[Tizen] Support KHR_materials_specular and KHR_materials_ior extension of glTF 35/284535/4
authorseungho baek <sbsh.baek@samsung.com>
Thu, 17 Nov 2022 14:25:47 +0000 (23:25 +0900)
committerseungho baek <sbsh.baek@samsung.com>
Mon, 21 Nov 2022 07:03:13 +0000 (16:03 +0900)
Change-Id: Ieccdc7046bcc0e0a231d4d39526d610a9b7cf036
Signed-off-by: seungho baek <sbsh.baek@samsung.com>
dali-scene3d/internal/graphics/shaders/default-physically-based-shader.frag
dali-scene3d/internal/loader/gltf2-asset.h
dali-scene3d/public-api/loader/gltf2-loader.cpp
dali-scene3d/public-api/loader/material-definition.cpp
dali-scene3d/public-api/loader/material-definition.h
dali-scene3d/public-api/loader/node-definition.cpp
dali-scene3d/public-api/loader/shader-definition-factory.cpp

index a55e9c3..6ef02b2 100644 (file)
@@ -36,6 +36,7 @@ precision mediump float;
 uniform lowp vec4 uColorFactor;
 uniform lowp float uMetallicFactor;
 uniform lowp float uRoughnessFactor;
+uniform lowp float uDielectricSpecular;
 
 #ifdef THREE_TEX
 #ifdef BASECOLOR_TEX
@@ -53,6 +54,15 @@ uniform sampler2D sAlbedoMetal;
 uniform sampler2D sNormalRoughness;
 #endif
 
+uniform float uSpecularFactor;
+uniform vec3  uSpecularColorFactor;
+#ifdef MATERIAL_SPECULAR_TEXTURE
+uniform sampler2D sSpecular;
+#endif
+#ifdef MATERIAL_SPECULAR_COLOR_TEXTURE
+uniform sampler2D sSpecularColor;
+#endif
+
 #ifdef OCCLUSION
 uniform sampler2D sOcclusion;
 uniform float uOcclusionStrength;
@@ -83,43 +93,8 @@ in highp vec3 vPositionToCamera;
 
 out vec4 FragColor;
 
-struct PBRInfo
-{
-  mediump float NdotL;        // cos angle between normal and light direction
-  mediump float NdotV;        // cos angle between normal and view direction
-  mediump float NdotH;        // cos angle between normal and half vector
-  mediump float VdotH;        // cos angle between view direction and half vector
-  mediump vec3 reflectance0;  // full reflectance color (normal incidence angle)
-  mediump vec3 reflectance90; // reflectance color at grazing angle
-  lowp float alphaRoughness;  // roughness mapped to a more linear change in the roughness (proposed by [2])
-};
-
-const float M_PI = 3.141592653589793;
 const float c_MinRoughness = 0.04;
 
-vec3 specularReflection(PBRInfo pbrInputs)
-{
-  return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
-}
-
-float geometricOcclusion(PBRInfo pbrInputs)
-{
-  mediump float NdotL = pbrInputs.NdotL;
-  mediump float NdotV = pbrInputs.NdotV;
-  lowp float r = pbrInputs.alphaRoughness;
-
-  lowp float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
-  lowp float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
-  return attenuationL * attenuationV;
-}
-
-float microfacetDistribution(PBRInfo pbrInputs)
-{
-  mediump float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
-  lowp float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
-  return roughnessSq / (M_PI * f * f);
-}
-
 vec3 linear(vec3 color)
 {
   return pow(color, vec3(2.2));
@@ -181,35 +156,45 @@ void main()
   // Roughness is authored as perceptual roughness; as is convention,
   // convert to material roughness by squaring the perceptual roughness [2].
   perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
-  lowp float alphaRoughness = perceptualRoughness * perceptualRoughness;
-
-  lowp vec3 f0 = vec3(0.04);
-  lowp vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
-  diffuseColor *= (1.0 - metallic);
-  lowp vec3 specularColor = mix(f0, baseColor.rgb, metallic);
 
