render: unify pbr materials
parent
a1e26f4842
commit
d636c1c796
25
bind/v4k.lua
25
bind/v4k.lua
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@ -1276,17 +1276,25 @@ typedef struct skybox_t {
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int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view);
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int skybox_pop_state();
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enum MATERIAL_ENUMS {
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MAX_CHANNELS_PER_MATERIAL = 8
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MATERIAL_CHANNEL_DIFFUSE,
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MATERIAL_CHANNEL_NORMALS,
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MATERIAL_CHANNEL_SPECULAR,
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MATERIAL_CHANNEL_ALBEDO,
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MATERIAL_CHANNEL_ROUGHNESS,
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MATERIAL_CHANNEL_METALLIC,
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MATERIAL_CHANNEL_AO,
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MATERIAL_CHANNEL_AMBIENT,
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MATERIAL_CHANNEL_EMISSIVE,
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MAX_CHANNELS_PER_MATERIAL = MATERIAL_CHANNEL_EMISSIVE
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};
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typedef struct material_layer_t {
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char texname[32];
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float value;
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colormap_t map;
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} material_layer_t;
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typedef struct material_t {
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char *name;
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int count;
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struct material_layer_t {
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char texname[32];
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handle texture;
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float value;
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vec4 color;
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} layer[MAX_CHANNELS_PER_MATERIAL];
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material_layer_t layer[MAX_CHANNELS_PER_MATERIAL];
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} material_t;
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enum {
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SHADERTOY_FLIP_Y = 2,
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@ -1347,7 +1355,6 @@ typedef struct model_t {
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handle *textures;
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char **texture_names;
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material_t* materials;
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pbr_material_t* pbr_materials;
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texture_t sky_refl, sky_env;
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texture_t lightmap;
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float *lmdata;
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@ -17485,20 +17485,27 @@ API int skybox_pop_state(); // @to deprecate
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// materials
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enum MATERIAL_ENUMS {
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MAX_CHANNELS_PER_MATERIAL = 8
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MATERIAL_CHANNEL_DIFFUSE,
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MATERIAL_CHANNEL_NORMALS,
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MATERIAL_CHANNEL_SPECULAR,
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MATERIAL_CHANNEL_ALBEDO,
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MATERIAL_CHANNEL_ROUGHNESS,
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MATERIAL_CHANNEL_METALLIC,
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MATERIAL_CHANNEL_AO,
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MATERIAL_CHANNEL_AMBIENT,
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MATERIAL_CHANNEL_EMISSIVE,
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MAX_CHANNELS_PER_MATERIAL = MATERIAL_CHANNEL_EMISSIVE
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};
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typedef struct material_layer_t {
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char texname[32];
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float value;
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colormap_t map;
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} material_layer_t;
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typedef struct material_t {
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char *name;
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int count;
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struct material_layer_t {
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char texname[32];
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handle texture;
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float value;
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vec4 color; // uint32_t
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} layer[MAX_CHANNELS_PER_MATERIAL];
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material_layer_t layer[MAX_CHANNELS_PER_MATERIAL];
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} material_t;
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// -----------------------------------------------------------------------------
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@ -17580,7 +17587,6 @@ typedef struct model_t {
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handle *textures;
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char **texture_names;
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array(material_t) materials;
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array(pbr_material_t) pbr_materials;
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texture_t sky_refl, sky_env;
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@ -373334,6 +373340,44 @@ static char* strcpy_safe(char *d, const char *s) {
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return d;
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}
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static
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void model_load_pbr_layer(material_layer_t *layer, const char *texname, bool load_as_srgb) {
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strcpy_safe(layer->texname, texname);
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colormap(&layer->map, texname, load_as_srgb);
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}
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static
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void model_load_pbr(material_t *mt) {
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// initialise default colors
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mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,0.5);
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mt->layer[MATERIAL_CHANNEL_NORMALS].map.color = vec4(0,0,0,0);
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mt->layer[MATERIAL_CHANNEL_SPECULAR].map.color = vec4(0,0,0,0);
