Add reflective materials.

A future CL will implement reflective surfaces and make use of these materials.

PiperOrigin-RevId: 889200524
Change-Id: Icbe5c0c390f89789ed0f5d5c6058a2ef31105608
This commit is contained in:
Haroon Qureshi
2026-03-25 06:10:11 -07:00
committed by Copybara-Service
parent c61d239ac6
commit 02b0b40b1c
11 changed files with 223 additions and 20 deletions
+4
View File
@@ -102,12 +102,16 @@ set(MATERIAL_FILES
pbr_packed.mat
phong_2d_fade.mat
phong_2d.mat
phong_2d_reflect.mat
phong_2d_uv_fade.mat
phong_2d_uv.mat
phong_2d_uv_reflect.mat
phong_color_fade.mat
phong_color.mat
phong_color_reflect.mat
phong_cube_fade.mat
phong_cube.mat
phong_cube_reflect.mat
unlit_depth.mat
unlit_line.mat
unlit_segmentation.mat
@@ -13,7 +13,7 @@
// limitations under the License.
material {
name : phong_2d,
name : phong_2d_fade,
shadingModel : specularGlossiness,
culling : none,
flipUV : false,
@@ -0,0 +1,58 @@
// Copyright 2025 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
material {
name : phong_2d_reflect,
shadingModel : specularGlossiness,
culling : none,
flipUV : false,
parameters : [
{ type : float4, name : BaseColorFactor },
{ type : float, name : SpecularFactor },
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float, name : Reflectance },
{ type : float3, name : UvScale },
{ type : float3, name : UvOffset },
{ type : sampler2d, name : BaseColor },
{ type : sampler2d, name : Reflection }
],
variables : [
vertex_pos
]
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
material.vertex_pos = getPosition();
}
}
fragment {
void material(inout MaterialInputs material) {
vec2 uv = variable_vertex_pos.xy * materialParams.UvScale.xy + materialParams.UvOffset.xy;
vec2 screen_uv = gl_FragCoord.xy * getResolution().zw;
prepareMaterial(material);
material.baseColor = materialParams.BaseColorFactor;
material.baseColor *= texture(materialParams_BaseColor, uv);
material.specularColor = vec3(materialParams.SpecularFactor);
material.glossiness = materialParams.GlossinessFactor;
material.emissive = vec4(materialParams.EmissiveFactor);
// Apply reflection.
vec4 reflection = texture(materialParams_Reflection, screen_uv);
material.baseColor.rgb = mix(material.baseColor.rgb, reflection.rgb, materialParams.Reflectance);
}
}
@@ -13,7 +13,7 @@
// limitations under the License.
material {
name : phong_2d_uv,
name : phong_2d_uv_fade,
shadingModel : specularGlossiness,
culling : none,
flipUV : false,
@@ -0,0 +1,50 @@
// Copyright 2025 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
material {
name : phong_2d_uv_reflect,
shadingModel : specularGlossiness,
culling : none,
flipUV : false,
parameters : [
{ type : float4, name : BaseColorFactor },
{ type : float, name : SpecularFactor },
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float, name : Reflectance },
{ type : sampler2d, name : BaseColor },
{ type : sampler2d, name : Reflection }
],
requires : [
uv0
],
}
fragment {
void material(inout MaterialInputs material) {
vec2 uv = getUV0();
vec2 screen_uv = gl_FragCoord.xy * getResolution().zw;
prepareMaterial(material);
material.baseColor = materialParams.BaseColorFactor;
material.baseColor *= texture(materialParams_BaseColor, uv);
material.specularColor = vec3(materialParams.SpecularFactor);
material.glossiness = materialParams.GlossinessFactor;
material.emissive = vec4(materialParams.EmissiveFactor);
// Apply reflection.
vec4 reflection = texture(materialParams_Reflection, screen_uv);
material.baseColor.rgb = mix(material.baseColor.rgb, reflection.rgb, materialParams.Reflectance);
}
}
@@ -0,0 +1,43 @@
// Copyright 2025 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
material {
name : phong_color_reflect,
shadingModel : specularGlossiness,
culling: none,
parameters : [
{ type : float4, name : BaseColorFactor },
{ type : float, name : SpecularFactor },
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float, name : Reflectance },
{ type : sampler2d, name : Reflection }
]
}
fragment {
void material(inout MaterialInputs material) {
vec2 screen_uv = gl_FragCoord.xy * getResolution().zw;
prepareMaterial(material);
material.baseColor = materialParams.BaseColorFactor;
material.specularColor = vec3(materialParams.SpecularFactor);
material.glossiness = materialParams.GlossinessFactor;
material.emissive = vec4(materialParams.EmissiveFactor);
// Apply reflection.