-  // Compute reflectance.
-  lowp float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
+  // Material ior
+  lowp vec3 f0 = vec3(uDielectricSpecular);
 
-  // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
-  // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
-  lowp float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
-  lowp vec3 specularEnvironmentR0 = specularColor.rgb;
-  lowp vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
+  // Material Specular
+  float specularWeight = 1.0;
+  vec4 materialSpecularTexture = vec4(1.0);
+#ifdef MATERIAL_SPECULAR_TEXTURE
+  materialSpecularTexture.a = texture(sSpecular, vUV).a;
+#endif
+#ifdef MATERIAL_SPECULAR_COLOR_TEXTURE
+  materialSpecularTexture.rgb = texture(sSpecularColor, vUV).rgb;
+#endif
+  specularWeight = uSpecularFactor * materialSpecularTexture.a;
+  f0 = min(f0 * uSpecularColorFactor * materialSpecularTexture.rgb, vec3(1.0));
+  f0 = mix(f0, baseColor.rgb, metallic);
 
   mediump vec3 v = normalize(vPositionToCamera); // Vector from surface point to camera
   mediump float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
   mediump vec3 reflection = -normalize(reflect(v, n));
-
-  lowp vec3 color = vec3(0.0);
-  lowp vec3 diffuseLight = linear(texture(sDiffuseEnvSampler, n * uYDirection).rgb);
-  lowp vec3 specularLight = linear(texture(sSpecularEnvSampler, reflection * uYDirection).rgb);
-  // retrieve a scale and bias to F0. See [1], Figure 3
   lowp vec3 brdf = linear(texture(sbrdfLUT, vec2(NdotV, 1.0 - perceptualRoughness)).rgb);
+  vec3 Fr = max(vec3(1.0 - perceptualRoughness), f0) - f0;
+  vec3 k_S = f0 + Fr * pow(1.0 - NdotV, 5.0);
+  vec3 FssEss = specularWeight * (k_S * brdf.x + brdf.y);
 
-  lowp vec3 diffuse = diffuseLight * diffuseColor;
-  lowp vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
-  color += (diffuse + specular) * uIblIntensity;
+  // Specular Light
+  lowp vec3 specularLight = linear(texture(sSpecularEnvSampler, reflection * uYDirection).rgb);
+  lowp vec3 specular = specularLight * FssEss;
+
+  // Diffuse Light
+  lowp vec3 diffuseColor = mix(baseColor.rgb, vec3(0), metallic);
+  lowp vec3 irradiance = linear(texture(sDiffuseEnvSampler, n * uYDirection).rgb);
+  float Ems = (1.0 - (brdf.x + brdf.y));
+  vec3 F_avg = specularWeight * (f0 + (1.0 - f0) / 21.0);
+  vec3 FmsEms = Ems * FssEss * F_avg / (1.0 - F_avg * Ems);
+  vec3 k_D = diffuseColor * (1.0 - FssEss + FmsEms);
+  lowp vec3 diffuse = (FmsEms + k_D) * irradiance;
+
+  lowp vec3 color = (diffuse + specular) * uIblIntensity;
 
 #ifdef OCCLUSION
   lowp float ao = texture(sOcclusion, vUV).r;
index 7769751..67744eb 100644 (file)
@@ -325,9 +325,28 @@ struct TextureInfo
   }
 };
 
+struct MaterialIor
+{
+  float mIor = MAXFLOAT;
+};
+
+struct MaterialSpecular
+{
+  float         mSpecularFactor = 1.0f;
+  TextureInfo   mSpecularTexture;
+  Dali::Vector3 mSpecularColorFactor = Dali::Vector3::ONE;
+  TextureInfo   mSpecularColorTexture;
+};
+
+struct MaterialExtensions
+{
+  MaterialSpecular mMaterialSpecular;
+  MaterialIor      mMaterialIor;
+};
+
 struct Material : Named
 {
-  struct Pbr //MetallicRoughness
+  struct Pbr // MetallicRoughness
   {
     Dali::Vector4 mBaseColorFactor = Dali::Vector4::ONE;
     TextureInfo   mBaseColorTexture;
@@ -338,15 +357,17 @@ struct Material : Named
     //TODO: extras
   };
 
