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- import defaultValue from "../Core/defaultValue.js";
- import defined from "../Core/defined.js";
- import WebGLConstants from "../Core/WebGLConstants.js";
- import webGLConstantToGlslType from "../Core/webGLConstantToGlslType.js";
- import addToArray from "./GltfPipeline/addToArray.js";
- import ForEach from "./GltfPipeline/ForEach.js";
- import usesExtension from "./GltfPipeline/usesExtension.js";
- import ModelUtility from "./ModelUtility.js";
- /**
- * @private
- */
- function processPbrMaterials(gltf, options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- // No need to create new techniques if they already exist,
- // the shader should handle these values
- if (usesExtension(gltf, "KHR_techniques_webgl")) {
- return gltf;
- }
- // All materials in glTF are PBR by default,
- // so we should apply PBR unless no materials are found.
- if (!defined(gltf.materials) || gltf.materials.length === 0) {
- return gltf;
- }
- if (!defined(gltf.extensions)) {
- gltf.extensions = {};
- }
- if (!defined(gltf.extensionsUsed)) {
- gltf.extensionsUsed = [];
- }
- if (!defined(gltf.extensionsRequired)) {
- gltf.extensionsRequired = [];
- }
- gltf.extensions.KHR_techniques_webgl = {
- programs: [],
- shaders: [],
- techniques: [],
- };
- gltf.extensionsUsed.push("KHR_techniques_webgl");
- gltf.extensionsRequired.push("KHR_techniques_webgl");
- const primitiveByMaterial = ModelUtility.splitIncompatibleMaterials(gltf);
- ForEach.material(gltf, function (material, materialIndex) {
- const generatedMaterialValues = {};
- const technique = generateTechnique(
- gltf,
- material,
- materialIndex,
- generatedMaterialValues,
- primitiveByMaterial,
- options
- );
- if (!defined(material.extensions)) {
- material.extensions = {};
- }
- material.extensions.KHR_techniques_webgl = {
- values: generatedMaterialValues,
- technique: technique,
- };
- });
- // If any primitives have semantics that aren't declared in the generated
- // shaders, we want to preserve them.
- ModelUtility.ensureSemanticExistence(gltf);
- return gltf;
- }
- function isSpecularGlossinessMaterial(material) {
- return (
- defined(material.extensions) &&
- defined(material.extensions.KHR_materials_pbrSpecularGlossiness)
- );
- }
- function addTextureCoordinates(
- gltf,
- textureName,
- generatedMaterialValues,
- defaultTexCoord,
- result
- ) {
- let texCoord;
- const texInfo = generatedMaterialValues[textureName];
- if (defined(texInfo) && defined(texInfo.texCoord) && texInfo.texCoord === 1) {
- defaultTexCoord = defaultTexCoord.replace("0", "1");
- }
- if (defined(generatedMaterialValues[`${textureName}Offset`])) {
- texCoord = `${textureName}Coord`;
- result.fragmentShaderMain += ` vec2 ${texCoord} = computeTexCoord(${defaultTexCoord}, ${textureName}Offset, ${textureName}Rotation, ${textureName}Scale);\n`;
- } else {
- texCoord = defaultTexCoord;
- }
- return texCoord;
- }
- const DEFAULT_TEXTURE_OFFSET = [0.0, 0.0];
- const DEFAULT_TEXTURE_ROTATION = [0.0];
- const DEFAULT_TEXTURE_SCALE = [1.0, 1.0];
- function handleKHRTextureTransform(
- parameterName,
- value,
- generatedMaterialValues
- ) {
- if (
- parameterName.indexOf("Texture") === -1 ||
- !defined(value.extensions) ||
- !defined(value.extensions.KHR_texture_transform)
- ) {
- return;
- }
- const uniformName = `u_${parameterName}`;
- const extension = value.extensions.KHR_texture_transform;
- generatedMaterialValues[`${uniformName}Offset`] = defaultValue(
- extension.offset,
- DEFAULT_TEXTURE_OFFSET
- );
- generatedMaterialValues[`${uniformName}Rotation`] = defaultValue(
- extension.rotation,
- DEFAULT_TEXTURE_ROTATION
- );
- generatedMaterialValues[`${uniformName}Scale`] = defaultValue(
- extension.scale,
- DEFAULT_TEXTURE_SCALE
- );
- if (defined(value.texCoord) && defined(extension.texCoord)) {
- generatedMaterialValues[uniformName].texCoord = extension.texCoord;
- }
- }
- function generateTechnique(
- gltf,
- material,
- materialIndex,
- generatedMaterialValues,
- primitiveByMaterial,
- options
- ) {
- const addBatchIdToGeneratedShaders = defaultValue(
- options.addBatchIdToGeneratedShaders,
- false
- );
- const techniquesWebgl = gltf.extensions.KHR_techniques_webgl;
- const techniques = techniquesWebgl.techniques;
- const shaders = techniquesWebgl.shaders;
- const programs = techniquesWebgl.programs;
- const useSpecGloss = isSpecularGlossinessMaterial(material);
- let uniformName;
- let parameterName;
- let value;
- const pbrMetallicRoughness = material.pbrMetallicRoughness;
- if (defined(pbrMetallicRoughness) && !useSpecGloss) {
- for (parameterName in pbrMetallicRoughness) {
