textureMaps[model::MaterialKey::DIFFUSE_MAP]; - if (diffuseMap && diffuseMap->isDefined()) { batch.setResourceTexture(DIFFUSE_MAP_SLOT, diffuseMap->getTextureView()); diff --git a/libraries/render-utils/src/Model.h b/libraries/render-utils/src/Model.h index cae94569b1..e069b10954 100644 --- a/libraries/render-utils/src/Model.h +++ b/libraries/render-utils/src/Model.h @@ -345,6 +345,7 @@ private: int tangent; int alphaThreshold; int texcoordMatrices; + int diffuseTextureUnit; int normalTextureUnit; int specularTextureUnit; int emissiveTextureUnit;