Add PBR rendering (WIP)
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@ -59,6 +59,7 @@
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#include <Nazara/Graphics/MaterialSettings.hpp>
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#include <Nazara/Graphics/MaterialSettings.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/Model.hpp>
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#include <Nazara/Graphics/PhongLightingMaterial.hpp>
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#include <Nazara/Graphics/PhongLightingMaterial.hpp>
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#include <Nazara/Graphics/PhysicallyBasedMaterial.hpp>
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#include <Nazara/Graphics/PointLight.hpp>
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#include <Nazara/Graphics/PointLight.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_GRAPHICS_PHYSICALLYBASEDMATERIAL_HPP
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#define NAZARA_GRAPHICS_PHYSICALLYBASEDMATERIAL_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/BasicMaterial.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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namespace Nz
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{
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class NAZARA_GRAPHICS_API PhysicallyBasedMaterial : public BasicMaterial
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{
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friend class MaterialPipeline;
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public:
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PhysicallyBasedMaterial(MaterialPass& material);
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Color GetAmbientColor() const;
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inline const std::shared_ptr<Texture>& GetEmissiveMap() const;
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inline const TextureSamplerInfo& GetEmissiveSampler() const;
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inline const std::shared_ptr<Texture>& GetHeightMap() const;
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inline const TextureSamplerInfo& GetHeightSampler() const;
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inline const std::shared_ptr<Texture>& GetMetallicMap() const;
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inline const TextureSamplerInfo& GetMetallicSampler() const;
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inline const std::shared_ptr<Texture>& GetNormalMap() const;
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inline const TextureSamplerInfo& GetNormalSampler() const;
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inline const std::shared_ptr<Texture>& GetRoughnessMap() const;
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inline const TextureSamplerInfo& GetRoughnessSampler() const;
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float GetShininess() const;
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Color GetSpecularColor() const;
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inline const std::shared_ptr<Texture>& GetSpecularMap() const;
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inline const TextureSamplerInfo& GetSpecularSampler() const;
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inline bool HasAmbientColor() const;
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inline bool HasEmissiveMap() const;
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inline bool HasHeightMap() const;
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inline bool HasMetallicMap() const;
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inline bool HasNormalMap() const;
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inline bool HasRoughnessMap() const;
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inline bool HasShininess() const;
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inline bool HasSpecularColor() const;
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inline bool HasSpecularMap() const;
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void SetAmbientColor(const Color& ambient);
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inline void SetEmissiveMap(std::shared_ptr<Texture> emissiveMap);
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inline void SetEmissiveSampler(TextureSamplerInfo emissiveSampler);
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inline void SetHeightMap(std::shared_ptr<Texture> heightMap);
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inline void SetHeightSampler(TextureSamplerInfo heightSampler);
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inline void SetMetallicMap(std::shared_ptr<Texture> metallicMap);
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inline void SetMetallicSampler(TextureSamplerInfo metallicSampler);
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inline void SetNormalMap(std::shared_ptr<Texture> normalMap);
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inline void SetNormalSampler(TextureSamplerInfo normalSampler);
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inline void SetRoughnessMap(std::shared_ptr<Texture> roughnessMap);
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inline void SetRoughnessSampler(TextureSamplerInfo roughnessSampler);