- if (pbrMetallicRoughness.hasOwnProperty(parameterName)) {
- value = pbrMetallicRoughness[parameterName];
- uniformName = `u_${parameterName}`;
- generatedMaterialValues[uniformName] = value;
- handleKHRTextureTransform(
- parameterName,
- value,
- generatedMaterialValues
- );
- }
- }
- }
- if (useSpecGloss) {
- const pbrSpecularGlossiness =
- material.extensions.KHR_materials_pbrSpecularGlossiness;
- for (parameterName in pbrSpecularGlossiness) {
- if (pbrSpecularGlossiness.hasOwnProperty(parameterName)) {
- value = pbrSpecularGlossiness[parameterName];
- uniformName = `u_${parameterName}`;
- generatedMaterialValues[uniformName] = value;
- handleKHRTextureTransform(
- parameterName,
- value,
- generatedMaterialValues
- );
- }
- }
- }
- for (const additional in material) {
- if (
- material.hasOwnProperty(additional) &&
- (additional.indexOf("Texture") >= 0 || additional.indexOf("Factor") >= 0)
- ) {
- value = material[additional];
- uniformName = `u_${additional}`;
- generatedMaterialValues[uniformName] = value;
- handleKHRTextureTransform(additional, value, generatedMaterialValues);
- }
- }
- let vertexShader = "precision highp float;\n";
- let fragmentShader = "precision highp float;\n";
- let skin;
- if (defined(gltf.skins)) {
- skin = gltf.skins[0];
- }
- const joints = defined(skin) ? skin.joints : [];
- const jointCount = joints.length;
- const primitiveInfo = primitiveByMaterial[materialIndex];
- let skinningInfo;
- let hasSkinning = false;
- let hasVertexColors = false;
- let hasMorphTargets = false;
- let hasNormals = false;
- let hasTangents = false;
- let hasTexCoords = false;
- let hasTexCoord1 = false;
- let hasOutline = false;
- let isUnlit = false;
- if (defined(primitiveInfo)) {
- skinningInfo = primitiveInfo.skinning;
- hasSkinning = skinningInfo.skinned && joints.length > 0;
- hasVertexColors = primitiveInfo.hasVertexColors;
- hasMorphTargets = primitiveInfo.hasMorphTargets;
- hasNormals = primitiveInfo.hasNormals;
- hasTangents = primitiveInfo.hasTangents;
- hasTexCoords = primitiveInfo.hasTexCoords;
- hasTexCoord1 = primitiveInfo.hasTexCoord1;
- hasOutline = primitiveInfo.hasOutline;
- }
- let morphTargets;
- if (hasMorphTargets) {
- ForEach.mesh(gltf, function (mesh) {
- ForEach.meshPrimitive(mesh, function (primitive) {
- if (primitive.material === materialIndex) {
- const targets = primitive.targets;
- if (defined(targets)) {
- morphTargets = targets;
- }
- }
- });
- });
- }
- // Add techniques
- const techniqueUniforms = {
- // Add matrices
- u_modelViewMatrix: {
- semantic: usesExtension(gltf, "CESIUM_RTC")
- ? "CESIUM_RTC_MODELVIEW"
- : "MODELVIEW",
- type: WebGLConstants.FLOAT_MAT4,
- },
- u_projectionMatrix: {
- semantic: "PROJECTION",
- type: WebGLConstants.FLOAT_MAT4,
- },
- };
- if (
- defined(material.extensions) &&
- defined(material.extensions.KHR_materials_unlit)
- ) {
- isUnlit = true;
- }
- if (hasNormals) {
- techniqueUniforms.u_normalMatrix = {
- semantic: "MODELVIEWINVERSETRANSPOSE",
- type: WebGLConstants.FLOAT_MAT3,
- };
- }
- if (hasSkinning) {
- techniqueUniforms.u_jointMatrix = {
- count: jointCount,
- semantic: "JOINTMATRIX",
- type: WebGLConstants.FLOAT_MAT4,
- };
- }
- if (hasMorphTargets) {
- techniqueUniforms.u_morphWeights = {
- count: morphTargets.length,
- semantic: "MORPHWEIGHTS",
- type: WebGLConstants.FLOAT,
- };
- }
- const alphaMode = material.alphaMode;
- if (defined(alphaMode) && alphaMode === "MASK") {
- techniqueUniforms.u_alphaCutoff = {
- semantic: "ALPHACUTOFF",
- type: WebGLConstants.FLOAT,
- };
- }
- // Add material values
- for (uniformName in generatedMaterialValues) {
- if (generatedMaterialValues.hasOwnProperty(uniformName)) {
- techniqueUniforms[uniformName] = {
- type: getPBRValueType(uniformName),
- };
- }
- }
- const baseColorUniform = defaultValue(
- techniqueUniforms.u_baseColorTexture,
- techniqueUniforms.u_baseColorFactor
- );
- if (defined(baseColorUniform)) {
- baseColorUniform.semantic = "_3DTILESDIFFUSE";
- }
- // Add uniforms to shaders
- for (uniformName in techniqueUniforms) {
- if (techniqueUniforms.hasOwnProperty(uniformName)) {
- const uniform = techniqueUniforms[uniformName];
- const arraySize = defined(uniform.count) ? `[${uniform.count}]` : "";
- if (
- (uniform.type !== WebGLConstants.FLOAT_MAT3 &&
- uniform.type !== WebGLConstants.FLOAT_MAT4 &&
- uniformName !== "u_morphWeights") ||
- uniform.useInFragment
- ) {
- fragmentShader += `uniform ${webGLConstantToGlslType(
- uniform.type
- )} ${uniformName}${arraySize};\n`;
- delete uniform.useInFragment;
- } else {
- vertexShader += `uniform ${webGLConstantToGlslType(
- uniform.type
- )} ${uniformName}${arraySize};\n`;
