update headers
This commit is contained in:
@@ -104,7 +104,8 @@ private:
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friend struct FFilamentInstance;
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/*! \endcond */
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Animator(FFilamentAsset* asset, FFilamentInstance* instance);
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// If "instance" is null, then this is the primary animator.
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Animator(FFilamentAsset const* asset, FFilamentInstance* instance);
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~Animator();
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Animator(const Animator& animator) = delete;
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@@ -69,8 +69,8 @@ struct AssetConfiguration {
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* \brief Consumes glTF content and produces FilamentAsset objects.
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*
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* AssetLoader consumes a blob of glTF 2.0 content (either JSON or GLB) and produces a FilamentAsset
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* object, which is a bundle of Filament entities, material instances, textures, vertex buffers,
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* and index buffers.
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* object, which is a bundle of Filament textures, vertex buffers, index buffers, etc. An asset is
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* composed of 1 or more FilamentInstance objects which contain entities and components.
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*
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* Clients must use AssetLoader to create and destroy FilamentAsset objects. This is similar to
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* how filament::Engine is used to create and destroy core objects like VertexBuffer.
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@@ -92,7 +92,7 @@ struct AssetConfiguration {
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*
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* // Parse the glTF content and create Filament entities.
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* std::vector<uint8_t> content(...);
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* FilamentAsset* asset = loader->createAssetFromJson(content.data(), content.size());
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* FilamentAsset* asset = loader->createAsset(content.data(), content.size());
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* content.clear();
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*
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* // Load buffers and textures from disk.
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@@ -107,10 +107,13 @@ struct AssetConfiguration {
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* // Add renderables to the scene.
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* scene->addEntities(asset->getEntities(), asset->getEntityCount());
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*
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* // Extract the animator interface from the FilamentInstance.
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* auto animator = asset->getInstance()->getAnimator();
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*
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* // Execute the render loop and play the first animation.
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* do {
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* asset->getAnimator()->applyAnimation(0, time);
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* asset->getAnimator()->updateBoneMatrices();
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* animator->applyAnimation(0, time);
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* animator->updateBoneMatrices();
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* if (renderer->beginFrame(swapChain)) {
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* renderer->render(view);
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* renderer->endFrame();
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@@ -148,24 +151,19 @@ public:
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static void destroy(AssetLoader** loader);
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/**
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* Takes a pointer to the contents of a JSON-based glTF 2.0 file and returns a bundle
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* of Filament objects. Returns null on failure.
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* Takes a pointer to the contents of a GLB or a JSON-based glTF 2.0 file and returns an asset
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* with one instance, or null on failure.
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*/
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FilamentAsset* createAssetFromJson(const uint8_t* bytes, uint32_t nbytes);
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/**
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* Takes a pointer to the contents of a GLB glTF 2.0 file and returns a bundle
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* of Filament objects. Returns null on failure.
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*/
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FilamentAsset* createAssetFromBinary(const uint8_t* bytes, uint32_t nbytes);
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FilamentAsset* createAsset(const uint8_t* bytes, uint32_t nbytes);
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/**
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* Consumes the contents of a glTF 2.0 file and produces a primary asset with one or more
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* instances. The primary asset has ownership over the instances.
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*
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* The returned instances share their textures, material instances, and vertex buffers with the
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* primary asset. However each instance has its own unique set of entities, transform
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* components, and renderable components. Instances are freed when the primary asset is freed.
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* The returned instances share their textures, materials, and vertex buffers with the primary
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* asset. However each instance has its own unique set of entities, transform components,
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* material instances, and renderable components. Instances are freed when the primary asset is
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* freed.
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*
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* Light components are not instanced, they belong only to the primary asset.
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*
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@@ -186,7 +184,7 @@ public:
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FilamentInstance** instances, size_t numInstances);
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/**
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* Adds a new instance to an instanced asset.
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* Adds a new instance to the asset.
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*
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* Use this with caution. It is more efficient to pre-allocate a max number of instances, and
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* gradually add them to the scene as needed. Instances can also be "recycled" by removing and
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@@ -197,7 +195,6 @@ public:
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* create/destroy churn, as noted above.
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*
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* This cannot be called after FilamentAsset::releaseSourceData().
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* This cannot be called on a non-instanced asset.
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* See also AssetLoader::createInstancedAsset().
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*/
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FilamentInstance* createInstance(FilamentAsset* primary);
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@@ -208,7 +205,8 @@ public:
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void enableDiagnostics(bool enable = true);
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/**
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* Destroys the given asset and all of its associated Filament objects.
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* Destroys the given asset, all of its associated Filament objects, and all associated
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* FilamentInstance objects.
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*
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* This destroys entities, components, material instances, vertex buffers, index buffers,
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* and textures. This does not necessarily immediately free all source data, since
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|
||||
libs/gltfio/specularGlossiness_opaque.filamat: ../cmake-release/tools/matc/matc
|
||||
libs/gltfio/specularGlossiness_opaque.filamat: libs/gltfio/specularGlossiness_opaque.mat
|
||||
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|
||||
cd /Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio && /Users/admin/Documents/filament/out/cmake-release/tools/matc/matc -a opengl -a metal -p mobile -TCUSTOM_PARAMS="//\ no\ custom\ params" -TCUSTOM_VERTEX="//\ no\ custom\ vertex" -TCUSTOM_FRAGMENT="//\ no\ custom\ fragment" -TDOUBLESIDED=false -TTRANSPARENCY=default -TSHADINGMODEL=specularGlossiness -TBLENDING=opaque -o specularGlossiness_opaque.filamat specularGlossiness_opaque.mat
|
||||
|
||||
libs/gltfio/transmission.filamat: ../cmake-release/tools/matc/matc
|
||||
libs/gltfio/transmission.filamat: libs/gltfio/transmission.mat
|
||||
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|
||||
cd /Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio && /Users/admin/Documents/filament/out/cmake-release/tools/matc/matc -a opengl -a metal -p mobile -TCUSTOM_PARAMS="//\ no\ custom\ params" -TCUSTOM_VERTEX="//\ no\ custom\ vertex" -TCUSTOM_FRAGMENT="//\ no\ custom\ fragment" -TDOUBLESIDED=false -TTRANSPARENCY=default -TSHADINGMODEL=_ -TBLENDING=_ -o transmission.filamat transmission.mat
|
||||
|
||||
libs/gltfio/unlit_fade.filamat: ../cmake-release/tools/matc/matc
|
||||
libs/gltfio/unlit_fade.filamat: libs/gltfio/unlit_fade.mat
|
||||
@$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --blue --bold --progress-dir=/Users/admin/Documents/filament/out/cmake-ios-release-arm64/CMakeFiles --progress-num=$(CMAKE_PROGRESS_10) "Compiling material unlit_fade"
|
||||
cd /Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio && /Users/admin/Documents/filament/out/cmake-release/tools/matc/matc -a opengl -a metal -p mobile -TCUSTOM_PARAMS="//\ no\ custom\ params" -TCUSTOM_VERTEX="//\ no\ custom\ vertex" -TCUSTOM_FRAGMENT="//\ no\ custom\ fragment" -TDOUBLESIDED=false -TTRANSPARENCY=default -TSHADINGMODEL=unlit -TBLENDING=fade -o unlit_fade.filamat unlit_fade.mat
|
||||
|
||||
libs/gltfio/unlit_masked.filamat: ../cmake-release/tools/matc/matc
|
||||
libs/gltfio/unlit_masked.filamat: libs/gltfio/unlit_masked.mat
|
||||
@$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --blue --bold --progress-dir=/Users/admin/Documents/filament/out/cmake-ios-release-arm64/CMakeFiles --progress-num=$(CMAKE_PROGRESS_11) "Compiling material unlit_masked"
|
||||
cd /Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio && /Users/admin/Documents/filament/out/cmake-release/tools/matc/matc -a opengl -a metal -p mobile -TCUSTOM_PARAMS="//\ no\ custom\ params" -TCUSTOM_VERTEX="//\ no\ custom\ vertex" -TCUSTOM_FRAGMENT="//\ no\ custom\ fragment" -TDOUBLESIDED=false -TTRANSPARENCY=default -TSHADINGMODEL=unlit -TBLENDING=masked -o unlit_masked.filamat unlit_masked.mat
|
||||
|
||||
libs/gltfio/unlit_opaque.filamat: ../cmake-release/tools/matc/matc
|
||||
libs/gltfio/unlit_opaque.filamat: libs/gltfio/unlit_opaque.mat
|
||||
@$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --blue --bold --progress-dir=/Users/admin/Documents/filament/out/cmake-ios-release-arm64/CMakeFiles --progress-num=$(CMAKE_PROGRESS_12) "Compiling material unlit_opaque"
|
||||
cd /Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio && /Users/admin/Documents/filament/out/cmake-release/tools/matc/matc -a opengl -a metal -p mobile -TCUSTOM_PARAMS="//\ no\ custom\ params" -TCUSTOM_VERTEX="//\ no\ custom\ vertex" -TCUSTOM_FRAGMENT="//\ no\ custom\ fragment" -TDOUBLESIDED=false -TTRANSPARENCY=default -TSHADINGMODEL=unlit -TBLENDING=opaque -o unlit_opaque.filamat unlit_opaque.mat
|
||||
|
||||
libs/gltfio/volume.filamat: ../cmake-release/tools/matc/matc
|
||||
libs/gltfio/volume.filamat: libs/gltfio/volume.mat
|
||||
@$(CMAKE_COMMAND) -E cmake_echo_color --switch=$(COLOR) --blue --bold --progress-dir=/Users/admin/Documents/filament/out/cmake-ios-release-arm64/CMakeFiles --progress-num=$(CMAKE_PROGRESS_13) "Compiling material volume"
|
||||
cd /Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio && /Users/admin/Documents/filament/out/cmake-release/tools/matc/matc -a opengl -a metal -p mobile -TCUSTOM_PARAMS="//\ no\ custom\ params" -TCUSTOM_VERTEX="//\ no\ custom\ vertex" -TCUSTOM_FRAGMENT="//\ no\ custom\ fragment" -TDOUBLESIDED=false -TTRANSPARENCY=default -TSHADINGMODEL=_ -TBLENDING=_ -o volume.filamat volume.mat
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||||
|
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uberz_file: libs/gltfio/CMakeFiles/uberz_file
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uberz_file: libs/gltfio/lit_masked.filamat
|
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uberz_file: libs/gltfio/lit_opaque.filamat
|
||||
uberz_file: libs/gltfio/sheen.filamat
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uberz_file: libs/gltfio/specularGlossiness_fade.filamat
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||||
uberz_file: libs/gltfio/specularGlossiness_masked.filamat
|
||||
uberz_file: libs/gltfio/specularGlossiness_opaque.filamat
|
||||
uberz_file: libs/gltfio/transmission.filamat
|
||||
uberz_file: libs/gltfio/unlit_fade.filamat
|
||||
uberz_file: libs/gltfio/unlit_masked.filamat
|
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uberz_file: libs/gltfio/unlit_opaque.filamat
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uberz_file: libs/gltfio/volume.filamat
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uberz_file: libs/gltfio/CMakeFiles/uberz_file.dir/build.make
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libs/gltfio/CMakeFiles/uberz_file.dir/build: uberz_file
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libs/gltfio/CMakeFiles/uberz_file.dir/clean:
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cd /Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio && $(CMAKE_COMMAND) -P CMakeFiles/uberz_file.dir/cmake_clean.cmake
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libs/gltfio/CMakeFiles/uberz_file.dir/depend:
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cd /Users/admin/Documents/filament/out/cmake-ios-release-arm64 && $(CMAKE_COMMAND) -E cmake_depends "Unix Makefiles" /Users/admin/Documents/filament /Users/admin/Documents/filament/libs/gltfio /Users/admin/Documents/filament/out/cmake-ios-release-arm64 /Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio /Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio/CMakeFiles/uberz_file.dir/DependInfo.cmake --color=$(COLOR)
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|
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|
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|
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|
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"transmission.filamat"
|
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"unlit_fade.filamat"
|
||||
"unlit_masked.filamat"
|
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"unlit_opaque.filamat"
|
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"volume.filamat"
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# Timestamp file for custom commands dependencies management for uberz_file.
