Graphics: Use module name to retrieve material shaders
This commit is contained in:
311
src/Nazara/Graphics/Resources/Shaders/PhongMaterial.nzsl
Normal file
311
src/Nazara/Graphics/Resources/Shaders/PhongMaterial.nzsl
Normal file
@@ -0,0 +1,311 @@
|
||||
[nzsl_version("1.0")]
|
||||
module PhongMaterial;
|
||||
|
||||
import Engine.InstanceData;
|
||||
import Engine.LightData;
|
||||
import Engine.ViewerData;
|
||||
|
||||
// Basic material options
|
||||
option HasDiffuseTexture: bool = false;
|
||||
option HasAlphaTexture: bool = false;
|
||||
option AlphaTest: bool = false;
|
||||
|
||||
// Phong material options
|
||||
option HasEmissiveTexture: bool = false;
|
||||
option HasHeightTexture: bool = false;
|
||||
option HasNormalTexture: bool = false;
|
||||
option HasSpecularTexture: bool = false;
|
||||
|
||||
// Billboard related options
|
||||
option Billboard: bool = false;
|
||||
option BillboardCenterLocation: i32 = -1;
|
||||
option BillboardColorLocation: i32 = -1;
|
||||
option BillboardSizeRotLocation: i32 = -1;
|
||||
|
||||
// Vertex declaration related options
|
||||
option ColorLocation: i32 = -1;
|
||||
option NormalLocation: i32 = -1;
|
||||
option PosLocation: i32;
|
||||
option TangentLocation: i32 = -1;
|
||||
option UvLocation: i32 = -1;
|
||||
|
||||
const HasNormal = (NormalLocation >= 0);
|
||||
const HasVertexColor = (ColorLocation >= 0);
|
||||
const HasColor = (HasVertexColor || Billboard);
|
||||
const HasTangent = (TangentLocation >= 0);
|
||||
const HasUV = (UvLocation >= 0);
|
||||
const HasNormalMapping = HasNormalTexture && HasNormal && HasTangent;
|
||||
|
||||
[layout(std140)]
|
||||
struct MaterialSettings
|
||||
{
|
||||
// BasicSettings
|
||||
AlphaThreshold: f32,
|
||||
DiffuseColor: vec4[f32],
|
||||
|
||||
// PhongSettings
|
||||
AmbientColor: vec3[f32],
|
||||
SpecularColor: vec3[f32],
|
||||
Shininess: f32,
|
||||
}
|
||||
|
||||
// TODO: Add enums
|
||||
const DirectionalLight = 0;
|
||||
const PointLight = 1;
|
||||
const SpotLight = 2;
|
||||
|
||||
external
|
||||
{
|
||||
[binding(0)] settings: uniform[MaterialSettings],
|
||||
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
|
||||
[binding(2)] MaterialAlphaMap: sampler2D[f32],
|
||||
[binding(3)] TextureOverlay: sampler2D[f32],
|
||||
[binding(4)] instanceData: uniform[InstanceData],
|
||||
[binding(5)] viewerData: uniform[ViewerData],
|
||||
[binding(6)] lightData: uniform[LightData],
|
||||
[binding(7)] MaterialEmissiveMap: sampler2D[f32],
|
||||
[binding(8)] MaterialHeightMap: sampler2D[f32],
|
||||
[binding(9)] MaterialNormalMap: sampler2D[f32],
|
||||
[binding(10)] MaterialSpecularMap: sampler2D[f32],
|
||||
}
|
||||
|
||||
struct VertToFrag
|
||||
{
|
||||
[location(0)] worldPos: vec3[f32],
|
||||
[location(1), cond(HasUV)] uv: vec2[f32],
|
||||
[location(2), cond(HasColor)] color: vec4[f32],
|
||||
[location(3), cond(HasNormal)] normal: vec3[f32],
|
||||
[location(4), cond(HasNormalMapping)] tbnMatrix: mat3[f32],
|
||||
[builtin(position)] position: vec4[f32],
|
||||
}
|
||||
|
||||
// Fragment stage
|
||||
struct FragOut
|
||||
{
|
||||
[location(0)] RenderTarget0: vec4[f32]
|
||||
}
|
||||
|
||||
[entry(frag)]
|
||||
fn main(input: VertToFrag) -> FragOut
|
||||
{
|
||||
let diffuseColor = settings.DiffuseColor;
|
||||
|
||||
const if (HasUV)
|
||||
diffuseColor *= TextureOverlay.Sample(input.uv);
|
||||
|
||||
const if (HasColor)
|
||||
diffuseColor *= input.color;
|
||||
|
||||
const if (HasDiffuseTexture)
|
||||
diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
