Lighting still looks horrible, but whatever for now
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+104
-98
@@ -94,12 +94,18 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
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constexpr const char* KEY_DIFFUSE_COLOR = "k_d";
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constexpr const char* KEY_SPECULAR_COLOR = "k_s";
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constexpr const char* KEY_AMBIENT_COLOR = "k_a";
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constexpr const char* KEY_NORMAL = "n";
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constexpr const char* KEY_SHININESS = "k_shiny";
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constexpr const char* KEY_ROUGHNESS = "k_r";
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constexpr const char* KEY_METALLIC = "k_m";
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constexpr const char* KEY_DIFFUSE_TEXTURE = "tex_d";
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constexpr const char* KEY_SPECULAR_TEXTURE = "tex_s";
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constexpr const char* KEY_AMBIENT_TEXTURE = "tex_a";
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constexpr const char* KEY_NORMAL_TEXTURE = "tex_n";
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constexpr const char* KEY_SHININESS_TEXTURE = "tex_shiny";
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constexpr const char* KEY_ROUGHNESS_TEXTURE = "tex_r";
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constexpr const char* KEY_METALLIC_TEXTURE = "tex_m";
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constexpr const char* KEY_AMBIENT_OCCLUSION_TEXTURE = "tex_ao";
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void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTextureAsset>& textures, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialInstanceAsset>& globalMaterials)
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{
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@@ -125,18 +131,26 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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size_t uniformSize = 0;
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uint32 bindingCounter = 1;
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auto addScalarParameter = [&](std::string paramKey, const char* matKey, int type, int index)
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{
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float scalar;
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material->Get(matKey, type, index, scalar);
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expressions.add(new FloatParameter(paramKey, scalar, uniformSize, 0));
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uniformSize += sizeof(float);
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parameters.add(paramKey);
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};
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auto addVectorParameter = [&](std::string paramKey, const char* matKey, int type, int index)
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{
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aiColor3D color;
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material->Get(matKey, type, index, color);
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expressions.add(new VectorParameter(paramKey, Vector(color.r, color.g, color.b), uniformSize, 0));
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uniformSize = (uniformSize + sizeof(Vector4) - 1) / sizeof(Vector4) * sizeof(Vector4);
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expressions.add(new VectorParameter(paramKey, Vector(color.r, color.g, color.b), uniformSize, 0));
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uniformSize += sizeof(Vector);
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parameters.add(paramKey);
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};
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auto addTextureParameter = [&](std::string paramKey, aiTextureType type, int index, std::string& result)
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auto addTextureParameter = [&](std::string paramKey, aiTextureType type, int index, std::string& result, StaticArray<int32, 4> extractMask = {0, 1, 2, -1})
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{
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aiString texPath;
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aiTextureMapping mapping;
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@@ -169,12 +183,14 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = meshDirectory / texFilename,
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.importPath = importPath,
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.type = type == aiTextureType_NORMALS ? TextureImportType::TEXTURE_NORMAL : TextureImportType::TEXTURE_2D,
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});
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texture = AssetRegistry::findTexture(importPath, texFilename.stem().string());
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}
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else
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{
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std::cout << "couldnt find " << texPath.C_Str() << std::endl;
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return;
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}
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expressions.add(new TextureParameter(textureKey, texture, bindingCounter));
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materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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@@ -228,7 +244,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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expressions.back()->inputs["coords"].source = fmt::format("input.texCoords[{0}]", uvIndex);
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std::string colorExtract = fmt::format("{0}Extract{1}", paramKey, index);
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expressions.add(new SwizzleExpression({ 0, 1, 2, -1 }));
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expressions.add(new SwizzleExpression(extractMask));
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expressions.back()->key = colorExtract;
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expressions.back()->inputs["target"].source = sampleKey;
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//TODO: extract alpha, set opacity
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@@ -289,125 +305,115 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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};
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// Diffuse
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addVectorParameter(KEY_DIFFUSE_COLOR, AI_MATKEY_COLOR_DIFFUSE);
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addVectorParameter(KEY_SPECULAR_COLOR, AI_MATKEY_COLOR_SPECULAR);
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addVectorParameter(KEY_AMBIENT_COLOR, AI_MATKEY_COLOR_AMBIENT);
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std::string outputDiffuse = KEY_DIFFUSE_COLOR;
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std::string outputSpecular = KEY_SPECULAR_COLOR;