vec4 reflection = texture(materialParams_Reflection, screen_uv);
material.baseColor.rgb = mix(material.baseColor.rgb, reflection.rgb, materialParams.Reflectance);
}
}
@@ -13,7 +13,7 @@
// limitations under the License.
material {
name : phong_cube,
name : phong_cube_fade,
shadingModel : specularGlossiness,
culling : none,
flipUV : false,
@@ -0,0 +1,57 @@
// Copyright 2025 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
material {
name : phong_cube_reflect,
shadingModel : specularGlossiness,
culling : none,
flipUV : false,
parameters : [
{ type : float4, name : BaseColorFactor },
{ type : float, name : SpecularFactor },
{ type : float, name : GlossinessFactor },
{ type : float, name : EmissiveFactor },
{ type : float3, name : UvScale },
{ type : float, name : Reflectance },
{ type : samplerCubemap, name : BaseColor },
{ type : sampler2d, name : Reflection }
],
variables : [
vertex_pos
]
}
vertex {
void materialVertex(inout MaterialVertexInputs material) {
material.vertex_pos = getPosition();
}
}
fragment {
void material(inout MaterialInputs material) {
vec3 uv = variable_vertex_pos.xyz * materialParams.UvScale;
vec2 screen_uv = gl_FragCoord.xy * getResolution().zw;
prepareMaterial(material);
material.baseColor = materialParams.BaseColorFactor;
material.baseColor *= texture(materialParams_BaseColor, uv);
material.specularColor = vec3(materialParams.SpecularFactor);
material.glossiness = materialParams.GlossinessFactor;
material.emissive = vec4(materialParams.EmissiveFactor);
// Apply reflection.
vec4 reflection = texture(materialParams_Reflection, screen_uv);
material.baseColor.rgb = mix(material.baseColor.rgb, reflection.rgb, materialParams.Reflectance);
}
}
@@ -89,12 +89,16 @@ ObjectManager::ObjectManager(const mjModel* model, filament::Engine* engine,
materials_[kPbrPacked] = LoadMaterial("pbr_packed.filamat");
materials_[kPhong2d] = LoadMaterial("phong_2d.filamat");
materials_[kPhong2dFade] = LoadMaterial("phong_2d_fade.filamat");
materials_[kPhong2dReflect] = LoadMaterial("phong_2d_reflect.filamat");
materials_[kPhong2dUv] = LoadMaterial("phong_2d_uv.filamat");
materials_[kPhong2dUvFade] = LoadMaterial("phong_2d_uv_fade.filamat");
materials_[kPhong2dUvReflect] = LoadMaterial("phong_2d_uv_reflect.filamat");
materials_[kPhongColor] = LoadMaterial("phong_color.filamat");
materials_[kPhongColorFade] = LoadMaterial("phong_color_fade.filamat");
materials_[kPhongColorReflect] = LoadMaterial("phong_color_reflect.filamat");
materials_[kPhongCube] = LoadMaterial("phong_cube.filamat");
materials_[kPhongCubeFade] = LoadMaterial("phong_cube_fade.filamat");
materials_[kPhongCubeReflect] = LoadMaterial("phong_cube_reflect.filamat");
materials_[kUnlitSegmentation] = LoadMaterial("unlit_segmentation.filamat");
materials_[kUnlitLine] = LoadMaterial("unlit_line.filamat");
materials_[kUnlitDepth] = LoadMaterial("unlit_depth.filamat");
@@ -43,12 +43,16 @@ class ObjectManager {
kPbrPacked,
kPhong2d,
kPhong2dFade,
kPhong2dReflect,
kPhong2dUv,
kPhong2dUvFade,
kPhong2dUvReflect,
kPhongColor,
kPhongColorFade,
kPhongColorReflect,
kPhongCube,
kPhongCubeFade,
kPhongCubeReflect,
kUnlitSegmentation,
kUnlitDepth,
kUnlitLine,
-17
View File
@@ -48,23 +48,6 @@
onRuntimeInitialized: () => {
// Define assets to prefetch. These paths are relative to the wasm_binary/ directory.
const assetsToPrefetch = [
"ibl.ktx",
"pbr.filamat",
"pbr_packed.filamat",
"phong_2d.filamat",
"phong_2d_uv.filamat",
"phong_color.filamat",
"phong_cube.filamat",
"unlit_line.filamat",
"unlit_ui.filamat",
"phong_2d_fade.filamat",
"phong_2d_uv_fade.filamat",
"phong_color_fade.filamat",
"phong_cube_fade.filamat",
"unlit_depth.filamat",
"unlit_segmentation.filamat",
"OpenSans-Regular.ttf",
"fontawesome-webfont.ttf",
];
const assetPromises = assetsToPrefetch.map(async (relativePath) => {