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filament/libs/gltfio/src/MaterialGenerator.cpp
2022-01-25 10:04:10 -08:00

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22 KiB
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/*
* Copyright (C) 2019 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <gltfio/MaterialProvider.h>
#include <filamat/MaterialBuilder.h>
#include <utils/Hash.h>
#include <tsl/robin_map.h>
#include <string>
using namespace filamat;
using namespace filament;
using namespace gltfio;
using namespace utils;
namespace {
class MaterialGenerator : public MaterialProvider {
public:
explicit MaterialGenerator(Engine* engine, bool optimizeShaders);
~MaterialGenerator() override;
MaterialInstance* createMaterialInstance(MaterialKey* config, UvMap* uvmap,
const char* label, const char* extras) override;
size_t getMaterialsCount() const noexcept override;
const Material* const* getMaterials() const noexcept override;
void destroyMaterials() override;
bool needsDummyData(VertexAttribute attrib) const noexcept override {
return false;
}
using HashFn = hash::MurmurHashFn<MaterialKey>;
tsl::robin_map<MaterialKey, Material*, HashFn> mCache;
std::vector<Material*> mMaterials;
Engine* const mEngine;
const bool mOptimizeShaders;
};
MaterialGenerator::MaterialGenerator(Engine* engine, bool optimizeShaders) : mEngine(engine),
mOptimizeShaders(optimizeShaders) {
MaterialBuilder::init();
}
MaterialGenerator::~MaterialGenerator() {
MaterialBuilder::shutdown();
}
size_t MaterialGenerator::getMaterialsCount() const noexcept {
return mMaterials.size();
}
const Material* const* MaterialGenerator::getMaterials() const noexcept {
return mMaterials.data();
}
void MaterialGenerator::destroyMaterials() {
for (auto& iter : mCache) {
mEngine->destroy(iter.second);
}
mMaterials.clear();
mCache.clear();
}
std::string shaderFromKey(const MaterialKey& config) {
std::string shader = "void material(inout MaterialInputs material) {\n";
if (config.hasNormalTexture && !config.unlit) {
shader += "highp float2 normalUV = ${normal};\n";
if (config.hasTextureTransforms) {
shader += "normalUV = (vec3(normalUV, 1.0) * materialParams.normalUvMatrix).xy;\n";
}
shader += R"SHADER(
material.normal = texture(materialParams_normalMap, normalUV).xyz * 2.0 - 1.0;
material.normal.xy *= materialParams.normalScale;
)SHADER";
}
if (config.hasClearCoat && config.hasClearCoatNormalTexture && !config.unlit) {
shader += "highp float2 clearCoatNormalUV = ${clearCoatNormal};\n";
if (config.hasTextureTransforms) {
shader += "clearCoatNormalUV = (vec3(clearCoatNormalUV, 1.0) * "
"materialParams.clearCoatNormalUvMatrix).xy;\n";
}
shader += R"SHADER(
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, clearCoatNormalUV).xyz * 2.0 - 1.0;
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
)SHADER";
}
if (config.enableDiagnostics && !config.unlit) {
shader += R"SHADER(
if (materialParams.enableDiagnostics) {
material.normal = vec3(0, 0, 1);
}
)SHADER";
}
shader += R"SHADER(
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
)SHADER";
if (config.hasBaseColorTexture) {
shader += "highp float2 baseColorUV = ${color};\n";
if (config.hasTextureTransforms) {
shader += "baseColorUV = (vec3(baseColorUV, 1.0) * "
"materialParams.baseColorUvMatrix).xy;\n";
}
shader += R"SHADER(
material.baseColor *= texture(materialParams_baseColorMap, baseColorUV);
)SHADER";
}
if (config.enableDiagnostics) {
shader += R"SHADER(
#if defined(HAS_ATTRIBUTE_TANGENTS)
if (materialParams.enableDiagnostics) {
material.baseColor.rgb = vertex_worldNormal * 0.5 + 0.5;
}
#endif
)SHADER";
}
if (config.alphaMode == AlphaMode::BLEND) {
shader += R"SHADER(
material.baseColor.rgb *= material.baseColor.a;
)SHADER";
}
if (config.hasVertexColors) {