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mt->layer[MATERIAL_CHANNEL_SPECULAR].value = 1.0f; // specular_shininess
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mt->layer[MATERIAL_CHANNEL_ALBEDO].map.color = vec4(0.5,0.5,0.5,1.0);
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mt->layer[MATERIAL_CHANNEL_ROUGHNESS].map.color = vec4(1,1,1,1);
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mt->layer[MATERIAL_CHANNEL_METALLIC].map.color = vec4(0,0,0,0);
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mt->layer[MATERIAL_CHANNEL_AO].map.color = vec4(1,1,1,1);
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mt->layer[MATERIAL_CHANNEL_AMBIENT].map.color = vec4(0,0,0,1);
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mt->layer[MATERIAL_CHANNEL_EMISSIVE].map.color = vec4(0,0,0,0);
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// load colormaps
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array(char*) tokens = strsplit(mt->name, "+");
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for( int j = 0, end = array_count(tokens); j < end; ++j ) {
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char *t = tokens[j];
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if( strstri(t, "_D.") || strstri(t, "Diffuse") || strstri(t, "BaseColor") || strstri(t, "Base_Color") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_DIFFUSE], t, 1);
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if( strstri(t, "_N.") || strstri(t, "Normal") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_NORMALS], t, 0);
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if( strstri(t, "_S.") || strstri(t, "Specular") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_SPECULAR], t, 0);
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if( strstri(t, "_A.") || strstri(t, "Albedo") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ALBEDO], t, 1); // 0?
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if( strstri(t, "_MR.")|| strstri(t, "Roughness") || strstri(t, "MetallicRoughness") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ROUGHNESS], t, 0);
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else
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if( strstri(t, "_M.") || strstri(t, "Metallic") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_METALLIC], t, 0);
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//if( strstri(t, "_S.") || strstri(t, "Shininess") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ROUGHNESS], t, 0);
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//if( strstri(t, "_A.") || strstri(t, "Ambient") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_AMBIENT], t, 0);
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if( strstri(t, "_E.") || strstri(t, "Emissive") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_EMISSIVE], t, 1);
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if( strstri(t, "_AO.") || strstri(t, "AO") || strstri(t, "Occlusion") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_AO], t, 0);
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}
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}
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static
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bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model, int _flags) {
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q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh
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@ -373350,7 +373394,7 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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for( int j = 0; !reused && j < model->num_textures; ++j ) {
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if( !strcmpi(model->texture_names[j], &str[m->material])) {
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*out++ = model->materials[j].layer[0].texture;
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*out++ = model->materials[j].layer[0].map.texture->id;
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{
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model->num_textures++;
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@ -373439,8 +373483,17 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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material_t mt = {0};
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mt.name = STRDUP(&str[m->material]);
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mt.layer[mt.count].color = material_color_hex ? material_color : vec4(1,1,1,1);
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mt.layer[mt.count++].texture = *out++;
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// initialise basic texture layer first
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++;
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// initialise PBR material workflow
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if (_flags & MODEL_PBR) {
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model_load_pbr(&mt);
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}
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array_push(model->materials, mt);
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}
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@ -373481,9 +373534,9 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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if( array_count(model->materials) == 0 ) {
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material_t mt = {0};
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mt.name = "placeholder";
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mt.count = 1;
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mt.layer[0].color = vec4(1,1,1,1);
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mt.layer[0].texture = texture_checker().id;
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mt.layer[0].map.color = vec4(1,1,1,1);
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mt.layer[0].map.texture = CALLOC(1, sizeof(texture_t));
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mt.layer[0].map.texture->id = texture_checker().id;
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array_push(model->materials, mt);
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}
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@ -373526,9 +373579,9 @@ model_t model_from_mem(const void *mem, int len, int flags) {
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// setup fallback
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material_t mt = {0};
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mt.name = "placeholder";
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mt.count = 1;
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mt.layer[0].color = vec4(1,1,1,1);
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mt.layer[0].texture = texture_checker().id;
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mt.layer[0].map.color = vec4(1,1,1,1);
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mt.layer[0].map.texture = CALLOC(1, sizeof(texture_t));
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mt.layer[0].map.texture->id = texture_checker().id;
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array_push(m.materials, mt);
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}
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@ -373792,22 +373845,22 @@ void model_draw_call(model_t m, int shader) {
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bool textured = !!q->textures[i] && q->textures[i] != texture_checker().id; // m.materials[i].layer[0].texture != texture_checker().id;
