This is a -- long overdue -- breaking change to the rendering output of
this shader, finally adding support for lights that get darker over
distance. The attenuation equation is basically what's documented in
LightData, and the distinction between directional and point lights is
made using a newly added the fourth component of position (which means
the old three-component setters are all deprecated). This allows the
shader code to be practically branchless, which I find to be nice.
This breaks basically all rendering output so all existing Phong and
MeshTools::compile() test outputs had to be regenerated.
It's needed to support the new material attributes supported by glTF.
The test output is slightly different as the normal coming from
the texture wasn't normalized before.
Makes more sense as the function isn't expected to fail (and thus any
kind of lazy population is not possible as it would be too late for
error checks anyway).
*Not* updating interface strings even though this is an ABI break
because we're doing that right after the skin import interface bump.
There's actually a lot of code involved in checking if all textures use
the same transform or coordinate set, especially when considering all
fallback variants and potential future expansion with separate texture
offset/scale/rotation attributes.
A lot of the complexity was thus hidden in plugin implementations, which
were each trying to find a common value for all textures to save the
user from doing the same. All that code can now be removed and left up
to the material APIs themselves -- now it's just about checking
hasCommonTextureTransformation() and then retrieving that one common
transformation, independently on how the material actually defines it.
Turns out glTF doesn't actually put metalness into R and roughness into
G, even though the naming suggests that. This was done originally, but
then they changed that in order to be compatible with UE4 and allow for
a more efficient storage of an occlusion map.
Because this feels extremely arbitrary, the docs have added rationale
for each of the packing variants, and I'm also renaming the packed
attribute and checks to imply the red channel isn't used.
This is a bit huge because of all the new overloads that take a
MaterialLayer instead of a string, but all that is just boring
boilerplate. Additionally this:
* exposes glTF clear coat parameters (which, interestingly enough,
reuse existing attributes and don't introduce any new)
* provides a convenience wrapper in PbrClearCoatMaterialData
* and a convenience base for material layer wrappers that redirect
all APIs with implicit layer argument to desired layer instead of the
base material
Well, "basic". Practically mirrors glTF PBR materials:
- builtin metallic/roughness
- the KHR_materials_pbrSpecularGlossiness extension
- extra normal/occlusion/emission maps
- exposes the implicit metallic/roughness and specular/glossiness
packing, but also allows separate maps with arbitrary packings as
well as two-channel normal maps (instead of three-channel)
- provides convenience checks for the most common packing schemes
including MSFT_packing_normalRoughnessMetallic and the three variants
of MSFT_packing_occlusionRoughnessMetallic
- teaches PhongMaterialData to recognize packed specular/glossiness
maps as well
Next up is exposing at least one layer extension, and then I'm done
here.
The plugin interface version got bumped to avoid ABI issues when loading
plugins that weren't updated for the change, but apart from that this
shouldn't be a breaking change, as the API returns a type that can be
both an Optional and a Pointer.
AbstractMaterialData is now just a typedef to MaterialData, with all
existing public APIs moved to (and marked as deprecated, if they don't
make sense anymore). The new class doesn't have a virtual destructor as
that's not the desired use anymore -- and AbstractImporter::material()
APIs will be returning an Optional instead of a Pointer, which means any
potential subclasses will be sliced away.
PhongMaterialData is reimplemented using the new key/value store,
with no own members anymore -- thus having the same size as
MaterialData, and safe to be casted from it to access the helper APIs.
Better since it has the same prefix as other texture-related attributes,
such as *TextureMatrix(). Not using *TextureCoordinateSet() because
that's overly long, *TextureSet() is OTOH confusing (and especially so
if we'd introduce *TextureLayer()).
Those would be unfortunately very hard to preserve when switching to the
new MaterialData. These accessors mattered mostly only when populating
the instance (i.e., in importer plugins) so such breakage shouldn't be
too much of a problem for regular users.
With blackjack and actually working properly on all platforms.
Seriously, did nobody ever try to use the vanilla version on Mac or MSYS
since it was added several years ago in CMake 3.7?