提交 afb032b2 编写于 作者: M Mr.doob

USDZExporter: Refactored diffuse modulation code

上级 3e8694d2
......@@ -14,8 +14,6 @@ class USDZExporter {
const materials = {};
const textures = {};
const materialsWithColor = new Set();
const coloredTextures = new Map(); // material -> diffuse map file name
scene.traverseVisible( ( object ) => {
......@@ -36,20 +34,6 @@ class USDZExporter {
if ( ! ( material.uuid in materials ) ) {
materials[ material.uuid ] = material;
// note: material.colorWhite dows not work (always true for some reason)
const materialIsNotWhite = material.color.r != 1 || material.color.g != 1 || material.color.b != 1;
if ( material.map !== null ) {
if(materialIsNotWhite) {
materialsWithColor.add(material);
} else {
textures[ material.map.uuid ] = material.map;
}
}
if ( material.normalMap !== null ) textures[ material.normalMap.uuid ] = material.normalMap;
if ( material.aoMap !== null ) textures[ material.aoMap.uuid ] = material.aoMap;
if ( material.roughnessMap !== null ) textures[ material.roughnessMap.uuid ] = material.roughnessMap;
if ( material.metalnessMap !== null ) textures[ material.metalnessMap.uuid ] = material.metalnessMap;
if ( material.emissiveMap !== null ) textures[ material.emissiveMap.uuid ] = material.emissiveMap;
}
......@@ -59,34 +43,19 @@ class USDZExporter {
} );
for (const material of materialsWithColor) {
const color256 = {
r: Math.floor(material.color.r * 256),
g: Math.floor(material.color.g * 256),
b: Math.floor(material.color.b * 256),
};
const textureSignature = `${material.map.id}_${color256.r}_${color256.g}_${color256.b}`;
const texturePath = `textures/Texture_${textureSignature}.jpg`;
if (!files[texturePath]) {
files[texturePath] = await imgToU8(material.map.image, color256);
}
coloredTextures.set(material, textureSignature);
}
output += buildMaterials( materials, coloredTextures );
output += buildMaterials( materials, textures );
files[ modelFileName ] = fflate.strToU8( output );
output = null;
for ( const uuid in textures ) {
for ( const id in textures ) {
const texture = textures[ uuid ];
files[ 'textures/Texture_' + texture.id + '.jpg' ] = await imgToU8( texture.image );
const texture = textures[ id ];
const color = id.split( '_' )[ 1 ];
}
files[ 'textures/Texture_' + id + '.jpg' ] = await imgToU8( texture.image, color );
}
// 64 byte alignment
// https://github.com/101arrowz/fflate/issues/39#issuecomment-777263109
......@@ -115,12 +84,7 @@ class USDZExporter {
}
return await new Promise((resolve, reject) => {
fflate.zip(files, { level: 0 }, (err, zipped) => {
if (err) reject(err);
else resolve(zipped);
});
});
return fflate.zipSync( files, { level: 0 } );
}
......@@ -142,10 +106,12 @@ async function imgToU8( image, color ) {
const context = canvas.getContext( '2d' );
context.drawImage( image, 0, 0, canvas.width, canvas.height );
if(!!color) {
context.globalCompositeOperation = "multiply";
context.fillStyle = `rgb(${color.r}, ${color.g}, ${color.b})`;
context.fillRect(0, 0, image.width, image.height);
if ( color !== undefined ) {
context.globalCompositeOperation = 'multiply';
context.fillStyle = `#${ color }`;
context.fillRect( 0, 0, canvas.width, canvas.height );
}
const blob = await new Promise( resolve => canvas.toBlob( resolve, 'image/jpeg', 1 ) );
......@@ -330,7 +296,7 @@ function buildVector2Array( attribute, count ) {
// Materials
function buildMaterials( materials, coloredTextures ) {
function buildMaterials( materials, textures ) {
const array = [];
......@@ -338,7 +304,7 @@ function buildMaterials( materials, coloredTextures ) {
const material = materials[ uuid ];
array.push( buildMaterial( material, coloredTextures ) );
array.push( buildMaterial( material, textures ) );
}
......@@ -351,17 +317,20 @@ ${ array.join( '' ) }
}
function buildMaterial( material, coloredTextures ) {
function buildMaterial( material, textures ) {
// https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
const pad = ' ';
const parameters = [];
const textures = [];
const inputs = [];
const samplers = [];
function buildTexture( texture, mapType, color ) {
const id = texture.id + ( color ? '_' + color.getHexString() : '' );
function buildTexture( texture, mapType, textureSignature ) {
textures[ id ] = texture;
const textureId = textureSignature || texture.id;
return `
def Shader "Transform2d_${ mapType }" (
sdrMetadata = {
......@@ -379,7 +348,7 @@ function buildMaterial( material, coloredTextures ) {
def Shader "Texture_${ texture.id }_${ mapType }"
{
uniform token info:id = "UsdUVTexture"
asset inputs:file = @textures/Texture_${ textureId }.jpg@
asset inputs:file = @textures/Texture_${ id }.jpg@
float2 inputs:st.connect = </Materials/Material_${ material.id }/Transform2d_${ mapType }.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
......@@ -393,95 +362,95 @@ function buildMaterial( material, coloredTextures ) {
if ( material.map !== null ) {
parameters.push( `${ pad }color3f inputs:diffuseColor.connect = </Materials/Material_${ material.id }/Texture_${ material.map.id }_diffuse.outputs:rgb>` );