- }
- }
- }
- if (hasOutline) {
- fragmentShader += "uniform sampler2D u_outlineTexture;\n";
- }
- // Add attributes with semantics
- let vertexShaderMain = "";
- if (hasSkinning) {
- vertexShaderMain +=
- " mat4 skinMatrix =\n" +
- " a_weight.x * u_jointMatrix[int(a_joint.x)] +\n" +
- " a_weight.y * u_jointMatrix[int(a_joint.y)] +\n" +
- " a_weight.z * u_jointMatrix[int(a_joint.z)] +\n" +
- " a_weight.w * u_jointMatrix[int(a_joint.w)];\n";
- }
- // Add position always
- const techniqueAttributes = {
- a_position: {
- semantic: "POSITION",
- },
- };
- if (hasOutline) {
- techniqueAttributes.a_outlineCoordinates = {
- semantic: "_OUTLINE_COORDINATES",
- };
- }
- vertexShader += "attribute vec3 a_position;\n";
- if (hasNormals) {
- vertexShader += "varying vec3 v_positionEC;\n";
- }
- if (hasOutline) {
- vertexShader += "attribute vec3 a_outlineCoordinates;\n";
- vertexShader += "varying vec3 v_outlineCoordinates;\n";
- }
- // Morph Target Weighting
- vertexShaderMain += " vec3 weightedPosition = a_position;\n";
- if (hasNormals) {
- vertexShaderMain += " vec3 weightedNormal = a_normal;\n";
- }
- if (hasTangents) {
- vertexShaderMain += " vec4 weightedTangent = a_tangent;\n";
- }
- if (hasMorphTargets) {
- for (let k = 0; k < morphTargets.length; k++) {
- const targetAttributes = morphTargets[k];
- for (const targetAttribute in targetAttributes) {
- if (
- targetAttributes.hasOwnProperty(targetAttribute) &&
- targetAttribute !== "extras"
- ) {
- const attributeName = `a_${targetAttribute}_${k}`;
- techniqueAttributes[attributeName] = {
- semantic: `${targetAttribute}_${k}`,
- };
- vertexShader += `attribute vec3 ${attributeName};\n`;
- if (targetAttribute === "POSITION") {
- vertexShaderMain += ` weightedPosition += u_morphWeights[${k}] * ${attributeName};\n`;
- } else if (targetAttribute === "NORMAL") {
- vertexShaderMain += ` weightedNormal += u_morphWeights[${k}] * ${attributeName};\n`;
- } else if (hasTangents && targetAttribute === "TANGENT") {
- vertexShaderMain += ` weightedTangent.xyz += u_morphWeights[${k}] * ${attributeName};\n`;
- }
- }
- }
- }
- }
- // Final position computation
- if (hasSkinning) {
- vertexShaderMain +=
- " vec4 position = skinMatrix * vec4(weightedPosition, 1.0);\n";
- } else {
- vertexShaderMain += " vec4 position = vec4(weightedPosition, 1.0);\n";
- }
- vertexShaderMain += " position = u_modelViewMatrix * position;\n";
- if (hasNormals) {
- vertexShaderMain += " v_positionEC = position.xyz;\n";
- }
- vertexShaderMain += " gl_Position = u_projectionMatrix * position;\n";
- if (hasOutline) {
- vertexShaderMain += " v_outlineCoordinates = a_outlineCoordinates;\n";
- }
- // Final normal computation
- if (hasNormals) {
- techniqueAttributes.a_normal = {
- semantic: "NORMAL",
- };
- vertexShader += "attribute vec3 a_normal;\n";
- if (!isUnlit) {
- vertexShader += "varying vec3 v_normal;\n";
- if (hasSkinning) {
- vertexShaderMain +=
- " v_normal = u_normalMatrix * mat3(skinMatrix) * weightedNormal;\n";
- } else {
- vertexShaderMain += " v_normal = u_normalMatrix * weightedNormal;\n";
- }
- fragmentShader += "varying vec3 v_normal;\n";
- }
- fragmentShader += "varying vec3 v_positionEC;\n";
- }
- // Read tangents if available
- if (hasTangents) {
- techniqueAttributes.a_tangent = {
- semantic: "TANGENT",
- };
- vertexShader += "attribute vec4 a_tangent;\n";
- vertexShader += "varying vec4 v_tangent;\n";
- vertexShaderMain +=
- " v_tangent.xyz = u_normalMatrix * weightedTangent.xyz;\n";
- vertexShaderMain += " v_tangent.w = weightedTangent.w;\n";
- fragmentShader += "varying vec4 v_tangent;\n";
- }
- if (hasOutline) {
- fragmentShader += "varying vec3 v_outlineCoordinates;\n";
- }
- let fragmentShaderMain = "";
- // Add texture coordinates if the material uses them
- let v_texCoord;
- let normalTexCoord;
- let baseColorTexCoord;
- let specularGlossinessTexCoord;
- let diffuseTexCoord;
- let metallicRoughnessTexCoord;
- let occlusionTexCoord;
- let emissiveTexCoord;
- if (hasTexCoords) {
- techniqueAttributes.a_texcoord_0 = {
- semantic: "TEXCOORD_0",
- };
- v_texCoord = "v_texcoord_0";
- vertexShader += "attribute vec2 a_texcoord_0;\n";
- vertexShader += `varying vec2 ${v_texCoord};\n`;
- vertexShaderMain += ` ${v_texCoord} = a_texcoord_0;\n`;
- fragmentShader += `varying vec2 ${v_texCoord};\n`;
- if (hasTexCoord1) {
- techniqueAttributes.a_texcoord_1 = {
- semantic: "TEXCOORD_1",
- };
- const v_texCoord1 = v_texCoord.replace("0", "1");
- vertexShader += "attribute vec2 a_texcoord_1;\n";
- vertexShader += `varying vec2 ${v_texCoord1};\n`;
- vertexShaderMain += ` ${v_texCoord1} = a_texcoord_1;\n`;
