render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission

gltf_factors reads pbrMetallicRoughness.baseColorFactor, metallicFactor, roughnessFactor and the
emissiveFactor into the primitive (pr.fac), and prim_factors hands them to every program that draws its
textures (actors, the scatter's meshes and levels, the impostor bake) as 1 - factor, so a program never
given them - or a material that gives none (pr.fac null) - multiplies by 1 and draws as before. An
untextured material with a colour (or a metal/roughness) samples a pure white for it, so the factor is
exactly what it draws: horse_cornea is its own colour, not the 200 grey every untextured part had.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 18:52:42 +03:00
parent d2e1f804ce
commit f79390838a
27 changed files with 221 additions and 114 deletions

View file

@ -12,6 +12,10 @@ in float v_lh; // height above the model's base (model.vert)
uniform float u_model_h;
out vec4 o_color;
uniform sampler2D u_diff;
// a glTF material's factors, as 1 - factor (a program never given them reads 1) and its emission
uniform vec4 u_fac_base_inv;
uniform vec2 u_fac_mr_inv;
uniform vec3 u_fac_emis;
uniform sampler2D u_nrm;
uniform sampler2D u_arm;
uniform mat4 u_view;
@ -189,7 +193,7 @@ void main() {
n = normalize(N + side * (fract(v_uv.x) * 2.0 - 1.0) * 0.7);
arm = vec3(0.9, 0.7, 0.0);
#else
vec4 d = texture(u_diff, v_uv);
vec4 d = texture(u_diff, v_uv) * (vec4(1.0) - u_fac_base_inv);
#ifdef ALPHA_TEST
// A needle sprig's alpha averages away in the mips, so a plain 0.5 test strips the
// crown bare past 50 m. Scale the alpha back up by the mip level (Castano's alpha
@ -205,6 +209,7 @@ void main() {
mat3 tbn = cotangentFrame(N, v_wpos, v_uv);
n = normalize(tbn * tn);
arm = texture(u_arm, v_uv).rgb;
arm.gb *= vec2(1.0) - u_fac_mr_inv;
n = normalize(mix(n, N, smoothstep(30.0, 120.0, dist)));
alb = d.rgb;
// a crown's interior is occluded by its own cards
@ -312,6 +317,7 @@ void main() {
#endif
col += alb * u_emissive;
if (any(isnan(col))) col = vec3(0.0);
col += u_fac_emis;
col = applyFog(col, v_wpos, dist);
#ifdef CARD
o_color = vec4(sane(col), cardAlpha);