shader += "material.baseColor *= getColor();\n";
}
if (!config.unlit) {
if (config.useSpecularGlossiness) {
shader += R"SHADER(
material.glossiness = materialParams.glossinessFactor;
material.specularColor = materialParams.specularFactor;
material.emissive = vec4(materialParams.emissiveFactor.rgb, 0.0);
)SHADER";
} else {
shader += R"SHADER(
material.roughness = materialParams.roughnessFactor;
material.metallic = materialParams.metallicFactor;
material.emissive = vec4(materialParams.emissiveFactor.rgb, 0.0);
)SHADER";
}
if (config.hasMetallicRoughnessTexture) {
shader += "highp float2 metallicRoughnessUV = ${metallic};\n";
if (config.hasTextureTransforms) {
shader += "metallicRoughnessUV = (vec3(metallicRoughnessUV, 1.0) * "
"materialParams.metallicRoughnessUvMatrix).xy;\n";
}
if (config.useSpecularGlossiness) {
shader += R"SHADER(
vec4 sg = texture(materialParams_metallicRoughnessMap, metallicRoughnessUV);
material.specularColor *= sg.rgb;
material.glossiness *= sg.a;
)SHADER";
} else {
shader += R"SHADER(
vec4 mr = texture(materialParams_metallicRoughnessMap, metallicRoughnessUV);
material.roughness *= mr.g;
material.metallic *= mr.b;
)SHADER";
}
}
if (config.hasOcclusionTexture) {
shader += "highp float2 aoUV = ${ao};\n";
if (config.hasTextureTransforms) {
shader += "aoUV = (vec3(aoUV, 1.0) * materialParams.occlusionUvMatrix).xy;\n";
}
shader += R"SHADER(
material.ambientOcclusion = texture(materialParams_occlusionMap, aoUV).r *
materialParams.aoStrength;
)SHADER";
}
if (config.hasEmissiveTexture) {
shader += "highp float2 emissiveUV = ${emissive};\n";
if (config.hasTextureTransforms) {
shader += "emissiveUV = (vec3(emissiveUV, 1.0) * "
"materialParams.emissiveUvMatrix).xy;\n";
}
shader += R"SHADER(
material.emissive.rgb *= texture(materialParams_emissiveMap, emissiveUV).rgb;
)SHADER";
}
if (config.hasTransmission) {
shader += R"SHADER(
material.transmission = materialParams.transmissionFactor;
)SHADER";
if (config.hasTransmissionTexture) {
shader += "highp float2 transmissionUV = ${transmission};\n";
if (config.hasTextureTransforms) {
shader += "transmissionUV = (vec3(transmissionUV, 1.0) * "
"materialParams.transmissionUvMatrix).xy;\n";
}
shader += R"SHADER(
material.transmission *= texture(materialParams_transmissionMap, transmissionUV).r;
)SHADER";
}
}
if (config.hasClearCoat) {
shader += R"SHADER(
material.clearCoat = materialParams.clearCoatFactor;
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
)SHADER";
if (config.hasClearCoatTexture) {
shader += "highp float2 clearCoatUV = ${clearCoat};\n";
if (config.hasTextureTransforms) {
shader += "clearCoatUV = (vec3(clearCoatUV, 1.0) * "
"materialParams.clearCoatUvMatrix).xy;\n";
}
shader += R"SHADER(
material.clearCoat *= texture(materialParams_clearCoatMap, clearCoatUV).r;
)SHADER";
}
if (config.hasClearCoatRoughnessTexture) {
shader += "highp float2 clearCoatRoughnessUV = ${clearCoatRoughness};\n";
if (config.hasTextureTransforms) {
shader += "clearCoatRoughnessUV = (vec3(clearCoatRoughnessUV, 1.0) * "
"materialParams.clearCoatRoughnessUvMatrix).xy;\n";
}
shader += R"SHADER(
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, clearCoatRoughnessUV).g;
)SHADER";
}
}
if (config.hasSheen) {
shader += R"SHADER(
material.sheenColor = materialParams.sheenColorFactor;
material.sheenRoughness = materialParams.sheenRoughnessFactor;
)SHADER";
if (config.hasSheenColorTexture) {
shader += "highp float2 sheenColorUV = ${sheenColor};\n";
if (config.hasTextureTransforms) {
shader += "sheenColorUV = (vec3(sheenColorUV, 1.0) * "
"materialParams.sheenColorUvMatrix).xy;\n";
}
shader += R"SHADER(
material.sheenColor *= texture(materialParams_sheenColorMap, sheenColorUV).rgb;
)SHADER";
}
if (config.hasSheenRoughnessTexture) {
shader += "highp float2 sheenRoughnessUV = ${sheenRoughness};\n";
