Exemplo n.º 1
0
void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations) const {
    if (!_drawMaterial) {
        return;
    }

    auto textureCache = DependencyManager::get<TextureCache>();

    batch.setUniformBuffer(ShapePipeline::Slot::MATERIAL_GPU, _drawMaterial->getSchemaBuffer());

    auto materialKey = _drawMaterial->getKey();
    auto textureMaps = _drawMaterial->getTextureMaps();
    glm::mat4 texcoordTransform[2];

    // Albedo
    if (materialKey.isAlbedoMap()) {
        auto albedoMap = textureMaps[model::MaterialKey::ALBEDO_MAP];
        if (albedoMap && albedoMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::ALBEDO_MAP, albedoMap->getTextureView());

            if (!albedoMap->getTextureTransform().isIdentity()) {
                albedoMap->getTextureTransform().getMatrix(texcoordTransform[0]);
            }
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::ALBEDO_MAP, textureCache->getGrayTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::ALBEDO_MAP, textureCache->getWhiteTexture());
    }

    // Roughness map
    if (materialKey.isRoughnessMap()) {
        auto roughnessMap = textureMaps[model::MaterialKey::ROUGHNESS_MAP];
        if (roughnessMap && roughnessMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::ROUGHNESS_MAP, roughnessMap->getTextureView());

            // texcoord are assumed to be the same has albedo
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::ROUGHNESS_MAP, textureCache->getWhiteTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::ROUGHNESS_MAP, textureCache->getWhiteTexture());
    }

    // Normal map
    if (materialKey.isNormalMap()) {
        auto normalMap = textureMaps[model::MaterialKey::NORMAL_MAP];
        if (normalMap && normalMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::NORMAL_MAP, normalMap->getTextureView());

            // texcoord are assumed to be the same has albedo
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::NORMAL_MAP, textureCache->getBlueTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::NORMAL_MAP, nullptr);
    }

    // Metallic map
    if (materialKey.isMetallicMap()) {
        auto specularMap = textureMaps[model::MaterialKey::METALLIC_MAP];
        if (specularMap && specularMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::METALLIC_MAP, specularMap->getTextureView());

            // texcoord are assumed to be the same has albedo
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::METALLIC_MAP, textureCache->getBlackTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::METALLIC_MAP, nullptr);
    }

    // Occlusion map
    if (materialKey.isOcclusionMap()) {
        auto specularMap = textureMaps[model::MaterialKey::OCCLUSION_MAP];
        if (specularMap && specularMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::OCCLUSION_MAP, specularMap->getTextureView());

            // texcoord are assumed to be the same has albedo
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::OCCLUSION_MAP, textureCache->getWhiteTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::OCCLUSION_MAP, nullptr);
    }

    // Emissive / Lightmap
    if (materialKey.isLightmapMap()) {
        auto lightmapMap = textureMaps[model::MaterialKey::LIGHTMAP_MAP];

        if (lightmapMap && lightmapMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::EMISSIVE_LIGHTMAP_MAP, lightmapMap->getTextureView());

            auto lightmapOffsetScale = lightmapMap->getLightmapOffsetScale();
            batch._glUniform2f(locations->emissiveParams, lightmapOffsetScale.x, lightmapOffsetScale.y);

            if (!lightmapMap->getTextureTransform().isIdentity()) {
                lightmapMap->getTextureTransform().getMatrix(texcoordTransform[1]);
            }
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::EMISSIVE_LIGHTMAP_MAP, textureCache->getGrayTexture());
        }
    } else if (materialKey.isEmissiveMap()) {
        auto emissiveMap = textureMaps[model::MaterialKey::EMISSIVE_MAP];

        if (emissiveMap && emissiveMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::EMISSIVE_LIGHTMAP_MAP, emissiveMap->getTextureView());
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::EMISSIVE_LIGHTMAP_MAP, textureCache->getBlackTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::EMISSIVE_LIGHTMAP_MAP, nullptr);
    }

    // Texcoord transforms ?
    if (locations->texcoordMatrices >= 0) {
        batch._glUniformMatrix4fv(locations->texcoordMatrices, 2, false, (const float*)&texcoordTransform);
    }
}
Exemplo n.º 2
0
void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations) const {
    if (!_drawMaterial) {
        return;
    }

    auto textureCache = DependencyManager::get<TextureCache>();

    batch.setUniformBuffer(ShapePipeline::Slot::MATERIAL_GPU, _drawMaterial->getSchemaBuffer());

    auto materialKey = _drawMaterial->getKey();
    auto textureMaps = _drawMaterial->getTextureMaps();
    glm::mat4 texcoordTransform[2];

    // Diffuse
    if (materialKey.isDiffuseMap()) {
        auto diffuseMap = textureMaps[model::MaterialKey::DIFFUSE_MAP];
        if (diffuseMap && diffuseMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::DIFFUSE_MAP, diffuseMap->getTextureView());

            if (!diffuseMap->getTextureTransform().isIdentity()) {
                diffuseMap->getTextureTransform().getMatrix(texcoordTransform[0]);
            }
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::DIFFUSE_MAP, textureCache->getGrayTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::DIFFUSE_MAP, textureCache->getWhiteTexture());
    }

    // Normal map
    if (materialKey.isNormalMap()) {
        auto normalMap = textureMaps[model::MaterialKey::NORMAL_MAP];
        if (normalMap && normalMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::NORMAL_MAP, normalMap->getTextureView());

            // texcoord are assumed to be the same has diffuse
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::NORMAL_MAP, textureCache->getBlueTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::NORMAL_MAP, nullptr);
    }

    // TODO: For now gloss map is used as the "specular map in the shading, we ll need to fix that
    if (materialKey.isGlossMap()) {
        auto specularMap = textureMaps[model::MaterialKey::GLOSS_MAP];
        if (specularMap && specularMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::SPECULAR_MAP, specularMap->getTextureView());

            // texcoord are assumed to be the same has diffuse
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::SPECULAR_MAP, textureCache->getBlackTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::SPECULAR_MAP, nullptr);
    }

    // TODO: For now lightmaop is piped into the emissive map unit, we need to fix that and support for real emissive too
    if (materialKey.isLightmapMap()) {
        auto lightmapMap = textureMaps[model::MaterialKey::LIGHTMAP_MAP];

        if (lightmapMap && lightmapMap->isDefined()) {
            batch.setResourceTexture(ShapePipeline::Slot::LIGHTMAP_MAP, lightmapMap->getTextureView());

            auto lightmapOffsetScale = lightmapMap->getLightmapOffsetScale();
            batch._glUniform2f(locations->emissiveParams, lightmapOffsetScale.x, lightmapOffsetScale.y);

            if (!lightmapMap->getTextureTransform().isIdentity()) {
                lightmapMap->getTextureTransform().getMatrix(texcoordTransform[1]);
            }
        } else {
            batch.setResourceTexture(ShapePipeline::Slot::LIGHTMAP_MAP, textureCache->getGrayTexture());
        }
    } else {
        batch.setResourceTexture(ShapePipeline::Slot::LIGHTMAP_MAP, nullptr);
    }

    // Texcoord transforms ?
    if (locations->texcoordMatrices >= 0) {
        batch._glUniformMatrix4fv(locations->texcoordMatrices, 2, false, (const float*)&texcoordTransform);
    }
}