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void SetShininess(float shininess);
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void SetSpecularColor(const Color& specular);
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inline void SetSpecularMap(std::shared_ptr<Texture> specularMap);
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inline void SetSpecularSampler(TextureSamplerInfo specularSampler);
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static const std::shared_ptr<MaterialSettings>& GetSettings();
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protected:
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struct PbrOptionIndexes
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{
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std::size_t hasEmissiveMap;
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std::size_t hasHeightMap;
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std::size_t hasMetallicMap;
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std::size_t hasNormalMap;
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std::size_t hasRoughnessMap;
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std::size_t hasSpecularMap;
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};
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struct PbrUniformOffsets
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{
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std::size_t ambientColor;
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std::size_t shininess;
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std::size_t totalSize;
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std::size_t specularColor;
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};
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struct PbrTextureIndexes
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{
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std::size_t emissive;
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std::size_t height;
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std::size_t metallic;
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std::size_t roughness;
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std::size_t normal;
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std::size_t specular;
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};
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struct PbrBuildOptions : BasicBuildOptions
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{
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PbrUniformOffsets pbrOffsets;
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PbrOptionIndexes* pbrOptionIndexes = nullptr;
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PbrTextureIndexes* pbrTextureIndexes = nullptr;
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};
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PbrOptionIndexes m_pbrOptionIndexes;
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PbrTextureIndexes m_pbrTextureIndexes;
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PbrUniformOffsets m_pbrUniformOffsets;
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static MaterialSettings::Builder Build(PbrBuildOptions& options);
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static std::vector<std::shared_ptr<UberShader>> BuildShaders();
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static std::pair<PbrUniformOffsets, FieldOffsets> BuildUniformOffsets();
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private:
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static bool Initialize();
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static void Uninitialize();
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static std::shared_ptr<MaterialSettings> s_pbrMaterialSettings;
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static std::size_t s_pbrUniformBlockIndex;
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static PbrOptionIndexes s_pbrOptionIndexes;
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static PbrTextureIndexes s_pbrTextureIndexes;
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static PbrUniformOffsets s_pbrUniformOffsets;
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};
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}
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#include <Nazara/Graphics/PhysicallyBasedMaterial.inl>
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#endif // NAZARA_GRAPHICS_PHYSICALLYBASEDMATERIAL_HPP
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@ -0,0 +1,226 @@
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/PhysicallyBasedMaterial.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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inline const std::shared_ptr<Texture>& PhysicallyBasedMaterial::GetEmissiveMap() const
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{
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NazaraAssert(HasEmissiveMap(), "Material has no emissive map slot");
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return GetMaterial().GetTexture(m_pbrTextureIndexes.emissive);
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}
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inline const TextureSamplerInfo& PhysicallyBasedMaterial::GetEmissiveSampler() const
