assimp: Support reading additional texture maps, as well as PBR

This commit is contained in:
rdb 2022-11-02 22:44:21 +01:00
parent 286cf0d286
commit ffe2137680
2 changed files with 94 additions and 13 deletions

View File

@ -45,10 +45,39 @@
#include <assimp/postprocess.h>
#ifndef AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR "$mat.gltf.pbrMetallicRoughness.baseColorFactor", 0, 0
#endif
#ifndef AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR "$mat.gltf.pbrMetallicRoughness.metallicFactor", 0, 0
#endif
#ifndef AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR
#define AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR "$mat.gltf.pbrMetallicRoughness.roughnessFactor", 0, 0
#endif
#ifndef AI_MATKEY_GLTF_ALPHAMODE
#define AI_MATKEY_GLTF_ALPHAMODE "$mat.gltf.alphaMode", 0, 0
#endif
#ifndef AI_MATKEY_GLTF_ALPHACUTOFF
#define AI_MATKEY_GLTF_ALPHACUTOFF "$mat.gltf.alphaCutoff", 0, 0
#endif
// Older versions of Assimp used these glTF-specific keys instead.
#ifndef AI_MATKEY_BASE_COLOR
#define AI_MATKEY_BASE_COLOR AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR
#endif
#ifndef AI_MATKEY_METALLIC_FACTOR
#define AI_MATKEY_METALLIC_FACTOR AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLIC_FACTOR
#endif
#ifndef AI_MATKEY_ROUGHNESS_FACTOR
#define AI_MATKEY_ROUGHNESS_FACTOR AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_ROUGHNESS_FACTOR
#endif
using std::ostringstream;
using std::stringstream;
using std::string;
@ -294,7 +323,8 @@ load_texture(size_t index) {
*/
void AssimpLoader::
load_texture_stage(const aiMaterial &mat, const aiTextureType &ttype,
CPT(TextureAttrib) &tattr, CPT(TexMatrixAttrib) &tmattr) {
TextureStage::Mode mode, CPT(TextureAttrib) &tattr,
CPT(TexMatrixAttrib) &tmattr) {
aiString path;
aiTextureMapping mapping;
unsigned int uvindex;
@ -312,13 +342,23 @@ load_texture_stage(const aiMaterial &mat, const aiTextureType &ttype,
uvindex = i;
}
stringstream str;
str << uvindex;
PT(TextureStage) stage = new TextureStage(str.str());
if (uvindex > 0) {
stage->set_texcoord_name(InternalName::get_texcoord_name(str.str()));
if (ttype == aiTextureType_DIFFUSE && i == 1) {
// The glTF 2 importer duplicates this slot in older versions of Assimp.
// Since glTF doesn't support multiple diffuse textures anyway, we check
// for this old glTF-specific key, and if present, ignore this texture.
aiColor4D col;
if (AI_SUCCESS == mat.Get(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_BASE_COLOR_FACTOR, col)) {
return;
}
}
PT(Texture) ptex = nullptr;
std::string uvindex_str = format_string(uvindex);
PT(TextureStage) stage = new TextureStage(uvindex_str);
stage->set_mode(mode);
if (uvindex > 0) {
stage->set_texcoord_name(InternalName::get_texcoord_name(uvindex_str));
}
PT(Texture) ptex;
// I'm not sure if this is the right way to handle it, as I couldn't find
// much information on embedded textures.
@ -448,7 +488,7 @@ load_material(size_t index) {
CPT(RenderState) state = RenderState::make_empty();
aiColor3D col;
aiColor4D col;
bool have;
int ival;
PN_stdfloat fval;
@ -458,7 +498,11 @@ load_material(size_t index) {
// First do the material attribute.
PT(Material) pmat = new Material;
have = false;
if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_DIFFUSE, col)) {
