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HDR Lightmaps & Environment Settings System #4538
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// TODO decide if thse should get put into the GLTF loader itself |
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Nit: typo
// TODO decide if thse should get put into the GLTF loader itself | |
// TODO decide if these should get put into the GLTF loader itself |
Sorry for delaying the review. Let me do multi posts with the one in Discord so far. My initial impression for adding the two hooks to the upstream is, I'm on the fence about it. Because we Three.js glTF loader devs don't want to add many hook points. Because we don't want to have an impact to the performance and we want to keep the small complexity We want to add only minimal hook points which primarily help to implement KHR_ prefix extension and some other major extension handlers (of course if the hook points can also be used for generic purpose it's a big bonus point). Hook points are not for implementing all user custom extensions. If the plugin APIs are not fitting to certain custom user extensions, we would like encourage to make a fork instead. From this perspective, I have been thinking whether adding the two hook points is worth or not. And sorry I haven't had a conclusion yet because of the lack of time |
This PR adds support for RGBE (.hdr) lightmaps and add a system to deal with environment settings. It also introduces the
environment-settings
component, which for now allows setting tone mapping, exposure, and custom equirectangular environment maps and backgrounds (also optionally HDR).Currently only a single environment map is supporter per scene, but the plan would be to eventually allow multiple environment maps either by object or area (TBD)
This PR also reworks how references to GLTF types work on
MOZ_hubs_components
. Now instead of just listing the index, a special marker object is used so that the application loading the GLTF does not need to be aware of the component schema to be able to resolve the reference. This is important as we begin to add more tooling to our pipeline as there will be more things that need to "pass through" component data without breaking it. For now this applies to Spoke and the WIP "Hubs GLB tools".The marker object looks like:
This also begins to transition MOZ_hubs_components implementation to an actual GLTFLoader plugin, though right now does not change any of the existing "inflation" code.
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