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std::string outputAmbient = KEY_AMBIENT_COLOR;
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std::string outputNormal = "";
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uint32 numDiffuseTextures = material->GetTextureCount(aiTextureType_DIFFUSE);
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for (uint32 i = 0; i < numDiffuseTextures; ++i)
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{
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addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputDiffuse);
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}
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// Specular
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addVectorParameter(KEY_SPECULAR_COLOR, AI_MATKEY_COLOR_SPECULAR);
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std::string outputSpecular = KEY_SPECULAR_COLOR;
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uint32 numSpecular = material->GetTextureCount(aiTextureType_SPECULAR);
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for (uint32 i = 0; i < numSpecular; ++i)
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{
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addTextureParameter(KEY_SPECULAR_TEXTURE, aiTextureType_SPECULAR, i, outputSpecular);
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}
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uint32 numAmbient = material->GetTextureCount(aiTextureType_AMBIENT);
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for (uint32 i = 0; i < numSpecular; ++i)
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{
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addTextureParameter(KEY_AMBIENT_COLOR, aiTextureType_AMBIENT, i, outputAmbient);
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}
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// Normal
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std::string outputNormal = "";
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uint32 numNormal = material->GetTextureCount(aiTextureType_NORMALS);
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if (numNormal > 1)
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for (uint32 i = 0; i < numNormal; ++i)
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{
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std::cout << "More than 1 normal??" << std::endl;
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addTextureParameter(KEY_NORMAL_TEXTURE, aiTextureType_NORMALS, i, outputNormal);
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}
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else if (numNormal == 1)
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// Ambient Color
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addVectorParameter(KEY_AMBIENT_COLOR, AI_MATKEY_COLOR_AMBIENT);
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std::string outputAmbient = KEY_AMBIENT_COLOR;
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uint32 numAmbient = material->GetTextureCount(aiTextureType_AMBIENT);
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for (uint32 i = 0; i < numAmbient; ++i)
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{
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aiString texPath;
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aiTextureMapping mapping;
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uint32 uvIndex;
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if (material->GetTexture(aiTextureType_NORMALS, 0, &texPath, &mapping, &uvIndex) != AI_SUCCESS)
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{
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std::cout << "fuck" << std::endl;
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}
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std::string textureKey = fmt::format("NormalTexture");
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auto texFilename = std::filesystem::path(texPath.C_Str());
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PTextureAsset texture;
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if (textures.contains(texFilename.string()))
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{
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texture = textures[texFilename.string()];
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}
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else if (std::filesystem::exists(texFilename))
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{
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = texFilename,
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.importPath = importPath,
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});
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texture = AssetRegistry::findTexture(importPath, texFilename.stem().string());
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}
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if (texture != nullptr)
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{
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expressions.add(new TextureParameter(textureKey, texture, bindingCounter));
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materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = bindingCounter,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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});
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parameters.add(textureKey);
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bindingCounter++;
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std::string samplerKey = "NormalSampler";
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SamplerCreateInfo samplerInfo = {};
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expressions.add(new SamplerParameter(samplerKey, graphics->createSampler(samplerInfo), bindingCounter));
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materialLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = bindingCounter,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
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.shaderStages = Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
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});
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parameters.add(samplerKey);
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bindingCounter++;
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std::string sampleKey = "NormalSample";
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expressions.add(new SampleExpression());
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expressions.back()->key = sampleKey;
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expressions.back()->inputs["texture"].source = textureKey;
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expressions.back()->inputs["sampler"].source = samplerKey;
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expressions.back()->inputs["coords"].source = fmt::format("input.texCoords[{0}]", uvIndex);
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std::string normalExtract = "NormalExtract";
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expressions.add(new SwizzleExpression({ 0, 1, 2, -1 }));
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expressions.back()->key = normalExtract;
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expressions.back()->inputs["target"].source = sampleKey;
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std::string mulKey = "NormalMul";