-  Pbr             mPbrMetallicRoughness;
-  TextureInfo     mNormalTexture;
-  TextureInfo     mOcclusionTexture;
-  TextureInfo     mEmissiveTexture;
-  Dali::Vector3   mEmissiveFactor;
-  AlphaMode::Type mAlphaMode   = AlphaMode::OPAQUE;
-  float           mAlphaCutoff = .5f;
-  bool            mDoubleSided = false;
-  //TODO: extensions
+  Pbr               mPbrMetallicRoughness;
+  TextureInfo       mNormalTexture;
+  TextureInfo       mOcclusionTexture;
+  TextureInfo       mEmissiveTexture;
+  Dali::Vector3     mEmissiveFactor;
+  AlphaMode::Type   mAlphaMode   = AlphaMode::OPAQUE;
+  float             mAlphaCutoff = .5f;
+  bool              mDoubleSided = false;
+
+  //extensions
+  MaterialExtensions mMaterialExtensions;
   //TODO: extras
 };
 
index ceb95d6..09ce609 100644 (file)
@@ -168,6 +168,20 @@ const auto MATERIAL_PBR_READER = std::move(js::Reader<gt::Material::Pbr>()
                                              .Register(*js::MakeProperty("roughnessFactor", js::Read::Number<float>, &gt::Material::Pbr::mRoughnessFactor))
                                              .Register(*js::MakeProperty("metallicRoughnessTexture", js::ObjectReader<gt::TextureInfo>::Read, &gt::Material::Pbr::mMetallicRoughnessTexture)));
 
+const auto MATERIAL_SPECULAR_READER = std::move(js::Reader<gt::MaterialSpecular>()
+                                                  .Register(*js::MakeProperty("specularFactor", js::Read::Number<float>, &gt::MaterialSpecular::mSpecularFactor))
+                                                  .Register(*js::MakeProperty("specularTexture", js::ObjectReader<gt::TextureInfo>::Read, &gt::MaterialSpecular::mSpecularTexture))
+                                                  .Register(*js::MakeProperty("specularColorFactor", gt::ReadDaliVector<Vector3>, &gt::MaterialSpecular::mSpecularColorFactor))
+                                                  .Register(*js::MakeProperty("specularColorTexture", js::ObjectReader<gt::TextureInfo>::Read, &gt::MaterialSpecular::mSpecularColorTexture)));
+
+const auto MATERIAL_IOR_READER = std::move(js::Reader<gt::MaterialIor>()
+                                             .Register(*js::MakeProperty("ior", js::Read::Number<float>, &gt::MaterialIor::mIor)));
+
+
+const auto MATERIAL_EXTENSION_READER = std::move(js::Reader<gt::MaterialExtensions>()
+                                                   .Register(*js::MakeProperty("KHR_materials_ior", js::ObjectReader<gt::MaterialIor>::Read, &gt::MaterialExtensions::mMaterialIor))
+                                                   .Register(*js::MakeProperty("KHR_materials_specular", js::ObjectReader<gt::MaterialSpecular>::Read, &gt::MaterialExtensions::mMaterialSpecular)));
+
 const auto MATERIAL_READER = std::move(js::Reader<gt::Material>()
                                          .Register(*new js::Property<gt::Material, std::string_view>("name", js::Read::StringView, &gt::Material::mName))
                                          .Register(*js::MakeProperty("pbrMetallicRoughness", js::ObjectReader<gt::Material::Pbr>::Read, &gt::Material::mPbrMetallicRoughness))
@@ -177,7 +191,8 @@ const auto MATERIAL_READER = std::move(js::Reader<gt::Material>()
                                          .Register(*js::MakeProperty("emissiveFactor", gt::ReadDaliVector<Vector3>, &gt::Material::mEmissiveFactor))
                                          .Register(*js::MakeProperty("alphaMode", gt::ReadStringEnum<gt::AlphaMode>, &gt::Material::mAlphaMode))
                                          .Register(*js::MakeProperty("alphaCutoff", js::Read::Number<float>, &gt::Material::mAlphaCutoff))
-                                         .Register(*js::MakeProperty("doubleSided", js::Read::Boolean, &gt::Material::mDoubleSided)));
+                                         .Register(*js::MakeProperty("doubleSided", js::Read::Boolean, &gt::Material::mDoubleSided))
+                                         .Register(*js::MakeProperty("extensions", js::ObjectReader<gt::MaterialExtensions>::Read, &gt::Material::mMaterialExtensions)));
 
