First pass at simplifying glTFv2 PBR
Removed 'core' set of GLTF-specific properties
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@@ -645,7 +645,7 @@ void glTF2Exporter::ExportMaterials()
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m->name = name;
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_TEXTURE);
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GetMatTex(mat, m->pbrMetallicRoughness.baseColorTexture, aiTextureType_BASE_COLOR);
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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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@@ -654,19 +654,19 @@ void glTF2Exporter::ExportMaterials()
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR) != AI_SUCCESS) {
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if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_BASE_COLOR) != 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 (mat->Get(AI_MATKEY_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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// 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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if (mat->Get(AI_MATKEY_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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@@ -712,36 +712,38 @@ void glTF2Exporter::ExportMaterials()
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}
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}
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bool hasPbrSpecularGlossiness = false;
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mat->Get(AI_MATKEY_GLTF_PBRSPECULARGLOSSINESS, hasPbrSpecularGlossiness);
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if (hasPbrSpecularGlossiness) {
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if (!mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness) {
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mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness = true;
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}
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{
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// If has a Specular color, use the KHR_materials_pbrSpecularGlossiness extension
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PbrSpecularGlossiness pbrSG;
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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) == AI_SUCCESS) {
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pbrSG.glossinessFactor = shininess / 1000;
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if (GetMatColor(mat, pbrSG.specularFactor, AI_MATKEY_COLOR_SPECULAR) == AI_SUCCESS) {
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if (!mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness) {
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mAsset->extensionsUsed.KHR_materials_pbrSpecularGlossiness = true;
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}
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GetMatColor(mat, pbrSG.diffuseFactor, AI_MATKEY_COLOR_DIFFUSE);
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// If don't have explicit glossiness then convert from roughness or shininess
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if (mat->Get(AI_MATKEY_GLOSSINESS_FACTOR, pbrSG.glossinessFactor) != AI_SUCCESS) {
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float shininess;
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if (mat->Get(AI_MATKEY_ROUGHNESS_FACTOR, shininess) == AI_SUCCESS) {
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pbrSG.glossinessFactor = 1.0f - shininess; // Extension defines this way
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} else if (mat->Get(AI_MATKEY_SHININESS, shininess) == AI_SUCCESS) {
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pbrSG.glossinessFactor = shininess / 1000;
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}
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}
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// Add any appropriate textures
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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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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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bool unlit;
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if (mat->Get(AI_MATKEY_GLTF_UNLIT, unlit) == AI_SUCCESS && unlit) {
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// glTFv2 is either PBR or Unlit
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aiShadingMode shadingMode = aiShadingMode_PBR_BRDF;
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mat->Get(AI_MATKEY_SHADING_MODEL, shadingMode);
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if (shadingMode == aiShadingMode_Unlit) {
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mAsset->extensionsUsed.KHR_materials_unlit = true;
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m->unlit = true;
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}
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@@ -238,16 +238,18 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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aimat->AddProperty(&str, AI_MATKEY_NAME);
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}
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// Set Assimp DIFFUSE and BASE COLOR to the pbrMetallicRoughness base color and texture for backwards compatibility
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// Technically should not load any pbrMetallicRoughness if extensionsRequired contains KHR_materials_pbrSpecularGlossiness
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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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SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_BASE_COLOR);
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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.baseColorTexture, aimat, aiTextureType_BASE_COLOR);
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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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aimat->AddProperty(&mat.pbrMetallicRoughness.metallicFactor, 1, AI_MATKEY_METALLIC_FACTOR);
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aimat->AddProperty(&mat.pbrMetallicRoughness.roughnessFactor, 1, AI_MATKEY_ROUGHNESS_FACTOR);
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float roughnessAsShininess = 1 - mat.pbrMetallicRoughness.roughnessFactor;
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roughnessAsShininess *= roughnessAsShininess * 1000;
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@@ -268,22 +270,27 @@ static aiMaterial *ImportMaterial(std::vector<int> &embeddedTexIdxs, Asset &r, M
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if (mat.pbrSpecularGlossiness.isPresent) {
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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_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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aimat->AddProperty(&pbrSG.glossinessFactor, 1, AI_MATKEY_GLOSSINESS_FACTOR);
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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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// glTFv2 is either PBR or Unlit
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aiShadingMode shadingMode = aiShadingMode_PBR_BRDF;
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if (mat.unlit) {
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aimat->AddProperty(&mat.unlit, 1, AI_MATKEY_GLTF_UNLIT);
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shadingMode = aiShadingMode_Unlit;
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}
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aimat->AddProperty(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
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//KHR_materials_sheen
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if (mat.materialSheen.isPresent) {
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MaterialSheen &sheen = mat.materialSheen.value;
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