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14
ios/include/gltfio/CMakeFiles/uberz_file.dir/progress.make
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ios/include/gltfio/CMakeFiles/uberz_file.dir/progress.make
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@@ -0,0 +1,14 @@
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CMAKE_PROGRESS_1 =
|
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CMAKE_PROGRESS_2 =
|
||||
CMAKE_PROGRESS_3 =
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CMAKE_PROGRESS_4 =
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||||
CMAKE_PROGRESS_5 =
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||||
CMAKE_PROGRESS_6 =
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CMAKE_PROGRESS_7 =
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||||
CMAKE_PROGRESS_8 =
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CMAKE_PROGRESS_9 = 95
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CMAKE_PROGRESS_10 =
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CMAKE_PROGRESS_11 =
|
||||
CMAKE_PROGRESS_12 =
|
||||
CMAKE_PROGRESS_13 =
|
||||
|
||||
@@ -48,7 +48,7 @@ class FilamentInstance;
|
||||
* \c Light, \c Camera, or \c Node components.
|
||||
*
|
||||
* In addition to the aforementioned entities, an asset has strong ownership over a list of
|
||||
* filament::VertexBuffer, filament::IndexBuffer, filament::MaterialInstance, filament::Texture,
|
||||
* filament::VertexBuffer, filament::IndexBuffer, filament::Texture,
|
||||
* and, optionally, a simple animation engine (gltfio::Animator).
|
||||
*
|
||||
* Clients must use ResourceLoader to create filament::Texture objects, compute tangent quaternions,
|
||||
@@ -139,6 +139,8 @@ public:
|
||||
*
|
||||
* while (Entity e = popRenderable()) { scene.addEntity(e); }
|
||||
*
|
||||
* Progressive reveal is not supported for dynamically added instances.
|
||||
*
|
||||
* \see ResourceLoader#asyncBeginLoad
|
||||
* \see popRenderables()
|
||||
*/
|
||||
@@ -155,22 +157,18 @@ public:
|
||||
*/
|
||||
size_t popRenderables(Entity* entities, size_t count) noexcept;
|
||||
|
||||
/** Gets all material instances. These are already bound to renderables. */
|
||||
const filament::MaterialInstance* const* getMaterialInstances() const noexcept;
|
||||
|
||||
/** Gets all material instances (non-const). These are already bound to renderables. */
|
||||
filament::MaterialInstance* const* getMaterialInstances() noexcept;
|
||||
|
||||
/** Gets the number of materials returned by getMaterialInstances(). */
|
||||
size_t getMaterialInstanceCount() const noexcept;
|
||||
|
||||
/** Gets resource URIs for all externally-referenced buffers. */
|
||||
const char* const* getResourceUris() const noexcept;
|
||||
|
||||
/** Gets the number of resource URIs returned by getResourceUris(). */
|
||||
size_t getResourceUriCount() const noexcept;
|
||||
|
||||
/** Gets the bounding box computed from the supplied min / max values in glTF accessors. */
|
||||
/**
|
||||
* Gets the bounding box computed from the supplied min / max values in glTF accessors.
|
||||
*
|
||||
* This does not return a bounding box over all FilamentInstance, it's just a straightforward
|
||||
* AAAB that can be determined at load time from the asset data.
|
||||
*/
|
||||
filament::Aabb getBoundingBox() const noexcept;
|
||||
|
||||
/** Gets the NameComponentManager label for the given entity, if it exists. */
|
||||
@@ -208,51 +206,6 @@ public:
|
||||
/** Gets the glTF extras string for a specific node, or for the asset, if it exists. */
|
||||
const char* getExtras(Entity entity = {}) const noexcept;
|
||||
|
||||
/**
|
||||
* Returns the animation engine.
|
||||
*
|
||||
* The animator is owned by the asset and should not be manually deleted.
|
||||
* Must be called after loadResources or asyncBeginLoad, otherwise returns null.
|
||||
* If the asset is instanced, this returns a "primary" animator that controls all instances.
|
||||
* To animate each instance individually, use \see FilamentInstance.
|
||||
*/
|
||||
Animator* getAnimator() const noexcept;
|
||||
|
||||
/**
|
||||
* Gets the number of skins.
|
||||
*/
|
||||
size_t getSkinCount() const noexcept;
|
||||
|
||||
/**
|
||||
* Gets the skin name at skin index.
|
||||
*/
|
||||
const char* getSkinNameAt(size_t skinIndex) const noexcept;
|
||||
|
||||
/**
|
||||
* Gets the number of joints at skin index.
|
||||
*/
|
||||
size_t getJointCountAt(size_t skinIndex) const noexcept;
|
||||
|
||||
/**
|
||||
* Gets joints at skin index.
|
||||
*/
|
||||
const Entity* getJointsAt(size_t skinIndex) const noexcept;
|
||||
|
||||
/**
|
||||
* Attaches the given skin to the given node, which must have an associated mesh with
|
||||
* BONE_INDICES and BONE_WEIGHTS attributes.
|
||||
*
|
||||
* This is a no-op if the given skin index or target is invalid.
|
||||
*/
|
||||
void attachSkin(size_t skinIndex, Entity target) noexcept;
|
||||
|
||||
/**
|
||||
* Detaches the given skin from the given node.
|
||||
*
|
||||
* This is a no-op if the given skin index or target is invalid.
|
||||
*/
|
||||
void detachSkin(size_t skinIndex, Entity target) noexcept;
|
||||
|
||||
/**
|
||||
* Gets the morph target name at the given index in the given entity.
|
||||
*/
|
||||
@@ -263,30 +216,6 @@ public:
|
||||
*/
|
||||
size_t getMorphTargetCountAt(Entity entity) const noexcept;
|
||||
|
||||
/**
|
||||
* Returns the number of material variants in the asset.
|
||||
*/
|
||||
size_t getMaterialVariantCount() const noexcept;
|
||||
|
||||
/**
|
||||
* Returns the name of the given material variant, or null if it is out of bounds.
|
||||
*/
|
||||
const char* getMaterialVariantName(size_t variantIndex) const noexcept;
|
||||
|
||||
/**
|
||||
* Applies the given material variant to all primitives that it affects.
|
||||
*
|
||||
* This is efficient because it merely swaps around persistent MaterialInstances. If you change
|
||||
* a material parameter while a certain variant is active, the updated value will be remembered
|
||||
* after you re-apply that variant.
|
||||
*
|
||||
* If the asset is instanced, this affects all instances in the same way.
|
||||
* To set the variant on an individual instance, use FilamentInstance::applyMaterialVariant.
|
||||
*
|
||||
* Ignored if variantIndex is out of bounds.
|
||||
*/
|
||||
void applyMaterialVariant(size_t variantIndex) noexcept;
|
||||
|
||||
/**
|
||||
* Lazily creates a single LINES renderable that draws the transformed bounding-box hierarchy
|
||||
* for diagnostic purposes. The wireframe is owned by the asset so clients should not delete it.
|
||||
@@ -332,7 +261,25 @@ public:
|
||||
* and provides filtering functionality.
|
||||
*/
|
||||
void addEntitiesToScene(filament::Scene& targetScene, const Entity* entities, size_t count,
|
||||
SceneMask sceneFilter);
|
||||
SceneMask sceneFilter) const;
|
||||
|
||||
/**
|
||||
* Releases ownership of entities and their Filament components.
|
||||
*
|
||||
* This makes the client take responsibility for destroying Filament
|
||||
* components (e.g. Renderable, TransformManager component) as well as
|
||||
* the underlying entities.
|
||||
*/
|
||||
void detachFilamentComponents() noexcept;
|
||||
|
||||
bool areFilamentComponentsDetached() const noexcept;
|
||||
|
||||
/**
|
||||
* Convenience function to get the first instance, or null if it doesn't exist.
|
||||
*/
|
||||
FilamentInstance* getInstance() noexcept {
|
||||
return getAssetInstanceCount() > 0 ? getAssetInstances()[0] : nullptr;
|
||||
}
|
||||
|
||||
/*! \cond PRIVATE */
|
||||
|
||||
|
||||
@@ -20,6 +20,12 @@
|
||||
#include <utils/compiler.h>
|
||||
#include <utils/Entity.h>
|
||||
|
||||
#include <filament/Box.h>
|
||||
|
||||
namespace filament {
|
||||
class MaterialInstance;
|
||||
}
|
||||
|
||||
namespace filament::gltfio {
|
||||
|
||||
class Animator;
|
||||
@@ -29,7 +35,7 @@ class FilamentAsset;
|
||||
* \class FilamentInstance FilamentInstance.h gltfio/FilamentInstance.h
|
||||
* \brief Provides access to a hierarchy of entities that have been instanced from a glTF asset.
|
||||
*
|
||||
* Every entity has a filament::TransformManager component, and some entities also have \c Name or
|
||||
* Every entity has a TransformManager component, and some entities also have \c Name or
|
||||
* \c Renderable components.
|
||||
*
|
||||
* \see AssetLoader::createInstancedAsset()
|
||||
@@ -39,7 +45,7 @@ public:
|
||||
/**
|
||||
* Gets the owner of this instance.
|
||||
*/
|
||||
FilamentAsset* getAsset() const noexcept;
|
||||
FilamentAsset const* getAsset() const noexcept;
|
||||
|
||||
/**
|
||||
* Gets the list of entities in this instance, one for each glTF node. All of these have a
|
||||
@@ -63,6 +69,16 @@ public:
|
||||
*/
|
||||
void applyMaterialVariant(size_t variantIndex) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the number of material variants in the asset.
|
||||
*/
|
||||
size_t getMaterialVariantCount() const noexcept;
|
||||
|
||||
/**
|
||||
* Returns the name of the given material variant, or null if it is out of bounds.
|
||||
*/
|
||||
const char* getMaterialVariantName(size_t variantIndex) const noexcept;
|
||||
|
||||
/**
|
||||
* Returns the animation engine for the instance.
|
||||
*
|
||||
@@ -74,6 +90,76 @@ public:
|
||||
* The animator is owned by the asset and should not be manually deleted.
|
||||
*/
|
||||
Animator* getAnimator() noexcept;
|
||||
|
||||
/**
|
||||
* Gets the number of skins.
|
||||
*/
|
||||
size_t getSkinCount() const noexcept;
|
||||
|
||||
/**
|
||||
* Gets the skin name at skin index.