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expressions.add(new MulExpression());
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expressions.back()->key = mulKey;
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expressions.back()->inputs["lhs"].source = "2";
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expressions.back()->inputs["rhs"].source = normalExtract;
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std::string subKey = "NormalSub";
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expressions.add(new SubExpression());
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expressions.back()->key = subKey;
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expressions.back()->inputs["lhs"].source = mulKey;
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expressions.back()->inputs["rhs"].source = "float3(1,1,1)";
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outputNormal = subKey;
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}
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addTextureParameter(KEY_AMBIENT_TEXTURE, aiTextureType_AMBIENT, i, outputAmbient);
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}
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// Shininess
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addScalarParameter(KEY_SHININESS, AI_MATKEY_SHININESS);
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std::string outputShininess = KEY_SHININESS;
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uint32 numShiny = material->GetTextureCount(aiTextureType_SHININESS);
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for (uint32 i = 0; i < numShiny; ++i)
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{
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addTextureParameter(KEY_SHININESS_TEXTURE, aiTextureType_SHININESS, i, outputShininess, { 0, -1, -1, -1 });
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}
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// Roughness
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addScalarParameter(KEY_ROUGHNESS, AI_MATKEY_ROUGHNESS_FACTOR);
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std::string outputRoughness = KEY_ROUGHNESS;
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uint32 numRoughness = material->GetTextureCount(aiTextureType_DIFFUSE_ROUGHNESS);
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for (uint32 i = 0; i < numRoughness; ++i)
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{
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addTextureParameter(KEY_ROUGHNESS_TEXTURE, aiTextureType_DIFFUSE_ROUGHNESS, i, outputRoughness, { 0, -1, -1, -1 });
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}
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// Metallic
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addScalarParameter(KEY_METALLIC, AI_MATKEY_METALLIC_FACTOR);
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std::string outputMetallic = KEY_METALLIC;
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uint32 numMetallic = material->GetTextureCount(aiTextureType_METALNESS);
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for (uint32 i = 0; i < numMetallic; ++i)
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{
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addTextureParameter(KEY_METALLIC_TEXTURE, aiTextureType_METALNESS, i, outputMetallic, { 0, -1, -1, -1 });
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}
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// Ambient Occlusion
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std::string outputAO = "";
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uint32 numAO = material->GetTextureCount(aiTextureType_AMBIENT_OCCLUSION);
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for (uint32 i = 0; i < numAO; ++i)
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{
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addTextureParameter(KEY_AMBIENT_OCCLUSION_TEXTURE, aiTextureType_AMBIENT_OCCLUSION, i, outputAO, { 0, -1, -1, -1 });
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}
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MaterialNode brdf;
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brdf.profile = "BlinnPhong";
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brdf.variables["baseColor"] = outputDiffuse;
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//brdf.variables["specular"] = outputSpecular;
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if (!outputNormal.empty())
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{
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brdf.variables["normal"] = outputNormal;
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}
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aiShadingMode mode;
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material->Get(AI_MATKEY_SHADING_MODEL, mode);
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switch (mode) {
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case aiShadingMode_Blinn:
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brdf.profile = "Phong";
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brdf.variables["specular"] = outputSpecular;
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brdf.variables["ambient"] = outputAmbient;
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brdf.variables["shininess"] = outputShininess;
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break;
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case aiShadingMode_Phong:
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brdf.profile = "BlinnPhong";
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brdf.variables["specularColor"] = outputSpecular;
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brdf.variables["ambient"] = outputAmbient;
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break;
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case aiShadingMode_Toon:
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brdf.profile = "CelShading";
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break;
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case aiShadingMode_CookTorrance:
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brdf.profile = "CookTorrance";
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brdf.variables["roughness"] = outputRoughness;
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brdf.variables["metallic"] = outputMetallic;
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if (!outputAO.empty())
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{
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brdf.variables["ambientOcclusion"] = outputAmbient;
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}
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break;
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default:
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throw std::logic_error("Todo");
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};
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materialLayout->create();
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OMaterialAsset baseMat = new MaterialAsset(importPath, materialName);
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baseMat->material = new Material(graphics,
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std::move(materialLayout),
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