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glUniform1i(loc, textured ? GL_TRUE : GL_FALSE);
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if ((loc = glGetUniformLocation(shader, "u_diffuse")) >= 0) {
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glUniform4f(loc, m.materials[i].layer[0].color.r, m.materials[i].layer[0].color.g, m.materials[i].layer[0].color.b, m.materials[i].layer[0].color.a);
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glUniform4f(loc, m.materials[i].layer[0].map.color.r, m.materials[i].layer[0].map.color.g, m.materials[i].layer[0].map.color.b, m.materials[i].layer[0].map.color.a);
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}
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}
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} else {
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const pbr_material_t *material = &m.pbr_materials[i];
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shader_colormap( "map_diffuse", material->diffuse );
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shader_colormap( "map_normals", material->normals );
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shader_colormap( "map_specular", material->specular );
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shader_colormap( "map_albedo", material->albedo );
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shader_colormap( "map_roughness", material->roughness );
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shader_colormap( "map_metallic", material->metallic );
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shader_colormap( "map_ao", material->ao );
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shader_colormap( "map_ambient", material->ambient );
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shader_colormap( "map_emissive", material->emissive );
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shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
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const material_t *material = &m.materials[i];
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shader_colormap( "map_diffuse", material->layer[MATERIAL_CHANNEL_DIFFUSE].map );
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shader_colormap( "map_normals", material->layer[MATERIAL_CHANNEL_NORMALS].map );
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shader_colormap( "map_specular", material->layer[MATERIAL_CHANNEL_SPECULAR].map );
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shader_colormap( "map_albedo", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
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shader_colormap( "map_roughness", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map );
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shader_colormap( "map_metallic", material->layer[MATERIAL_CHANNEL_METALLIC].map );
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shader_colormap( "map_ao", material->layer[MATERIAL_CHANNEL_AO].map );
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shader_colormap( "map_ambient", material->layer[MATERIAL_CHANNEL_AMBIENT].map );
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shader_colormap( "map_emissive", material->layer[MATERIAL_CHANNEL_EMISSIVE].map );
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// shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
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}
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glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
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@ -373847,9 +373900,7 @@ void model_shading(model_t *m, int shading) {
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// load pbr material if SHADING_PBR was selected
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if (shading == SHADING_PBR) {
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for (int i = 0; i < array_count(m->materials); ++i) {
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pbr_material_t mat = {0};
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pbr_material(&mat, m->materials[i].name);
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array_push(m->pbr_materials, mat);
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model_load_pbr(&m->materials[i]);
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}
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}
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@ -3306,6 +3306,44 @@ static char* strcpy_safe(char *d, const char *s) {
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return d;
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}
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static
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void model_load_pbr_layer(material_layer_t *layer, const char *texname, bool load_as_srgb) {
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strcpy_safe(layer->texname, texname);
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colormap(&layer->map, texname, load_as_srgb);
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}
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static
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void model_load_pbr(material_t *mt) {
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// initialise default colors
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mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,0.5);
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mt->layer[MATERIAL_CHANNEL_NORMALS].map.color = vec4(0,0,0,0);
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mt->layer[MATERIAL_CHANNEL_SPECULAR].map.color = vec4(0,0,0,0);
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mt->layer[MATERIAL_CHANNEL_SPECULAR].value = 1.0f; // specular_shininess
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mt->layer[MATERIAL_CHANNEL_ALBEDO].map.color = vec4(0.5,0.5,0.5,1.0);
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mt->layer[MATERIAL_CHANNEL_ROUGHNESS].map.color = vec4(1,1,1,1);
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mt->layer[MATERIAL_CHANNEL_METALLIC].map.color = vec4(0,0,0,0);
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mt->layer[MATERIAL_CHANNEL_AO].map.color = vec4(1,1,1,1);
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mt->layer[MATERIAL_CHANNEL_AMBIENT].map.color = vec4(0,0,0,1);
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mt->layer[MATERIAL_CHANNEL_EMISSIVE].map.color = vec4(0,0,0,0);
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// load colormaps
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array(char*) tokens = strsplit(mt->name, "+");
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for( int j = 0, end = array_count(tokens); j < end; ++j ) {
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char *t = tokens[j];
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if( strstri(t, "_D.") || strstri(t, "Diffuse") || strstri(t, "BaseColor") || strstri(t, "Base_Color") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_DIFFUSE], t, 1);
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if( strstri(t, "_N.") || strstri(t, "Normal") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_NORMALS], t, 0);
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if( strstri(t, "_S.") || strstri(t, "Specular") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_SPECULAR], t, 0);
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if( strstri(t, "_A.") || strstri(t, "Albedo") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ALBEDO], t, 1); // 0?
