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Support glTF Specular Glossiness Extension #7006
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Original file line number | Diff line number | Diff line change |
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@@ -99,6 +99,11 @@ define([ | |
defined(material.doubleSided); | ||
} | ||
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function isSpecularGlossinessMaterial(material) { | ||
return defined(material.extensions) && | ||
defined(material.extensions.KHR_materials_pbrSpecularGlossiness); | ||
} | ||
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function generateTechnique(gltf, material, materialIndex, generatedMaterialValues, primitiveByMaterial, options) { | ||
var addBatchIdToGeneratedShaders = defaultValue(options.addBatchIdToGeneratedShaders, false); | ||
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@@ -107,16 +112,29 @@ define([ | |
var shaders = techniquesWebgl.shaders; | ||
var programs = techniquesWebgl.programs; | ||
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var useSpecGloss = isSpecularGlossinessMaterial(material); | ||
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var uniformName; | ||
var pbrMetallicRoughness = material.pbrMetallicRoughness; | ||
if (defined(pbrMetallicRoughness)) { | ||
if (defined(pbrMetallicRoughness) && !useSpecGloss) { | ||
for (var parameterName in pbrMetallicRoughness) { | ||
if (pbrMetallicRoughness.hasOwnProperty(parameterName)) { | ||
uniformName = 'u_' + parameterName; | ||
generatedMaterialValues[uniformName] = pbrMetallicRoughness[parameterName]; | ||
} | ||
} | ||
} | ||
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if (useSpecGloss) { | ||
var pbrSpecularGlossiness = material.extensions.KHR_materials_pbrSpecularGlossiness; | ||
for (var parameterName in pbrSpecularGlossiness) { | ||
if (pbrSpecularGlossiness.hasOwnProperty(parameterName)) { | ||
uniformName = 'u_' + parameterName; | ||
generatedMaterialValues[uniformName] = pbrSpecularGlossiness[parameterName]; | ||
} | ||
} | ||
} | ||
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for (var additional in material) { | ||
if (material.hasOwnProperty(additional) && ((additional.indexOf('Texture') >= 0) || additional.indexOf('Factor') >= 0)) { | ||
uniformName = 'u_' + additional; | ||
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@@ -531,29 +549,67 @@ define([ | |
fragmentShader += ' vec3 baseColor = baseColorWithAlpha.rgb;\n'; | ||
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if (hasNormals) { | ||
// Add metallic-roughness to fragment shader | ||
if (defined(generatedMaterialValues.u_metallicRoughnessTexture)) { | ||
fragmentShader += ' vec3 metallicRoughness = texture2D(u_metallicRoughnessTexture, ' + v_texcoord + ').rgb;\n'; | ||
fragmentShader += ' float metalness = clamp(metallicRoughness.b, 0.0, 1.0);\n'; | ||
fragmentShader += ' float roughness = clamp(metallicRoughness.g, 0.04, 1.0);\n'; | ||
if (defined(generatedMaterialValues.u_metallicFactor)) { | ||
fragmentShader += ' metalness *= u_metallicFactor;\n'; | ||
} | ||
if (defined(generatedMaterialValues.u_roughnessFactor)) { | ||
fragmentShader += ' roughness *= u_roughnessFactor;\n'; | ||
if (useSpecGloss) { | ||
if (defined(generatedMaterialValues.u_specularGlossinessTexture)) { | ||
fragmentShader += ' vec4 specularGlossiness = SRGBtoLINEAR4(texture2D(u_specularGlossinessTexture, ' + v_texcoord + '));\n'; | ||
fragmentShader += ' vec3 specular = specularGlossiness.rgb;\n'; | ||
fragmentShader += ' float glossiness = specularGlossiness.a;\n'; | ||
if (defined(generatedMaterialValues.u_specularFactor)) { | ||
fragmentShader += ' specular *= u_specularFactor;\n'; | ||
} | ||
if (defined(generatedMaterialValues.u_glossinessFactor)) { | ||
fragmentShader += ' glossiness *= u_glossinessFactor;\n'; | ||
} | ||
} else { | ||
if (defined(generatedMaterialValues.u_specularFactor)) { | ||
fragmentShader += ' vec3 specular = clamp(u_specularFactor, vec3(0.0), vec3(1.0));\n'; | ||
} else { | ||
fragmentShader += ' vec3 specular = vec3(1.0);\n'; | ||
} | ||
if (defined(generatedMaterialValues.u_glossinessFactor)) { | ||
fragmentShader += ' float glossiness *= clamp(u_glossinessFactor, 0.0, 1.0);\n'; | ||
} else { | ||
fragmentShader += ' float glossiness = 1.0;\n'; | ||
} | ||
} | ||
} else { | ||
if (defined(generatedMaterialValues.u_metallicFactor)) { | ||
fragmentShader += ' float metalness = clamp(u_metallicFactor, 0.0, 1.0);\n'; | ||
if (defined(generatedMaterialValues.u_diffuseTexture)) { | ||
fragmentShader += ' vec4 diffuse = SRGBtoLINEAR4(texture2D(u_diffuseTexture, ' + v_texcoord + '));\n'; | ||
