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Known assumptions and naming conventions
This list will keep the track of known assumptions that we have made. This also include naming conventions for files and paths.
Location: PBRTextured.h
Class purpose: Load PBR materials from texture
Assumption: The constructor expects to receive path to the folder with PBR materials. eg.: albedo, roughness
Naming convention: We expect that the PBR materials are in the folder named like this
| Albedo | Metallic | Roughness | AO |
|---|---|---|---|
| albedo | metallic | roughness | ao |
Path to the albedo material: Assets/Textures/PBR/albedo.png
Result: OK
Path to the albedo material: Assets/Textures/PBR/Albedo.png
Result: not loaded
Path to the albedo material: Assets/Textures/PBR/ALBEDO.png
Result: not loaded
Path to the albedo material: Assets/Textures/PBR/Gold/Gold1/albedo.png
Result: OK
Location: PBRTextured.h & PBRColor.h & PBRFragmentShaders
Class purpose: Load PBR materials from texture or use RGB colors
Assumption: Your shader uniform variables that hold values for different colors or samplers should follow some naming convention
Naming convention for samplers: When instantiating PBRmaterial class you can pass the naming convention format of your liking to the constructor of the class
NOTE: you still have to update uniforms inside shader code to follow your custom prefixes
- default for samplers are
_map - default value for non-samplers are
_val
we assume that uniform name for the PBR material should begin with the capital letter.
| Albedo | Metallic | Roughness | AO |
|---|---|---|---|
| _format_Albedo | _format_Metallic | _format_Roughness | _format_Ao |
Uniform name: _valAlbedo
Result: OK
Uniform name: _mapAlbedo
Result: OK
Uniform name: _pbrAlbedo
Result: OK if the uniform name is updated to _pbrAlbedo
Uniform name: _pbralbedo
Result: uniform not found
Uniform name: _alBedo
Result: uniform not found