 std::map<gt::Attribute::Type, gt::Ref<gt::Accessor>> ReadMeshPrimitiveAttributes(const json_value_s& j)
 {
@@ -503,6 +518,28 @@ void ConvertMaterial(const gt::Material& m, decltype(ResourceBundle::mMaterials)
     matDef.mEmissiveFactor = m.mEmissiveFactor;
   }
 
+  if(m.mMaterialExtensions.mMaterialIor.mIor < MAXFLOAT)
+  {
+    float ior = m.mMaterialExtensions.mMaterialIor.mIor;
+    matDef.mDielectricSpecular = powf((ior-1.0f)/(ior+1.0f), 2.0f);
+  }
+  matDef.mSpecularFactor      = m.mMaterialExtensions.mMaterialSpecular.mSpecularFactor;
+  matDef.mSpecularColorFactor = m.mMaterialExtensions.mMaterialSpecular.mSpecularColorFactor;
+
+  if(m.mMaterialExtensions.mMaterialSpecular.mSpecularTexture)
+  {
+    const auto semantic = MaterialDefinition::SPECULAR;
+    matDef.mTextureStages.push_back({semantic, ConvertTextureInfo(m.mMaterialExtensions.mMaterialSpecular.mSpecularTexture)});
+    matDef.mFlags |= semantic;
+  }
+
+  if(m.mMaterialExtensions.mMaterialSpecular.mSpecularColorTexture)
+  {
+    const auto semantic = MaterialDefinition::SPECULAR_COLOR;
+    matDef.mTextureStages.push_back({semantic, ConvertTextureInfo(m.mMaterialExtensions.mMaterialSpecular.mSpecularColorTexture)});
+    matDef.mFlags |= semantic;
+  }
+
   matDef.mDoubleSided = m.mDoubleSided;
 
   outMaterials.emplace_back(std::move(matDef), TextureSet());
@@ -1153,6 +1190,9 @@ void SetObjectReaders()
   js::SetObjectReader(TEXURE_READER);
   js::SetObjectReader(TEXURE_INFO_READER);
   js::SetObjectReader(MATERIAL_PBR_READER);
+  js::SetObjectReader(MATERIAL_SPECULAR_READER);
+  js::SetObjectReader(MATERIAL_IOR_READER);
+  js::SetObjectReader(MATERIAL_EXTENSION_READER);
   js::SetObjectReader(MATERIAL_READER);
   js::SetObjectReader(MESH_PRIMITIVE_READER);
   js::SetObjectReader(MESH_READER);
index 480da95..b346e49 100644 (file)
@@ -224,6 +224,18 @@ MaterialDefinition::LoadRaw(const std::string& imagesPath) const
     ++iTexture;
   }
 
