render: unify pbr materials

main
Dominik Madarász 2024-03-26 15:09:49 +01:00
parent a1e26f4842
commit d636c1c796
6 changed files with 274 additions and 114 deletions

View File

@ -1276,17 +1276,25 @@ typedef struct skybox_t {
int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view);
int skybox_pop_state();
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;
} layer[MAX_CHANNELS_PER_MATERIAL];
material_layer_t layer[MAX_CHANNELS_PER_MATERIAL];
} material_t;
enum {
SHADERTOY_FLIP_Y = 2,
@ -1347,7 +1355,6 @@ typedef struct model_t {
handle *textures;
char **texture_names;
material_t* materials;
pbr_material_t* pbr_materials;
texture_t sky_refl, sky_env;
texture_t lightmap;
float *lmdata;

View File

@ -17485,20 +17485,27 @@ 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;
// -----------------------------------------------------------------------------
@ -17580,7 +17587,6 @@ 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;
@ -373334,6 +373340,44 @@ 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
@ -373350,7 +373394,7 @@ 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++;
@ -373439,8 +373483,17 @@ 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);
}
@ -373481,9 +373534,9 @@ 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);
}
@ -373526,9 +373579,9 @@ 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);
}
@ -373792,22 +373845,22 @@ 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);
@ -373847,9 +373900,7 @@ 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]);
}
}

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@ -3306,6 +3306,44 @@ 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
@ -3322,7 +3360,7 @@ 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++;
@ -3411,8 +3449,17 @@ 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);
}
@ -3453,9 +3500,9 @@ 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);
}
@ -3498,9 +3545,9 @@ 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);
}
@ -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]);
}
}

View File

@ -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;

View File

@ -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]);
}
}

View File

@ -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;