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filament/libs/gltfio/src/UbershaderLoader.cpp

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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 <filament/MaterialInstance.h>
#include <filament/Texture.h>
#include <filament/TextureSampler.h>
#include <math/mat4.h>
#if GLTFIO_LITE
#include "gltfresources_lite.h"
#else
#include "gltfresources.h"
#endif
using namespace filament;
using namespace filament::math;
using namespace gltfio;
using namespace utils;
namespace {
using CullingMode = MaterialInstance::CullingMode;
class UbershaderLoader : public MaterialProvider {
public:
UbershaderLoader(filament::Engine* engine);
~UbershaderLoader() {}
MaterialSource getSource() const noexcept override { return LOAD_UBERSHADERS; }
filament::MaterialInstance* createMaterialInstance(MaterialKey* config, UvMap* uvmap,
const char* label) override;
size_t getMaterialsCount() const noexcept override;
const filament::Material* const* getMaterials() const noexcept override;
void destroyMaterials() override;
Material* getMaterial(const MaterialKey& config) const;
enum ShadingMode {
UNLIT = 0,
LIT = 1,
SPECULAR_GLOSSINESS = 2,
};
mutable Material* mMaterials[9] = {};
Texture* mDummyTexture = nullptr;
filament::Engine* mEngine;
};
#if GLTFIO_LITE
#define CREATE_MATERIAL(name) Material::Builder() \
.package(GLTFRESOURCES_LITE_ ## name ## _DATA, GLTFRESOURCES_LITE_ ## name ## _SIZE) \
.build(*mEngine);
#else
#define CREATE_MATERIAL(name) Material::Builder() \
.package(GLTFRESOURCES_ ## name ## _DATA, GLTFRESOURCES_ ## name ## _SIZE) \
.build(*mEngine);
#endif
#define MATINDEX(shading, alpha) (int(shading) + 3 * int(alpha))
UbershaderLoader::UbershaderLoader(Engine* engine) : mEngine(engine) {
#ifdef EMSCRIPTEN
unsigned char texels[4] = {};
mDummyTexture = Texture::Builder()
.width(1).height(1)
.format(Texture::InternalFormat::RGBA8)
.build(*mEngine);
Texture::PixelBufferDescriptor pbd(texels, sizeof(texels), Texture::Format::RGBA,
Texture::Type::UBYTE);
mDummyTexture->setImage(*mEngine, 0, std::move(pbd));
#endif
}
size_t UbershaderLoader::getMaterialsCount() const noexcept {
return sizeof(mMaterials) / sizeof(mMaterials[0]);
}
const Material* const* UbershaderLoader::getMaterials() const noexcept {
return &mMaterials[0];
}
void UbershaderLoader::destroyMaterials() {
for (auto& material : mMaterials) {
mEngine->destroy(material);
material = nullptr;
}
mEngine->destroy(mDummyTexture);
}
Material* UbershaderLoader::getMaterial(const MaterialKey& config) const {
const ShadingMode shading = config.unlit ? UNLIT :
(config.useSpecularGlossiness ? SPECULAR_GLOSSINESS : LIT);
const int matindex = MATINDEX(shading, config.alphaMode);
if (mMaterials[matindex] != nullptr) {
return mMaterials[matindex];
}
switch (matindex) {
#if !GLTFIO_LITE || defined(GLTFRESOURCES_LITE_LIT_OPAQUE_DATA)
case MATINDEX(LIT, AlphaMode::OPAQUE): mMaterials[matindex] = CREATE_MATERIAL(LIT_OPAQUE); break;
#endif
#if !GLTFIO_LITE || defined(GLTFRESOURCES_LITE_LIT_BLEND_DATA)
case MATINDEX(LIT, AlphaMode::BLEND): mMaterials[matindex] = CREATE_MATERIAL(LIT_FADE); break;
#endif
#if !GLTFIO_LITE
case MATINDEX(LIT, AlphaMode::MASK): mMaterials[matindex] = CREATE_MATERIAL(LIT_MASKED); break;
case MATINDEX(UNLIT, AlphaMode::OPAQUE): mMaterials[matindex] = CREATE_MATERIAL(UNLIT_OPAQUE); break;
case MATINDEX(UNLIT, AlphaMode::MASK): mMaterials[matindex] = CREATE_MATERIAL(UNLIT_MASKED); break;
case MATINDEX(UNLIT, AlphaMode::BLEND): mMaterials[matindex] = CREATE_MATERIAL(UNLIT_FADE); break;
case MATINDEX(SPECULAR_GLOSSINESS, AlphaMode::OPAQUE): mMaterials[matindex] = CREATE_MATERIAL(SPECULARGLOSSINESS_OPAQUE); break;
case MATINDEX(SPECULAR_GLOSSINESS, AlphaMode::MASK): mMaterials[matindex] = CREATE_MATERIAL(SPECULARGLOSSINESS_MASKED); break;
case MATINDEX(SPECULAR_GLOSSINESS, AlphaMode::BLEND): mMaterials[matindex] = CREATE_MATERIAL(SPECULARGLOSSINESS_FADE); break;
#endif
}
return mMaterials[matindex];
}
MaterialInstance* UbershaderLoader::createMaterialInstance(MaterialKey* config, UvMap* uvmap,
const char* label) {
// Diagnostics are not supported with LOAD_UBERSHADERS, please use GENERATE_SHADERS instead.