if (defined(generatedMaterialValues.u_diffuseFactor)) { | ||
fragmentShader += ' diffuse *= u_diffuseFactor;\n'; | ||
} | ||
} else { | ||
fragmentShader += ' float metalness = 1.0;\n'; | ||
if (defined(generatedMaterialValues.u_diffuseFactor)) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. eslint is complaining here, make sure you're set up to run the code style tools. |
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fragmentShader += ' vec4 diffuse = clamp(u_diffuseFactor, vec4(0.0), vec4(1.0));\n'; | ||
} else { | ||
fragmentShader += ' vec4 diffuse = vec4(1.0);\n'; | ||
} | ||
} | ||
if (defined(generatedMaterialValues.u_roughnessFactor)) { | ||
fragmentShader += ' float roughness = clamp(u_roughnessFactor, 0.04, 1.0);\n'; | ||
} else { | ||
// Add metallic-roughness to fragment shader | ||
if (defined(generatedMaterialValues.u_metallicRoughnessTexture)) { | ||
fragmentShader += ' vec3 metallicRoughness = texture2D(u_metallicRoughnessTexture, ' + v_texcoord + ').rgb;\n'; | ||
fragmentShader += ' float metalness = clamp(metallicRoughness.b, 0.0, 1.0);\n'; | ||
fragmentShader += ' float roughness = clamp(metallicRoughness.g, 0.04, 1.0);\n'; | ||
if (defined(generatedMaterialValues.u_metallicFactor)) { | ||
fragmentShader += ' metalness *= u_metallicFactor;\n'; | ||
} | ||
if (defined(generatedMaterialValues.u_roughnessFactor)) { | ||
fragmentShader += ' roughness *= u_roughnessFactor;\n'; | ||
} | ||
} else { | ||
fragmentShader += ' float roughness = 1.0;\n'; | ||
if (defined(generatedMaterialValues.u_metallicFactor)) { | ||
fragmentShader += ' float metalness = clamp(u_metallicFactor, 0.0, 1.0);\n'; | ||
} else { | ||
fragmentShader += ' float metalness = 1.0;\n'; | ||
} | ||
if (defined(generatedMaterialValues.u_roughnessFactor)) { | ||
fragmentShader += ' float roughness = clamp(u_roughnessFactor, 0.04, 1.0);\n'; | ||
} else { | ||
fragmentShader += ' float roughness = 1.0;\n'; | ||
} | ||
} | ||
} | ||
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fragmentShader += ' vec3 v = -normalize(v_positionEC);\n'; | ||
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// Generate fragment shader's lighting block | ||
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@@ -578,9 +634,17 @@ define([ | |
fragmentShader += ' float VdotH = clamp(dot(v, h), 0.0, 1.0);\n'; | ||
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fragmentShader += ' vec3 f0 = vec3(0.04);\n'; | ||
fragmentShader += ' float alpha = roughness * roughness;\n'; | ||
fragmentShader += ' vec3 diffuseColor = baseColor * (1.0 - metalness) * (1.0 - f0);\n'; | ||
fragmentShader += ' vec3 specularColor = mix(f0, baseColor, metalness);\n'; | ||
if (useSpecGloss) { | ||
fragmentShader += ' float alpha = pow((1.0 - glossiness), 2.0);\n'; | ||
fragmentShader += ' vec3 diffuseColor = diffuse.rgb * (1.0 - max(max(specular.r, specular.g), specular.b));\n'; | ||
fragmentShader += ' vec3 specularColor = specular;\n'; | ||
fragmentShader += ' float roughness = 1.0 - glossiness;\n'; | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Do this above the |
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} else { | ||
fragmentShader += ' float alpha = roughness * roughness;\n'; | ||
fragmentShader += ' vec3 diffuseColor = baseColor * (1.0 - metalness) * (1.0 - f0);\n'; | ||
fragmentShader += ' vec3 specularColor = mix(f0, baseColor, metalness);\n'; | ||
} | ||
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fragmentShader += ' float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n'; | ||
fragmentShader += ' vec3 r90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));\n'; | ||
fragmentShader += ' vec3 r0 = specularColor.rgb;\n'; | ||
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@@ -716,6 +780,17 @@ define([ | |
return WebGLConstants.SAMPLER_2D; | ||
case 'u_emissiveFactor': | ||
return WebGLConstants.FLOAT_VEC3; | ||
// Specular Glossiness Types | ||
case 'u_diffuseFactor': | ||
return WebGLConstants.FLOAT_VEC4; | ||
case 'u_specularFactor': | ||
return WebGLConstants.FLOAT_VEC3; | ||
case 'u_glossinessFactor': | ||
return WebGLConstants.FLOAT; | ||
case 'u_diffuseTexture': | ||
return WebGLConstants.SAMPLER_2D; | ||
case 'u_specularGlossinessTexture': | ||
return WebGLConstants.SAMPLER_2D; | ||
} | ||
} | ||
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You have
float glossiness *=
here, that doesn't compile.There was a problem hiding this comment.
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I tried fixing this locally by removing the
*
. This works and shows my SpecGlossVsMetalRough new test model correctly!