|
||||
*/
|
||||
const char* getSkinNameAt(size_t skinIndex) const noexcept;
|
||||
|
||||
/**
|
||||
* Gets the number of joints at skin index.
|
||||
*/
|
||||
size_t getJointCountAt(size_t skinIndex) const noexcept;
|
||||
|
||||
/**
|
||||
* Gets joints at skin index.
|
||||
*/
|
||||
const utils::Entity* getJointsAt(size_t skinIndex) const noexcept;
|
||||
|
||||
/**
|
||||
* Attaches the given skin to the given node, which must have an associated mesh with
|
||||
* BONE_INDICES and BONE_WEIGHTS attributes.
|
||||
*
|
||||
* This is a no-op if the given skin index or target is invalid.
|
||||
*/
|
||||
void attachSkin(size_t skinIndex, utils::Entity target) noexcept;
|
||||
|
||||
/**
|
||||
* Detaches the given skin from the given node.
|
||||
*
|
||||
* This is a no-op if the given skin index or target is invalid.
|
||||
*/
|
||||
void detachSkin(size_t skinIndex, utils::Entity target) noexcept;
|
||||
|
||||
/**
|
||||
* Resets the AABB on all renderables by manually computing the bounding box.
|
||||
*
|
||||
* THIS IS ONLY USEFUL FOR MALFORMED ASSETS THAT DO NOT HAVE MIN/MAX SET UP CORRECTLY.
|
||||
*
|
||||
* Does not affect the return value of getBoundingBox() on the owning asset.
|
||||
* Cannot be called after releaseSourceData() on the owning asset.
|
||||
* Can only be called after loadResources() or asyncBeginLoad().
|
||||
*/
|
||||
void recomputeBoundingBoxes();
|
||||
|
||||
/**
|
||||
* Gets the axis-aligned bounding box from the supplied min / max values in glTF accessors.
|
||||
*
|
||||
* If recomputeBoundingBoxes() has been called, then this returns the recomputed AABB.
|
||||
*/
|
||||
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||||
|
||||
#=============================================================================
|
||||
# Special targets to cleanup operation of make.
|
||||
|
||||
# Special rule to run CMake to check the build system integrity.
|
||||
# No rule that depends on this can have commands that come from listfiles
|
||||
# because they might be regenerated.
|
||||
cmake_check_build_system:
|
||||
cd /Users/admin/Documents/filament/out/cmake-ios-release-arm64 && $(CMAKE_COMMAND) -S$(CMAKE_SOURCE_DIR) -B$(CMAKE_BINARY_DIR) --check-build-system CMakeFiles/Makefile.cmake 0
|
||||
.PHONY : cmake_check_build_system
|
||||
|
||||
@@ -36,8 +36,8 @@ enum class AlphaMode : uint8_t {
|
||||
|
||||
// The following struct gets hashed so all padding bits should be explicit.
|
||||
// Tell the compiler to emit a warning if it adds any padding.
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic warning "-Wpadded"
|
||||
UTILS_WARNING_PUSH
|
||||
UTILS_WARNING_ENABLE_PADDED
|
||||
|
||||
/**
|
||||
* \struct MaterialKey MaterialProvider.h gltfio/MaterialProvider.h
|
||||
@@ -98,7 +98,7 @@ struct alignas(4) MaterialKey {
|
||||
|
||||
static_assert(sizeof(MaterialKey) == 16, "MaterialKey has unexpected size.");
|
||||
|
||||
#pragma clang diagnostic pop
|
||||
UTILS_WARNING_POP
|
||||
|
||||
bool operator==(const MaterialKey& k1, const MaterialKey& k2);
|
||||
|
||||
@@ -141,15 +141,22 @@ public:
|
||||
* @param uvmap Output argument that gets populated with a small table that maps from a glTF uv
|
||||
* index to a Filament uv index.
|
||||
* @param label Optional tag that is not a part of the cache key.
|
||||
* @param extras Optional extras as stringified JSON (not a part of the cache key). Don't store the pointer.
|
||||
* @param extras Optional extras as stringified JSON (not a part of the cache key).
|
||||
* Does not store the pointer.
|
||||
*/
|
||||
virtual filament::MaterialInstance* createMaterialInstance(MaterialKey* config, UvMap* uvmap,
|
||||
virtual MaterialInstance* createMaterialInstance(MaterialKey* config, UvMap* uvmap,
|
||||
const char* label = "material", const char* extras = nullptr) = 0;
|
||||
|
||||
/**
|
||||
* Creates or fetches a compiled Filament material corresponding to the given config.
|
||||
*/
|
||||
virtual Material* getMaterial(MaterialKey* config, UvMap* uvmap,
|
||||
const char* label = "material") { return nullptr; }
|
||||
|
||||
/**
|
||||
* Gets a weak reference to the array of cached materials.
|
||||
*/
|
||||
virtual const filament::Material* const* getMaterials() const noexcept = 0;
|
||||
virtual const Material* const* getMaterials() const noexcept = 0;
|
||||
|
||||
/**
|
||||
* Gets the number of cached materials.
|
||||
@@ -170,7 +177,7 @@ public:
|
||||
* Some types of providers (e.g. ubershader) require dummy attribute values
|
||||
* if the glTF model does not provide them.
|
||||
*/
|
||||
virtual bool needsDummyData(filament::VertexAttribute attrib) const noexcept = 0;
|
||||
virtual bool needsDummyData(VertexAttribute attrib) const noexcept = 0;
|
||||
};
|
||||
|
||||
void constrainMaterial(MaterialKey* key, UvMap* uvmap);
|
||||
@@ -189,7 +196,7 @@ void processShaderString(std::string* shader, const UvMap& uvmap,
|
||||
* @see createUbershaderProvider
|
||||
*/
|
||||
UTILS_PUBLIC
|
||||
MaterialProvider* createJitShaderProvider(filament::Engine* engine, bool optimizeShaders = false);
|
||||
MaterialProvider* createJitShaderProvider(Engine* engine, bool optimizeShaders = false);
|
||||
|
||||
/**
|
||||
* Creates a material provider that loads a small set of pre-built materials.
|
||||
@@ -199,7 +206,7 @@ MaterialProvider* createJitShaderProvider(filament::Engine* engine, bool optimiz
|
||||
* @see createJitShaderProvider
|
||||
*/
|
||||
UTILS_PUBLIC
|
||||
MaterialProvider* createUbershaderProvider(filament::Engine* engine, const void* archive,
|
||||
MaterialProvider* createUbershaderProvider(Engine* engine, const void* archive,
|
||||
size_t archiveByteCount);
|
||||
|
||||
} // namespace filament::gltfio
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
|
||||
#include <gltfio/FilamentAsset.h>
|
||||
|
||||
#include <backend/BufferDescriptor.h>
|
||||
#include <filament/VertexBuffer.h>
|
||||
|
||||
#include <utils/compiler.h>
|
||||
|
||||
@@ -49,14 +49,6 @@ struct ResourceConfiguration {
|
||||
//! If true, adjusts skinning weights to sum to 1. Well formed glTF files do not need this,
|
||||
//! but it is useful for robustness.
|
||||
bool normalizeSkinningWeights;
|
||||
|
||||
//! If true, computes the bounding boxes of all \c POSITION attibutes. Well formed glTF files
|
||||
//! do not need this, but it is useful for robustness.
|
||||
bool recomputeBoundingBoxes;
|
||||
|
||||
//! If true, ignores skinning when computing bounding boxes. Implicitly true for instanced
|
||||
//! assets. Only applicable when recomputeBoundingBoxes is set to true.
|
||||
bool ignoreBindTransform;
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -162,7 +154,6 @@ public:
|
||||
private:
|
||||
bool loadResources(FFilamentAsset* asset, bool async);
|
||||
void normalizeSkinningWeights(FFilamentAsset* asset) const;
|
||||
void updateBoundingBoxes(FFilamentAsset* asset) const;
|
||||
AssetPool* mPool;
|
||||
struct Impl;
|
||||
Impl* pImpl;
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
#include <stdint.h>
|
||||
|
||||
#include <utils/compiler.h>
|
||||
#include <utils/BitmaskEnum.h>
|
||||
|
||||
namespace filament {
|
||||
class Engine;
|
||||
@@ -71,22 +72,25 @@ namespace filament::gltfio {
|
||||
class UTILS_PUBLIC TextureProvider {
|
||||
public:
|
||||
using Texture = filament::Texture;
|
||||
using FlagBits = uint64_t;
|
||||
|
||||
enum class Flags {
|
||||
enum class TextureFlags : uint64_t {
|
||||
NONE = 0,
|
||||
sRGB = 1 << 0,
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a Filament texture and pushes it to the asynchronous decoding queue.
|
||||
*
|
||||
* The provider synchronously determines the texture dimensions in order to create a Filament
|
||||
* texture object, then populates the miplevels asynchronously.
|
||||
*
|
||||
* If construction fails, nothing is pushed to the queue and null is returned. The failure
|
||||
* reason can be obtained with getPushMessage(). The given buffer pointer is not held, so the
|
||||
* caller can free it immediately. It is also the caller's responsibility to free the returned
|
||||
* Texture object, but it is only safe to do so after it has been popped from the queue.
|
||||
*/
|
||||
virtual Texture* pushTexture(const uint8_t* data, size_t byteCount,
|
||||
const char* mimeType, FlagBits flags) = 0;
|
||||
const char* mimeType, TextureFlags flags) = 0;
|
||||
|
||||
/**
|
||||
* Checks if any texture is ready to be removed from the asynchronous decoding queue, and if so
|
||||
@@ -177,4 +181,7 @@ TextureProvider* createKtx2Provider(filament::Engine* engine);
|
||||
|
||||
} // namespace filament::gltfio
|
||||
|
||||
template<> struct utils::EnableBitMaskOperators<filament::gltfio::TextureProvider::TextureFlags>
|
||||
: public std::true_type {};
|
||||
|
||||
#endif // GLTFIO_TEXTUREPROVIDER_H
|
||||
|
||||
63
ios/include/gltfio/cmake_install.cmake
Normal file
63
ios/include/gltfio/cmake_install.cmake
Normal file
@@ -0,0 +1,63 @@
|
||||
# Install script for directory: /Users/admin/Documents/filament/libs/gltfio
|
||||
|
||||
# Set the install prefix
|
||||
if(NOT DEFINED CMAKE_INSTALL_PREFIX)
|
||||
set(CMAKE_INSTALL_PREFIX "/Users/admin/Documents/filament/out/ios-release/filament")
|
||||
endif()
|
||||
string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
|
||||
|
||||
# Set the install configuration name.
|
||||
if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
|
||||
if(BUILD_TYPE)
|
||||
string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
|
||||
CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
|
||||
else()
|
||||
set(CMAKE_INSTALL_CONFIG_NAME "Release")
|
||||
endif()
|
||||
message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
|
||||
endif()
|
||||
|
||||
# Set the component getting installed.
|
||||
if(NOT CMAKE_INSTALL_COMPONENT)
|
||||
if(COMPONENT)
|
||||
message(STATUS "Install component: \"${COMPONENT}\"")
|
||||
set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
|
||||
else()
|
||||
set(CMAKE_INSTALL_COMPONENT)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Is this installation the result of a crosscompile?
