feat: OBJ 全量贴图接入——Material 加 AO 槽 + OBJ 工作流适配

- Material 槽位 4→5(+AO),参数 UBO binding 4→5;shader ambient
  diffuse 项乘 ao(IBL 遮蔽),AO 默认纹理白色
- OBJ 槽落点补全:map_Bump→HEIGHT(5)、map_Ns→SHININESS(7)、
  map_Ka→AMBIENT(3)(assimp OBJ importer 约定)——backpack 的
  法线贴图此前也从未加载
- MTL 导出遗漏(roughness.jpg/ao.jpg 在目录未被引用):约定文件名
  探测补槽(roughness/ao/occlusion × jpg/png),命中留 INFO 锚点
- 因子按工作流分支:glTF 用声明因子(MR 合图 B=金属度);
  OBJ metallic=0(specular 工作流无金属概念),roughness 有图→1,
  无图→Blinn-Phong Ns 换算 R=sqrt(2/(Ns+2))(补偿默认贴图 G=0.5)
This commit is contained in:
2026-09-23 19:49:36 +08:00
parent 9cc36af3f0
commit 2b875c9284
4 changed files with 81 additions and 26 deletions
+10 -7
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@@ -3,15 +3,17 @@
//
// Material:PBR 材质 = 纹理槽组 + 因子参数 UBO + 一个描述符集。
//
// 槽位(binding = 槽位序号,与 simple_shader.frag 契约一致,glTF
// metallic-roughness 工作流):
// 槽位(binding = 槽位序号,与 simple_shader.frag 契约一致):
// 0 albedo(BaseColor,sRGB) 1 normal(切线空间法线,线性)
// 2 metallicRoughness(线性:G=粗糙度,B=金属度,glTF 约定)
// 3 emissive(自发光,sRGB) 4 材质参数 UBO(fragment)
// 3 emissive(自发光,sRGB) 4 ao(环境光遮蔽,线性)
// 5 材质参数 UBO(fragment,kParamsBinding)
//
// 纹理非拥有(Model 的纹理缓存持有);缺槽由调用方传默认纹理。
// 因子(metallicFactor/roughnessFactor)乘在 MR 贴图上——无 MR 图的
// 旧资产退化为纯因子(电介质 + 常数粗糙度)。
// 因子(metallicFactor/roughnessFactor)乘在 MR 贴图上:
// glTF(MR 合图 B=金属度语义)→ 因子取 glTF 声明(默认 1/1)
// OBJ(specular 工作流,独立 roughness 图或无图)→ metallic=0,
// roughness 因子按贴图有无/Ns 换算——金属度强制 0
//
#ifndef HELLOVULKAN_MATERIAL_H
@@ -44,8 +46,9 @@ namespace Engine {
Normal = 1,
MetallicRoughness = 2,
Emissive = 3,
kSlotCount = 4, // 纹理槽数
kParamsBinding = 4, // 参数 UBO binding
Ao = 4,
kSlotCount = 5, // 纹理槽数
kParamsBinding = 5, // 参数 UBO binding
};
Material(Device& device, MemoryAllocator& allocator,
+1
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@@ -84,6 +84,7 @@ namespace Engine
std::vector<Scope<Mesh>> m_Meshes;
std::string m_ModelPath;
bool m_IsGltf = false; // glTF 家族:MR 合图语义 + 不翻转 UV
};
} // namespace Engine
+66 -17
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@@ -47,6 +47,8 @@ void Model::InitDefaultTextures()
Texture::CreateSolidColor(m_Device, m_Allocator, 128, 128, 255, false);
m_DefaultTextures[Material::Emissive] =
Texture::CreateSolidColor(m_Device, m_Allocator, 0, 0, 0);
m_DefaultTextures[Material::Ao] =
Texture::CreateSolidColor(m_Device, m_Allocator, 255, 255, 255, false);
}
Model::Model(Device& device, MemoryAllocator& allocator,
@@ -104,14 +106,14 @@ void Model::LoadModel(const std::string& path)
[](unsigned char c) { return std::tolower(c); });
return s;
}();
const bool isGltf = lower.size() >= 5 &&
m_IsGltf = lower.size() >= 5 &&
(lower.rfind(".gltf") == lower.size() - 5 ||
lower.rfind(".glb") == lower.size() - 4);
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path,
aiProcess_Triangulate |
(isGltf ? 0 : aiProcess_FlipUVs) |
(m_IsGltf ? 0 : aiProcess_FlipUVs) |
aiProcess_GenSmoothNormals |
aiProcess_CalcTangentSpace | // 法线贴图 TBN
aiProcess_JoinIdenticalVertices);
@@ -252,16 +254,22 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
// glTF2 贴图在 assimp 5.x 的落点:MR 合图 → METALNESS(15)/
// DIFFUSE_ROUGHNESS(16)(同图双槽);baseColor → BASE_COLOR(12)。
// OBJ:map_Ns → SHININESS(独立 roughness 图)、map_Ka 常绑 AO。
// 先到先得,数组顺序即优先级
const std::pair<aiTextureType, u32> slots[] = {
{aiTextureType_DIFFUSE, Material::Albedo},
{aiTextureType_BASE_COLOR, Material::Albedo},
{aiTextureType_NORMALS, Material::Normal},