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{
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NazaraAssert(HasSpecularMap(), "Material has no emissive map slot");
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return GetMaterial().GetTextureSampler(m_pbrTextureIndexes.emissive);
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}
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inline const std::shared_ptr<Texture>& PhysicallyBasedMaterial::GetHeightMap() const
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{
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NazaraAssert(HasHeightMap(), "Material has no height map slot");
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return GetMaterial().GetTexture(m_pbrTextureIndexes.height);
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}
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inline const TextureSamplerInfo& PhysicallyBasedMaterial::GetHeightSampler() const
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{
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NazaraAssert(HasSpecularMap(), "Material has no height map slot");
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return GetMaterial().GetTextureSampler(m_pbrTextureIndexes.height);
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}
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inline const std::shared_ptr<Texture>& PhysicallyBasedMaterial::GetMetallicMap() const
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{
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NazaraAssert(HasMetallicMap(), "Material has no metallic map slot");
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return GetMaterial().GetTexture(m_pbrTextureIndexes.metallic);
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}
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inline const TextureSamplerInfo& PhysicallyBasedMaterial::GetMetallicSampler() const
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{
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NazaraAssert(HasMetallicMap(), "Material has no metallic map slot");
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return GetMaterial().GetTextureSampler(m_pbrTextureIndexes.metallic);
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}
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inline const std::shared_ptr<Texture>& PhysicallyBasedMaterial::GetNormalMap() const
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{
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NazaraAssert(HasNormalMap(), "Material has no normal map slot");
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return GetMaterial().GetTexture(m_pbrTextureIndexes.normal);
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}
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inline const TextureSamplerInfo& PhysicallyBasedMaterial::GetNormalSampler() const
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{
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NazaraAssert(HasSpecularMap(), "Material has no normal map slot");
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return GetMaterial().GetTextureSampler(m_pbrTextureIndexes.normal);
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}
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inline const std::shared_ptr<Texture>& PhysicallyBasedMaterial::GetRoughnessMap() const
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{
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NazaraAssert(HasRoughnessMap(), "Material has no roughness map slot");
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return GetMaterial().GetTexture(m_pbrTextureIndexes.roughness);
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}
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inline const TextureSamplerInfo& PhysicallyBasedMaterial::GetRoughnessSampler() const
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{
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NazaraAssert(HasRoughnessMap(), "Material has no roughness map slot");
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return GetMaterial().GetTextureSampler(m_pbrTextureIndexes.roughness);
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}
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inline const std::shared_ptr<Texture>& PhysicallyBasedMaterial::GetSpecularMap() const
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{
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NazaraAssert(HasSpecularMap(), "Material has no specular map slot");
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return GetMaterial().GetTexture(m_pbrTextureIndexes.specular);
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}
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inline const TextureSamplerInfo& PhysicallyBasedMaterial::GetSpecularSampler() const
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{
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NazaraAssert(HasSpecularMap(), "Material has no specular map slot");
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return GetMaterial().GetTextureSampler(m_pbrTextureIndexes.specular);
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}
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inline bool PhysicallyBasedMaterial::HasAmbientColor() const
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{