|
||||
if(NOT DEFINED CMAKE_CROSSCOMPILING)
|
||||
set(CMAKE_CROSSCOMPILING "TRUE")
|
||||
endif()
|
||||
|
||||
# Set default install directory permissions.
|
||||
if(NOT DEFINED CMAKE_OBJDUMP)
|
||||
set(CMAKE_OBJDUMP "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/objdump")
|
||||
endif()
|
||||
|
||||
if("x${CMAKE_INSTALL_COMPONENT}x" STREQUAL "xUnspecifiedx" OR NOT CMAKE_INSTALL_COMPONENT)
|
||||
file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/arm64" TYPE STATIC_LIBRARY FILES "/Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio/libgltfio_core.a")
|
||||
if(EXISTS "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libgltfio_core.a" AND
|
||||
NOT IS_SYMLINK "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libgltfio_core.a")
|
||||
execute_process(COMMAND "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib" "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libgltfio_core.a")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if("x${CMAKE_INSTALL_COMPONENT}x" STREQUAL "xUnspecifiedx" OR NOT CMAKE_INSTALL_COMPONENT)
|
||||
file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/lib/arm64" TYPE STATIC_LIBRARY FILES "/Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio/libuberarchive.a")
|
||||
if(EXISTS "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libuberarchive.a" AND
|
||||
NOT IS_SYMLINK "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libuberarchive.a")
|
||||
execute_process(COMMAND "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib" "$ENV{DESTDIR}${CMAKE_INSTALL_PREFIX}/lib/arm64/libuberarchive.a")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if("x${CMAKE_INSTALL_COMPONENT}x" STREQUAL "xUnspecifiedx" OR NOT CMAKE_INSTALL_COMPONENT)
|
||||
file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/include" TYPE DIRECTORY FILES "/Users/admin/Documents/filament/libs/gltfio/include/gltfio")
|
||||
endif()
|
||||
|
||||
if("x${CMAKE_INSTALL_COMPONENT}x" STREQUAL "xUnspecifiedx" OR NOT CMAKE_INSTALL_COMPONENT)
|
||||
file(INSTALL DESTINATION "${CMAKE_INSTALL_PREFIX}/include/gltfio/materials" TYPE FILE FILES "/Users/admin/Documents/filament/out/cmake-ios-release-arm64/libs/gltfio/materials/uberarchive.h")
|
||||
endif()
|
||||
|
||||
BIN
ios/include/gltfio/default.uberz
Normal file
BIN
ios/include/gltfio/default.uberz
Normal file
Binary file not shown.
1
ios/include/gltfio/dummy.c
Normal file
1
ios/include/gltfio/dummy.c
Normal file
@@ -0,0 +1 @@
|
||||
//
|
||||
BIN
ios/include/gltfio/lit_fade.filamat
Normal file
BIN
ios/include/gltfio/lit_fade.filamat
Normal file
Binary file not shown.
178
ios/include/gltfio/lit_fade.mat
Normal file
178
ios/include/gltfio/lit_fade.mat
Normal file
@@ -0,0 +1,178 @@
|
||||
material {
|
||||
name : base_${SHADINGMODEL}_${BLENDING},
|
||||
requires : [ uv0, uv1, color ],
|
||||
shadingModel : ${SHADINGMODEL},
|
||||
blending : ${BLENDING},
|
||||
doubleSided : ${DOUBLESIDED},
|
||||
transparency : ${TRANSPARENCY},
|
||||
flipUV : false,
|
||||
specularAmbientOcclusion : simple,
|
||||
specularAntiAliasing : true,
|
||||
clearCoatIorChange : false,
|
||||
reflections : screenspace,
|
||||
parameters : [
|
||||
|
||||
{ type : float3, name : specularFactor },
|
||||
{ type : float, name : glossinessFactor },
|
||||
|
||||
// Base Color
|
||||
{ type : int, name : baseColorIndex },
|
||||
{ type : float4, name : baseColorFactor },
|
||||
{ type : sampler2d, name : baseColorMap },
|
||||
{ type : mat3, name : baseColorUvMatrix, precision: high },
|
||||
|
||||
// Metallic-Roughness Map
|
||||
{ type : int, name : metallicRoughnessIndex },
|
||||
{ type : float, name : metallicFactor },
|
||||
{ type : float, name : roughnessFactor },
|
||||
{ type : sampler2d, name : metallicRoughnessMap },
|
||||
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
|
||||
|
||||
// Normal Map
|
||||
{ type : int, name : normalIndex },
|
||||
{ type : float, name : normalScale },
|
||||
{ type : sampler2d, name : normalMap },
|
||||
{ type : mat3, name : normalUvMatrix, precision: high },
|
||||
|
||||
// Ambient Occlusion
|
||||
{ type : int, name : aoIndex },
|
||||
{ type : float, name : aoStrength },
|
||||
{ type : sampler2d, name : occlusionMap },
|
||||
{ type : mat3, name : occlusionUvMatrix, precision: high },
|
||||
|
||||
// Emissive Map
|
||||
{ type : int, name : emissiveIndex },
|
||||
{ type : float3, name : emissiveFactor },
|
||||
{ type : float, name : emissiveStrength },
|
||||
{ type : sampler2d, name : emissiveMap },
|
||||
{ type : mat3, name : emissiveUvMatrix, precision: high },
|
||||
|
||||
// Clear coat
|
||||
{ type : float, name : clearCoatFactor },
|
||||
{ type : float, name : clearCoatRoughnessFactor },
|
||||
{ type : int, name : clearCoatIndex },
|
||||
{ type : sampler2d, name : clearCoatMap },
|
||||
{ type : mat3, name : clearCoatUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatRoughnessIndex },
|
||||
{ type : sampler2d, name : clearCoatRoughnessMap },
|
||||
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatNormalIndex },
|
||||
{ type : sampler2d, name : clearCoatNormalMap },
|
||||
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
|
||||
{ type : float, name : clearCoatNormalScale },
|
||||
|
||||
// Reflectance
|
||||
{ type : float, name : reflectance }
|
||||
|
||||
${CUSTOM_PARAMS}
|
||||
],
|
||||
}
|
||||
|
||||
vertex {
|
||||
void materialVertex(inout MaterialVertexInputs material) {
|
||||
${CUSTOM_VERTEX}
|
||||
}
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
highp float2 uvs[2];
|
||||
uvs[0] = getUV0();
|
||||
uvs[1] = getUV1();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
if (materialParams.normalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.normalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
|
||||
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.normal.xy *= materialParams.normalScale;
|
||||
}
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
if (materialParams.clearCoatNormalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
|
||||
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.baseColorFactor;
|
||||
|
||||
if (materialParams.baseColorIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.baseColorIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
|
||||
material.baseColor *= texture(materialParams_baseColorMap, uv);
|
||||
}
|
||||
|
||||
#if defined(BLEND_MODE_TRANSPARENT)
|
||||
material.baseColor.rgb *= material.baseColor.a;
|
||||
#endif
|
||||
|
||||
material.baseColor *= getColor();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
material.roughness = materialParams.roughnessFactor;
|
||||
material.metallic = materialParams.metallicFactor;
|
||||
|
||||
// KHR_materials_clearcoat forbids clear coat from
|
||||
// being applied in the specular/glossiness model
|
||||
material.clearCoat = materialParams.clearCoatFactor;
|
||||
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
|
||||
|
||||
if (materialParams.clearCoatIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
|
||||
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
|
||||
}
|
||||
if (materialParams.clearCoatRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
|
||||
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
|
||||
}
|
||||
#endif
|
||||
|
||||
material.emissive = vec4(materialParams.emissiveStrength *
|
||||
materialParams.emissiveFactor.rgb, 0.0);
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
material.glossiness = materialParams.glossinessFactor;
|
||||
material.specularColor = materialParams.specularFactor;
|
||||
#else
|
||||
material.reflectance = materialParams.reflectance;
|
||||
#endif
|
||||
|
||||
if (materialParams.metallicRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.specularColor *= sg.rgb;
|
||||
material.glossiness *= sg.a;
|
||||
#else
|
||||
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.roughness *= mr.g;
|
||||
material.metallic *= mr.b;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (materialParams.aoIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.aoIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
|
||||
float occlusion = texture(materialParams_occlusionMap, uv).r;
|
||||
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
|
||||
}
|
||||
if (materialParams.emissiveIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.emissiveIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
|
||||
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
${CUSTOM_FRAGMENT}
|
||||
}
|
||||
}
|
||||
32
ios/include/gltfio/lit_fade.spec
Normal file
32
ios/include/gltfio/lit_fade.spec
Normal file
@@ -0,0 +1,32 @@
|
||||
# Required Aspects
|
||||
ShadingModel = ${SHADINGMODEL}
|
||||
BlendingMode = ${BLENDING}
|
||||
|
||||
# Core Features
|
||||
VertexColors = optional
|
||||
BaseColorTexture = optional
|
||||
NormalTexture = optional
|
||||
OcclusionTexture = optional
|
||||
EmissiveTexture = optional
|
||||
MetallicRoughnessTexture = optional
|
||||
TextureTransforms = optional
|
||||
|
||||
# ClearCoat Features
|
||||
ClearCoat = optional
|
||||
ClearCoatTexture = optional
|
||||
ClearCoatRoughnessTexture = optional
|
||||
ClearCoatNormalTexture = optional
|
||||
|
||||
# Sheen Features
|
||||
Sheen = unsupported
|
||||
SheenColorTexture = unsupported
|
||||
SheenRoughnessTexture = unsupported
|
||||
|
||||
# Transmission and IOR Features
|
||||
Transmission = unsupported
|
||||
Ior = unsupported
|
||||
TransmissionTexture = unsupported
|
||||
|
||||
# Volume Features
|
||||
Volume = unsupported
|
||||
VolumeThicknessTexture = unsupported
|
||||
BIN
ios/include/gltfio/lit_masked.filamat
Normal file
BIN
ios/include/gltfio/lit_masked.filamat
Normal file
Binary file not shown.