- fragmentShader += `varying vec2 ${v_texCoord1};\n`;
- }
- const result = {
- fragmentShaderMain: fragmentShaderMain,
- };
- normalTexCoord = addTextureCoordinates(
- gltf,
- "u_normalTexture",
- generatedMaterialValues,
- v_texCoord,
- result
- );
- baseColorTexCoord = addTextureCoordinates(
- gltf,
- "u_baseColorTexture",
- generatedMaterialValues,
- v_texCoord,
- result
- );
- specularGlossinessTexCoord = addTextureCoordinates(
- gltf,
- "u_specularGlossinessTexture",
- generatedMaterialValues,
- v_texCoord,
- result
- );
- diffuseTexCoord = addTextureCoordinates(
- gltf,
- "u_diffuseTexture",
- generatedMaterialValues,
- v_texCoord,
- result
- );
- metallicRoughnessTexCoord = addTextureCoordinates(
- gltf,
- "u_metallicRoughnessTexture",
- generatedMaterialValues,
- v_texCoord,
- result
- );
- occlusionTexCoord = addTextureCoordinates(
- gltf,
- "u_occlusionTexture",
- generatedMaterialValues,
- v_texCoord,
- result
- );
- emissiveTexCoord = addTextureCoordinates(
- gltf,
- "u_emissiveTexture",
- generatedMaterialValues,
- v_texCoord,
- result
- );
- fragmentShaderMain = result.fragmentShaderMain;
- }
- // Add skinning information if available
- if (hasSkinning) {
- techniqueAttributes.a_joint = {
- semantic: "JOINTS_0",
- };
- techniqueAttributes.a_weight = {
- semantic: "WEIGHTS_0",
- };
- vertexShader += "attribute vec4 a_joint;\n";
- vertexShader += "attribute vec4 a_weight;\n";
- }
- if (hasVertexColors) {
- techniqueAttributes.a_vertexColor = {
- semantic: "COLOR_0",
- };
- vertexShader += "attribute vec4 a_vertexColor;\n";
- vertexShader += "varying vec4 v_vertexColor;\n";
- vertexShaderMain += " v_vertexColor = a_vertexColor;\n";
- fragmentShader += "varying vec4 v_vertexColor;\n";
- }
- if (addBatchIdToGeneratedShaders) {
- techniqueAttributes.a_batchId = {
- semantic: "_BATCHID",
- };
- vertexShader += "attribute float a_batchId;\n";
- }
- vertexShader += "void main(void) \n{\n";
- vertexShader += vertexShaderMain;
- vertexShader += "}\n";
- // Fragment shader lighting
- if (hasNormals && !isUnlit) {
- fragmentShader += "const float M_PI = 3.141592653589793;\n";
- fragmentShader +=
- "vec3 lambertianDiffuse(vec3 diffuseColor) \n" +
- "{\n" +
- " return diffuseColor / M_PI;\n" +
- "}\n\n";
- fragmentShader +=
- "vec3 fresnelSchlick2(vec3 f0, vec3 f90, float VdotH) \n" +
- "{\n" +
- " return f0 + (f90 - f0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);\n" +
- "}\n\n";
- fragmentShader +=
- "vec3 fresnelSchlick(float metalness, float VdotH) \n" +
- "{\n" +
- " return metalness + (vec3(1.0) - metalness) * pow(1.0 - VdotH, 5.0);\n" +
- "}\n\n";
- fragmentShader +=
- "float smithVisibilityG1(float NdotV, float roughness) \n" +
- "{\n" +
- " float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;\n" +
- " return NdotV / (NdotV * (1.0 - k) + k);\n" +
- "}\n\n";
- fragmentShader +=
- "float smithVisibilityGGX(float roughness, float NdotL, float NdotV) \n" +
- "{\n" +
- " return smithVisibilityG1(NdotL, roughness) * smithVisibilityG1(NdotV, roughness);\n" +
- "}\n\n";
- fragmentShader +=
- "float GGX(float roughness, float NdotH) \n" +
- "{\n" +
- " float roughnessSquared = roughness * roughness;\n" +
- " float f = (NdotH * roughnessSquared - NdotH) * NdotH + 1.0;\n" +
- " return roughnessSquared / (M_PI * f * f);\n" +
- "}\n\n";
- }
- fragmentShader +=
- "vec3 SRGBtoLINEAR3(vec3 srgbIn) \n" +
- "{\n" +
- " return pow(srgbIn, vec3(2.2));\n" +
- "}\n\n";
- fragmentShader +=
- "vec4 SRGBtoLINEAR4(vec4 srgbIn) \n" +
- "{\n" +
- " vec3 linearOut = pow(srgbIn.rgb, vec3(2.2));\n" +
- " return vec4(linearOut, srgbIn.a);\n" +
- "}\n\n";
- fragmentShader +=
- "vec3 applyTonemapping(vec3 linearIn) \n" +
- "{\n" +
- "#ifndef HDR \n" +
- " return czm_acesTonemapping(linearIn);\n" +
- "#else \n" +
- " return linearIn;\n" +
- "#endif \n" +
- "}\n\n";
- fragmentShader +=
- "vec3 LINEARtoSRGB(vec3 linearIn) \n" +
- "{\n" +
- "#ifndef HDR \n" +
- " return pow(linearIn, vec3(1.0/2.2));\n" +
- "#else \n" +
- " return linearIn;\n" +
- "#endif \n" +
- "}\n\n";
- fragmentShader +=
- "vec2 computeTexCoord(vec2 texCoords, vec2 offset, float rotation, vec2 scale) \n" +
- "{\n" +
- " rotation = -rotation; \n" +
- " mat3 transform = mat3(\n" +
- " cos(rotation) * scale.x, sin(rotation) * scale.x, 0.0, \n" +
- " -sin(rotation) * scale.y, cos(rotation) * scale.y, 0.0, \n" +
- " offset.x, offset.y, 1.0); \n" +
- " vec2 transformedTexCoords = (transform * vec3(fract(texCoords), 1.0)).xy; \n" +
- " return transformedTexCoords; \n" +
- "}\n\n";
- fragmentShader += "#ifdef USE_IBL_LIGHTING \n";
- fragmentShader += "uniform vec2 gltf_iblFactor; \n";
- fragmentShader += "#endif \n";