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return m_pbrUniformOffsets.ambientColor != MaterialSettings::InvalidIndex;
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}
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inline bool PhysicallyBasedMaterial::HasEmissiveMap() const
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{
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return m_pbrTextureIndexes.emissive != MaterialSettings::InvalidIndex;
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}
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inline bool PhysicallyBasedMaterial::HasHeightMap() const
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{
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return m_pbrTextureIndexes.height != MaterialSettings::InvalidIndex;
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}
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inline bool PhysicallyBasedMaterial::HasMetallicMap() const
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{
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return m_pbrTextureIndexes.metallic != MaterialSettings::InvalidIndex;
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}
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inline bool PhysicallyBasedMaterial::HasNormalMap() const
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{
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return m_pbrTextureIndexes.normal != MaterialSettings::InvalidIndex;
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}
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inline bool PhysicallyBasedMaterial::HasRoughnessMap() const
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{
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return m_pbrTextureIndexes.roughness != MaterialSettings::InvalidIndex;
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}
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inline bool PhysicallyBasedMaterial::HasShininess() const
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{
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return m_pbrUniformOffsets.shininess != MaterialSettings::InvalidIndex;
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}
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inline bool PhysicallyBasedMaterial::HasSpecularColor() const
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{
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return m_pbrUniformOffsets.specularColor != MaterialSettings::InvalidIndex;
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}
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inline bool PhysicallyBasedMaterial::HasSpecularMap() const
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{
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return m_pbrTextureIndexes.specular != MaterialSettings::InvalidIndex;
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}
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inline void PhysicallyBasedMaterial::SetEmissiveMap(std::shared_ptr<Texture> emissiveMap)
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{
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NazaraAssert(HasEmissiveMap(), "Material has no emissive map slot");
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bool hasEmissiveMap = (emissiveMap != nullptr);
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GetMaterial().SetTexture(m_pbrTextureIndexes.emissive, std::move(emissiveMap));
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if (m_pbrOptionIndexes.hasEmissiveMap != MaterialSettings::InvalidIndex)
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GetMaterial().SetOptionValue(m_pbrOptionIndexes.hasEmissiveMap, hasEmissiveMap);
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}
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inline void PhysicallyBasedMaterial::SetEmissiveSampler(TextureSamplerInfo emissiveSampler)
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{
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NazaraAssert(HasEmissiveMap(), "Material has no emissive map slot");
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GetMaterial().SetTextureSampler(m_pbrTextureIndexes.emissive, std::move(emissiveSampler));
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}
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inline void PhysicallyBasedMaterial::SetHeightMap(std::shared_ptr<Texture> heightMap)
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{
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NazaraAssert(HasHeightMap(), "Material has no specular map slot");
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bool hasHeightMap = (heightMap != nullptr);
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GetMaterial().SetTexture(m_pbrTextureIndexes.height, std::move(heightMap));
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if (m_pbrOptionIndexes.hasHeightMap != MaterialSettings::InvalidIndex)
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GetMaterial().SetOptionValue(m_pbrOptionIndexes.hasHeightMap, hasHeightMap);
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}
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inline void PhysicallyBasedMaterial::SetHeightSampler(TextureSamplerInfo heightSampler)
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{