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if( strstri(t, "_MR.")|| strstri(t, "Roughness") || strstri(t, "MetallicRoughness") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ROUGHNESS], t, 0);
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else
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if( strstri(t, "_M.") || strstri(t, "Metallic") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_METALLIC], t, 0);
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//if( strstri(t, "_S.") || strstri(t, "Shininess") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ROUGHNESS], t, 0);
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//if( strstri(t, "_A.") || strstri(t, "Ambient") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_AMBIENT], t, 0);
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if( strstri(t, "_E.") || strstri(t, "Emissive") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_EMISSIVE], t, 1);
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if( strstri(t, "_AO.") || strstri(t, "AO") || strstri(t, "Occlusion") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_AO], t, 0);
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}
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}
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static
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bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model, int _flags) {
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q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh
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@ -3322,7 +3360,7 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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for( int j = 0; !reused && j < model->num_textures; ++j ) {
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if( !strcmpi(model->texture_names[j], &str[m->material])) {
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*out++ = model->materials[j].layer[0].texture;
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*out++ = model->materials[j].layer[0].map.texture->id;
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{
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model->num_textures++;
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@ -3411,8 +3449,17 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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material_t mt = {0};
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mt.name = STRDUP(&str[m->material]);
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mt.layer[mt.count].color = material_color_hex ? material_color : vec4(1,1,1,1);
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mt.layer[mt.count++].texture = *out++;
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// initialise basic texture layer first
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
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mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++;
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// initialise PBR material workflow
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if (_flags & MODEL_PBR) {
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model_load_pbr(&mt);
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}
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array_push(model->materials, mt);
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}
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@ -3453,9 +3500,9 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
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if( array_count(model->materials) == 0 ) {
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material_t mt = {0};
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mt.name = "placeholder";
