feat: 材质系统 v1——4 纹理槽(albedo/normal/specular/emissive)+ 法线贴图

- Material:单贴图 → 4 槽(binding=Slot 枚举),MakeCacheKey 组合键
  保持材质去重(同贴图组合共享描述符集)
- Model:读取 aiTextureType DIFFUSE/NORMALS/SPECULAR/EMISSIVE 四类路径;
  aiProcess_CalcTangentSpace 生成切线(Vertex +tangent 属性,location 3);
  每槽默认纹理兜底(白/平法线(128,128,255)/黑/黑,1x1)
- 纹理 sRGB 语义按槽位:颜色图 SRGB 变体,数据图(Normal/Specular)线性
  UNORM——Texture 路径加载加 srgb 参数;修复 InitFromPixels 图文 format
  不一致的 validation 警告
- UBO 尾部追加 cameraPos(Blinn-Phong V 向量)
- simple_shader.frag:TBN 法线贴图(无切线/平法线退化回几何法线)+
  Blinn-Phong 高光(specular 图强度系数)+ 自发光直加
- SunTemple 实测:148 张 DDS 全槽位加载(96 张线性变体)、1056 mesh、
  validation 零警告
This commit is contained in:
2026-09-23 14:50:10 +08:00
parent 8253c31ad5
commit c54f60c5ea
12 changed files with 229 additions and 92 deletions
+73 -39
View File
@@ -28,15 +28,27 @@ Model::Model(Device& device, MemoryAllocator& allocator,
, m_DescriptorManager(descriptorManager)
, m_TextureLayout(textureLayout)
{
// 兜底纹理
m_DefaultTexture = CreateScope<Texture>(
m_Device, m_Allocator, "assets/textures/default.tga");
InitDefaultTextures();
LoadModel(path);
}
Model::~Model() = default;
void Model::InitDefaultTextures()
{
// 各材质槽位的兜底纹理(1x1,开销可忽略):
// albedo 白(受光) / normal 平法线 (0.5,0.5,1) / specular 黑 / emissive 黑
m_DefaultTextures[Material::Albedo] =
Texture::CreateSolidColor(m_Device, m_Allocator, 255, 255, 255);
m_DefaultTextures[Material::Normal] =
Texture::CreateSolidColor(m_Device, m_Allocator, 128, 128, 255, false);
m_DefaultTextures[Material::Specular] =
Texture::CreateSolidColor(m_Device, m_Allocator, 0, 0, 0, false);
m_DefaultTextures[Material::Emissive] =
Texture::CreateSolidColor(m_Device, m_Allocator, 0, 0, 0);
}
Model::Model(Device& device, MemoryAllocator& allocator,
DescriptorManager& descriptorManager,
vk::DescriptorSetLayout textureLayout,
@@ -46,7 +58,8 @@ Model::Model(Device& device, MemoryAllocator& allocator,
, m_DescriptorManager(descriptorManager)
, m_TextureLayout(textureLayout)
{
// 纯色 1x1 贴图
// 纯色 1x1 贴图(albedo 兜底)
InitDefaultTextures();
auto tex = Texture::CreateSolidColor(device, allocator, color[0], color[1], color[2]);
// XZ 平面,法线 +Y,从上往下看 CCW 绕序
@@ -59,9 +72,9 @@ Model::Model(Device& device, MemoryAllocator& allocator,
};
const std::vector<u32> indices = {0, 1, 2, 0, 2, 3};
// 贴图/材质生命周期随模型(缓存持有)
m_DefaultTexture = std::move(tex);
Material* mat = GetOrCreateMaterial(""); // 兜底材质
// 材质/纹理生命周期随模型(缓存持有)
std::string paths[Material::kSlotCount] = {"", "", "", ""};
Material* mat = GetOrCreateMaterial(paths); // 全默认材质
m_Meshes.push_back(CreateScope<Mesh>(
m_Device, m_Allocator, vertices, indices, mat));
@@ -86,6 +99,7 @@ void Model::LoadModel(const std::string& path)
aiProcess_Triangulate |
aiProcess_FlipUVs |
aiProcess_GenSmoothNormals |
aiProcess_CalcTangentSpace | // 法线贴图 TBN
aiProcess_JoinIdenticalVertices);
if (!scene || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) || !scene->mRootNode) {
@@ -109,13 +123,15 @@ void Model::ProcessNode(aiNode* node, const aiScene* scene)
}
}
Texture* Model::GetOrLoadTexture(const std::string& rawPath)
Texture* Model::GetOrLoadTexture(const std::string& rawPath, bool srgb)
{
// FBX/DCC 导出的路径常带反斜杠(Windows 语义),统一成正斜杠
std::string path = rawPath;
std::replace(path.begin(), path.end(), '\\', '/');
auto it = m_TextureCache.find(path);
// 缓存键带 sRGB 语义:同一路径可能同时被颜色槽与数据槽引用
std::string key = (srgb ? "s:" : "l:") + path;
auto it = m_TextureCache.find(key);
if (it != m_TextureCache.end()) {
return it->second.get();
}