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NazaraAssert(HasHeightMap(), "Material has no height map slot");
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GetMaterial().SetTextureSampler(m_pbrTextureIndexes.height, std::move(heightSampler));
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}
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inline void PhysicallyBasedMaterial::SetMetallicMap(std::shared_ptr<Texture> metallicMap)
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{
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NazaraAssert(HasMetallicMap(), "Material has no metallic map slot");
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bool hasMetallicMap = (metallicMap != nullptr);
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GetMaterial().SetTexture(m_pbrTextureIndexes.metallic, std::move(metallicMap));
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if (m_pbrOptionIndexes.hasMetallicMap != MaterialSettings::InvalidIndex)
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GetMaterial().SetOptionValue(m_pbrOptionIndexes.hasMetallicMap, hasMetallicMap);
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}
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inline void PhysicallyBasedMaterial::SetMetallicSampler(TextureSamplerInfo metallicSampler)
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{
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NazaraAssert(HasMetallicMap(), "Material has no metallic map slot");
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GetMaterial().SetTextureSampler(m_pbrTextureIndexes.metallic, std::move(metallicSampler));
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}
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inline void PhysicallyBasedMaterial::SetNormalMap(std::shared_ptr<Texture> normalMap)
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{
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NazaraAssert(HasNormalMap(), "Material has no normal map slot");
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bool hasNormalMap = (normalMap != nullptr);
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GetMaterial().SetTexture(m_pbrTextureIndexes.normal, std::move(normalMap));
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if (m_pbrOptionIndexes.hasNormalMap != MaterialSettings::InvalidIndex)
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GetMaterial().SetOptionValue(m_pbrOptionIndexes.hasNormalMap, hasNormalMap);
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}
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inline void PhysicallyBasedMaterial::SetNormalSampler(TextureSamplerInfo normalSampler)
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{
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NazaraAssert(HasNormalMap(), "Material has no normal map slot");
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GetMaterial().SetTextureSampler(m_pbrTextureIndexes.normal, std::move(normalSampler));
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}
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inline void PhysicallyBasedMaterial::SetRoughnessMap(std::shared_ptr<Texture> roughnessMap)
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{
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NazaraAssert(HasRoughnessMap(), "Material has no roughness map slot");
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bool hasRoughnessMap = (roughnessMap != nullptr);
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GetMaterial().SetTexture(m_pbrTextureIndexes.roughness, std::move(roughnessMap));
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if (m_pbrOptionIndexes.hasRoughnessMap != MaterialSettings::InvalidIndex)
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GetMaterial().SetOptionValue(m_pbrOptionIndexes.hasRoughnessMap, hasRoughnessMap);
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}
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inline void PhysicallyBasedMaterial::SetRoughnessSampler(TextureSamplerInfo metallicSampler)
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{
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NazaraAssert(HasRoughnessMap(), "Material has no roughness map slot");
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GetMaterial().SetTextureSampler(m_pbrTextureIndexes.roughness, std::move(metallicSampler));
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}
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inline void PhysicallyBasedMaterial::SetSpecularMap(std::shared_ptr<Texture> specularMap)
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{
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NazaraAssert(HasNormalMap(), "Material has no specular map slot");
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bool hasSpecularMap = (specularMap != nullptr);
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GetMaterial().SetTexture(m_pbrTextureIndexes.specular, std::move(specularMap));
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if (m_pbrOptionIndexes.hasSpecularMap != MaterialSettings::InvalidIndex)
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GetMaterial().SetOptionValue(m_pbrOptionIndexes.hasSpecularMap, hasSpecularMap);
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}
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||||||
|
inline void PhysicallyBasedMaterial::SetSpecularSampler(TextureSamplerInfo specularSampler)