+  if(checkStage(SPECULAR))
+  {
+    raw.mTextures.push_back({SyncImageLoader::Load(imagesPath + iTexture->mTexture.mImageUri), iTexture->mTexture.mSamplerFlags});
+    ++iTexture;
+  }
+
+  if(checkStage(SPECULAR_COLOR))
+  {
+    raw.mTextures.push_back({SyncImageLoader::Load(imagesPath + iTexture->mTexture.mImageUri), iTexture->mTexture.mSamplerFlags});
+    ++iTexture;
+  }
+
   if(checkStage(OCCLUSION))
   {
     raw.mTextures.push_back({SyncImageLoader::Load(imagesPath + iTexture->mTexture.mImageUri), iTexture->mTexture.mSamplerFlags});
index e45b69b..119f7c4 100644 (file)
@@ -130,13 +130,15 @@ struct DALI_SCENE3D_API MaterialDefinition
   enum Flags : uint32_t
   {
     // Texture semantics
-    ALBEDO     = NthBit(0),
-    METALLIC   = NthBit(1),
-    ROUGHNESS  = NthBit(2),
-    NORMAL     = NthBit(3),
-    EMISSIVE   = NthBit(4), // TODO: support
-    OCCLUSION  = NthBit(5), // TODO: support
-    SUBSURFACE = NthBit(6), // Note: dli-only
+    ALBEDO         = NthBit(0),
+    METALLIC       = NthBit(1),
+    ROUGHNESS      = NthBit(2),
+    NORMAL         = NthBit(3),
+    EMISSIVE       = NthBit(4),
+    OCCLUSION      = NthBit(5),
+    SPECULAR       = NthBit(6),
+    SPECULAR_COLOR = NthBit(7),
+    SUBSURFACE     = NthBit(8), // Note: dli-only
 
     // Other binary options
     TRANSPARENCY  = NthBit(20),
@@ -221,14 +223,17 @@ struct DALI_SCENE3D_API MaterialDefinition
 public: // DATA
   uint32_t mFlags = 0x0;
 
-  Index   mEnvironmentIdx    = 0;
-  Vector4 mColor             = Color::WHITE;
-  float   mMetallic          = 1.f;
-  float   mRoughness         = 1.f;
-  Vector4 mBaseColorFactor   = Vector4::ONE;
-  float   mNormalScale       = 1.f;
-  float   mOcclusionStrength = 1.f;
-  Vector3 mEmissiveFactor    = Vector3::ZERO;
+  Index   mEnvironmentIdx      = 0;
+  Vector4 mColor               = Color::WHITE;
+  float   mMetallic            = 1.f;
+  float   mRoughness           = 1.f;
+  Vector4 mBaseColorFactor     = Vector4::ONE;
+  float   mNormalScale         = 1.f;
+  float   mOcclusionStrength   = 1.f;
+  Vector3 mEmissiveFactor      = Vector3::ZERO;
+  float   mDielectricSpecular  = 0.04f;
+  float   mSpecularFactor      = 1.0f;
+  Vector3 mSpecularColorFactor = Vector3::ONE;
 
   // For the glTF, each of albedo, metallicRoughness, normal textures are not essential.
   bool mNeedAlbedoTexture            = true;
index 24ad691..3a8e205 100644 (file)
@@ -218,6 +218,9 @@ void ModelNode::OnCreate(const NodeDefinition& node, NodeDefinition::CreateParam
   actor.RegisterProperty("uColorFactor", matDef.mBaseColorFactor);
   actor.RegisterProperty("uMetallicFactor", matDef.mMetallic);
   actor.RegisterProperty("uRoughnessFactor", matDef.mRoughness);
+  actor.RegisterProperty("uDielectricSpecular", matDef.mDielectricSpecular);
+  actor.RegisterProperty("uSpecularFactor", matDef.mSpecularFactor);
+  actor.RegisterProperty("uSpecularColorFactor", matDef.mSpecularColorFactor);
   actor.RegisterProperty("uNormalScale", matDef.mNormalScale);
   if(matDef.mFlags & MaterialDefinition::OCCLUSION)
   {
index f76745f..92ed552 100644 (file)
@@ -244,6 +244,16 @@ Index ShaderDefinitionFactory::ProduceShader(const NodeDefinition& nodeDef)
     shaderDef.mDefines.push_back("SSS");
   }
 
+  if(MaskMatch(materialDef.mFlags, MaterialDefinition::SPECULAR))
+  {
+    shaderDef.mDefines.push_back("MATERIAL_SPECULAR_TEXTURE");
+  }
+
+  if(MaskMatch(materialDef.mFlags, MaterialDefinition::SPECULAR_COLOR))
+  {
+    shaderDef.mDefines.push_back("MATERIAL_SPECULAR_COLOR_TEXTURE");
+  }
+
   if(MaskMatch(materialDef.mFlags, MaterialDefinition::OCCLUSION))
   {
     shaderDef.mDefines.push_back("OCCLUSION");