- fragmentShader += "#ifdef USE_CUSTOM_LIGHT_COLOR \n";
- fragmentShader += "uniform vec3 gltf_lightColor; \n";
- fragmentShader += "#endif \n";
- fragmentShader += "void main(void) \n{\n";
- fragmentShader += fragmentShaderMain;
- // Add normal mapping to fragment shader
- if (hasNormals && !isUnlit) {
- fragmentShader += " vec3 ng = normalize(v_normal);\n";
- fragmentShader +=
- " vec3 positionWC = vec3(czm_inverseView * vec4(v_positionEC, 1.0));\n";
- if (defined(generatedMaterialValues.u_normalTexture)) {
- if (hasTangents) {
- // Read tangents from varying
- fragmentShader += " vec3 t = normalize(v_tangent.xyz);\n";
- fragmentShader +=
- " vec3 b = normalize(cross(ng, t) * v_tangent.w);\n";
- fragmentShader += " mat3 tbn = mat3(t, b, ng);\n";
- fragmentShader += ` vec3 n = texture2D(u_normalTexture, ${normalTexCoord}).rgb;\n`;
- fragmentShader += " n = normalize(tbn * (2.0 * n - 1.0));\n";
- } else {
- // Add standard derivatives extension
- fragmentShader = `${
- "#ifdef GL_OES_standard_derivatives\n" +
- "#extension GL_OES_standard_derivatives : enable\n" +
- "#endif\n"
- }${fragmentShader}`;
- // Compute tangents
- fragmentShader += "#ifdef GL_OES_standard_derivatives\n";
- fragmentShader += " vec3 pos_dx = dFdx(v_positionEC);\n";
- fragmentShader += " vec3 pos_dy = dFdy(v_positionEC);\n";
- fragmentShader += ` vec3 tex_dx = dFdx(vec3(${normalTexCoord},0.0));\n`;
- fragmentShader += ` vec3 tex_dy = dFdy(vec3(${normalTexCoord},0.0));\n`;
- fragmentShader +=
- " vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);\n";
- fragmentShader += " t = normalize(t - ng * dot(ng, t));\n";
- fragmentShader += " vec3 b = normalize(cross(ng, t));\n";
- fragmentShader += " mat3 tbn = mat3(t, b, ng);\n";
- fragmentShader += ` vec3 n = texture2D(u_normalTexture, ${normalTexCoord}).rgb;\n`;
- fragmentShader += " n = normalize(tbn * (2.0 * n - 1.0));\n";
- fragmentShader += "#else\n";
- fragmentShader += " vec3 n = ng;\n";
- fragmentShader += "#endif\n";
- }
- } else {
- fragmentShader += " vec3 n = ng;\n";
- }
- if (material.doubleSided) {
- fragmentShader += " if (czm_backFacing())\n";
- fragmentShader += " {\n";
- fragmentShader += " n = -n;\n";
- fragmentShader += " }\n";
- }
- }
- // Add base color to fragment shader
- if (defined(generatedMaterialValues.u_baseColorTexture)) {
- fragmentShader += ` vec4 baseColorWithAlpha = SRGBtoLINEAR4(texture2D(u_baseColorTexture, ${baseColorTexCoord}));\n`;
- if (defined(generatedMaterialValues.u_baseColorFactor)) {
- fragmentShader += " baseColorWithAlpha *= u_baseColorFactor;\n";
- }
- } else if (defined(generatedMaterialValues.u_baseColorFactor)) {
- fragmentShader += " vec4 baseColorWithAlpha = u_baseColorFactor;\n";
- } else {
- fragmentShader += " vec4 baseColorWithAlpha = vec4(1.0);\n";
- }
- if (hasVertexColors) {
- fragmentShader += " baseColorWithAlpha *= v_vertexColor;\n";
- }
- fragmentShader += " vec3 baseColor = baseColorWithAlpha.rgb;\n";
- if (hasNormals && !isUnlit) {
- if (useSpecGloss) {
- if (defined(generatedMaterialValues.u_specularGlossinessTexture)) {
- fragmentShader += ` vec4 specularGlossiness = SRGBtoLINEAR4(texture2D(u_specularGlossinessTexture, ${specularGlossinessTexCoord}));\n`;
- fragmentShader += " vec3 specular = specularGlossiness.rgb;\n";
- fragmentShader += " float glossiness = specularGlossiness.a;\n";
- if (defined(generatedMaterialValues.u_specularFactor)) {
- fragmentShader += " specular *= u_specularFactor;\n";
- }
- if (defined(generatedMaterialValues.u_glossinessFactor)) {
- fragmentShader += " glossiness *= u_glossinessFactor;\n";
- }
- } else {
- if (defined(generatedMaterialValues.u_specularFactor)) {
- fragmentShader +=
- " vec3 specular = clamp(u_specularFactor, vec3(0.0), vec3(1.0));\n";
- } else {
- fragmentShader += " vec3 specular = vec3(1.0);\n";
- }
- if (defined(generatedMaterialValues.u_glossinessFactor)) {
- fragmentShader +=
- " float glossiness = clamp(u_glossinessFactor, 0.0, 1.0);\n";
- } else {
- fragmentShader += " float glossiness = 1.0;\n";
- }
- }
- if (defined(generatedMaterialValues.u_diffuseTexture)) {
- fragmentShader += ` vec4 diffuse = SRGBtoLINEAR4(texture2D(u_diffuseTexture, ${diffuseTexCoord}));\n`;
- if (defined(generatedMaterialValues.u_diffuseFactor)) {
- fragmentShader += " diffuse *= u_diffuseFactor;\n";
- }
- } else if (defined(generatedMaterialValues.u_diffuseFactor)) {
- fragmentShader +=
- " vec4 diffuse = clamp(u_diffuseFactor, vec4(0.0), vec4(1.0));\n";
- } else {
- fragmentShader += " vec4 diffuse = vec4(1.0);\n";
- }
- // the specular glossiness extension's alpha takes precedence over
- // the base color alpha.