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mt.count = 1;
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mt.layer[0].color = vec4(1,1,1,1);
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mt.layer[0].texture = texture_checker().id;
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mt.layer[0].map.color = vec4(1,1,1,1);
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mt.layer[0].map.texture = CALLOC(1, sizeof(texture_t));
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mt.layer[0].map.texture->id = texture_checker().id;
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array_push(model->materials, mt);
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}
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@ -3498,9 +3545,9 @@ model_t model_from_mem(const void *mem, int len, int flags) {
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// setup fallback
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material_t mt = {0};
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mt.name = "placeholder";
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mt.count = 1;
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mt.layer[0].color = vec4(1,1,1,1);
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mt.layer[0].texture = texture_checker().id;
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mt.layer[0].map.color = vec4(1,1,1,1);
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mt.layer[0].map.texture = CALLOC(1, sizeof(texture_t));
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mt.layer[0].map.texture->id = texture_checker().id;
|
||||
|
||||
array_push(m.materials, mt);
|
||||
}
|
||||
|
@ -3764,22 +3811,22 @@ void model_draw_call(model_t m, int shader) {
|
|||
bool textured = !!q->textures[i] && q->textures[i] != texture_checker().id; // m.materials[i].layer[0].texture != texture_checker().id;
|
||||
glUniform1i(loc, textured ? GL_TRUE : GL_FALSE);
|
||||
if ((loc = glGetUniformLocation(shader, "u_diffuse")) >= 0) {
|
||||
glUniform4f(loc, m.materials[i].layer[0].color.r, m.materials[i].layer[0].color.g, m.materials[i].layer[0].color.b, m.materials[i].layer[0].color.a);
|
||||
glUniform4f(loc, m.materials[i].layer[0].map.color.r, m.materials[i].layer[0].map.color.g, m.materials[i].layer[0].map.color.b, m.materials[i].layer[0].map.color.a);
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
const pbr_material_t *material = &m.pbr_materials[i];
|
||||
shader_colormap( "map_diffuse", material->diffuse );
|
||||
shader_colormap( "map_normals", material->normals );
|
||||
shader_colormap( "map_specular", material->specular );
|
||||
shader_colormap( "map_albedo", material->albedo );
|
||||
shader_colormap( "map_roughness", material->roughness );
|
||||
shader_colormap( "map_metallic", material->metallic );
|
||||
shader_colormap( "map_ao", material->ao );
|
||||
shader_colormap( "map_ambient", material->ambient );
|
||||
shader_colormap( "map_emissive", material->emissive );
|
||||
shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
|
||||
const material_t *material = &m.materials[i];
|
||||
shader_colormap( "map_diffuse", material->layer[MATERIAL_CHANNEL_DIFFUSE].map );
|
||||
shader_colormap( "map_normals", material->layer[MATERIAL_CHANNEL_NORMALS].map );
|
||||
shader_colormap( "map_specular", material->layer[MATERIAL_CHANNEL_SPECULAR].map );
|
||||
shader_colormap( "map_albedo", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
|
||||
shader_colormap( "map_roughness", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map );
|
||||
shader_colormap( "map_metallic", material->layer[MATERIAL_CHANNEL_METALLIC].map );
|
||||
shader_colormap( "map_ao", material->layer[MATERIAL_CHANNEL_AO].map );
|
||||
shader_colormap( "map_ambient", material->layer[MATERIAL_CHANNEL_AMBIENT].map );
|
||||