|
||||
|
||||
const if (HasAlphaTexture)
|
||||
diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
|
||||
|
||||
const if (AlphaTest)
|
||||
{
|
||||
if (diffuseColor.w < settings.AlphaThreshold)
|
||||
discard;
|
||||
}
|
||||
|
||||
const if (HasNormal)
|
||||
{
|
||||
let lightAmbient = vec3[f32](0.0, 0.0, 0.0);
|
||||
let lightDiffuse = vec3[f32](0.0, 0.0, 0.0);
|
||||
let lightSpecular = vec3[f32](0.0, 0.0, 0.0);
|
||||
|
||||
let eyeVec = normalize(viewerData.eyePosition - input.worldPos);
|
||||
|
||||
let normal: vec3[f32];
|
||||
const if (HasNormalMapping)
|
||||
normal = normalize(input.tbnMatrix * (MaterialNormalMap.Sample(input.uv).xyz * 2.0 - vec3[f32](1.0, 1.0, 1.0)));
|
||||
else
|
||||
normal = normalize(input.normal);
|
||||
|
||||
for i in 0 -> lightData.lightCount
|
||||
{
|
||||
let light = lightData.lights[i];
|
||||
|
||||
let lightAmbientFactor = light.factor.x;
|
||||
let lightDiffuseFactor = light.factor.y;
|
||||
|
||||
// TODO: Add switch instruction
|
||||
if (light.type == DirectionalLight)
|
||||
{
|
||||
let lightDir = light.parameter1.xyz;
|
||||
|
||||
lightAmbient += light.color.rgb * lightAmbientFactor * settings.AmbientColor;
|
||||
|
||||
let lambert = max(dot(normal, -lightDir), 0.0);
|
||||
|
||||
lightDiffuse += lambert * light.color.rgb * lightDiffuseFactor;
|
||||
|
||||
let reflection = reflect(lightDir, normal);
|
||||
let specFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specFactor = pow(specFactor, settings.Shininess);
|
||||
|
||||
lightSpecular += specFactor * light.color.rgb;
|
||||
}
|
||||
else if (light.type == PointLight)
|
||||
{
|
||||
let lightPos = light.parameter1.xyz;
|
||||
let lightInvRadius = light.parameter1.w;
|
||||
|
||||
let lightToPos = input.worldPos - lightPos;
|
||||
let dist = length(lightToPos);
|
||||
let lightToPosNorm = lightToPos / max(dist, 0.0001);
|
||||
|
||||
let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
|
||||
|
||||
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
|
||||
|
||||
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
|
||||
|
||||
lightDiffuse += attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
|
||||
|
||||
let reflection = reflect(lightToPosNorm, normal);
|
||||
let specFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specFactor = pow(specFactor, settings.Shininess);
|
||||
|
||||
lightSpecular += attenuationFactor * specFactor * light.color.rgb;
|
||||
}
|
||||
else if (light.type == SpotLight)
|
||||
{
|
||||
let lightPos = light.parameter1.xyz;
|
||||
let lightDir = light.parameter2.xyz;
|
||||
let lightInvRadius = light.parameter1.w;
|
||||
let lightInnerAngle = light.parameter3.x;
|
||||
let lightOuterAngle = light.parameter3.y;
|
||||
|
||||
let lightToPos = input.worldPos - lightPos;
|
||||
let dist = length(lightToPos);
|
||||
let lightToPosNorm = lightToPos / max(dist, 0.0001);
|
||||
|
||||
let curAngle = dot(lightDir, lightToPosNorm);
|
||||
let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
|
||||
|
||||
let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
|
||||
attenuationFactor *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
|
||||
|
||||
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
|
||||
|
||||
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
|
||||
|
||||
lightDiffuse += attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
|
||||
|
||||
let reflection = reflect(lightToPosNorm, normal);
|
||||
let specFactor = max(dot(reflection, eyeVec), 0.0);
|
||||
specFactor = pow(specFactor, settings.Shininess);