- fragmentShader += " baseColorWithAlpha.a = diffuse.a;\n";
- } else if (defined(generatedMaterialValues.u_metallicRoughnessTexture)) {
- fragmentShader += ` vec3 metallicRoughness = texture2D(u_metallicRoughnessTexture, ${metallicRoughnessTexCoord}).rgb;\n`;
- fragmentShader +=
- " float metalness = clamp(metallicRoughness.b, 0.0, 1.0);\n";
- fragmentShader +=
- " float roughness = clamp(metallicRoughness.g, 0.04, 1.0);\n";
- if (defined(generatedMaterialValues.u_metallicFactor)) {
- fragmentShader += " metalness *= u_metallicFactor;\n";
- }
- if (defined(generatedMaterialValues.u_roughnessFactor)) {
- fragmentShader += " roughness *= u_roughnessFactor;\n";
- }
- } else {
- if (defined(generatedMaterialValues.u_metallicFactor)) {
- fragmentShader +=
- " float metalness = clamp(u_metallicFactor, 0.0, 1.0);\n";
- } else {
- fragmentShader += " float metalness = 1.0;\n";
- }
- if (defined(generatedMaterialValues.u_roughnessFactor)) {
- fragmentShader +=
- " float roughness = clamp(u_roughnessFactor, 0.04, 1.0);\n";
- } else {
- fragmentShader += " float roughness = 1.0;\n";
- }
- }
- fragmentShader += " vec3 v = -normalize(v_positionEC);\n";
- // Generate fragment shader's lighting block
- fragmentShader += "#ifndef USE_CUSTOM_LIGHT_COLOR \n";
- fragmentShader += " vec3 lightColorHdr = czm_lightColorHdr;\n";
- fragmentShader += "#else \n";
- fragmentShader += " vec3 lightColorHdr = gltf_lightColor;\n";
- fragmentShader += "#endif \n";
- fragmentShader += " vec3 l = normalize(czm_lightDirectionEC);\n";
- fragmentShader += " vec3 h = normalize(v + l);\n";
- fragmentShader += " float NdotL = clamp(dot(n, l), 0.001, 1.0);\n";
- fragmentShader += " float NdotV = abs(dot(n, v)) + 0.001;\n";
- fragmentShader += " float NdotH = clamp(dot(n, h), 0.0, 1.0);\n";
- fragmentShader += " float LdotH = clamp(dot(l, h), 0.0, 1.0);\n";
- fragmentShader += " float VdotH = clamp(dot(v, h), 0.0, 1.0);\n";
- fragmentShader += " vec3 f0 = vec3(0.04);\n";
- // Whether the material uses metallic-roughness or specular-glossiness changes how the BRDF inputs are computed.
- // It does not change the implementation of the BRDF itself.
- if (useSpecGloss) {
- fragmentShader += " float roughness = 1.0 - glossiness;\n";
- fragmentShader +=
- " vec3 diffuseColor = diffuse.rgb * (1.0 - max(max(specular.r, specular.g), specular.b));\n";
- fragmentShader += " vec3 specularColor = specular;\n";
- } else {
- fragmentShader +=
- " vec3 diffuseColor = baseColor * (1.0 - metalness) * (1.0 - f0);\n";
- fragmentShader +=
- " vec3 specularColor = mix(f0, baseColor, metalness);\n";
- }
- fragmentShader += " float alpha = roughness * roughness;\n";
- fragmentShader +=
- " float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n";
- fragmentShader +=
- " vec3 r90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));\n";
- fragmentShader += " vec3 r0 = specularColor.rgb;\n";
- fragmentShader += " vec3 F = fresnelSchlick2(r0, r90, VdotH);\n";
- fragmentShader +=
- " float G = smithVisibilityGGX(alpha, NdotL, NdotV);\n";
- fragmentShader += " float D = GGX(alpha, NdotH);\n";
- fragmentShader +=
- " vec3 diffuseContribution = (1.0 - F) * lambertianDiffuse(diffuseColor);\n";
- fragmentShader +=
- " vec3 specularContribution = F * G * D / (4.0 * NdotL * NdotV);\n";
- fragmentShader +=
- " vec3 color = NdotL * lightColorHdr * (diffuseContribution + specularContribution);\n";
- // Use the procedural IBL if there are no environment maps
- fragmentShader +=
- "#if defined(USE_IBL_LIGHTING) && !defined(DIFFUSE_IBL) && !defined(SPECULAR_IBL) \n";
- fragmentShader +=
- " vec3 r = normalize(czm_inverseViewRotation * normalize(reflect(v, n)));\n";
- // Figure out if the reflection vector hits the ellipsoid
- fragmentShader += " float vertexRadius = length(positionWC);\n";
- fragmentShader +=
- " float horizonDotNadir = 1.0 - min(1.0, czm_ellipsoidRadii.x / vertexRadius);\n";
- fragmentShader +=
- " float reflectionDotNadir = dot(r, normalize(positionWC));\n";
- // Flipping the X vector is a cheap way to get the inverse of czm_temeToPseudoFixed, since that's a rotation about Z.