shader_colormap( "map_emissive", material->layer[MATERIAL_CHANNEL_EMISSIVE].map );
|
||||
// shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
|
||||
}
|
||||
|
||||
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
|
||||
|
@ -3819,9 +3866,7 @@ void model_shading(model_t *m, int shading) {
|
|||
// load pbr material if SHADING_PBR was selected
|
||||
if (shading == SHADING_PBR) {
|
||||
for (int i = 0; i < array_count(m->materials); ++i) {
|
||||
pbr_material_t mat = {0};
|
||||
pbr_material(&mat, m->materials[i].name);
|
||||
array_push(m->pbr_materials, mat);
|
||||
model_load_pbr(&m->materials[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -463,20 +463,27 @@ API int skybox_pop_state(); // @to deprecate
|
|||
// materials
|
||||
|
||||
enum MATERIAL_ENUMS {
|
||||
MAX_CHANNELS_PER_MATERIAL = 8
|
||||
MATERIAL_CHANNEL_DIFFUSE,
|
||||
MATERIAL_CHANNEL_NORMALS,
|
||||
MATERIAL_CHANNEL_SPECULAR,
|
||||
MATERIAL_CHANNEL_ALBEDO,
|
||||
MATERIAL_CHANNEL_ROUGHNESS,
|
||||
MATERIAL_CHANNEL_METALLIC,
|
||||
MATERIAL_CHANNEL_AO,
|
||||
MATERIAL_CHANNEL_AMBIENT,
|
||||
MATERIAL_CHANNEL_EMISSIVE,
|
||||
MAX_CHANNELS_PER_MATERIAL = MATERIAL_CHANNEL_EMISSIVE
|
||||
};
|
||||
|
||||
typedef struct material_layer_t {
|
||||
char texname[32];
|
||||
float value;
|
||||
colormap_t map;
|
||||
} material_layer_t;
|
||||
|
||||
typedef struct material_t {
|
||||
char *name;
|
||||
|
||||
int count;
|
||||
struct material_layer_t {
|
||||
char texname[32];
|
||||
handle texture;
|
||||
float value;
|
||||
vec4 color; // uint32_t
|
||||
} layer[MAX_CHANNELS_PER_MATERIAL];
|
||||
|
||||
material_layer_t layer[MAX_CHANNELS_PER_MATERIAL];
|
||||
} material_t;
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
|
@ -558,7 +565,6 @@ typedef struct model_t {
|
|||
handle *textures;
|
||||
char **texture_names;
|
||||
array(material_t) materials;
|
||||
array(pbr_material_t) pbr_materials;
|
||||
|
||||
texture_t sky_refl, sky_env;
|
||||
|
||||
|
|
93
engine/v4k.c
93
engine/v4k.c
|
@ -20480,6 +20480,44 @@ static char* strcpy_safe(char *d, const char *s) {
|
|||
return d;
|
||||
}
|
||||
|
||||
static
|
||||
void model_load_pbr_layer(material_layer_t *layer, const char *texname, bool load_as_srgb) {
|
||||
strcpy_safe(layer->texname, texname);
|
||||
colormap(&layer->map, texname, load_as_srgb);
|
||||
}
|
||||
|
||||
static
|
||||
void model_load_pbr(material_t *mt) {
|
||||
// initialise default colors
|
||||
mt->layer[MATERIAL_CHANNEL_DIFFUSE].map.color = vec4(0.5,0.5,0.5,0.5);
|
||||
mt->layer[MATERIAL_CHANNEL_NORMALS].map.color = vec4(0,0,0,0);
|
||||
mt->layer[MATERIAL_CHANNEL_SPECULAR].map.color = vec4(0,0,0,0);
|
||||
mt->layer[MATERIAL_CHANNEL_SPECULAR].value = 1.0f; // specular_shininess
|
||||
mt->layer[MATERIAL_CHANNEL_ALBEDO].map.color = vec4(0.5,0.5,0.5,1.0);
|
||||
mt->layer[MATERIAL_CHANNEL_ROUGHNESS].map.color = vec4(1,1,1,1);
|
||||
mt->layer[MATERIAL_CHANNEL_METALLIC].map.color = vec4(0,0,0,0);
|
||||
mt->layer[MATERIAL_CHANNEL_AO].map.color = vec4(1,1,1,1);
|
||||
mt->layer[MATERIAL_CHANNEL_AMBIENT].map.color = vec4(0,0,0,1);
|
||||
mt->layer[MATERIAL_CHANNEL_EMISSIVE].map.color = vec4(0,0,0,0);
|
||||
|
||||
// load colormaps
|
||||
array(char*) tokens = strsplit(mt->name, "+");
|
||||
for( int j = 0, end = array_count(tokens); j < end; ++j ) {
|
||||
char *t = tokens[j];
|
||||
if( strstri(t, "_D.") || strstri(t, "Diffuse") || strstri(t, "BaseColor") || strstri(t, "Base_Color") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_DIFFUSE], t, 1);
|
||||
if( strstri(t, "_N.") || strstri(t, "Normal") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_NORMALS], t, 0);
|
||||
if( strstri(t, "_S.") || strstri(t, "Specular") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_SPECULAR], t, 0);
|
||||
if( strstri(t, "_A.") || strstri(t, "Albedo") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ALBEDO], t, 1); // 0?
