Merge pull request #1503 from Matter-and-Form/gltf2-materials
glTF2 Material Improvementspull/1516/head
commit
92046319be
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@ -164,17 +164,15 @@ namespace glTF2
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//! Magic number for GLB files
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#define AI_GLB_MAGIC_NUMBER "glTF"
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR "$mat.gltf.pbrMetallicRoughness.baseColorFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR "$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE aiTextureType_DIFFUSE, 1
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#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE aiTextureType_UNKNOWN, 0
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#define AI_MATKEY_GLTF_ALPHAMODE "$mat.gltf.alphaMode", 0, 0
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#define AI_MATKEY_GLTF_ALPHACUTOFF "$mat.gltf.alphaCutoff", 0, 0
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS "$mat.gltf.pbrSpecularGlossiness", 0, 0
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR "$clr.diffuse", 0, 1
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR "$clr.specular", 0, 1
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR "$mat.gltf.pbrMetallicRoughness.glossinessFactor", 0, 0
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE aiTextureType_DIFFUSE, 1
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#define AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE aiTextureType_UNKNOWN, 1
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#define _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE "$tex.file.texCoord"
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#define _AI_MATKEY_GLTF_MAPPINGNAME_BASE "$tex.mappingname"
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@ -372,20 +372,28 @@ void glTF2Exporter::GetMatTex(const aiMaterial* mat, OcclusionTextureInfo& prop,
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}
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}
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void glTF2Exporter::GetMatColor(const aiMaterial* mat, vec4& prop, const char* propName, int type, int idx)
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aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec4& prop, const char* propName, int type, int idx)
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{
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aiColor4D col;
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if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
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aiReturn result = mat->Get(propName, type, idx, col);
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if (result == AI_SUCCESS) {
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prop[0] = col.r; prop[1] = col.g; prop[2] = col.b; prop[3] = col.a;
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}
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return result;
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}
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void glTF2Exporter::GetMatColor(const aiMaterial* mat, vec3& prop, const char* propName, int type, int idx)
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aiReturn glTF2Exporter::GetMatColor(const aiMaterial* mat, vec3& prop, const char* propName, int type, int idx)
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{
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aiColor3D col;
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if (mat->Get(propName, type, idx, col) == AI_SUCCESS) {
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aiReturn result = mat->Get(propName, type, idx, col);
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if (result == AI_SUCCESS) {
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prop[0] = col.r; prop[1] = col.g; prop[2] = col.b;
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}
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return result;
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}
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void glTF2Exporter::ExportMaterials()
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@ -406,16 +414,49 @@ void glTF2Exporter::ExportMaterials()
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m->name = name;
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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if (!m->pbrMetallicRoughness.baseColorTexture.texture) {
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//if there wasn't a baseColorTexture defined in the source, fallback to any diffuse texture
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_DIFFUSE);
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}
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
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if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR) != AI_SUCCESS) {
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// if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material.
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//a fallback to any diffuse color should be used instead
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GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
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}
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if (mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR, m->pbrMetallicRoughness.metallicFactor) != AI_SUCCESS) {
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//if metallicFactor wasn't defined, then the source is likely not a PBR file, and the metallicFactor should be 0
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m->pbrMetallicRoughness.metallicFactor = 0;
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}
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mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, m->pbrMetallicRoughness.roughnessFactor);
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// get roughness if source is gltf2 file
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if (mat->Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR, m->pbrMetallicRoughness.roughnessFactor) != AI_SUCCESS) {
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// otherwise, try to derive and convert from specular + shininess values
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aiColor4D specularColor;
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ai_real shininess;
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if (
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mat->Get(AI_MATKEY_COLOR_SPECULAR, specularColor) == AI_SUCCESS &&
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mat->Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS
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) {
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// convert specular color to luminance
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float specularIntensity = specularColor[0] * 0.2125 + specularColor[1] * 0.7154 + specularColor[2] * 0.0721;
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float roughnessFactor = 1 - std::sqrt(shininess / 1000);
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roughnessFactor = std::pow(roughnessFactor, 2);
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roughnessFactor = std::min(std::max(roughnessFactor, 0.0f), 1.0f);
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// low specular intensity values should produce a rough material even if shininess is high.