@@ -123,40 +139,39 @@ Texture* Model::GetOrLoadTexture(const std::string& rawPath)
// 文件不存在则用兜底纹理
if (!std::filesystem::exists(path)) {
ENGINE_WARN("Texture not found, using default: {}", path);
return m_DefaultTexture.get();
return nullptr;
}
auto tex = CreateScope<Texture>(m_Device, m_Allocator, path);
auto tex = CreateScope<Texture>(m_Device, m_Allocator, path, srgb);
Texture* ptr = tex.get();
m_TextureCache.emplace(path, std::move(tex));
m_TextureCache.emplace(key, std::move(tex));
return ptr;
}
Material* Model::GetOrCreateMaterial(const std::string& rawPath)
Material* Model::GetOrCreateMaterial(const std::string paths[Material::kSlotCount])
{
// 路径归一化 + 空路径/缺文件统一折到兜底材质(缓存键 "")
std::string path = rawPath;
std::replace(path.begin(), path.end(), '\\', '/');
if (path.empty() || !std::filesystem::exists(path)) {
if (!rawPath.empty()) {
ENGINE_WARN("Texture not found, using default: {}", path);
}
path.clear();
}
if (auto it = m_MaterialCache.find(path); it != m_MaterialCache.end()) {
const std::string key = Material::MakeCacheKey(paths);
if (auto it = m_MaterialCache.find(key); it != m_MaterialCache.end()) {
return it->second.get();
}
Texture* tex = path.empty()
? m_DefaultTexture.get()
: GetOrLoadTexture(path);
// 每槽位解析纹理:空/缺失折到该槽位默认纹理
std::array<Texture*, Material::kSlotCount> textures{};
// 槽位 sRGB 语义:颜色图 true,数据图 false
const bool slotSrgb[Material::kSlotCount] = {true, false, false, true};
for (u32 slot = 0; slot < Material::kSlotCount; ++slot) {
Texture* tex = nullptr;
if (!paths[slot].empty()) {
tex = GetOrLoadTexture(paths[slot], slotSrgb[slot]);
}
textures[slot] = tex ? tex : m_DefaultTextures[slot].get();
}
auto mat = CreateScope<Material>(
m_Device, m_DescriptorManager, m_TextureLayout, tex);
m_Device, m_DescriptorManager, m_TextureLayout, textures);
Material* ptr = mat.get();
m_MaterialCache.emplace(path, std::move(mat));
m_MaterialCache.emplace(key, std::move(mat));
return ptr;
}
@@ -191,6 +206,15 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
};
}
// 切线(法线贴图 TBN;无切线数据置零,shader 侧退回几何法线)
if (mesh->mTangents) {
vertex.tangent = {
mesh->mTangents[i].x,
mesh->mTangents[i].y,
mesh->mTangents[i].z
};
}
vertices.push_back(vertex);
}
@@ -201,22 +225,32 @@ Scope<Mesh> Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
}
}
// 读取材质纹理路径
std::string texturePath;
// 读取材质纹理路径(4 槽:albedo/normal/specular/emissive)
std::string texPaths[Material::kSlotCount];
if (mesh->mMaterialIndex >= 0) {
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
const std::filesystem::path modelDir =
std::filesystem::path(m_ModelPath).parent_path();
aiString path;
if (material->GetTexture(aiTextureType_DIFFUSE, 0, &path) == AI_SUCCESS) {
const std::filesystem::path modelDir =
std::filesystem::path(m_ModelPath).parent_path();
texturePath = (modelDir / path.C_Str()).string();
const std::pair<aiTextureType, u32> slots[] = {
{aiTextureType_DIFFUSE, Material::Albedo},
{aiTextureType_NORMALS, Material::Normal},
{aiTextureType_SPECULAR, Material::Specular},
{aiTextureType_EMISSIVE, Material::Emissive},
};
for (const auto& [type, slot] : slots) {
aiString path;
if (material->GetTexture(type, 0, &path) == AI_SUCCESS &&
path.length > 0) {
texPaths[slot] = (modelDir / path.C_Str()).string();
}
}
}
// 材质缓存:同贴图 → 同一 Material(一个描述符集),mesh 数 ≠ 集数
Material* mat = GetOrCreateMaterial(texturePath);
// 材质缓存:同贴图组合 → 同一 Material(一个描述符集),mesh 数 ≠ 集数
Material* mat = GetOrCreateMaterial(texPaths);
return CreateScope<Mesh>(
m_Device, m_Allocator, vertices, indices, mat);