178
ios/include/gltfio/lit_masked.mat
Normal file
178
ios/include/gltfio/lit_masked.mat
Normal file
@@ -0,0 +1,178 @@
|
||||
material {
|
||||
name : base_${SHADINGMODEL}_${BLENDING},
|
||||
requires : [ uv0, uv1, color ],
|
||||
shadingModel : ${SHADINGMODEL},
|
||||
blending : ${BLENDING},
|
||||
doubleSided : ${DOUBLESIDED},
|
||||
transparency : ${TRANSPARENCY},
|
||||
flipUV : false,
|
||||
specularAmbientOcclusion : simple,
|
||||
specularAntiAliasing : true,
|
||||
clearCoatIorChange : false,
|
||||
reflections : screenspace,
|
||||
parameters : [
|
||||
|
||||
{ type : float3, name : specularFactor },
|
||||
{ type : float, name : glossinessFactor },
|
||||
|
||||
// Base Color
|
||||
{ type : int, name : baseColorIndex },
|
||||
{ type : float4, name : baseColorFactor },
|
||||
{ type : sampler2d, name : baseColorMap },
|
||||
{ type : mat3, name : baseColorUvMatrix, precision: high },
|
||||
|
||||
// Metallic-Roughness Map
|
||||
{ type : int, name : metallicRoughnessIndex },
|
||||
{ type : float, name : metallicFactor },
|
||||
{ type : float, name : roughnessFactor },
|
||||
{ type : sampler2d, name : metallicRoughnessMap },
|
||||
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
|
||||
|
||||
// Normal Map
|
||||
{ type : int, name : normalIndex },
|
||||
{ type : float, name : normalScale },
|
||||
{ type : sampler2d, name : normalMap },
|
||||
{ type : mat3, name : normalUvMatrix, precision: high },
|
||||
|
||||
// Ambient Occlusion
|
||||
{ type : int, name : aoIndex },
|
||||
{ type : float, name : aoStrength },
|
||||
{ type : sampler2d, name : occlusionMap },
|
||||
{ type : mat3, name : occlusionUvMatrix, precision: high },
|
||||
|
||||
// Emissive Map
|
||||
{ type : int, name : emissiveIndex },
|
||||
{ type : float3, name : emissiveFactor },
|
||||
{ type : float, name : emissiveStrength },
|
||||
{ type : sampler2d, name : emissiveMap },
|
||||
{ type : mat3, name : emissiveUvMatrix, precision: high },
|
||||
|
||||
// Clear coat
|
||||
{ type : float, name : clearCoatFactor },
|
||||
{ type : float, name : clearCoatRoughnessFactor },
|
||||
{ type : int, name : clearCoatIndex },
|
||||
{ type : sampler2d, name : clearCoatMap },
|
||||
{ type : mat3, name : clearCoatUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatRoughnessIndex },
|
||||
{ type : sampler2d, name : clearCoatRoughnessMap },
|
||||
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatNormalIndex },
|
||||
{ type : sampler2d, name : clearCoatNormalMap },
|
||||
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
|
||||
{ type : float, name : clearCoatNormalScale },
|
||||
|
||||
// Reflectance
|
||||
{ type : float, name : reflectance }
|
||||
|
||||
${CUSTOM_PARAMS}
|
||||
],
|
||||
}
|
||||
|
||||
vertex {
|
||||
void materialVertex(inout MaterialVertexInputs material) {
|
||||
${CUSTOM_VERTEX}
|
||||
}
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
highp float2 uvs[2];
|
||||
uvs[0] = getUV0();
|
||||
uvs[1] = getUV1();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
if (materialParams.normalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.normalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
|
||||
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.normal.xy *= materialParams.normalScale;
|
||||
}
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
if (materialParams.clearCoatNormalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
|
||||
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.baseColorFactor;
|
||||
|
||||
if (materialParams.baseColorIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.baseColorIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
|
||||
material.baseColor *= texture(materialParams_baseColorMap, uv);
|
||||
}
|
||||
|
||||
#if defined(BLEND_MODE_TRANSPARENT)
|
||||
material.baseColor.rgb *= material.baseColor.a;
|
||||
#endif
|
||||
|
||||
material.baseColor *= getColor();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
material.roughness = materialParams.roughnessFactor;
|
||||
material.metallic = materialParams.metallicFactor;
|
||||
|
||||
// KHR_materials_clearcoat forbids clear coat from
|
||||
// being applied in the specular/glossiness model
|
||||
material.clearCoat = materialParams.clearCoatFactor;
|
||||
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
|
||||
|
||||
if (materialParams.clearCoatIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
|
||||
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
|
||||
}
|
||||
if (materialParams.clearCoatRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
|
||||
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
|
||||
}
|
||||
#endif
|
||||
|
||||
material.emissive = vec4(materialParams.emissiveStrength *
|
||||
materialParams.emissiveFactor.rgb, 0.0);
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
material.glossiness = materialParams.glossinessFactor;
|
||||
material.specularColor = materialParams.specularFactor;
|
||||
#else
|
||||
material.reflectance = materialParams.reflectance;
|
||||
#endif
|
||||
|
||||
if (materialParams.metallicRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.specularColor *= sg.rgb;
|
||||
material.glossiness *= sg.a;
|
||||
#else
|
||||
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.roughness *= mr.g;
|
||||
material.metallic *= mr.b;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (materialParams.aoIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.aoIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
|
||||
float occlusion = texture(materialParams_occlusionMap, uv).r;
|
||||
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
|
||||
}
|
||||
if (materialParams.emissiveIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.emissiveIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
|
||||
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
${CUSTOM_FRAGMENT}
|
||||
}
|
||||
}
|
||||
32
ios/include/gltfio/lit_masked.spec
Normal file
32
ios/include/gltfio/lit_masked.spec
Normal file
@@ -0,0 +1,32 @@
|
||||
# Required Aspects
|
||||
ShadingModel = ${SHADINGMODEL}
|
||||
BlendingMode = ${BLENDING}
|
||||
|
||||
# Core Features
|
||||
VertexColors = optional
|
||||
BaseColorTexture = optional
|
||||
NormalTexture = optional
|
||||
OcclusionTexture = optional
|
||||
EmissiveTexture = optional
|
||||
MetallicRoughnessTexture = optional
|
||||
TextureTransforms = optional
|
||||
|
||||
# ClearCoat Features
|
||||
ClearCoat = optional
|
||||
ClearCoatTexture = optional
|
||||
ClearCoatRoughnessTexture = optional
|
||||
ClearCoatNormalTexture = optional
|
||||
|
||||
# Sheen Features
|
||||
Sheen = unsupported
|
||||
SheenColorTexture = unsupported
|
||||
SheenRoughnessTexture = unsupported
|
||||
|
||||
# Transmission and IOR Features
|
||||
Transmission = unsupported
|
||||
Ior = unsupported
|
||||
TransmissionTexture = unsupported
|
||||
|
||||
# Volume Features
|
||||
Volume = unsupported
|
||||
VolumeThicknessTexture = unsupported
|
||||
BIN
ios/include/gltfio/lit_opaque.filamat
Normal file
BIN
ios/include/gltfio/lit_opaque.filamat
Normal file
Binary file not shown.
178
ios/include/gltfio/lit_opaque.mat
Normal file
178
ios/include/gltfio/lit_opaque.mat
Normal file
@@ -0,0 +1,178 @@
|
||||
material {
|
||||
name : base_${SHADINGMODEL}_${BLENDING},
|
||||
requires : [ uv0, uv1, color ],
|
||||
shadingModel : ${SHADINGMODEL},
|
||||
blending : ${BLENDING},
|
||||
doubleSided : ${DOUBLESIDED},
|
||||
transparency : ${TRANSPARENCY},
|
||||
flipUV : false,
|
||||
specularAmbientOcclusion : simple,
|
||||
specularAntiAliasing : true,
|
||||
clearCoatIorChange : false,
|
||||
reflections : screenspace,
|
||||
parameters : [
|
||||
|
||||
{ type : float3, name : specularFactor },
|
||||
{ type : float, name : glossinessFactor },
|
||||
|
||||
// Base Color
|
||||
{ type : int, name : baseColorIndex },
|
||||
{ type : float4, name : baseColorFactor },
|
||||
{ type : sampler2d, name : baseColorMap },
|
||||
{ type : mat3, name : baseColorUvMatrix, precision: high },
|
||||
|
||||
// Metallic-Roughness Map
|
||||
{ type : int, name : metallicRoughnessIndex },
|
||||
{ type : float, name : metallicFactor },
|
||||
{ type : float, name : roughnessFactor },
|
||||
{ type : sampler2d, name : metallicRoughnessMap },
|
||||
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
|
||||
|
||||
// Normal Map
|
||||
{ type : int, name : normalIndex },
|
||||
{ type : float, name : normalScale },
|
||||
{ type : sampler2d, name : normalMap },
|
||||
{ type : mat3, name : normalUvMatrix, precision: high },
|
||||
|
||||
// Ambient Occlusion
|
||||
{ type : int, name : aoIndex },
|
||||
{ type : float, name : aoStrength },
|
||||
{ type : sampler2d, name : occlusionMap },
|
||||
{ type : mat3, name : occlusionUvMatrix, precision: high },
|
||||
|
||||
// Emissive Map
|
||||
{ type : int, name : emissiveIndex },
|
||||
{ type : float3, name : emissiveFactor },
|
||||
{ type : float, name : emissiveStrength },
|
||||
{ type : sampler2d, name : emissiveMap },
|
||||
{ type : mat3, name : emissiveUvMatrix, precision: high },
|
||||
|
||||
// Clear coat
|
||||
{ type : float, name : clearCoatFactor },
|
||||
{ type : float, name : clearCoatRoughnessFactor },
|
||||
{ type : int, name : clearCoatIndex },
|
||||
{ type : sampler2d, name : clearCoatMap },
|
||||
{ type : mat3, name : clearCoatUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatRoughnessIndex },
|
||||
{ type : sampler2d, name : clearCoatRoughnessMap },
|
||||
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatNormalIndex },
|
||||
{ type : sampler2d, name : clearCoatNormalMap },
|
||||
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
|
||||
{ type : float, name : clearCoatNormalScale },
|
||||
|
||||
// Reflectance
|
||||
{ type : float, name : reflectance }
|
||||
|
||||
${CUSTOM_PARAMS}
|
||||
],
|
||||
}
|
||||
|
||||
vertex {
|
||||
void materialVertex(inout MaterialVertexInputs material) {
|
||||
${CUSTOM_VERTEX}
|
||||
}
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
highp float2 uvs[2];
|
||||
uvs[0] = getUV0();
|
||||
uvs[1] = getUV1();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
if (materialParams.normalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.normalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
|
||||
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.normal.xy *= materialParams.normalScale;
|
||||
}
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
if (materialParams.clearCoatNormalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
|
||||
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.baseColorFactor;
|
||||
|
||||
if (materialParams.baseColorIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.baseColorIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
|
||||
material.baseColor *= texture(materialParams_baseColorMap, uv);
|
||||
}
|
||||
|
||||
#if defined(BLEND_MODE_TRANSPARENT)
|
||||
material.baseColor.rgb *= material.baseColor.a;
|
||||
#endif
|
||||
|
||||
material.baseColor *= getColor();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
material.roughness = materialParams.roughnessFactor;
|
||||
material.metallic = materialParams.metallicFactor;
|
||||
|
||||
// KHR_materials_clearcoat forbids clear coat from
|
||||
// being applied in the specular/glossiness model
|
||||
material.clearCoat = materialParams.clearCoatFactor;
|
||||
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
|
||||
|
||||
if (materialParams.clearCoatIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
|
||||
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
|
||||
}
|
||||
if (materialParams.clearCoatRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
|
||||
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
|
||||
}
|
||||
#endif
|
||||
|
||||
material.emissive = vec4(materialParams.emissiveStrength *
|
||||
materialParams.emissiveFactor.rgb, 0.0);
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
material.glossiness = materialParams.glossinessFactor;
|
||||
material.specularColor = materialParams.specularFactor;
|
||||
#else
|
||||
material.reflectance = materialParams.reflectance;
|
||||
#endif
|
||||
|
||||
if (materialParams.metallicRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.specularColor *= sg.rgb;
|
||||
material.glossiness *= sg.a;
|
||||
#else
|
||||
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.roughness *= mr.g;
|
||||
material.metallic *= mr.b;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (materialParams.aoIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.aoIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
|
||||
float occlusion = texture(materialParams_occlusionMap, uv).r;
|
||||
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
|
||||
}
|
||||
if (materialParams.emissiveIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.emissiveIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
|
||||
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
${CUSTOM_FRAGMENT}
|
||||
}
|
||||
}
|
||||
32
ios/include/gltfio/lit_opaque.spec
Normal file
32
ios/include/gltfio/lit_opaque.spec
Normal file
@@ -0,0 +1,32 @@
|
||||
# Required Aspects
|
||||
ShadingModel = ${SHADINGMODEL}
|
||||
BlendingMode = ${BLENDING}
|
||||
|
||||
# Core Features
|
||||
VertexColors = optional
|
||||
BaseColorTexture = optional
|
||||
NormalTexture = optional
|
||||
OcclusionTexture = optional
|
||||
EmissiveTexture = optional
|
||||
MetallicRoughnessTexture = optional
|
||||
TextureTransforms = optional
|
||||
|
||||
# ClearCoat Features
|
||||
ClearCoat = optional
|
||||
ClearCoatTexture = optional
|
||||
ClearCoatRoughnessTexture = optional
|
||||
ClearCoatNormalTexture = optional
|
||||
|
||||
# Sheen Features
|
||||
Sheen = unsupported
|
||||
SheenColorTexture = unsupported
|
||||
SheenRoughnessTexture = unsupported
|
||||
|
||||
# Transmission and IOR Features
|
||||
Transmission = unsupported
|
||||
Ior = unsupported
|
||||
TransmissionTexture = unsupported
|
||||
|
||||
# Volume Features
|
||||
Volume = unsupported
|
||||
VolumeThicknessTexture = unsupported
|
||||
12
ios/include/gltfio/materials/uberarchive.S
Normal file
12
ios/include/gltfio/materials/uberarchive.S
Normal file
@@ -0,0 +1,12 @@
|
||||
.global UBERARCHIVE_DEFAULT_OFFSET;
|
||||
.global UBERARCHIVE_DEFAULT_SIZE;
|
||||
|
||||
.global UBERARCHIVE_PACKAGE
|
||||
.section .rodata
|
||||
UBERARCHIVE_PACKAGE:
|
||||
.incbin "uberarchive.bin"
|
||||
UBERARCHIVE_DEFAULT_OFFSET:
|
||||
.int 0
|
||||
UBERARCHIVE_DEFAULT_SIZE:
|
||||
.int 1148763
|
||||
|
||||
12
ios/include/gltfio/materials/uberarchive.apple.S
Normal file
12
ios/include/gltfio/materials/uberarchive.apple.S
Normal file
@@ -0,0 +1,12 @@
|
||||
.global _UBERARCHIVE_DEFAULT_OFFSET;
|
||||
.global _UBERARCHIVE_DEFAULT_SIZE;
|
||||
|
||||
.global _UBERARCHIVE_PACKAGE
|
||||
.section __TEXT,__const
|
||||
_UBERARCHIVE_PACKAGE:
|
||||
.incbin "uberarchive.bin"
|
||||
_UBERARCHIVE_DEFAULT_OFFSET:
|
||||
.int 0
|
||||
_UBERARCHIVE_DEFAULT_SIZE:
|
||||
.int 1148763
|
||||
|
||||
BIN
ios/include/gltfio/materials/uberarchive.bin
Normal file
BIN
ios/include/gltfio/materials/uberarchive.bin
Normal file
Binary file not shown.