|
||||
if( strstri(t, "_MR.")|| strstri(t, "Roughness") || strstri(t, "MetallicRoughness") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ROUGHNESS], t, 0);
|
||||
else
|
||||
if( strstri(t, "_M.") || strstri(t, "Metallic") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_METALLIC], t, 0);
|
||||
//if( strstri(t, "_S.") || strstri(t, "Shininess") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_ROUGHNESS], t, 0);
|
||||
//if( strstri(t, "_A.") || strstri(t, "Ambient") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_AMBIENT], t, 0);
|
||||
if( strstri(t, "_E.") || strstri(t, "Emissive") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_EMISSIVE], t, 1);
|
||||
if( strstri(t, "_AO.") || strstri(t, "AO") || strstri(t, "Occlusion") ) model_load_pbr_layer(&mt->layer[MATERIAL_CHANNEL_AO], t, 0);
|
||||
}
|
||||
}
|
||||
|
||||
static
|
||||
bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model, int _flags) {
|
||||
q->textures = q->textures ? q->textures : CALLOC(hdr->num_meshes * 8, sizeof(GLuint)); // up to 8 textures per mesh
|
||||
|
@ -20496,7 +20534,7 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
|
|||
for( int j = 0; !reused && j < model->num_textures; ++j ) {
|
||||
if( !strcmpi(model->texture_names[j], &str[m->material])) {
|
||||
|
||||
*out++ = model->materials[j].layer[0].texture;
|
||||
*out++ = model->materials[j].layer[0].map.texture->id;
|
||||
|
||||
{
|
||||
model->num_textures++;
|
||||
|
@ -20585,8 +20623,17 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
|
|||
|
||||
material_t mt = {0};
|
||||
mt.name = STRDUP(&str[m->material]);
|
||||
mt.layer[mt.count].color = material_color_hex ? material_color : vec4(1,1,1,1);
|
||||
mt.layer[mt.count++].texture = *out++;
|
||||
|
||||
// initialise basic texture layer first
|
||||
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.color = material_color_hex ? material_color : vec4(1,1,1,1);
|
||||
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = CALLOC(1, sizeof(texture_t));
|
||||
mt.layer[MATERIAL_CHANNEL_DIFFUSE].map.texture->id = *out++;
|
||||
|
||||
// initialise PBR material workflow
|
||||
if (_flags & MODEL_PBR) {
|
||||
model_load_pbr(&mt);
|
||||
}
|
||||
|
||||
array_push(model->materials, mt);
|
||||
}
|
||||
|
||||
|
@ -20627,9 +20674,9 @@ bool model_load_textures(iqm_t *q, const struct iqmheader *hdr, model_t *model,
|
|||
if( array_count(model->materials) == 0 ) {
|
||||
material_t mt = {0};
|
||||
mt.name = "placeholder";
|
||||
mt.count = 1;
|
||||
mt.layer[0].color = vec4(1,1,1,1);
|
||||
mt.layer[0].texture = texture_checker().id;
|
||||
mt.layer[0].map.color = vec4(1,1,1,1);
|
||||
mt.layer[0].map.texture = CALLOC(1, sizeof(texture_t));
|
||||
mt.layer[0].map.texture->id = texture_checker().id;
|
||||
|
||||
array_push(model->materials, mt);
|
||||
}
|
||||
|
@ -20672,9 +20719,9 @@ model_t model_from_mem(const void *mem, int len, int flags) {
|
|||
// setup fallback
|
||||
material_t mt = {0};
|
||||
mt.name = "placeholder";
|
||||
mt.count = 1;
|
||||
mt.layer[0].color = vec4(1,1,1,1);
|
||||
mt.layer[0].texture = texture_checker().id;
|
||||
mt.layer[0].map.color = vec4(1,1,1,1);
|
||||
mt.layer[0].map.texture = CALLOC(1, sizeof(texture_t));
|
||||
mt.layer[0].map.texture->id = texture_checker().id;
|
||||
|
||||
array_push(m.materials, mt);
|
||||
}
|
||||
|
@ -20938,22 +20985,22 @@ void model_draw_call(model_t m, int shader) {
|
|||
bool textured = !!q->textures[i] && q->textures[i] != texture_checker().id; // m.materials[i].layer[0].texture != texture_checker().id;
|
||||
glUniform1i(loc, textured ? GL_TRUE : GL_FALSE);
|
||||
if ((loc = glGetUniformLocation(shader, "u_diffuse")) >= 0) {
|
||||
glUniform4f(loc, m.materials[i].layer[0].color.r, m.materials[i].layer[0].color.g, m.materials[i].layer[0].color.b, m.materials[i].layer[0].color.a);