{aiTextureType_METALNESS, Material::MetallicRoughness},
{aiTextureType_DIFFUSE, Material::Albedo},
{aiTextureType_BASE_COLOR, Material::Albedo},
{aiTextureType_NORMALS, Material::Normal},
{aiTextureType_HEIGHT, Material::Normal}, // OBJ map_Bump 落点
{aiTextureType_METALNESS, Material::MetallicRoughness},
{aiTextureType_DIFFUSE_ROUGHNESS, Material::MetallicRoughness},
{aiTextureType_UNKNOWN, Material::MetallicRoughness},
{aiTextureType_EMISSIVE, Material::Emissive},
{aiTextureType_EMISSION_COLOR, Material::Emissive},
{aiTextureType_UNKNOWN, Material::MetallicRoughness},
{aiTextureType_SHININESS, Material::MetallicRoughness},
{aiTextureType_AMBIENT_OCCLUSION, Material::Ao},
{aiTextureType_LIGHTMAP, Material::Ao},
{aiTextureType_AMBIENT, Material::Ao},
{aiTextureType_EMISSIVE, Material::Emissive},
{aiTextureType_EMISSION_COLOR, Material::Emissive},
};
for (const auto& [type, slot] : slots) {
@@ -273,9 +281,31 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
}
}
// OBJ 常见导出遗漏:PBR 贴图在目录里但 MTL 未引用
//(backpack 的 roughness.jpg/ao.jpg 正是如此)。
// 约定文件名探测补槽,命中留 INFO 锚点
if (!m_IsGltf) {
const std::pair<const char*, Material::Slot> probes[] = {
{"roughness", Material::MetallicRoughness},
{"ao", Material::Ao},
{"occlusion", Material::Ao},
};
for (const auto& [stem, slot] : probes) {
if (!texPaths[slot].empty()) continue;
for (const char* ext : {".jpg", ".png"}) {
std::filesystem::path p = modelDir / (std::string(stem) + ext);
if (std::filesystem::exists(p)) {
texPaths[slot] = p.string();
ENGINE_INFO("Probed {} texture: {}", stem, p.string());
break;
}
}
}
}
// 材质加载可见性:贴图槽缺失/路径解析错误会静默退化成默认
// 纹理(金属全没 → 塑料感),这里留下诊断锚点
ENGINE_INFO("Material '{}': albedo={} normal={} MR={} emissive={}",
ENGINE_INFO("Material '{}': albedo={} normal={} MR={} emissive={} ao={}",
material->GetName().C_Str(),
texPaths[Material::Albedo].empty() ? "<none>"
: texPaths[Material::Albedo],
@@ -284,14 +314,33 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
texPaths[Material::MetallicRoughness].empty() ? "<none>"
: texPaths[Material::MetallicRoughness],
texPaths[Material::Emissive].empty() ? "<none>"
: texPaths[Material::Emissive]);
: texPaths[Material::Emissive],
texPaths[Material::Ao].empty() ? "<none>"
: texPaths[Material::Ao]);
// PBR 因子(glTF2 材质属性;旧资产无此键 → 默认电介质 0/0.5)
ai_real metallic = 0.0f, roughness = 0.5f;
material->Get(AI_MATKEY_METALLIC_FACTOR, metallic);
material->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness);
params.factors = glm::vec4(static_cast<f32>(metallic),
static_cast<f32>(roughness), 0.0f, 0.0f);
// 因子按工作流分支:
// glTF2:MR 合图(B=金属度语义),因子按声明(缺省 1/1)
// OBJ:specular 工作流无金属概念 → metallic=0;
// roughness 有独立贴图 → 因子 1(G 通道直达);
// 无贴图 → Blinn-Phong Ns 换算 R=sqrt(2/(Ns+2)),
// 补偿默认 MR 贴图 G=0.5 → 因子 = 2R
if (m_IsGltf) {
ai_real metallic = 1.0f, roughness = 1.0f;
material->Get(AI_MATKEY_METALLIC_FACTOR, metallic);
material->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness);
params.factors = glm::vec4(static_cast<f32>(metallic),
static_cast<f32>(roughness), 0.0f, 0.0f);
} else {
f32 roughnessFactor = 1.0f;
if (texPaths[Material::MetallicRoughness].empty()) {
ai_real shininess = 10.0f;
material->Get(AI_MATKEY_SHININESS, shininess);
const f32 rough =
std::sqrt(2.0f / (static_cast<f32>(shininess) + 2.0f));
roughnessFactor = 2.0f * glm::clamp(rough, 0.05f, 1.0f);
}
params.factors = glm::vec4(0.0f, roughnessFactor, 0.0f, 0.0f);
}
}
// 材质缓存:同贴图组合+因子 → 同一 Material(一个描述符集)