@@ -23,6 +23,8 @@
|
||||
#include <math/mat4.h>
|
||||
#include <math/TVecHelpers.h>
|
||||
|
||||
#include <utils/compiler.h>
|
||||
|
||||
namespace filament::gltfio {
|
||||
|
||||
template <typename T>
|
||||
@@ -79,7 +81,7 @@ UTILS_PUBLIC inline void decomposeMatrix(const filament::math::mat4f& mat, filam
|
||||
*rotation = clone.toQuaternion();
|
||||
} else {
|
||||
// Set to identity if close to zero
|
||||
*rotation = quatf(1);
|
||||
*rotation = quatf(1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
BIN
ios/include/gltfio/sheen.filamat
Normal file
BIN
ios/include/gltfio/sheen.filamat
Normal file
Binary file not shown.
141
ios/include/gltfio/sheen.mat
Normal file
141
ios/include/gltfio/sheen.mat
Normal file
@@ -0,0 +1,141 @@
|
||||
material {
|
||||
name : sheen_ubershader,
|
||||
requires : [ uv0, uv1, color ],
|
||||
shadingModel : lit,
|
||||
blending : opaque,
|
||||
depthWrite : true,
|
||||
doubleSided : false,
|
||||
transparency : default,
|
||||
flipUV : false,
|
||||
specularAmbientOcclusion : simple,
|
||||
specularAntiAliasing : true,
|
||||
reflections : screenspace,
|
||||
parameters : [
|
||||
|
||||
// Base Color
|
||||
{ type : int, name : baseColorIndex },
|
||||
{ type : float4, name : baseColorFactor },
|
||||
{ type : sampler2d, name : baseColorMap },
|
||||
{ type : mat3, name : baseColorUvMatrix, precision: high },
|
||||
|
||||
// Metallic-Roughness Map
|
||||
{ type : int, name : metallicRoughnessIndex },
|
||||
{ type : float, name : metallicFactor },
|
||||
{ type : float, name : roughnessFactor },
|
||||
{ type : sampler2d, name : metallicRoughnessMap },
|
||||
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
|
||||
|
||||
// Normal Map
|
||||
{ type : int, name : normalIndex },
|
||||
{ type : float, name : normalScale },
|
||||
{ type : sampler2d, name : normalMap },
|
||||
{ type : mat3, name : normalUvMatrix, precision: high },
|
||||
|
||||
// Ambient Occlusion
|
||||
{ type : int, name : aoIndex },
|
||||
{ type : float, name : aoStrength },
|
||||
{ type : sampler2d, name : occlusionMap },
|
||||
{ type : mat3, name : occlusionUvMatrix, precision: high },
|
||||
|
||||
// Emissive Map
|
||||
{ type : int, name : emissiveIndex },
|
||||
{ type : float3, name : emissiveFactor },
|
||||
{ type : float, name : emissiveStrength },
|
||||
{ type : sampler2d, name : emissiveMap },
|
||||
{ type : mat3, name : emissiveUvMatrix, precision: high },
|
||||
|
||||
// Sheen Map
|
||||
{ type : int, name : sheenColorIndex },
|
||||
{ type : float3, name : sheenColorFactor },
|
||||
{ type : sampler2d, name : sheenColorMap },
|
||||
{ type : mat3, name : sheenColorUvMatrix, precision: high },
|
||||
{ type : int, name : sheenRoughnessIndex },
|
||||
{ type : float, name : sheenRoughnessFactor },
|
||||
{ type : sampler2d, name : sheenRoughnessMap },
|
||||
{ type : mat3, name : sheenRoughnessUvMatrix, precision: high },
|
||||
|
||||
// Reflectance
|
||||
{ type : float, name : reflectance }
|
||||
|
||||
${CUSTOM_PARAMS}
|
||||
],
|
||||
}
|
||||
|
||||
vertex {
|
||||
void materialVertex(inout MaterialVertexInputs material) {
|
||||
${CUSTOM_VERTEX}
|
||||
}
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
highp float2 uvs[2];
|
||||
uvs[0] = getUV0();
|
||||
uvs[1] = getUV1();
|
||||
|
||||
if (materialParams.normalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.normalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
|
||||
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.normal.xy *= materialParams.normalScale;
|
||||
}
|
||||
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.baseColorFactor;
|
||||
|
||||
if (materialParams.baseColorIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.baseColorIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
|
||||
material.baseColor *= texture(materialParams_baseColorMap, uv);
|
||||
}
|
||||
|
||||
#if defined(BLEND_MODE_TRANSPARENT)
|
||||
material.baseColor.rgb *= material.baseColor.a;
|
||||
#endif
|
||||
|
||||
material.baseColor *= getColor();
|
||||
|
||||
material.roughness = materialParams.roughnessFactor;
|
||||
material.metallic = materialParams.metallicFactor;
|
||||
material.sheenColor = materialParams.sheenColorFactor;
|
||||
material.sheenRoughness = materialParams.sheenRoughnessFactor;
|
||||
material.reflectance = materialParams.reflectance;
|
||||
|
||||
material.emissive = vec4(materialParams.emissiveStrength *
|
||||
materialParams.emissiveFactor.rgb, 0.0);
|
||||
|
||||
if (materialParams.sheenColorIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.sheenColorIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.sheenColorUvMatrix).xy;
|
||||
material.sheenColor *= texture(materialParams_sheenColorMap, uv).rgb;
|
||||
}
|
||||
|
||||
if (materialParams.sheenRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.sheenRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.sheenRoughnessUvMatrix).xy;
|
||||
material.sheenRoughness *= texture(materialParams_sheenRoughnessMap, uv).a;
|
||||
}
|
||||
|
||||
if (materialParams.metallicRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
|
||||
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.roughness *= mr.g;
|
||||
material.metallic *= mr.b;
|
||||
}
|
||||
|
||||
if (materialParams.aoIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.aoIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
|
||||
float occlusion = texture(materialParams_occlusionMap, uv).r;
|
||||
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
|
||||
}
|
||||
if (materialParams.emissiveIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.emissiveIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
|
||||
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
|
||||
}
|
||||
|
||||
${CUSTOM_FRAGMENT}
|
||||
}
|
||||
}
|
||||
19
ios/include/gltfio/sheen.spec
Normal file
19
ios/include/gltfio/sheen.spec
Normal file
@@ -0,0 +1,19 @@
|
||||
ShadingModel=lit
|
||||
BlendingMode=opaque
|
||||
|
||||
Transmission=unsupported
|
||||
Volume=unsupported
|
||||
Ior=unsupported
|
||||
ClearCoat=unsupported
|
||||
|
||||
VertexColors=optional
|
||||
BaseColorTexture=optional
|
||||
NormalTexture=optional
|
||||
OcclusionTexture=optional
|
||||
EmissiveTexture=optional
|
||||
MetallicRoughnessTexture=optional
|
||||
TextureTransforms=optional
|
||||
|
||||
Sheen=optional
|
||||
SheenColorTexture=optional
|
||||
SheenRoughnessTexture=optional
|
||||
BIN
ios/include/gltfio/specularGlossiness_fade.filamat
Normal file
BIN
ios/include/gltfio/specularGlossiness_fade.filamat
Normal file
Binary file not shown.