if (config.hasTextureTransforms) {
shader += "sheenRoughnessUV = (vec3(sheenRoughnessUV, 1.0) * "
"materialParams.sheenRoughnessUvMatrix).xy;\n";
}
shader += R"SHADER(
material.sheenRoughness *= texture(materialParams_sheenRoughnessMap, sheenRoughnessUV).a;
)SHADER";
}
}
if (config.hasVolume) {
shader += R"SHADER(
material.absorption = materialParams.volumeAbsorption;
// TODO: Provided by Filament, but this should really be provided/computed by gltfio
// TODO: This scale is per renderable and should include the scale of the mesh node
float scale = objectUniforms.userData;
material.thickness = materialParams.volumeThicknessFactor * scale;
)SHADER";
if (config.hasVolumeThicknessTexture) {
shader += "highp float2 volumeThicknessUV = ${volumeThickness};\n";
if (config.hasTextureTransforms) {
shader += "volumeThicknessUV = (vec3(volumeThicknessUV, 1.0) * "
"materialParams.volumeThicknessUvMatrix).xy;\n";
}
shader += R"SHADER(
material.thickness *= texture(materialParams_volumeThicknessMap, volumeThicknessUV).g;
)SHADER";
}
}
if (config.hasIOR) {
shader += R"SHADER(
material.ior = materialParams.ior;
)SHADER";
}
}
shader += "}\n";
return shader;
}
static Material* createMaterial(Engine* engine, const MaterialKey& config, const UvMap& uvmap,
const char* name, bool optimizeShaders) {
std::string shader = shaderFromKey(config);
processShaderString(&shader, uvmap, config);
MaterialBuilder builder = MaterialBuilder()
.name(name)
.flipUV(false)
.specularAmbientOcclusion(MaterialBuilder::SpecularAmbientOcclusion::SIMPLE)
.specularAntiAliasing(true)
.clearCoatIorChange(false)
.material(shader.c_str())
.doubleSided(config.doubleSided)
.transparencyMode(config.doubleSided ?
MaterialBuilder::TransparencyMode::TWO_PASSES_TWO_SIDES :
MaterialBuilder::TransparencyMode::DEFAULT)
.reflectionMode(MaterialBuilder::ReflectionMode::SCREEN_SPACE)
.targetApi(filamat::targetApiFromBackend(engine->getBackend()));
if (!optimizeShaders) {
builder.optimization(MaterialBuilder::Optimization::NONE);
builder.generateDebugInfo(true);
}
static_assert(std::tuple_size<UvMap>::value == 8, "Badly sized uvset.");
int numUvSets = getNumUvSets(uvmap);
if (numUvSets > 0) {
builder.require(VertexAttribute::UV0);
}
if (numUvSets > 1) {
builder.require(VertexAttribute::UV1);
}
if (config.enableDiagnostics) {
builder.parameter(MaterialBuilder::UniformType::BOOL, "enableDiagnostics");
}
// BASE COLOR
builder.parameter(MaterialBuilder::UniformType::FLOAT4, "baseColorFactor");
if (config.hasBaseColorTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "baseColorMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "baseColorUvMatrix");
}
}
if (config.hasVertexColors) {
builder.require(VertexAttribute::COLOR);
}
// METALLIC-ROUGHNESS
builder.parameter(MaterialBuilder::UniformType::FLOAT, "metallicFactor");
builder.parameter(MaterialBuilder::UniformType::FLOAT, "roughnessFactor");
if (config.hasMetallicRoughnessTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "metallicRoughnessMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "metallicRoughnessUvMatrix");
}
}
// SPECULAR-GLOSSINESS
if (config.useSpecularGlossiness) {
builder.parameter(MaterialBuilder::UniformType::FLOAT, "glossinessFactor");
builder.parameter(MaterialBuilder::UniformType::FLOAT3, "specularFactor");
}
// NORMAL MAP
// In the glTF spec normalScale is in normalTextureInfo; in cgltf it is part of texture_view.
builder.parameter(MaterialBuilder::UniformType::FLOAT, "normalScale");
if (config.hasNormalTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "normalMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "normalUvMatrix");
}
}
// AMBIENT OCCLUSION
// In the glTF spec aoStrength is in occlusionTextureInfo; in cgltf it is part of texture_view.