- fragmentShader += " r.x = -r.x;\n";
- fragmentShader += " r = -normalize(czm_temeToPseudoFixed * r);\n";
- fragmentShader += " r.x = -r.x;\n";
- fragmentShader += " float inverseRoughness = 1.04 - roughness;\n";
- fragmentShader += " inverseRoughness *= inverseRoughness;\n";
- fragmentShader +=
- " vec3 sceneSkyBox = textureCube(czm_environmentMap, r).rgb * inverseRoughness;\n";
- fragmentShader += " float atmosphereHeight = 0.05;\n";
- fragmentShader +=
- " float blendRegionSize = 0.1 * ((1.0 - inverseRoughness) * 8.0 + 1.1 - horizonDotNadir);\n";
- fragmentShader += " float blendRegionOffset = roughness * -1.0;\n";
- fragmentShader +=
- " float farAboveHorizon = clamp(horizonDotNadir - blendRegionSize * 0.5 + blendRegionOffset, 1.0e-10 - blendRegionSize, 0.99999);\n";
- fragmentShader +=
- " float aroundHorizon = clamp(horizonDotNadir + blendRegionSize * 0.5, 1.0e-10 - blendRegionSize, 0.99999);\n";
- fragmentShader +=
- " float farBelowHorizon = clamp(horizonDotNadir + blendRegionSize * 1.5, 1.0e-10 - blendRegionSize, 0.99999);\n";
- fragmentShader +=
- " float smoothstepHeight = smoothstep(0.0, atmosphereHeight, horizonDotNadir);\n";
- fragmentShader +=
- " vec3 belowHorizonColor = mix(vec3(0.1, 0.15, 0.25), vec3(0.4, 0.7, 0.9), smoothstepHeight);\n";
- fragmentShader += " vec3 nadirColor = belowHorizonColor * 0.5;\n";
- fragmentShader +=
- " vec3 aboveHorizonColor = mix(vec3(0.9, 1.0, 1.2), belowHorizonColor, roughness * 0.5);\n";
- fragmentShader +=
- " vec3 blueSkyColor = mix(vec3(0.18, 0.26, 0.48), aboveHorizonColor, reflectionDotNadir * inverseRoughness * 0.5 + 0.75);\n";
- fragmentShader +=
- " vec3 zenithColor = mix(blueSkyColor, sceneSkyBox, smoothstepHeight);\n";
- fragmentShader += " vec3 blueSkyDiffuseColor = vec3(0.7, 0.85, 0.9);\n";
- fragmentShader +=
- " float diffuseIrradianceFromEarth = (1.0 - horizonDotNadir) * (reflectionDotNadir * 0.25 + 0.75) * smoothstepHeight;\n";
- fragmentShader +=
- " float diffuseIrradianceFromSky = (1.0 - smoothstepHeight) * (1.0 - (reflectionDotNadir * 0.25 + 0.25));\n";
- fragmentShader +=
- " vec3 diffuseIrradiance = blueSkyDiffuseColor * clamp(diffuseIrradianceFromEarth + diffuseIrradianceFromSky, 0.0, 1.0);\n";
- fragmentShader +=
- " float notDistantRough = (1.0 - horizonDotNadir * roughness * 0.8);\n";
- fragmentShader +=
- " vec3 specularIrradiance = mix(zenithColor, aboveHorizonColor, smoothstep(farAboveHorizon, aroundHorizon, reflectionDotNadir) * notDistantRough);\n";
- fragmentShader +=
- " specularIrradiance = mix(specularIrradiance, belowHorizonColor, smoothstep(aroundHorizon, farBelowHorizon, reflectionDotNadir) * inverseRoughness);\n";
- fragmentShader +=
- " specularIrradiance = mix(specularIrradiance, nadirColor, smoothstep(farBelowHorizon, 1.0, reflectionDotNadir) * inverseRoughness);\n";
- // Luminance model from page 40 of http://silviojemma.com/public/papers/lighting/spherical-harmonic-lighting.pdf
- fragmentShader += "#ifdef USE_SUN_LUMINANCE \n";
- // Angle between sun and zenith
- fragmentShader +=
- " float LdotZenith = clamp(dot(normalize(czm_inverseViewRotation * l), normalize(positionWC * -1.0)), 0.001, 1.0);\n";
- fragmentShader += " float S = acos(LdotZenith);\n";
- // Angle between zenith and current pixel
- fragmentShader +=
- " float NdotZenith = clamp(dot(normalize(czm_inverseViewRotation * n), normalize(positionWC * -1.0)), 0.001, 1.0);\n";
- // Angle between sun and current pixel
- fragmentShader += " float gamma = acos(NdotL);\n";
- fragmentShader +=
- " float numerator = ((0.91 + 10.0 * exp(-3.0 * gamma) + 0.45 * pow(NdotL, 2.0)) * (1.0 - exp(-0.32 / NdotZenith)));\n";
- fragmentShader +=
- " float denominator = (0.91 + 10.0 * exp(-3.0 * S) + 0.45 * pow(LdotZenith,2.0)) * (1.0 - exp(-0.32));\n";
- fragmentShader +=
- " float luminance = gltf_luminanceAtZenith * (numerator / denominator);\n";
- fragmentShader += "#endif \n";
- fragmentShader +=
- " vec2 brdfLut = texture2D(czm_brdfLut, vec2(NdotV, roughness)).rg;\n";
- fragmentShader +=
- " vec3 IBLColor = (diffuseIrradiance * diffuseColor * gltf_iblFactor.x) + (specularIrradiance * SRGBtoLINEAR3(specularColor * brdfLut.x + brdfLut.y) * gltf_iblFactor.y);\n";
- fragmentShader +=
- " float maximumComponent = max(max(lightColorHdr.x, lightColorHdr.y), lightColorHdr.z);\n";
- fragmentShader +=
- " vec3 lightColor = lightColorHdr / max(maximumComponent, 1.0);\n";
- fragmentShader += " IBLColor *= lightColor;\n";
- fragmentShader += "#ifdef USE_SUN_LUMINANCE \n";
- fragmentShader += " color += IBLColor * luminance;\n";
- fragmentShader += "#else \n";
- fragmentShader += " color += IBLColor; \n";
- fragmentShader += "#endif \n";
- // Environment maps were provided, use them for IBL
- fragmentShader += "#elif defined(DIFFUSE_IBL) || defined(SPECULAR_IBL) \n";
- fragmentShader +=
- " const mat3 yUpToZUp = mat3(-1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0); \n";
- fragmentShader +=
- " vec3 cubeDir = normalize(yUpToZUp * gltf_iblReferenceFrameMatrix * normalize(reflect(-v, n))); \n";
- fragmentShader += "#ifdef DIFFUSE_IBL \n";