178
ios/include/gltfio/specularGlossiness_fade.mat
Normal file
178
ios/include/gltfio/specularGlossiness_fade.mat
Normal file
@@ -0,0 +1,178 @@
|
||||
material {
|
||||
name : base_${SHADINGMODEL}_${BLENDING},
|
||||
requires : [ uv0, uv1, color ],
|
||||
shadingModel : ${SHADINGMODEL},
|
||||
blending : ${BLENDING},
|
||||
doubleSided : ${DOUBLESIDED},
|
||||
transparency : ${TRANSPARENCY},
|
||||
flipUV : false,
|
||||
specularAmbientOcclusion : simple,
|
||||
specularAntiAliasing : true,
|
||||
clearCoatIorChange : false,
|
||||
reflections : screenspace,
|
||||
parameters : [
|
||||
|
||||
{ type : float3, name : specularFactor },
|
||||
{ type : float, name : glossinessFactor },
|
||||
|
||||
// Base Color
|
||||
{ type : int, name : baseColorIndex },
|
||||
{ type : float4, name : baseColorFactor },
|
||||
{ type : sampler2d, name : baseColorMap },
|
||||
{ type : mat3, name : baseColorUvMatrix, precision: high },
|
||||
|
||||
// Metallic-Roughness Map
|
||||
{ type : int, name : metallicRoughnessIndex },
|
||||
{ type : float, name : metallicFactor },
|
||||
{ type : float, name : roughnessFactor },
|
||||
{ type : sampler2d, name : metallicRoughnessMap },
|
||||
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
|
||||
|
||||
// Normal Map
|
||||
{ type : int, name : normalIndex },
|
||||
{ type : float, name : normalScale },
|
||||
{ type : sampler2d, name : normalMap },
|
||||
{ type : mat3, name : normalUvMatrix, precision: high },
|
||||
|
||||
// Ambient Occlusion
|
||||
{ type : int, name : aoIndex },
|
||||
{ type : float, name : aoStrength },
|
||||
{ type : sampler2d, name : occlusionMap },
|
||||
{ type : mat3, name : occlusionUvMatrix, precision: high },
|
||||
|
||||
// Emissive Map
|
||||
{ type : int, name : emissiveIndex },
|
||||
{ type : float3, name : emissiveFactor },
|
||||
{ type : float, name : emissiveStrength },
|
||||
{ type : sampler2d, name : emissiveMap },
|
||||
{ type : mat3, name : emissiveUvMatrix, precision: high },
|
||||
|
||||
// Clear coat
|
||||
{ type : float, name : clearCoatFactor },
|
||||
{ type : float, name : clearCoatRoughnessFactor },
|
||||
{ type : int, name : clearCoatIndex },
|
||||
{ type : sampler2d, name : clearCoatMap },
|
||||
{ type : mat3, name : clearCoatUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatRoughnessIndex },
|
||||
{ type : sampler2d, name : clearCoatRoughnessMap },
|
||||
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatNormalIndex },
|
||||
{ type : sampler2d, name : clearCoatNormalMap },
|
||||
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
|
||||
{ type : float, name : clearCoatNormalScale },
|
||||
|
||||
// Reflectance
|
||||
{ type : float, name : reflectance }
|
||||
|
||||
${CUSTOM_PARAMS}
|
||||
],
|
||||
}
|
||||
|
||||
vertex {
|
||||
void materialVertex(inout MaterialVertexInputs material) {
|
||||
${CUSTOM_VERTEX}
|
||||
}
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
highp float2 uvs[2];
|
||||
uvs[0] = getUV0();
|
||||
uvs[1] = getUV1();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
if (materialParams.normalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.normalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
|
||||
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.normal.xy *= materialParams.normalScale;
|
||||
}
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
if (materialParams.clearCoatNormalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
|
||||
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.baseColorFactor;
|
||||
|
||||
if (materialParams.baseColorIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.baseColorIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
|
||||
material.baseColor *= texture(materialParams_baseColorMap, uv);
|
||||
}
|
||||
|
||||
#if defined(BLEND_MODE_TRANSPARENT)
|
||||
material.baseColor.rgb *= material.baseColor.a;
|
||||
#endif
|
||||
|
||||
material.baseColor *= getColor();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
material.roughness = materialParams.roughnessFactor;
|
||||
material.metallic = materialParams.metallicFactor;
|
||||
|
||||
// KHR_materials_clearcoat forbids clear coat from
|
||||
// being applied in the specular/glossiness model
|
||||
material.clearCoat = materialParams.clearCoatFactor;
|
||||
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
|
||||
|
||||
if (materialParams.clearCoatIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
|
||||
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
|
||||
}
|
||||
if (materialParams.clearCoatRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
|
||||
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
|
||||
}
|
||||
#endif
|
||||
|
||||
material.emissive = vec4(materialParams.emissiveStrength *
|
||||
materialParams.emissiveFactor.rgb, 0.0);
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
material.glossiness = materialParams.glossinessFactor;
|
||||
material.specularColor = materialParams.specularFactor;
|
||||
#else
|
||||
material.reflectance = materialParams.reflectance;
|
||||
#endif
|
||||
|
||||
if (materialParams.metallicRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.specularColor *= sg.rgb;
|
||||
material.glossiness *= sg.a;
|
||||
#else
|
||||
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.roughness *= mr.g;
|
||||
material.metallic *= mr.b;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (materialParams.aoIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.aoIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
|
||||
float occlusion = texture(materialParams_occlusionMap, uv).r;
|
||||
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
|
||||
}
|
||||
if (materialParams.emissiveIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.emissiveIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
|
||||
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
${CUSTOM_FRAGMENT}
|
||||
}
|
||||
}
|
||||
32
ios/include/gltfio/specularGlossiness_fade.spec
Normal file
32
ios/include/gltfio/specularGlossiness_fade.spec
Normal file
@@ -0,0 +1,32 @@
|
||||
# Required Aspects
|
||||
ShadingModel = ${SHADINGMODEL}
|
||||
BlendingMode = ${BLENDING}
|
||||
|
||||
# Core Features
|
||||
VertexColors = optional
|
||||
BaseColorTexture = optional
|
||||
NormalTexture = optional
|
||||
OcclusionTexture = optional
|
||||
EmissiveTexture = optional
|
||||
MetallicRoughnessTexture = optional
|
||||
TextureTransforms = optional
|
||||
|
||||
# ClearCoat Features
|
||||
ClearCoat = optional
|
||||
ClearCoatTexture = optional
|
||||
ClearCoatRoughnessTexture = optional
|
||||
ClearCoatNormalTexture = optional
|
||||
|
||||
# Sheen Features
|
||||
Sheen = unsupported
|
||||
SheenColorTexture = unsupported
|
||||
SheenRoughnessTexture = unsupported
|
||||
|
||||
# Transmission and IOR Features
|
||||
Transmission = unsupported
|
||||
Ior = unsupported
|
||||
TransmissionTexture = unsupported
|
||||
|
||||
# Volume Features
|
||||
Volume = unsupported
|
||||
VolumeThicknessTexture = unsupported
|
||||
BIN
ios/include/gltfio/specularGlossiness_masked.filamat
Normal file
BIN
ios/include/gltfio/specularGlossiness_masked.filamat
Normal file
Binary file not shown.
178
ios/include/gltfio/specularGlossiness_masked.mat
Normal file
178
ios/include/gltfio/specularGlossiness_masked.mat
Normal file
@@ -0,0 +1,178 @@
|
||||
material {
|
||||
name : base_${SHADINGMODEL}_${BLENDING},
|
||||
requires : [ uv0, uv1, color ],
|
||||
shadingModel : ${SHADINGMODEL},
|
||||
blending : ${BLENDING},
|
||||
doubleSided : ${DOUBLESIDED},
|
||||
transparency : ${TRANSPARENCY},
|
||||
flipUV : false,
|
||||
specularAmbientOcclusion : simple,
|
||||
specularAntiAliasing : true,
|
||||
clearCoatIorChange : false,
|
||||
reflections : screenspace,
|
||||
parameters : [
|
||||
|
||||
{ type : float3, name : specularFactor },
|
||||
{ type : float, name : glossinessFactor },
|
||||
|
||||
// Base Color
|
||||
{ type : int, name : baseColorIndex },
|
||||
{ type : float4, name : baseColorFactor },
|
||||
{ type : sampler2d, name : baseColorMap },
|
||||
{ type : mat3, name : baseColorUvMatrix, precision: high },
|
||||
|
||||
// Metallic-Roughness Map
|
||||
{ type : int, name : metallicRoughnessIndex },
|
||||
{ type : float, name : metallicFactor },
|
||||
{ type : float, name : roughnessFactor },
|
||||
{ type : sampler2d, name : metallicRoughnessMap },
|
||||
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
|
||||
|
||||
// Normal Map
|
||||
{ type : int, name : normalIndex },
|
||||
{ type : float, name : normalScale },
|
||||
{ type : sampler2d, name : normalMap },
|
||||
{ type : mat3, name : normalUvMatrix, precision: high },
|
||||
|
||||
// Ambient Occlusion
|
||||
{ type : int, name : aoIndex },
|
||||
{ type : float, name : aoStrength },
|
||||
{ type : sampler2d, name : occlusionMap },
|
||||
{ type : mat3, name : occlusionUvMatrix, precision: high },
|
||||
|
||||
// Emissive Map
|
||||
{ type : int, name : emissiveIndex },
|
||||
{ type : float3, name : emissiveFactor },
|
||||
{ type : float, name : emissiveStrength },
|
||||
{ type : sampler2d, name : emissiveMap },
|
||||
{ type : mat3, name : emissiveUvMatrix, precision: high },
|
||||
|
||||
// Clear coat
|
||||
{ type : float, name : clearCoatFactor },
|
||||
{ type : float, name : clearCoatRoughnessFactor },
|
||||
{ type : int, name : clearCoatIndex },
|
||||
{ type : sampler2d, name : clearCoatMap },
|
||||
{ type : mat3, name : clearCoatUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatRoughnessIndex },
|
||||
{ type : sampler2d, name : clearCoatRoughnessMap },
|
||||
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatNormalIndex },
|
||||
{ type : sampler2d, name : clearCoatNormalMap },
|
||||
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
|
||||
{ type : float, name : clearCoatNormalScale },
|
||||
|
||||
// Reflectance
|
||||
{ type : float, name : reflectance }
|
||||
|
||||
${CUSTOM_PARAMS}
|
||||
],
|
||||
}
|
||||
|
||||
vertex {
|
||||
void materialVertex(inout MaterialVertexInputs material) {
|
||||
${CUSTOM_VERTEX}
|
||||
}
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
highp float2 uvs[2];
|
||||
uvs[0] = getUV0();
|
||||
uvs[1] = getUV1();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
if (materialParams.normalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.normalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
|
||||
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.normal.xy *= materialParams.normalScale;
|
||||
}
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
if (materialParams.clearCoatNormalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
|
||||
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.baseColorFactor;
|
||||
|
||||
if (materialParams.baseColorIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.baseColorIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
|
||||
material.baseColor *= texture(materialParams_baseColorMap, uv);
|
||||
}
|
||||
|
||||
#if defined(BLEND_MODE_TRANSPARENT)
|
||||
material.baseColor.rgb *= material.baseColor.a;
|
||||
#endif
|
||||
|
||||
material.baseColor *= getColor();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
material.roughness = materialParams.roughnessFactor;
|
||||
material.metallic = materialParams.metallicFactor;
|
||||
|
||||
// KHR_materials_clearcoat forbids clear coat from
|
||||
// being applied in the specular/glossiness model
|
||||
material.clearCoat = materialParams.clearCoatFactor;
|
||||
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
|
||||
|
||||
if (materialParams.clearCoatIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
|
||||
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
|
||||
}
|
||||
if (materialParams.clearCoatRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
|
||||
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
|
||||
}
|
||||
#endif
|
||||
|
||||
material.emissive = vec4(materialParams.emissiveStrength *
|
||||
materialParams.emissiveFactor.rgb, 0.0);
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
material.glossiness = materialParams.glossinessFactor;
|
||||
material.specularColor = materialParams.specularFactor;
|
||||
#else
|
||||
material.reflectance = materialParams.reflectance;
|
||||
#endif
|
||||
|
||||
if (materialParams.metallicRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.specularColor *= sg.rgb;
|
||||
material.glossiness *= sg.a;
|
||||
#else
|
||||
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.roughness *= mr.g;
|
||||
material.metallic *= mr.b;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (materialParams.aoIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.aoIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
|
||||
float occlusion = texture(materialParams_occlusionMap, uv).r;
|
||||
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
|
||||
}
|
||||
if (materialParams.emissiveIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.emissiveIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
|
||||
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
${CUSTOM_FRAGMENT}
|
||||
}
|
||||
}
|
||||
32
ios/include/gltfio/specularGlossiness_masked.spec
Normal file
32
ios/include/gltfio/specularGlossiness_masked.spec
Normal file
@@ -0,0 +1,32 @@
|
||||
# Required Aspects
|
||||
ShadingModel = ${SHADINGMODEL}
|
||||
BlendingMode = ${BLENDING}
|
||||
|
||||
# Core Features
|
||||
VertexColors = optional
|
||||
BaseColorTexture = optional
|
||||
NormalTexture = optional
|
||||
OcclusionTexture = optional
|
||||
EmissiveTexture = optional
|
||||
MetallicRoughnessTexture = optional
|
||||
TextureTransforms = optional
|
||||
|
||||
# ClearCoat Features
|
||||
ClearCoat = optional
|
||||
ClearCoatTexture = optional
|
||||
ClearCoatRoughnessTexture = optional
|
||||
ClearCoatNormalTexture = optional
|
||||
|
||||
# Sheen Features
|
||||
Sheen = unsupported
|
||||
SheenColorTexture = unsupported
|
||||
SheenRoughnessTexture = unsupported
|
||||
|
||||
# Transmission and IOR Features
|
||||
Transmission = unsupported
|
||||
Ior = unsupported
|
||||
TransmissionTexture = unsupported
|
||||
|
||||
# Volume Features
|
||||
Volume = unsupported
|
||||
VolumeThicknessTexture = unsupported
|
||||
BIN
ios/include/gltfio/specularGlossiness_opaque.filamat
Normal file
BIN
ios/include/gltfio/specularGlossiness_opaque.filamat
Normal file
Binary file not shown.
