// Author: Ilya Khramov // Copyright (c) 2019 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _Graphic3d_PBRMaterial_HeaderFile #define _Graphic3d_PBRMaterial_HeaderFile #include "Image_PixMap.hxx" #include "Graphic3d_BSDF.hxx" #include "NCollection_Vec2.hxx" #include "Standard_TypeDef.hxx" #include "NCollection_Vec3.hxx" #include "Quantity_Color.hxx" //! Class implementing Metallic-Roughness physically based material definition class Graphic3d_PBRMaterial { public: //! Creates new physically based material in Metallic-Roughness system. //! 'metallic' parameter is 0 by default. //! 'roughness' parameter is 1 by default. //! 'color' parameter is (0, 0, 0) by default. //! 'alpha' parameter is 1 by default. //! 'IOR' parameter is 1.5 by default. //! 'emission' parameter is (0, 0, 0) by default. Standard_EXPORT Graphic3d_PBRMaterial(); //! Creates new physically based material in Metallic-Roughness system from Graphic3d_BSDF. Standard_EXPORT Graphic3d_PBRMaterial(const Graphic3d_BSDF& theBSDF); //! Returns material's metallic coefficient in [0, 1] range. //! 1 for metals and 0 for dielectrics. //! It is preferable to be exactly 0 or 1. Average values are needed for textures mixing in //! shader. float Metallic() const { return myMetallic; } //! Modifies metallic coefficient of material in [0, 1] range. Standard_EXPORT void SetMetallic(float theMetallic); //! Maps roughness from [0, 1] to [MinRoughness, 1] for calculations. Standard_EXPORT static float Roughness(float theNormalizedRoughness); //! Returns real value of roughness in [MinRoughness, 1] range for calculations. float Roughness() const { return Roughness(myRoughness); } //! Returns roughness mapping parameter in [0, 1] range. //! Roughness is defined in [0, 1] for handful material settings //! and is mapped to [MinRoughness, 1] for calculations. float NormalizedRoughness() const { return myRoughness; } //! Modifies roughness coefficient of material in [0, 1] range. Standard_EXPORT void SetRoughness(float theRoughness); //! Returns index of refraction in [1, 3] range. float IOR() const { return myIOR; } //! Modifies index of refraction in [1, 3] range. //! In practice affects only on non-metal materials reflection possibilities. Standard_EXPORT void SetIOR(float theIOR); //! Returns albedo color with alpha component of material. const Quantity_ColorRGBA& Color() const { return myColor; } //! Modifies albedo color with alpha component. Standard_EXPORT void SetColor(const Quantity_ColorRGBA& theColor); //! Modifies only albedo color. Standard_EXPORT void SetColor(const Quantity_Color& theColor); //! Returns alpha component in range [0, 1]. float Alpha() const { return myColor.Alpha(); }; //! Modifies alpha component. Standard_EXPORT void SetAlpha(float theAlpha); //! Returns light intensity emitted by material. //! Values are greater or equal 0. NCollection_Vec3 Emission() const { return myEmission; } //! Modifies light intensity emitted by material. Standard_EXPORT void SetEmission(const NCollection_Vec3& theEmission); //! Generates material in Metallic-Roughness system from Graphic3d_BSDF. Standard_EXPORT void SetBSDF(const Graphic3d_BSDF& theBSDF); public: //! PBR materials comparison operator. bool operator==(const Graphic3d_PBRMaterial& theOther) const { return (myMetallic == theOther.myMetallic) && (myRoughness == theOther.myRoughness) && (myIOR == theOther.myIOR) && (myColor == theOther.myColor) && (myEmission == theOther.myEmission); } public: //! Generates 2D look up table of scale and bias for fresnell zero coefficient. //! It is needed for calculation reflectance part of environment lighting. //! @param[out] theLUT table storage (must be Image_Format_RGF). //! @param[in] theNbIntegralSamples number of importance samples in hemisphere integral //! calculation for every table item. Standard_EXPORT static void GenerateEnvLUT(const occ::handle& theLUT, unsigned int theNbIntegralSamples = 1024); //! Compute material roughness from common material (specular color + shininess). //! @param[in] theSpecular specular color //! @param[in] theShiness normalized shininess coefficient within [0..1] range //! @return roughness within [0..1] range Standard_EXPORT static float RoughnessFromSpecular(const Quantity_Color& theSpecular, const double theShiness); //! Compute material metallicity from common material (specular color). //! @param[in] theSpecular specular color //! @return metallicity within [0..1] range static float MetallicFromSpecular(const Quantity_Color& theSpecular) { return ((NCollection_Vec3)theSpecular).maxComp(); } public: //! Roughness cannot be 0 in real calculations, so it returns minimal achievable level of //! roughness in practice static float MinRoughness() { return 0.01f; } public: //! Shows how much times less samples can be used in certain roughness value specular IBL map //! generation in compare with samples number for map with roughness of 1. Specular IBL maps with //! less roughness values have higher resolution but require less samples for the same quality of //! baking. So that reducing samples number is good strategy to improve performance of baking. The //! samples number for specular IBL map with roughness of 1 (the maximum possible samples number) //! is expected to be defined as baking parameter. Samples number for other roughness values can //! be calculated by multiplication origin samples number by this factor. //! @param theProbability value from 0 to 1 controlling strength of samples reducing. //! Bigger values result in slower reduction to provide better quality but worse performance. //! Value of 1 doesn't affect at all so that 1 will be returned (it can be used to disable //! reduction strategy). //! @param theRoughness roughness value of current generated specular IBL map (from 0 to 1). //! @return factor to calculate number of samples for current specular IBL map baking. //! Be aware! It has no obligation to return 1 in case of roughness of 1. //! Be aware! It produces poor quality with small number of origin samples. In that case it is //! recommended to be disabled. Standard_EXPORT static float SpecIBLMapSamplesFactor(float theProbability, float theRoughness); //! Dumps the content of me into the stream Standard_EXPORT void DumpJson(Standard_OStream& theOStream, int theDepth = -1) const; private: //! Calculates geometry factor of Cook-Torrance BRDF using Smith formula. static float lutGenGeometryFactor(float theCosL, float theCosV, float theRoughness); //! Generates quasi-random point from Hammersley set. //! @param theNumber number of point //! @param theCount size of Hammersley set static NCollection_Vec2 lutGenHammersley(unsigned int theNumber, unsigned int theCount); //! Generates only cosine theta of direction in spherical coordinates system //! according to micro facet distribution function from Cook-Torrance BRDF. static float lutGenImportanceSampleCosTheta(float theHammerslayPointComponent, float theRoughness); //! Generates direction using point from Hammersley set //! according to micro facet distribution function from Cook-Torrance BRDF. static NCollection_Vec3 lutGenImportanceSample( const NCollection_Vec2& theHammerslayPoint, float theRoughness); //! Generates vector using cosine of angle between up vector (normal in hemisphere) //! and desired vector. //! x component for resulting vector will be zero. static NCollection_Vec3 lutGenView(float theCosV); //! Returns reflected vector according axis. //! @param theVector vector is needed to be reflected. //! @param theAxis axis of reflection. static NCollection_Vec3 lutGenReflect(const NCollection_Vec3& theVector, const NCollection_Vec3& theAxis); private: Quantity_ColorRGBA myColor; //!< albedo color with alpha component [0, 1] float myMetallic; //!< metallic coefficient of material [0, 1] float myRoughness; //!< roughness coefficient of material [0, 1] NCollection_Vec3 myEmission; //!< light intensity emitted by material [>= 0] float myIOR; //!< index of refraction [1, 3] }; #endif // _Graphic3d_PBRMaterial_HeaderFile