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filament/libs/gltfio/src/MaterialGenerator.cpp
Philip Rideout c7848efd86 Introduce the gltfio library.
This is our new mobile-friendly and web-friendly library for loading
glTF assets. It is still a work in progress, but already capable of
loading many conformance models, including those with animation,
skinning, and a couple of extensions (nonlit and texture transforms).

Next week we will add a sample app demonstrating its usage.
2019-03-01 07:27:03 -08:00

317 lines
12 KiB
C++

/*
* 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 "MaterialGenerator.h"
#include <filamat/MaterialBuilder.h>
#include <utils/Log.h>
#include <string>
using namespace filamat;
using namespace filament;
using namespace utils;
namespace gltfio {
namespace details {
bool MaterialGenerator::EqualFn::operator()(const MaterialKey& k1, const MaterialKey& k2) const {
return
(k1.doubleSided == k2.doubleSided) &&
(k1.unlit == k2.unlit) &&
(k1.hasVertexColors == k2.hasVertexColors) &&
(k1.hasBaseColorTexture == k2.hasBaseColorTexture) &&
(k1.hasMetallicRoughnessTexture == k2.hasMetallicRoughnessTexture) &&
(k1.hasNormalTexture == k2.hasNormalTexture) &&
(k1.hasOcclusionTexture == k2.hasOcclusionTexture) &&
(k1.hasEmissiveTexture == k2.hasEmissiveTexture) &&
(k1.alphaMode == k2.alphaMode) &&
(k1.baseColorUV == k2.baseColorUV) &&
(k1.metallicRoughnessUV == k2.metallicRoughnessUV) &&
(k1.emissiveUV == k2.emissiveUV) &&
(k1.aoUV == k2.aoUV) &&
(k1.normalUV == k2.normalUV) &&
(k1.alphaMaskThreshold == k2.alphaMaskThreshold);
}
MaterialGenerator::MaterialGenerator(Engine* engine) : mEngine(engine) {
MaterialBuilder::init();
}
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();
}
static std::string shaderFromKey(const MaterialKey& config, const UvMap& uvmap) {
const auto normalUV = std::to_string(uvmap[config.normalUV] - 1);
const auto baseColorUV = std::to_string(uvmap[config.baseColorUV] - 1);
const auto metallicRoughnessUV = std::to_string(uvmap[config.metallicRoughnessUV] - 1);
const auto emissiveUV = std::to_string(uvmap[config.emissiveUV] - 1);
const auto aoUV = std::to_string(uvmap[config.aoUV] - 1);
std::string shader = R"SHADER(
// Sigh, assimp flips texture coords in its glTF2Importer, but we're not using assimp so we
// need to flip them here.
#if defined(HAS_ATTRIBUTE_UV0)
float2 uv0() { vec2 uv = getUV0(); uv.y = 1.0 - uv.y; return uv; }
#endif
#if defined(HAS_ATTRIBUTE_UV1)
float2 uv1() { vec2 uv = getUV1(); uv.y = 1.0 - uv.y; return uv; }
#endif
void material(inout MaterialInputs material) {
)SHADER";
if (config.hasNormalTexture && !config.unlit) {
shader += "float2 normalUV = uv" + normalUV + "();\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.y = -material.normal.y;
material.normal.xy *= materialParams.normalScale;
)SHADER";
}
shader += R"SHADER(
prepareMaterial(material);
material.baseColor = materialParams.baseColorFactor;
)SHADER";
if (config.hasBaseColorTexture) {
shader += "float2 baseColorUV = uv" + baseColorUV + "();\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.alphaMode == AlphaMode::TRANSPARENT) {
shader += R"SHADER(
material.baseColor.rgb *= material.baseColor.a;
)SHADER";
}
if (config.hasVertexColors) {
shader += "material.baseColor *= getColor();\n";
}
if (!config.unlit) {
shader += R"SHADER(
material.roughness = materialParams.roughnessFactor;
material.metallic = materialParams.metallicFactor;
material.emissive.rgb = materialParams.emissiveFactor.rgb;
)SHADER";
if (config.hasMetallicRoughnessTexture) {
shader += "float2 metallicRoughnessUV = uv" + metallicRoughnessUV + "();\n";
if (config.hasTextureTransforms) {
shader += "metallicRoughnessUV = (vec3(metallicRoughnessUV, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;\n";
}
shader += R"SHADER(
vec4 roughness = texture(materialParams_metallicRoughnessMap, metallicRoughnessUV);