178
ios/include/gltfio/specularGlossiness_opaque.mat
Normal file
178
ios/include/gltfio/specularGlossiness_opaque.mat
Normal file
@@ -0,0 +1,178 @@
|
||||
material {
|
||||
name : base_${SHADINGMODEL}_${BLENDING},
|
||||
requires : [ uv0, uv1, color ],
|
||||
shadingModel : ${SHADINGMODEL},
|
||||
blending : ${BLENDING},
|
||||
doubleSided : ${DOUBLESIDED},
|
||||
transparency : ${TRANSPARENCY},
|
||||
flipUV : false,
|
||||
specularAmbientOcclusion : simple,
|
||||
specularAntiAliasing : true,
|
||||
clearCoatIorChange : false,
|
||||
reflections : screenspace,
|
||||
parameters : [
|
||||
|
||||
{ type : float3, name : specularFactor },
|
||||
{ type : float, name : glossinessFactor },
|
||||
|
||||
// Base Color
|
||||
{ type : int, name : baseColorIndex },
|
||||
{ type : float4, name : baseColorFactor },
|
||||
{ type : sampler2d, name : baseColorMap },
|
||||
{ type : mat3, name : baseColorUvMatrix, precision: high },
|
||||
|
||||
// Metallic-Roughness Map
|
||||
{ type : int, name : metallicRoughnessIndex },
|
||||
{ type : float, name : metallicFactor },
|
||||
{ type : float, name : roughnessFactor },
|
||||
{ type : sampler2d, name : metallicRoughnessMap },
|
||||
{ type : mat3, name : metallicRoughnessUvMatrix, precision: high },
|
||||
|
||||
// Normal Map
|
||||
{ type : int, name : normalIndex },
|
||||
{ type : float, name : normalScale },
|
||||
{ type : sampler2d, name : normalMap },
|
||||
{ type : mat3, name : normalUvMatrix, precision: high },
|
||||
|
||||
// Ambient Occlusion
|
||||
{ type : int, name : aoIndex },
|
||||
{ type : float, name : aoStrength },
|
||||
{ type : sampler2d, name : occlusionMap },
|
||||
{ type : mat3, name : occlusionUvMatrix, precision: high },
|
||||
|
||||
// Emissive Map
|
||||
{ type : int, name : emissiveIndex },
|
||||
{ type : float3, name : emissiveFactor },
|
||||
{ type : float, name : emissiveStrength },
|
||||
{ type : sampler2d, name : emissiveMap },
|
||||
{ type : mat3, name : emissiveUvMatrix, precision: high },
|
||||
|
||||
// Clear coat
|
||||
{ type : float, name : clearCoatFactor },
|
||||
{ type : float, name : clearCoatRoughnessFactor },
|
||||
{ type : int, name : clearCoatIndex },
|
||||
{ type : sampler2d, name : clearCoatMap },
|
||||
{ type : mat3, name : clearCoatUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatRoughnessIndex },
|
||||
{ type : sampler2d, name : clearCoatRoughnessMap },
|
||||
{ type : mat3, name : clearCoatRoughnessUvMatrix, precision: high },
|
||||
{ type : int, name : clearCoatNormalIndex },
|
||||
{ type : sampler2d, name : clearCoatNormalMap },
|
||||
{ type : mat3, name : clearCoatNormalUvMatrix, precision: high },
|
||||
{ type : float, name : clearCoatNormalScale },
|
||||
|
||||
// Reflectance
|
||||
{ type : float, name : reflectance }
|
||||
|
||||
${CUSTOM_PARAMS}
|
||||
],
|
||||
}
|
||||
|
||||
vertex {
|
||||
void materialVertex(inout MaterialVertexInputs material) {
|
||||
${CUSTOM_VERTEX}
|
||||
}
|
||||
}
|
||||
|
||||
fragment {
|
||||
void material(inout MaterialInputs material) {
|
||||
highp float2 uvs[2];
|
||||
uvs[0] = getUV0();
|
||||
uvs[1] = getUV1();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
if (materialParams.normalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.normalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.normalUvMatrix).xy;
|
||||
material.normal = texture(materialParams_normalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.normal.xy *= materialParams.normalScale;
|
||||
}
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
if (materialParams.clearCoatNormalIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatNormalIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatNormalUvMatrix).xy;
|
||||
material.clearCoatNormal = texture(materialParams_clearCoatNormalMap, uv).xyz * 2.0 - 1.0;
|
||||
material.clearCoatNormal.xy *= materialParams.clearCoatNormalScale;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
prepareMaterial(material);
|
||||
material.baseColor = materialParams.baseColorFactor;
|
||||
|
||||
if (materialParams.baseColorIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.baseColorIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.baseColorUvMatrix).xy;
|
||||
material.baseColor *= texture(materialParams_baseColorMap, uv);
|
||||
}
|
||||
|
||||
#if defined(BLEND_MODE_TRANSPARENT)
|
||||
material.baseColor.rgb *= material.baseColor.a;
|
||||
#endif
|
||||
|
||||
material.baseColor *= getColor();
|
||||
|
||||
#if !defined(SHADING_MODEL_UNLIT)
|
||||
|
||||
#if defined(SHADING_MODEL_LIT)
|
||||
material.roughness = materialParams.roughnessFactor;
|
||||
material.metallic = materialParams.metallicFactor;
|
||||
|
||||
// KHR_materials_clearcoat forbids clear coat from
|
||||
// being applied in the specular/glossiness model
|
||||
material.clearCoat = materialParams.clearCoatFactor;
|
||||
material.clearCoatRoughness = materialParams.clearCoatRoughnessFactor;
|
||||
|
||||
if (materialParams.clearCoatIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatUvMatrix).xy;
|
||||
material.clearCoat *= texture(materialParams_clearCoatMap, uv).r;
|
||||
}
|
||||
if (materialParams.clearCoatRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.clearCoatRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.clearCoatRoughnessUvMatrix).xy;
|
||||
material.clearCoatRoughness *= texture(materialParams_clearCoatRoughnessMap, uv).g;
|
||||
}
|
||||
#endif
|
||||
|
||||
material.emissive = vec4(materialParams.emissiveStrength *
|
||||
materialParams.emissiveFactor.rgb, 0.0);
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
material.glossiness = materialParams.glossinessFactor;
|
||||
material.specularColor = materialParams.specularFactor;
|
||||
#else
|
||||
material.reflectance = materialParams.reflectance;
|
||||
#endif
|
||||
|
||||
if (materialParams.metallicRoughnessIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.metallicRoughnessIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.metallicRoughnessUvMatrix).xy;
|
||||
|
||||
#if defined(SHADING_MODEL_SPECULAR_GLOSSINESS)
|
||||
vec4 sg = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.specularColor *= sg.rgb;
|
||||
material.glossiness *= sg.a;
|
||||
#else
|
||||
vec4 mr = texture(materialParams_metallicRoughnessMap, uv);
|
||||
material.roughness *= mr.g;
|
||||
material.metallic *= mr.b;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (materialParams.aoIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.aoIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
|
||||
float occlusion = texture(materialParams_occlusionMap, uv).r;
|
||||
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
|
||||
}
|
||||
if (materialParams.emissiveIndex > -1) {
|
||||
highp float2 uv = uvs[materialParams.emissiveIndex];
|
||||
uv = (vec3(uv, 1.0) * materialParams.emissiveUvMatrix).xy;
|
||||
material.emissive.rgb *= texture(materialParams_emissiveMap, uv).rgb;
|
||||
}
|
||||
#endif
|
||||
|
||||
${CUSTOM_FRAGMENT}
|
||||
}
|
||||
}
|
||||
32
ios/include/gltfio/specularGlossiness_opaque.spec
Normal file
32
ios/include/gltfio/specularGlossiness_opaque.spec
Normal file
@@ -0,0 +1,32 @@
|
||||
# Required Aspects
|
||||
ShadingModel = ${SHADINGMODEL}
|
||||
BlendingMode = ${BLENDING}
|
||||
|
||||
# Core Features
|
||||
VertexColors = optional
|
||||
BaseColorTexture = optional
|
||||
NormalTexture = optional
|
||||
OcclusionTexture = optional
|
||||
EmissiveTexture = optional
|
||||
MetallicRoughnessTexture = optional
|
||||
TextureTransforms = optional
|
||||
|
||||
# ClearCoat Features
|
||||
ClearCoat = optional
|
||||
ClearCoatTexture = optional
|
||||
ClearCoatRoughnessTexture = optional
|
||||
ClearCoatNormalTexture = optional
|
||||
|
||||
# Sheen Features
|
||||
Sheen = unsupported
|
||||
SheenColorTexture = unsupported
|
||||
SheenRoughnessTexture = unsupported
|
||||
|
||||
# Transmission and IOR Features
|
||||
Transmission = unsupported
|
||||
Ior = unsupported
|
||||
TransmissionTexture = unsupported
|
||||
|
||||
# Volume Features
|
||||
Volume = unsupported
|
||||
VolumeThicknessTexture = unsupported
|
||||
BIN
ios/include/gltfio/transmission.filamat
Normal file
BIN
ios/include/gltfio/transmission.filamat
Normal file
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user