|
||||||
|
{
|
||||||
|
NazaraAssert(HasSpecularMap(), "Material has no specular map slot");
|
||||||
|
GetMaterial().SetTextureSampler(m_pbrTextureIndexes.specular, std::move(specularSampler));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#include <Nazara/Graphics/DebugOff.hpp>
|
||||||
|
|
@ -37,6 +37,10 @@ namespace Nz
|
||||||
#include <Nazara/Graphics/Resources/Shaders/PhongMaterial.nzslb.h>
|
#include <Nazara/Graphics/Resources/Shaders/PhongMaterial.nzslb.h>
|
||||||
};
|
};
|
||||||
|
|
||||||
|
const UInt8 r_physicallyBasedMaterialShader[] = {
|
||||||
|
#include <Nazara/Graphics/Resources/Shaders/PhysicallyBasedMaterial.nzsl.h>
|
||||||
|
};
|
||||||
|
|
||||||
const UInt8 r_instanceDataModule[] = {
|
const UInt8 r_instanceDataModule[] = {
|
||||||
#include <Nazara/Graphics/Resources/Shaders/Modules/Engine/InstanceData.nzslb.h>
|
#include <Nazara/Graphics/Resources/Shaders/Modules/Engine/InstanceData.nzslb.h>
|
||||||
};
|
};
|
||||||
|
|
@ -215,6 +219,7 @@ namespace Nz
|
||||||
RegisterEmbedShaderModule(r_depthMaterialShader);
|
RegisterEmbedShaderModule(r_depthMaterialShader);
|
||||||
RegisterEmbedShaderModule(r_fullscreenVertexShader);
|
RegisterEmbedShaderModule(r_fullscreenVertexShader);
|
||||||
RegisterEmbedShaderModule(r_phongMaterialShader);
|
RegisterEmbedShaderModule(r_phongMaterialShader);
|
||||||
|
RegisterEmbedShaderModule(r_physicallyBasedMaterialShader);
|
||||||
RegisterEmbedShaderModule(r_textureBlitShader);
|
RegisterEmbedShaderModule(r_textureBlitShader);
|
||||||
RegisterEmbedShaderModule(r_instanceDataModule);
|
RegisterEmbedShaderModule(r_instanceDataModule);
|
||||||
RegisterEmbedShaderModule(r_lightDataModule);
|
RegisterEmbedShaderModule(r_lightDataModule);
|
||||||
|
|
|
||||||
|
|
@ -10,6 +10,7 @@
|
||||||
#include <Nazara/Graphics/MaterialPass.hpp>
|
#include <Nazara/Graphics/MaterialPass.hpp>
|
||||||
#include <Nazara/Graphics/MaterialSettings.hpp>
|
#include <Nazara/Graphics/MaterialSettings.hpp>
|
||||||
#include <Nazara/Graphics/PhongLightingMaterial.hpp>
|
#include <Nazara/Graphics/PhongLightingMaterial.hpp>
|
||||||
|
#include <Nazara/Graphics/PhysicallyBasedMaterial.hpp>
|
||||||
#include <Nazara/Graphics/UberShader.hpp>
|
#include <Nazara/Graphics/UberShader.hpp>
|
||||||
#include <Nazara/Graphics/Debug.hpp>
|
#include <Nazara/Graphics/Debug.hpp>
|
||||||
|
|
||||||
|
|
@ -94,6 +95,7 @@ namespace Nz
|
||||||
BasicMaterial::Initialize();
|
BasicMaterial::Initialize();
|
||||||
DepthMaterial::Initialize();
|
DepthMaterial::Initialize();
|
||||||
PhongLightingMaterial::Initialize();
|
PhongLightingMaterial::Initialize();
|
||||||
|
PhysicallyBasedMaterial::Initialize();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
@ -101,6 +103,7 @@ namespace Nz
|
||||||
void MaterialPipeline::Uninitialize()
|
void MaterialPipeline::Uninitialize()
|
||||||
{
|
{
|
||||||
s_pipelineCache.clear();
|
s_pipelineCache.clear();
|
||||||
|
PhysicallyBasedMaterial::Uninitialize();
|
||||||
PhongLightingMaterial::Uninitialize();
|
PhongLightingMaterial::Uninitialize();
|
||||||
DepthMaterial::Uninitialize();
|
DepthMaterial::Uninitialize();
|
||||||
BasicMaterial::Uninitialize();
|
BasicMaterial::Uninitialize();
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,398 @@
|
||||||
|
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
|
||||||
|
// This file is part of the "Nazara Engine - Graphics module"
|
||||||
|
// For conditions of distribution and use, see copyright notice in Config.hpp
|
||||||
|
|
||||||
|
#include <Nazara/Graphics/PhysicallyBasedMaterial.hpp>
|
||||||
|
#include <Nazara/Core/Algorithm.hpp>
|
||||||
|
#include <Nazara/Core/ErrorFlags.hpp>
|
||||||
|
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
|
||||||
|
#include <Nazara/Renderer/Renderer.hpp>
|
||||||
|
#include <Nazara/Shader/ShaderLangParser.hpp>
|
||||||
|
#include <Nazara/Utility/BufferMapper.hpp>
|
||||||
|
#include <Nazara/Utility/FieldOffsets.hpp>
|
||||||
|
#include <Nazara/Utility/MaterialData.hpp>
|
||||||
|
#include <cassert>
|
||||||
|
#include <filesystem>
|
||||||
|
#include <Nazara/Graphics/Debug.hpp>
|
||||||
|
|
||||||
|
namespace Nz
|
||||||
|
{
|
||||||
|
PhysicallyBasedMaterial::PhysicallyBasedMaterial(MaterialPass& material) :
|
||||||
|
BasicMaterial(material, NoInit{})
|
||||||
|
{
|
||||||
|
// Most common case: don't fetch texture indexes as a little optimization
|
||||||
|
const std::shared_ptr<const MaterialSettings>& materialSettings = GetMaterial().GetSettings();
|
||||||
|
if (materialSettings == s_pbrMaterialSettings)
|
||||||
|
{
|
||||||
|
m_basicUniformOffsets = s_basicUniformOffsets;
|
||||||
|
m_basicOptionIndexes = s_basicOptionIndexes;
|
||||||
|
m_basicTextureIndexes = s_basicTextureIndexes;
|
||||||
|
|
||||||
|
m_pbrOptionIndexes = s_pbrOptionIndexes;
|
||||||
|
m_pbrTextureIndexes = s_pbrTextureIndexes;
|
||||||
|
m_pbrUniformOffsets = s_pbrUniformOffsets;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_basicOptionIndexes.alphaTest = materialSettings->GetOptionIndex("AlphaTest");
|
||||||
|
m_basicOptionIndexes.hasAlphaMap = materialSettings->GetOptionIndex("HasAlphaMap");
|
||||||
|
m_basicOptionIndexes.hasDiffuseMap = materialSettings->GetOptionIndex("HasDiffuseMap");
|
||||||
|
|
||||||
|
m_pbrOptionIndexes.hasEmissiveMap = materialSettings->GetOptionIndex("HasEmissiveMap");
|
||||||
|
m_pbrOptionIndexes.hasHeightMap = materialSettings->GetOptionIndex("HasHeightMap");