inputs.push( `${ pad }color3f inputs:diffuseColor.connect = </Materials/Material_${ material.id }/Texture_${ material.map.id }_diffuse.outputs:rgb>` );
textures.push( buildTexture( material.map, 'diffuse', coloredTextures.get(material) ) );
samplers.push( buildTexture( material.map, 'diffuse', material.color ) );
} else {
parameters.push( `${ pad }color3f inputs:diffuseColor = ${ buildColor( material.color ) }` );
inputs.push( `${ pad }color3f inputs:diffuseColor = ${ buildColor( material.color ) }` );
}
if ( material.emissiveMap !== null ) {
parameters.push( `${ pad }color3f inputs:emissiveColor.connect = </Materials/Material_${ material.id }/Texture_${ material.emissiveMap.id }_emissive.outputs:rgb>` );
inputs.push( `${ pad }color3f inputs:emissiveColor.connect = </Materials/Material_${ material.id }/Texture_${ material.emissiveMap.id }_emissive.outputs:rgb>` );
textures.push( buildTexture( material.emissiveMap, 'emissive' ) );
samplers.push( buildTexture( material.emissiveMap, 'emissive' ) );
} else if ( material.emissive.getHex() > 0 ) {
parameters.push( `${ pad }color3f inputs:emissiveColor = ${ buildColor( material.emissive ) }` );
inputs.push( `${ pad }color3f inputs:emissiveColor = ${ buildColor( material.emissive ) }` );
}
if ( material.normalMap !== null ) {
parameters.push( `${ pad }normal3f inputs:normal.connect = </Materials/Material_${ material.id }/Texture_${ material.normalMap.id }_normal.outputs:rgb>` );
inputs.push( `${ pad }normal3f inputs:normal.connect = </Materials/Material_${ material.id }/Texture_${ material.normalMap.id }_normal.outputs:rgb>` );
textures.push( buildTexture( material.normalMap, 'normal' ) );
samplers.push( buildTexture( material.normalMap, 'normal' ) );
}
if ( material.aoMap !== null ) {
parameters.push( `${ pad }float inputs:occlusion.connect = </Materials/Material_${ material.id }/Texture_${ material.aoMap.id }_occlusion.outputs:r>` );
inputs.push( `${ pad }float inputs:occlusion.connect = </Materials/Material_${ material.id }/Texture_${ material.aoMap.id }_occlusion.outputs:r>` );
textures.push( buildTexture( material.aoMap, 'occlusion' ) );
samplers.push( buildTexture( material.aoMap, 'occlusion' ) );
}
if ( material.roughnessMap !== null ) {
parameters.push( `${ pad }float inputs:roughness.connect = </Materials/Material_${ material.id }/Texture_${ material.roughnessMap.id }_roughness.outputs:g>` );
inputs.push( `${ pad }float inputs:roughness.connect = </Materials/Material_${ material.id }/Texture_${ material.roughnessMap.id }_roughness.outputs:g>` );
textures.push( buildTexture( material.roughnessMap, 'roughness' ) );
samplers.push( buildTexture( material.roughnessMap, 'roughness' ) );
} else {
parameters.push( `${ pad }float inputs:roughness = ${ material.roughness }` );
inputs.push( `${ pad }float inputs:roughness = ${ material.roughness }` );
}
if ( material.metalnessMap !== null ) {
parameters.push( `${ pad }float inputs:metallic.connect = </Materials/Material_${ material.id }/Texture_${ material.metalnessMap.id }_metallic.outputs:b>` );
inputs.push( `${ pad }float inputs:metallic.connect = </Materials/Material_${ material.id }/Texture_${ material.metalnessMap.id }_metallic.outputs:b>` );
textures.push( buildTexture( material.metalnessMap, 'metallic' ) );
samplers.push( buildTexture( material.metalnessMap, 'metallic' ) );
} else {
parameters.push( `${ pad }float inputs:metallic = ${ material.metalness }` );
inputs.push( `${ pad }float inputs:metallic = ${ material.metalness }` );
}
parameters.push( `${ pad }float inputs:opacity = ${ material.opacity }` );
inputs.push( `${ pad }float inputs:opacity = ${ material.opacity }` );
return `
def Material "Material_${ material.id }"
{
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
${ parameters.join( '\n' ) }
int inputs:useSpecularWorkflow = 0
token outputs:surface
}
def Material "Material_${ material.id }"
{
def Shader "PreviewSurface"
{
uniform token info:id = "UsdPreviewSurface"
${ inputs.join( '\n' ) }
int inputs:useSpecularWorkflow = 0
token outputs:surface
}
token outputs:surface.connect = </Materials/Material_${ material.id }/PreviewSurface.outputs:surface>
token inputs:frame:stPrimvarName = "st"
token outputs:surface.connect = </Materials/Material_${ material.id }/PreviewSurface.outputs:surface>
token inputs:frame:stPrimvarName = "st"
def Shader "uvReader_st"
{
uniform token info:id = "UsdPrimvarReader_float2"
token inputs:varname.connect = </Materials/Material_${ material.id }.inputs:frame:stPrimvarName>
float2 inputs:fallback = (0.0, 0.0)
float2 outputs:result
}
def Shader "uvReader_st"
{
uniform token info:id = "UsdPrimvarReader_float2"
token inputs:varname.connect = </Materials/Material_${ material.id }.inputs:frame:stPrimvarName>
float2 inputs:fallback = (0.0, 0.0)
float2 outputs:result
}
${ textures.join( '\n' ) }
${ samplers.join( '\n' ) }
}
}
`;
}
......
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