material.roughness *= roughness.g;
material.metallic *= roughness.b;
)SHADER";
}
if (config.hasOcclusionTexture) {
shader += "float2 aoUV = uv" + aoUV + "();\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 += "float2 emissiveUV = uv" + emissiveUV + "();\n";
if (config.hasTextureTransforms) {
shader += "aoUV = (vec3(emissiveUV, 1.0) * materialParams.emissiveUvMatrix).xy;\n";
}
shader += R"SHADER(
material.emissive.rgb *= texture(materialParams_emissiveMap, emissiveUV).rgb;
material.emissive.a = 3.0;
)SHADER";
}
}
shader += "}\n";
return shader;
}
// Filament supports up to 2 UV sets. glTF has arbitrary texcoord set indices, but it allows
// implementations to support only 2 simultaneous sets. Here we build a mapping table with 1-based
// indices where 0 means unused. Note that the order in which we drop textures can affect the look
// of certain assets. This "order of degradation" is stipulated by the glTF 2.0 specification.
static void constrainMaterial(MaterialKey* key, UvMap* uvmap) {
const int MAX_INDEX = 2;
UvMap retval {};
int index = 1;
if (key->hasBaseColorTexture) {
retval[key->baseColorUV] = (UvSet) index++;
}
if (key->hasMetallicRoughnessTexture && retval[key->metallicRoughnessUV] == UNUSED) {
retval[key->metallicRoughnessUV] = (UvSet) index++;
}
if (key->hasNormalTexture && retval[key->normalUV] == UNUSED) {
if (index > MAX_INDEX) {
key->hasNormalTexture = false;
} else {
retval[key->normalUV] = (UvSet) index++;
}
}
if (key->hasOcclusionTexture && retval[key->aoUV] == UNUSED) {
if (index > MAX_INDEX) {
key->hasOcclusionTexture = false;
} else {
retval[key->aoUV] = (UvSet) index++;
}
}
if (key->hasEmissiveTexture && retval[key->emissiveUV] == UNUSED) {
if (index > MAX_INDEX) {
key->hasEmissiveTexture = false;
} else {
retval[key->emissiveUV] = (UvSet) index++;
}
}
*uvmap = retval;
}
static Material* createMaterial(Engine* engine, const MaterialKey& config, const UvMap& uvmap,
const char* name) {
using CullingMode = MaterialBuilder::CullingMode;
std::string shader = shaderFromKey(config, uvmap);
MaterialBuilder builder = MaterialBuilder()
.name(name)
.material(shader.c_str())
.culling(config.doubleSided ? CullingMode::NONE : CullingMode::BACK)
.doubleSided(config.doubleSided);
auto uvset = (uint8_t*) &uvmap.front();
static_assert(std::tuple_size<UvMap>::value == 8, "Badly sized uvset.");
int numTextures = std::max({
uvset[0], uvset[1], uvset[2], uvset[3],
uvset[4], uvset[5], uvset[6], uvset[7],
});
if (numTextures > 0) {
builder.require(VertexAttribute::UV0);
}
if (numTextures > 1) {
builder.require(VertexAttribute::UV1);
}
// 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, "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, "metallicRoughnessUvMatrix");
}
}
// 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, "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, "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, "emissiveUvMatrix");
}
}
switch(config.alphaMode) {
case AlphaMode::MASKED:
builder.blending(MaterialBuilder::BlendingMode::MASKED);
builder.maskThreshold(config.alphaMaskThreshold);
break;
case AlphaMode::TRANSPARENT:
builder.blending(MaterialBuilder::BlendingMode::TRANSPARENT);
break;
default:
builder.blending(MaterialBuilder::BlendingMode::OPAQUE);
}
builder.shading(config.unlit ? Shading::UNLIT : Shading::LIT);
Package pkg = builder.build();
return Material::Builder().package(pkg.getData(), pkg.getSize()).build(*engine);
}
Material* MaterialGenerator::getOrCreateMaterial(MaterialKey* config, UvMap* uvmap,
const char* label) {
constrainMaterial(config, uvmap);
auto iter = mCache.find(*config);
if (iter == mCache.end()) {
Material* mat = createMaterial(mEngine, *config, *uvmap, label);
mCache.emplace(std::make_pair(*config, mat));
mMaterials.push_back(mat);
return mat;
}
return iter->second;
}
} // namespace details
} // namespace gltfio