|
||||||
|
m_pbrOptionIndexes.hasMetallicMap = materialSettings->GetOptionIndex("HasMetallicMap");
|
||||||
|
m_pbrOptionIndexes.hasNormalMap = materialSettings->GetOptionIndex("HasNormalMap");
|
||||||
|
m_pbrOptionIndexes.hasRoughnessMap = materialSettings->GetOptionIndex("HasRoughnessMap");
|
||||||
|
m_pbrOptionIndexes.hasSpecularMap = materialSettings->GetOptionIndex("HasSpecularMap");
|
||||||
|
|
||||||
|
m_basicTextureIndexes.alpha = materialSettings->GetTextureIndex("Alpha");
|
||||||
|
m_basicTextureIndexes.diffuse = materialSettings->GetTextureIndex("Diffuse");
|
||||||
|
|
||||||
|
m_pbrTextureIndexes.emissive = materialSettings->GetTextureIndex("Emissive");
|
||||||
|
m_pbrTextureIndexes.height = materialSettings->GetTextureIndex("Height");
|
||||||
|
m_pbrTextureIndexes.normal = materialSettings->GetTextureIndex("Normal");
|
||||||
|
m_pbrTextureIndexes.specular = materialSettings->GetTextureIndex("Specular");
|
||||||
|
|
||||||
|
m_uniformBlockIndex = materialSettings->GetUniformBlockIndex("MaterialSettings");
|
||||||
|
if (m_uniformBlockIndex != MaterialSettings::InvalidIndex)
|
||||||
|
{
|
||||||
|
m_basicUniformOffsets.alphaThreshold = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AlphaThreshold");
|
||||||
|
m_basicUniformOffsets.diffuseColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "DiffuseColor");
|
||||||
|
|
||||||
|
m_pbrUniformOffsets.ambientColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "AmbientColor");
|
||||||
|
m_pbrUniformOffsets.shininess = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "Shininess");
|
||||||
|
m_pbrUniformOffsets.specularColor = materialSettings->GetUniformBlockVariableOffset(m_uniformBlockIndex, "SpecularColor");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_basicUniformOffsets.alphaThreshold = MaterialSettings::InvalidIndex;
|
||||||
|
m_basicUniformOffsets.diffuseColor = MaterialSettings::InvalidIndex;
|
||||||
|
|
||||||
|
m_pbrUniformOffsets.ambientColor = MaterialSettings::InvalidIndex;
|
||||||
|
m_pbrUniformOffsets.shininess = MaterialSettings::InvalidIndex;
|
||||||
|
m_pbrUniformOffsets.specularColor = MaterialSettings::InvalidIndex;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Color PhysicallyBasedMaterial::GetAmbientColor() const
|
||||||
|
{
|
||||||
|
NazaraAssert(HasAmbientColor(), "Material has no ambient color uniform");
|
||||||
|
|
||||||
|
const std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferConstData(m_uniformBlockIndex);
|
||||||
|
|
||||||
|
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_pbrUniformOffsets.ambientColor);
|
||||||
|
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
|
||||||
|
}
|
||||||
|
|
||||||
|
float Nz::PhysicallyBasedMaterial::GetShininess() const
|
||||||
|
{
|
||||||
|
NazaraAssert(HasShininess(), "Material has no shininess uniform");
|
||||||
|
|
||||||
|
const std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferConstData(m_uniformBlockIndex);
|
||||||
|
return AccessByOffset<const float&>(bufferData.data(), m_pbrUniformOffsets.shininess);
|
||||||
|
}
|
||||||
|
|
||||||
|
Color PhysicallyBasedMaterial::GetSpecularColor() const
|
||||||
|
{
|
||||||
|
NazaraAssert(HasSpecularColor(), "Material has no specular color uniform");
|
||||||
|
|
||||||
|
const std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferConstData(m_uniformBlockIndex);
|
||||||
|
|
||||||
|
const float* colorPtr = AccessByOffset<const float*>(bufferData.data(), m_pbrUniformOffsets.specularColor);
|
||||||
|
return Color(colorPtr[0] * 255, colorPtr[1] * 255, colorPtr[2] * 255, colorPtr[3] * 255); //< TODO: Make color able to use float
|
||||||
|
}
|
||||||
|
|
||||||
|
void PhysicallyBasedMaterial::SetAmbientColor(const Color& ambient)
|
||||||
|
{
|
||||||
|
NazaraAssert(HasAmbientColor(), "Material has no ambient color uniform");
|
||||||
|
|
||||||
|
std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferData(m_uniformBlockIndex);
|
||||||
|
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_pbrUniformOffsets.ambientColor);
|
||||||
|
colorPtr[0] = ambient.r / 255.f;
|
||||||
|
colorPtr[1] = ambient.g / 255.f;
|
||||||
|
colorPtr[2] = ambient.b / 255.f;
|
||||||
|
colorPtr[3] = ambient.a / 255.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
void PhysicallyBasedMaterial::SetShininess(float shininess)
|
||||||
|
{
|
||||||
|
NazaraAssert(HasShininess(), "Material has no shininess uniform");
|
||||||
|
|
||||||
|
std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferData(m_uniformBlockIndex);
|
||||||
|
AccessByOffset<float&>(bufferData.data(), m_pbrUniformOffsets.shininess) = shininess;
|
||||||
|
}
|
||||||
|
|
||||||
|
void PhysicallyBasedMaterial::SetSpecularColor(const Color& diffuse)
|
||||||
|
{
|
||||||
|
NazaraAssert(HasSpecularColor(), "Material has no specular color uniform");
|
||||||
|
|
||||||
|
std::vector<UInt8>& bufferData = GetMaterial().GetUniformBufferData(m_uniformBlockIndex);
|
||||||
|
float* colorPtr = AccessByOffset<float*>(bufferData.data(), m_pbrUniformOffsets.specularColor);
|
||||||
|
colorPtr[0] = diffuse.r / 255.f;
|
||||||
|
colorPtr[1] = diffuse.g / 255.f;
|
||||||
|
colorPtr[2] = diffuse.b / 255.f;
|
||||||
|
colorPtr[3] = diffuse.a / 255.f;
|
||||||
|
}
|
||||||
|
|
||||||
|
const std::shared_ptr<MaterialSettings>& PhysicallyBasedMaterial::GetSettings()
|
||||||
|
{
|
||||||
|