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roughnessFactor = 1 - (roughnessFactor * specularIntensity);
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m->pbrMetallicRoughness.roughnessFactor = roughnessFactor;
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}
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}
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GetMatTex(mat, m->normalTexture, aiTextureType_NORMALS);
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GetMatTex(mat, m->occlusionTexture, aiTextureType_LIGHTMAP);
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@ -434,7 +475,7 @@ void glTF2Exporter::ExportMaterials()
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if (mat->Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS) {
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if (opacity < 1) {
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m->alphaMode = "MASK";
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m->alphaMode = "BLEND";
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m->pbrMetallicRoughness.baseColorFactor[3] *= opacity;
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}
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}
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@ -451,11 +492,19 @@ void glTF2Exporter::ExportMaterials()
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PbrSpecularGlossiness pbrSG;
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GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR);
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GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR);
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mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR, pbrSG.glossinessFactor);
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GetMatTex(mat, pbrSG.diffuseTexture, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE);
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GetMatTex(mat, pbrSG.specularGlossinessTexture, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE);
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GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE);
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GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_COLOR_SPECULAR);
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if (mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR, pbrSG.glossinessFactor) != AI_SUCCESS) {
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float shininess;
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if (mat->Get(AI_MATKEY_SHININESS, shininess)) {
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pbrSG.glossinessFactor = shininess / 1000;
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}
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}
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GetMatTex(mat, pbrSG.diffuseTexture, aiTextureType_DIFFUSE);
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GetMatTex(mat, pbrSG.specularGlossinessTexture, aiTextureType_SPECULAR);
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m->pbrSpecularGlossiness = Nullable<PbrSpecularGlossiness>(pbrSG);
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}
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@ -115,8 +115,8 @@ namespace Assimp
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void GetMatTex(const aiMaterial* mat, glTF2::TextureInfo& prop, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial* mat, glTF2::NormalTextureInfo& prop, aiTextureType tt, unsigned int slot);
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void GetMatTex(const aiMaterial* mat, glTF2::OcclusionTextureInfo& prop, aiTextureType tt, unsigned int slot);
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void GetMatColor(const aiMaterial* mat, glTF2::vec4& prop, const char* propName, int type, int idx);
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void GetMatColor(const aiMaterial* mat, glTF2::vec3& prop, const char* propName, int type, int idx);
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aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec4& prop, const char* propName, int type, int idx);
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aiReturn GetMatColor(const aiMaterial* mat, glTF2::vec3& prop, const char* propName, int type, int idx);
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void ExportMetadata();
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void ExportMaterials();
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void ExportMeshes();
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@ -228,11 +228,19 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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}
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.metallicRoughnessTexture, aimat, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR);
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float roughnessAsShininess = (1 - mat.pbrMetallicRoughness.roughnessFactor) * 1000;
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aimat->AddProperty(&roughnessAsShininess, 1, AI_MATKEY_SHININESS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.normalTexture, aimat, aiTextureType_NORMALS);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.occlusionTexture, aimat, aiTextureType_LIGHTMAP);
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SetMaterialTextureProperty(embeddedTexIdxs, r, mat.emissiveTexture, aimat, aiTextureType_EMISSIVE);
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@ -249,11 +257,16 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
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PbrSpecularGlossiness &pbrSG = mat.pbrSpecularGlossiness.value;
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aimat->AddProperty(&mat.pbrSpecularGlossiness.isPresent, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_FACTOR);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULAR_FACTOR);
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SetMaterialColorProperty(r, pbrSG.diffuseFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
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SetMaterialColorProperty(r, pbrSG.specularFactor, aimat, AI_MATKEY_COLOR_SPECULAR);
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float glossinessAsShininess = pbrSG.glossinessFactor * 1000.0f;
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aimat->AddProperty(&glossinessAsShininess, 1, AI_MATKEY_SHININESS);
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aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_GLOSSINESS_FACTOR);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_DIFFUSE_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS_SPECULARGLOSSINESS_TEXTURE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.diffuseTexture, aimat, aiTextureType_DIFFUSE);
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SetMaterialTextureProperty(embeddedTexIdxs, r, pbrSG.specularGlossinessTexture, aimat, aiTextureType_SPECULAR);
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}
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}
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}
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