if (AI_SUCCESS == mat.Get(AI_MATKEY_BASE_COLOR, col)) {
pmat->set_base_color(LColor(col.r, col.g, col.b, col.a));
have = true;
}
else if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_DIFFUSE, col)) {
pmat->set_diffuse(LColor(col.r, col.g, col.b, 1));
have = true;
}
@ -470,6 +514,13 @@ load_material(size_t index) {
}
have = true;
}
//else {
// if (AI_SUCCESS == mat.Get(AI_MATKEY_SHININESS_STRENGTH, fval)) {
// pmat->set_specular(LColor(fval, fval, fval, 1));
// } else {
// pmat->set_specular(LColor(1, 1, 1, 1));
// }
//}
if (AI_SUCCESS == mat.Get(AI_MATKEY_COLOR_AMBIENT, col)) {
pmat->set_specular(LColor(col.r, col.g, col.b, 1));
have = true;
@ -485,6 +536,22 @@ load_material(size_t index) {
pmat->set_shininess(fval);
have = true;
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_METALLIC_FACTOR, fval)) {
pmat->set_metallic(fval);
have = true;
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_ROUGHNESS_FACTOR, fval)) {
pmat->set_roughness(fval);
have = true;
}
if (AI_SUCCESS == mat.Get(AI_MATKEY_REFRACTI, fval)) {
pmat->set_refractive_index(fval);
have = true;
}
else if (pmat->has_metallic()) {
// Default refractive index to 1.5 for PBR models
pmat->set_refractive_index(1.5);
}
if (have) {
state = state->add_attrib(MaterialAttrib::make(pmat));
}
@ -524,8 +591,20 @@ load_material(size_t index) {
// And let's not forget the textures!
CPT(TextureAttrib) tattr = DCAST(TextureAttrib, TextureAttrib::make());
CPT(TexMatrixAttrib) tmattr;
load_texture_stage(mat, aiTextureType_DIFFUSE, tattr, tmattr);
load_texture_stage(mat, aiTextureType_LIGHTMAP, tattr, tmattr);
load_texture_stage(mat, aiTextureType_DIFFUSE, TextureStage::M_modulate, tattr, tmattr);
// Check for an ORM map, from the glTF/OBJ importer. glTF also puts it in the
// LIGHTMAP slot, despite only having the lightmap in the red channel, so we
// have to ignore it.
if (mat.GetTextureCount(aiTextureType_UNKNOWN) > 0) {
load_texture_stage(mat, aiTextureType_UNKNOWN, TextureStage::M_selector, tattr, tmattr);
} else {
load_texture_stage(mat, aiTextureType_LIGHTMAP, TextureStage::M_modulate, tattr, tmattr);
}
load_texture_stage(mat, aiTextureType_NORMALS, TextureStage::M_normal, tattr, tmattr);
load_texture_stage(mat, aiTextureType_EMISSIVE, TextureStage::M_emission, tattr, tmattr);
load_texture_stage(mat, aiTextureType_HEIGHT, TextureStage::M_height, tattr, tmattr);
if (tattr->get_num_on_stages() > 0) {
state = state->add_attrib(tattr);
}
@ -533,7 +612,7 @@ load_material(size_t index) {
state = state->add_attrib(tmattr);
}
_mat_states[index] = state;
_mat_states[index] = std::move(state);
}
/**

View File

@ -18,6 +18,7 @@
#include "filename.h"
#include "modelRoot.h"
#include "texture.h"
#include "textureStage.h"
#include "pmap.h"
#include <assimp/scene.h>
@ -73,7 +74,8 @@ private:
void load_texture(size_t index);
void load_texture_stage(const aiMaterial &mat, const aiTextureType &ttype,
CPT(TextureAttrib) &tattr, CPT(TexMatrixAttrib) &tmattr);
TextureStage::Mode mode, CPT(TextureAttrib) &tattr,
CPT(TexMatrixAttrib) &tmattr);
void load_material(size_t index);
void create_joint(Character *character, CharacterJointBundle *bundle, PartGroup *parent, const aiNode &node);
void create_anim_channel(const aiAnimation &anim, AnimBundle *bundle, AnimGroup *parent, const aiNode &node);