|
||||
|
||||
lightSpecular += attenuationFactor * specFactor * light.color.rgb;
|
||||
}
|
||||
}
|
||||
|
||||
lightSpecular *= settings.SpecularColor;
|
||||
|
||||
const if (HasSpecularTexture)
|
||||
lightSpecular *= MaterialSpecularMap.Sample(input.uv).rgb;
|
||||
|
||||
let lightColor = lightAmbient + lightDiffuse + lightSpecular;
|
||||
|
||||
let output: FragOut;
|
||||
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * diffuseColor;
|
||||
return output;
|
||||
}
|
||||
else
|
||||
{
|
||||
let output: FragOut;
|
||||
output.RenderTarget0 = diffuseColor;
|
||||
return output;
|
||||
}
|
||||
}
|
||||
|
||||
// Vertex stage
|
||||
struct VertIn
|
||||
{
|
||||
[location(PosLocation)]
|
||||
pos: vec3[f32],
|
||||
|
||||
[cond(HasVertexColor), location(ColorLocation)]
|
||||
color: vec4[f32],
|
||||
|
||||
[cond(HasUV), location(UvLocation)]
|
||||
uv: vec2[f32],
|
||||
|
||||
[cond(HasNormal), location(NormalLocation)]
|
||||
normal: vec3[f32],
|
||||
|
||||
[cond(HasTangent), location(TangentLocation)]
|
||||
tangent: vec3[f32],
|
||||
|
||||
[cond(Billboard), location(BillboardCenterLocation)]
|
||||
billboardCenter: vec3[f32],
|
||||
|
||||
[cond(Billboard), location(BillboardSizeRotLocation)]
|
||||
billboardSizeRot: vec4[f32], //< width,height,sin,cos
|
||||
|
||||
[cond(Billboard), location(BillboardColorLocation)]
|
||||
billboardColor: vec4[f32]
|
||||
}
|
||||
|
||||
[entry(vert), cond(Billboard)]
|
||||
fn billboardMain(input: VertIn) -> VertOut
|
||||
{
|
||||
let size = input.billboardSizeRot.xy;
|
||||
let sinCos = input.billboardSizeRot.zw;
|
||||
|
||||
let rotatedPosition = vec2[f32](
|
||||
input.pos.x * sinCos.y - input.pos.y * sinCos.x,
|
||||
input.pos.y * sinCos.y + input.pos.x * sinCos.x
|
||||
);
|
||||
rotatedPosition *= size;
|
||||
|
||||
let cameraRight = vec3[f32](viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]);
|
||||
let cameraUp = vec3[f32](viewerData.viewMatrix[0][1], viewerData.viewMatrix[1][1], viewerData.viewMatrix[2][1]);
|
||||
|
||||
let vertexPos = input.billboardCenter;
|
||||
vertexPos += cameraRight * rotatedPosition.x;
|
||||
vertexPos += cameraUp * rotatedPosition.y;
|
||||
|
||||
let output: VertToFrag;
|
||||
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](vertexPos, 1.0);
|
||||
|
||||
const if (HasColor)
|
||||
output.color = input.billboardColor;
|
||||
|
||||
const if (HasUV)
|
||||
output.uv = input.pos.xy + vec2[f32](0.5, 0.5);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
[entry(vert), cond(!Billboard)]
|
||||
fn main(input: VertIn) -> VertToFrag
|
||||
{
|
||||
let worldPosition = instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
|
||||
|
||||
let output: VertToFrag;
|
||||
output.worldPos = worldPosition.xyz;
|
||||
output.position = viewerData.viewProjMatrix * worldPosition;
|
||||
|
||||
let rotationMatrix = mat3[f32](instanceData.worldMatrix);
|
||||
|
||||
const if (HasColor)
|
||||
output.color = input.color;
|
||||
|
||||
const if (HasNormal)
|
||||
output.normal = rotationMatrix * input.normal;
|
||||
|
||||
const if (HasUV)
|
||||
output.uv = input.uv;
|
||||
|
||||
const if (HasNormalMapping)
|
||||
{
|
||||
let binormal = cross(input.normal, input.tangent);
|
||||
output.tbnMatrix[0] = normalize(rotationMatrix * input.tangent);
|
||||
output.tbnMatrix[1] = normalize(rotationMatrix * binormal);
|
||||
output.tbnMatrix[2] = normalize(rotationMatrix * input.normal);
|
||||
}
|
||||
|
||||
return output;
|
||||
}
|
||||
Reference in New Issue
Block a user