Пример #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="mat"></param>
        /// <returns>roughnessFactor</returns>
        private static double ConvertTraditional2MetallicRoughness(WaveFront.Material mat)
        {
            // Transform from 0-1000 range to 0-1 range. Then invert.
            //var roughnessFactor = mat.SpecularExponent; // options.metallicRoughness ? 1.0 : 0.0;
            //roughnessFactor = roughnessFactor / 1000.0;
            var roughnessFactor = 1.0 - mat.SpecularExponent / 1000.0;

            roughnessFactor = Clamp(roughnessFactor, 0.0, 1.0);

            if (mat.Specular == null || mat.Specular.Color == null)
            {
                mat.Specular = new Reflectivity(new Color());
                return(roughnessFactor);
            }
            // Translate the blinn-phong model to the pbr metallic-roughness model
            // Roughness factor is a combination of specular intensity and shininess
            // Metallic factor is 0.0
            // Textures are not converted for now
            var specularIntensity = Luminance(mat.Specular.Color);


            // Low specular intensity values should produce a rough material even if shininess is high.
            if (specularIntensity < 0.1)
            {
                roughnessFactor *= (1.0 - specularIntensity);
            }

            var metallicFactor = 0.0;

            mat.Specular = new Reflectivity(new Color(metallicFactor));
            return(roughnessFactor);
        }
Пример #2
0
        private int AddMaterial(WaveFront.Material mat)
        {
            Gltf.Material gMat = null;
            if (mat == null)
            {
                gMat = GetDefault();
            }
            else
            {
                var roughnessFactor = ConvertTraditional2MetallicRoughness(mat);

                gMat = new Gltf.Material
                {
                    Name      = mat.Name,
                    AlphaMode = AlphaMode.OPAQUE
                };
                var hasTexture     = !String.IsNullOrEmpty(mat.DiffuseTextureFile);
                var alpha          = mat.GetAlpha();
                var metallicFactor = 0.0;
                if (mat.Specular != null && mat.Specular.Color != null)
                {
                    metallicFactor = mat.Specular.Color.Red;
                }
                gMat.PbrMetallicRoughness = new PbrMetallicRoughness
                {
                    RoughnessFactor = roughnessFactor,
                    MetallicFactor  = metallicFactor
                };
                if (mat.Diffuse != null)
                {
                    gMat.PbrMetallicRoughness.BaseColorFactor = mat.Diffuse.Color.ToArray(alpha);
                }
                else if (mat.Ambient != null)
                {
                    gMat.PbrMetallicRoughness.BaseColorFactor = mat.Ambient.Color.ToArray(alpha);
                }
                else
                {
                    gMat.PbrMetallicRoughness.BaseColorFactor = new double[] { 0.7, 0.7, 0.7, alpha };
                }


                if (hasTexture)
                {
                    int index = -1;
                    for (var i = 0; i < _model.Textures.Count; i++)
                    {
                        if (mat.DiffuseTextureFile == _model.Textures[i].Name)
                        {
                            index = i;
                            break;
                        }
                    }
                    if (index == -1)
                    {
                        index = AddTexture(mat.DiffuseTextureFile);
                    }
                    gMat.PbrMetallicRoughness.BaseColorTexture = new Info
                    {
                        Index = index
                    };
                }

                if (mat.Emissive != null && mat.Emissive.Color != null)
                {
                    gMat.EmissiveFactor = mat.Emissive.Color.ToArray();
                }

                if (alpha < 1.0)
                {
                    gMat.AlphaMode   = AlphaMode.BLEND;
                    gMat.DoubleSided = true;
                }
            }

            var matIndex = _model.Materials.Count;

            _model.Materials.Add(gMat);
            return(matIndex);
        }