builder.parameter(MaterialBuilder::UniformType::FLOAT, "aoStrength");
if (config.hasOcclusionTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "occlusionMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "occlusionUvMatrix");
}
}
// EMISSIVE
builder.parameter(MaterialBuilder::UniformType::FLOAT3, "emissiveFactor");
if (config.hasEmissiveTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "emissiveMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "emissiveUvMatrix");
}
}
// CLEAR COAT
if (config.hasClearCoat) {
builder.parameter(MaterialBuilder::UniformType::FLOAT, "clearCoatFactor");
builder.parameter(MaterialBuilder::UniformType::FLOAT, "clearCoatRoughnessFactor");
if (config.hasClearCoatTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "clearCoatMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "clearCoatUvMatrix");
}
}
if (config.hasClearCoatRoughnessTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "clearCoatRoughnessMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "clearCoatRoughnessUvMatrix");
}
}
if (config.hasClearCoatNormalTexture) {
builder.parameter(MaterialBuilder::UniformType::FLOAT, "clearCoatNormalScale");
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "clearCoatNormalMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "clearCoatNormalUvMatrix");
}
}
}
// SHEEN
if (config.hasSheen) {
builder.parameter(MaterialBuilder::UniformType::FLOAT3, "sheenColorFactor");
builder.parameter(MaterialBuilder::UniformType::FLOAT, "sheenRoughnessFactor");
if (config.hasSheenColorTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "sheenColorMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "sheenColorUvMatrix");
}
}
if (config.hasSheenRoughnessTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "sheenRoughnessMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "sheenRoughnessUvMatrix");
}
}
}
// TRANSMISSION
if (config.hasTransmission) {
// According to KHR_materials_transmission, the minimum expectation for a compliant renderer
// is to at least render any opaque objects that lie behind transmitting objects.
builder.refractionMode(RefractionMode::SCREEN_SPACE);
// Thin refraction probably makes the most sense, given the language of the transmission
// spec and its lack of an IOR parameter. This means that we would do a good job rendering a
// window pane, but a poor job of rendering a glass full of liquid.
builder.refractionType(RefractionType::THIN);
builder.parameter(MaterialBuilder::UniformType::FLOAT, "transmissionFactor");
if (config.hasTransmissionTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "transmissionMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "transmissionUvMatrix");
}
}
builder.blending(MaterialBuilder::BlendingMode::MASKED);
} else {
// BLENDING
switch (config.alphaMode) {
case AlphaMode::OPAQUE:
builder.blending(MaterialBuilder::BlendingMode::OPAQUE);
break;
case AlphaMode::MASK:
builder.blending(MaterialBuilder::BlendingMode::MASKED);
break;
case AlphaMode::BLEND:
builder.blending(MaterialBuilder::BlendingMode::FADE);
break;
default:
// Ignore
break;
}
}
// VOLUME
if (config.hasVolume) {
builder.refractionMode(RefractionMode::SCREEN_SPACE);
// Override thin transmission if both extensions are used
builder.refractionType(RefractionType::SOLID);
builder.parameter(MaterialBuilder::UniformType::FLOAT3, "volumeAbsorption");
builder.parameter(MaterialBuilder::UniformType::FLOAT, "volumeThicknessFactor");
if (config.hasVolumeThicknessTexture) {
builder.parameter(MaterialBuilder::SamplerType::SAMPLER_2D, "volumeThicknessMap");
if (config.hasTextureTransforms) {
builder.parameter(MaterialBuilder::UniformType::MAT3,
MaterialBuilder::ParameterPrecision::HIGH, "volumeThicknessUvMatrix");
}
}
builder.blending(MaterialBuilder::BlendingMode::MASKED);
}
// IOR
if (config.hasIOR) {
builder.parameter(MaterialBuilder::UniformType::FLOAT, "ior");
}
if (config.unlit) {
builder.shading(Shading::UNLIT);
} else if (config.useSpecularGlossiness) {
builder.shading(Shading::SPECULAR_GLOSSINESS);
} else {
builder.shading(Shading::LIT);
}
Package pkg = builder.build(engine->getJobSystem());
return Material::Builder().package(pkg.getData(), pkg.getSize()).build(*engine);
}
MaterialInstance* MaterialGenerator::createMaterialInstance(MaterialKey* config, UvMap* uvmap,
const char* label, const char* extras) {
constrainMaterial(config, uvmap);
auto iter = mCache.find(*config);
if (iter == mCache.end()) {
bool optimizeShaders = mOptimizeShaders;
#ifndef NDEBUG
optimizeShaders = false;
#endif
Material* mat = createMaterial(mEngine, *config, *uvmap, label, optimizeShaders);
mCache.emplace(std::make_pair(*config, mat));
mMaterials.push_back(mat);
return mat->createInstance(label);
}
return iter->second->createInstance(label);
}
} // anonymous namespace
namespace gltfio {
MaterialProvider* createMaterialGenerator(filament::Engine* engine, bool optimizeShaders) {
return new MaterialGenerator(engine, optimizeShaders);
}
} // namespace gltfio