if (config->enableDiagnostics) {
return nullptr;
}
gltfio::details::constrainMaterial(config, uvmap);
auto getUvIndex = [uvmap](uint8_t srcIndex, bool hasTexture) -> int {
return hasTexture ? int(uvmap->at(srcIndex)) - 1 : -1;
};
Material* material = getMaterial(*config);
MaterialInstance* mi = material->createInstance();
mi->setParameter("baseColorIndex",
getUvIndex(config->baseColorUV, config->hasBaseColorTexture));
mi->setParameter("normalIndex", getUvIndex(config->normalUV, config->hasNormalTexture));
mi->setParameter("metallicRoughnessIndex",
getUvIndex(config->metallicRoughnessUV, config->hasMetallicRoughnessTexture));
mi->setParameter("aoIndex", getUvIndex(config->aoUV, config->hasOcclusionTexture));
mi->setParameter("emissiveIndex", getUvIndex(config->emissiveUV, config->hasEmissiveTexture));
mi->setParameter("clearCoatIndex", getUvIndex(config->clearCoatUV, config->hasClearCoatTexture));
mi->setParameter("clearCoatRoughnessIndex", getUvIndex(config->clearCoatRoughnessUV, config->hasClearCoatRoughnessTexture));
mi->setParameter("clearCoatNormalIndex", getUvIndex(config->clearCoatNormalUV, config->hasClearCoatNormalTexture));
mi->setDoubleSided(config->doubleSided);
mi->setCullingMode(config->doubleSided ? CullingMode::NONE : CullingMode::BACK);
mat3f identity;
mi->setParameter("baseColorUvMatrix", identity);
mi->setParameter("metallicRoughnessUvMatrix", identity);
mi->setParameter("normalUvMatrix", identity);
mi->setParameter("occlusionUvMatrix", identity);
mi->setParameter("emissiveUvMatrix", identity);
mi->setParameter("clearCoatUvMatrix", identity);
mi->setParameter("clearCoatRoughnessUvMatrix", identity);
mi->setParameter("clearCoatNormalUvMatrix", identity);
// Some WebGL implementations emit a warning at draw call time if the shader declares a sampler
// that has not been bound to a texture, even if the texture lookup is conditional. Therefore we
// need to ensure that every sampler parameter is bound to a dummy texture, even if it is never
// actually sampled from.
#ifdef EMSCRIPTEN
TextureSampler sampler;
mi->setParameter("normalMap", mDummyTexture, sampler);
mi->setParameter("baseColorMap", mDummyTexture, sampler);
mi->setParameter("metallicRoughnessMap", mDummyTexture, sampler);
mi->setParameter("occlusionMap", mDummyTexture, sampler);
mi->setParameter("emissiveMap", mDummyTexture, sampler);
#endif
return mi;
}
} // anonymous namespace
namespace gltfio {
MaterialProvider* createUbershaderLoader(filament::Engine* engine) {
return new UbershaderLoader(engine);
}
} // namespace gltfio