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0030700: Visualization, TKOpenGl - support PBR Metallic-Roughness shading model

Metallic-Roughness shading model Graphic3d_TOSM_PBR has been implemented.
New materials descriptors Graphic3d_PBRMaterial have been added to Graphic3d_MaterialAspect.
PBR shading model requires OpenGL 3.0+ or OpenGL ES 3.0+ hardware.
Environment cubemap is expected to be provided for realistic look of metallic materials.

occLight_IsHeadlight() now returns bool instead of int.
Avoid using lowp for enumerations to workaround occLight_IsHeadlight()
ignorance on Adreno 308 caused by some GLSL optimizator bugs.

OpenGl_Texture::EstimatedDataSize() - fixed estimation for Cubemap textures.
OpenGl_Sampler::applySamplerParams() - fixed uninitialized GL_TEXTURE_WRAP_R in case of GL_TEXTURE_CUBE_MAP target.
This commit is contained in:
iko
2019-06-20 09:53:20 +03:00
committed by apn
parent f4a7308f61
commit 67312b7991
75 changed files with 7204 additions and 272 deletions

View File

@@ -15,6 +15,8 @@
#include <Graphic3d_BSDF.hxx>
#include <Graphic3d_PBRMaterial.hxx>
#include <algorithm>
// =======================================================================
@@ -63,6 +65,7 @@ Graphic3d_Fresnel Graphic3d_Fresnel::CreateConductor (const Graphic3d_Vec3& theR
// purpose :
// =======================================================================
Graphic3d_BSDF::Graphic3d_BSDF()
: Ks (Graphic3d_Vec3 (0.f), 1.f)
{
FresnelCoat = Graphic3d_Fresnel::CreateConstant (0.f);
FresnelBase = Graphic3d_Fresnel::CreateConstant (1.f);
@@ -189,4 +192,21 @@ Graphic3d_BSDF Graphic3d_BSDF::CreateGlass (const Graphic3d_Vec3& theWeight,
theAbsorptionCoeff);
return aBSDF;
}
}
// =======================================================================
// function : CreateMetallicRoughness
// purpose :
// =======================================================================
Graphic3d_BSDF Graphic3d_BSDF::CreateMetallicRoughness (const Graphic3d_PBRMaterial& thePbr)
{
const Graphic3d_Vec3 aDiff = (Graphic3d_Vec3 )thePbr.Color().GetRGB() * thePbr.Alpha();
const Standard_ShortReal aRougness2 = thePbr.NormalizedRoughness() * thePbr.NormalizedRoughness();
Graphic3d_BSDF aBsdf;
aBsdf.FresnelBase = Graphic3d_Fresnel::CreateSchlick (aDiff * thePbr.Metallic());
aBsdf.Ks.SetValues (Graphic3d_Vec3 (thePbr.Alpha()), aRougness2);
aBsdf.Kt = Graphic3d_Vec3 (1.0f - thePbr.Alpha());
aBsdf.Kd = aDiff * (1.0f - thePbr.Metallic());
return aBsdf;
}