- fragmentShader += "#ifdef CUSTOM_SPHERICAL_HARMONICS \n";
- fragmentShader +=
- " vec3 diffuseIrradiance = czm_sphericalHarmonics(cubeDir, gltf_sphericalHarmonicCoefficients); \n";
- fragmentShader += "#else \n";
- fragmentShader +=
- " vec3 diffuseIrradiance = czm_sphericalHarmonics(cubeDir, czm_sphericalHarmonicCoefficients); \n";
- fragmentShader += "#endif \n";
- fragmentShader += "#else \n";
- fragmentShader += " vec3 diffuseIrradiance = vec3(0.0); \n";
- fragmentShader += "#endif \n";
- fragmentShader += "#ifdef SPECULAR_IBL \n";
- fragmentShader +=
- " vec2 brdfLut = texture2D(czm_brdfLut, vec2(NdotV, roughness)).rg;\n";
- fragmentShader += "#ifdef CUSTOM_SPECULAR_IBL \n";
- fragmentShader +=
- " vec3 specularIBL = czm_sampleOctahedralProjection(gltf_specularMap, gltf_specularMapSize, cubeDir, roughness * gltf_maxSpecularLOD, gltf_maxSpecularLOD);\n";
- fragmentShader += "#else \n";
- fragmentShader +=
- " vec3 specularIBL = czm_sampleOctahedralProjection(czm_specularEnvironmentMaps, czm_specularEnvironmentMapSize, cubeDir, roughness * czm_specularEnvironmentMapsMaximumLOD, czm_specularEnvironmentMapsMaximumLOD);\n";
- fragmentShader += "#endif \n";
- fragmentShader += " specularIBL *= F * brdfLut.x + brdfLut.y;\n";
- fragmentShader += "#else \n";
- fragmentShader += " vec3 specularIBL = vec3(0.0); \n";
- fragmentShader += "#endif \n";
- fragmentShader +=
- " color += diffuseIrradiance * diffuseColor + specularColor * specularIBL;\n";
- fragmentShader += "#endif \n";
- } else {
- fragmentShader += " vec3 color = baseColor;\n";
- }
- // Ignore occlusion and emissive when unlit
- if (!isUnlit) {
- if (defined(generatedMaterialValues.u_occlusionTexture)) {
- fragmentShader += ` color *= texture2D(u_occlusionTexture, ${occlusionTexCoord}).r;\n`;
- }
- if (defined(generatedMaterialValues.u_emissiveTexture)) {
- fragmentShader += ` vec3 emissive = SRGBtoLINEAR3(texture2D(u_emissiveTexture, ${emissiveTexCoord}).rgb);\n`;
- if (defined(generatedMaterialValues.u_emissiveFactor)) {
- fragmentShader += " emissive *= u_emissiveFactor;\n";
- }
- fragmentShader += " color += emissive;\n";
- } else if (defined(generatedMaterialValues.u_emissiveFactor)) {
- fragmentShader += " color += u_emissiveFactor;\n";
- }
- }
- if (!isUnlit) {
- fragmentShader += " color = applyTonemapping(color);\n";
- }
- fragmentShader += " color = LINEARtoSRGB(color);\n";
- if (hasOutline) {
- fragmentShader += " float outlineness = max(\n";
- fragmentShader +=
- " texture2D(u_outlineTexture, vec2(v_outlineCoordinates.x, 0.5)).r,\n";
- fragmentShader += " max(\n";
- fragmentShader +=
- " texture2D(u_outlineTexture, vec2(v_outlineCoordinates.y, 0.5)).r,\n";
- fragmentShader +=
- " texture2D(u_outlineTexture, vec2(v_outlineCoordinates.z, 0.5)).r));\n";
- fragmentShader +=
- " color = mix(color, vec3(0.0, 0.0, 0.0), outlineness);\n";
- }
- if (defined(alphaMode)) {
- if (alphaMode === "MASK") {
- fragmentShader += " if (baseColorWithAlpha.a < u_alphaCutoff) {\n";
- fragmentShader += " discard;\n";
- fragmentShader += " }\n";
- fragmentShader += " gl_FragColor = vec4(color, 1.0);\n";
- } else if (alphaMode === "BLEND") {
- fragmentShader +=
- " gl_FragColor = vec4(color, baseColorWithAlpha.a);\n";
- } else {
- fragmentShader += " gl_FragColor = vec4(color, 1.0);\n";
- }
- } else {
- fragmentShader += " gl_FragColor = vec4(color, 1.0);\n";
- }
- fragmentShader += "}\n";
- // Add shaders
- const vertexShaderId = addToArray(shaders, {
- type: WebGLConstants.VERTEX_SHADER,
- extras: {
- _pipeline: {
- source: vertexShader,
- extension: ".glsl",
- },
- },
- });
- const fragmentShaderId = addToArray(shaders, {
- type: WebGLConstants.FRAGMENT_SHADER,
- extras: {
- _pipeline: {
- source: fragmentShader,
- extension: ".glsl",
- },
- },
- });
- // Add program
- const programId = addToArray(programs, {
- fragmentShader: fragmentShaderId,
- vertexShader: vertexShaderId,
- });
- const techniqueId = addToArray(techniques, {
- attributes: techniqueAttributes,
- program: programId,
- uniforms: techniqueUniforms,
- });
- return techniqueId;
- }
- function getPBRValueType(paramName) {
- if (paramName.indexOf("Offset") !== -1) {
- return WebGLConstants.FLOAT_VEC2;
- } else if (paramName.indexOf("Rotation") !== -1) {
- return WebGLConstants.FLOAT;
- } else if (paramName.indexOf("Scale") !== -1) {
- return WebGLConstants.FLOAT_VEC2;
- } else if (paramName.indexOf("Texture") !== -1) {
- return WebGLConstants.SAMPLER_2D;
- }
- switch (paramName) {
- case "u_baseColorFactor":
- return WebGLConstants.FLOAT_VEC4;
- case "u_metallicFactor":
- return WebGLConstants.FLOAT;
- case "u_roughnessFactor":
- return WebGLConstants.FLOAT;
- case "u_emissiveFactor":
- return WebGLConstants.FLOAT_VEC3;
- // Specular Glossiness Types
- case "u_diffuseFactor":
- return WebGLConstants.FLOAT_VEC4;
- case "u_specularFactor":
- return WebGLConstants.FLOAT_VEC3;
- case "u_glossinessFactor":
- return WebGLConstants.FLOAT;
- }
- }
- export default processPbrMaterials;
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