|
||||
glUniform4f(loc, m.materials[i].layer[0].map.color.r, m.materials[i].layer[0].map.color.g, m.materials[i].layer[0].map.color.b, m.materials[i].layer[0].map.color.a);
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
const pbr_material_t *material = &m.pbr_materials[i];
|
||||
shader_colormap( "map_diffuse", material->diffuse );
|
||||
shader_colormap( "map_normals", material->normals );
|
||||
shader_colormap( "map_specular", material->specular );
|
||||
shader_colormap( "map_albedo", material->albedo );
|
||||
shader_colormap( "map_roughness", material->roughness );
|
||||
shader_colormap( "map_metallic", material->metallic );
|
||||
shader_colormap( "map_ao", material->ao );
|
||||
shader_colormap( "map_ambient", material->ambient );
|
||||
shader_colormap( "map_emissive", material->emissive );
|
||||
shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
|
||||
const material_t *material = &m.materials[i];
|
||||
shader_colormap( "map_diffuse", material->layer[MATERIAL_CHANNEL_DIFFUSE].map );
|
||||
shader_colormap( "map_normals", material->layer[MATERIAL_CHANNEL_NORMALS].map );
|
||||
shader_colormap( "map_specular", material->layer[MATERIAL_CHANNEL_SPECULAR].map );
|
||||
shader_colormap( "map_albedo", material->layer[MATERIAL_CHANNEL_ALBEDO].map );
|
||||
shader_colormap( "map_roughness", material->layer[MATERIAL_CHANNEL_ROUGHNESS].map );
|
||||
shader_colormap( "map_metallic", material->layer[MATERIAL_CHANNEL_METALLIC].map );
|
||||
shader_colormap( "map_ao", material->layer[MATERIAL_CHANNEL_AO].map );
|
||||
shader_colormap( "map_ambient", material->layer[MATERIAL_CHANNEL_AMBIENT].map );
|
||||
shader_colormap( "map_emissive", material->layer[MATERIAL_CHANNEL_EMISSIVE].map );
|
||||
// shader_float( "specular_shininess", material->specular_shininess ); // unused, basic_specgloss.fs only
|
||||
}
|
||||
|
||||
glDrawElementsInstanced(GL_TRIANGLES, 3*im->num_triangles, GL_UNSIGNED_INT, &tris[im->first_triangle], m.num_instances);
|
||||
|
@ -20993,9 +21040,7 @@ void model_shading(model_t *m, int shading) {
|
|||
// load pbr material if SHADING_PBR was selected
|
||||
if (shading == SHADING_PBR) {
|
||||
for (int i = 0; i < array_count(m->materials); ++i) {
|
||||
pbr_material_t mat = {0};
|
||||
pbr_material(&mat, m->materials[i].name);
|
||||
array_push(m->pbr_materials, mat);
|
||||
model_load_pbr(&m->materials[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
28
engine/v4k.h
28
engine/v4k.h
|
@ -3552,20 +3552,27 @@ API int skybox_pop_state(); // @to deprecate
|
|||
// materials
|
||||
|
||||
enum MATERIAL_ENUMS {
|
||||
MAX_CHANNELS_PER_MATERIAL = 8
|
||||
MATERIAL_CHANNEL_DIFFUSE,
|
||||
MATERIAL_CHANNEL_NORMALS,
|
||||
MATERIAL_CHANNEL_SPECULAR,
|
||||
MATERIAL_CHANNEL_ALBEDO,
|
||||
MATERIAL_CHANNEL_ROUGHNESS,
|
||||
MATERIAL_CHANNEL_METALLIC,
|
||||
MATERIAL_CHANNEL_AO,
|
||||
MATERIAL_CHANNEL_AMBIENT,
|
||||
MATERIAL_CHANNEL_EMISSIVE,
|
||||
MAX_CHANNELS_PER_MATERIAL = MATERIAL_CHANNEL_EMISSIVE
|
||||
};
|
||||
|
||||
typedef struct material_layer_t {
|
||||
char texname[32];
|
||||
float value;
|
||||
colormap_t map;
|
||||
} material_layer_t;
|
||||
|
||||
typedef struct material_t {
|
||||
char *name;
|
||||
|
||||
int count;
|
||||
struct material_layer_t {
|
||||
char texname[32];
|
||||
handle texture;
|
||||
float value;
|
||||
vec4 color; // uint32_t
|
||||
} layer[MAX_CHANNELS_PER_MATERIAL];
|
||||
|
||||
material_layer_t layer[MAX_CHANNELS_PER_MATERIAL];
|
||||
} material_t;
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
|
@ -3647,7 +3654,6 @@ typedef struct model_t {
|
|||
handle *textures;
|
||||
char **texture_names;
|
||||
array(material_t) materials;
|
||||
array(pbr_material_t) pbr_materials;
|
||||
|
||||
texture_t sky_refl, sky_env;
|
||||
|
||||
|
|
Loading…
Reference in New Issue