return s_pbrMaterialSettings;
|
||||||
|
}
|
||||||
|
|
||||||
|
MaterialSettings::Builder PhysicallyBasedMaterial::Build(PbrBuildOptions& options)
|
||||||
|
{
|
||||||
|
MaterialSettings::Builder settings = BasicMaterial::Build(options);
|
||||||
|
|
||||||
|
assert(settings.uniformBlocks.size() == 1);
|
||||||
|
std::vector<MaterialSettings::UniformVariable> variables = std::move(settings.uniformBlocks.front().uniforms);
|
||||||
|
settings.uniformBlocks.clear();
|
||||||
|
|
||||||
|
if (options.pbrOffsets.ambientColor != std::numeric_limits<std::size_t>::max())
|
||||||
|
{
|
||||||
|
variables.push_back({
|
||||||
|
"AmbientColor",
|
||||||
|
options.pbrOffsets.ambientColor
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
if (options.pbrOffsets.shininess != std::numeric_limits<std::size_t>::max())
|
||||||
|
{
|
||||||
|
variables.push_back({
|
||||||
|
"Shininess",
|
||||||
|
options.pbrOffsets.shininess
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
if (options.pbrOffsets.shininess != std::numeric_limits<std::size_t>::max())
|
||||||
|
{
|
||||||
|
variables.push_back({
|
||||||
|
"SpecularColor",
|
||||||
|
options.pbrOffsets.specularColor
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
static_assert(sizeof(Vector4f) == 4 * sizeof(float), "Vector4f is expected to be exactly 4 floats wide");
|
||||||
|
|
||||||
|
if (options.pbrOffsets.ambientColor != std::numeric_limits<std::size_t>::max())
|
||||||
|
AccessByOffset<Vector4f&>(options.defaultValues.data(), options.pbrOffsets.ambientColor) = Vector4f(0.f, 0.f, 0.f, 1.f);
|
||||||
|
|
||||||
|
if (options.pbrOffsets.specularColor != std::numeric_limits<std::size_t>::max())
|
||||||
|
AccessByOffset<Vector4f&>(options.defaultValues.data(), options.pbrOffsets.specularColor) = Vector4f(1.f, 1.f, 1.f, 1.f);
|
||||||
|
|
||||||
|
if (options.pbrOffsets.shininess != std::numeric_limits<std::size_t>::max())
|
||||||
|
AccessByOffset<float&>(options.defaultValues.data(), options.pbrOffsets.shininess) = 2.f;
|
||||||
|
|
||||||
|
// Textures
|
||||||
|
if (options.pbrTextureIndexes)
|
||||||
|
options.pbrTextureIndexes->emissive = settings.textures.size();
|
||||||
|
|
||||||
|
settings.textures.push_back({
|
||||||
|
7,
|
||||||
|
"Emissive",
|
||||||
|
ImageType::E2D
|
||||||
|
});
|
||||||
|
|
||||||
|
if (options.pbrTextureIndexes)
|
||||||
|
options.pbrTextureIndexes->height = settings.textures.size();
|
||||||
|
|
||||||
|
settings.textures.push_back({
|
||||||
|
8,
|
||||||
|
"Height",
|
||||||
|
ImageType::E2D
|
||||||
|
});
|
||||||
|
|
||||||
|
if (options.pbrTextureIndexes)
|
||||||
|
options.pbrTextureIndexes->metallic = settings.textures.size();
|
||||||
|
|
||||||
|
settings.textures.push_back({
|
||||||
|
9,
|
||||||
|
"Metallic",
|
||||||
|
ImageType::E2D
|
||||||
|
});
|
||||||
|
|
||||||
|
if (options.pbrTextureIndexes)
|
||||||
|
options.pbrTextureIndexes->normal = settings.textures.size();
|
||||||
|
|
||||||
|
settings.textures.push_back({
|
||||||
|
10,
|
||||||
|
"Normal",
|
||||||
|
ImageType::E2D
|
||||||
|
});
|
||||||
|
|
||||||
|
if (options.pbrTextureIndexes)
|
||||||
|
options.pbrTextureIndexes->roughness = settings.textures.size();
|
||||||
|
|
||||||
|
settings.textures.push_back({
|
||||||
|
11,
|
||||||
|
"Roughness",
|
||||||
|
ImageType::E2D
|
||||||
|
});
|
||||||
|
|
||||||
|
if (options.pbrTextureIndexes)
|
||||||
|
options.pbrTextureIndexes->specular = settings.textures.size();
|
||||||
|
|
||||||
|
settings.textures.push_back({
|
||||||
|
12,
|
||||||
|
"Specular",
|
||||||
|
ImageType::E2D
|
||||||
|
});
|
||||||
|
|
||||||
|
if (options.uniformBlockIndex)
|
||||||
|
*options.uniformBlockIndex = settings.uniformBlocks.size();
|
||||||
|
|
||||||
|
settings.uniformBlocks.push_back({
|
||||||
|
0,
|
||||||
|
"MaterialSettings",
|
||||||
|
options.pbrOffsets.totalSize,
|
||||||
|
std::move(variables),
|
||||||
|
options.defaultValues
|
||||||
|
});
|
||||||
|
|
||||||
|
settings.sharedUniformBlocks.push_back(PredefinedLightData::GetUniformBlock(6, ShaderStageType::Fragment));
|
||||||
|
settings.predefinedBindings[UnderlyingCast(PredefinedShaderBinding::LightDataUbo)] = 6;
|
||||||
|
|
||||||
|
settings.shaders = options.shaders;
|
||||||
|
|
||||||
|
for (const std::shared_ptr<UberShader>& uberShader : settings.shaders)
|
||||||
|
{
|
||||||
|
uberShader->UpdateConfigCallback([=](UberShader::Config& config, const std::vector<RenderPipelineInfo::VertexBufferData>& vertexBuffers)
|
||||||
|
{
|
||||||
|
if (vertexBuffers.empty())
|
||||||
|
return;
|
||||||
|
|
||||||
|
const VertexDeclaration& vertexDeclaration = *vertexBuffers.front().declaration;
|
||||||
|
const auto& components = vertexDeclaration.GetComponents();
|
||||||
|
|
||||||
|
Int32 locationIndex = 0;
|
||||||
|
for (const auto& component : components)
|
||||||
|
{
|
||||||
|
switch (component.component)
|
||||||
|
{
|
||||||
|
case VertexComponent::Position:
|
||||||
|
config.optionValues[CRC32("PosLocation")] = locationIndex;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case VertexComponent::Color:
|
||||||
|
config.optionValues[CRC32("ColorLocation")] = locationIndex;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case VertexComponent::Normal:
|
||||||
|
config.optionValues[CRC32("NormalLocation")] = locationIndex;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case VertexComponent::Tangent:
|
||||||
|
config.optionValues[CRC32("TangentLocation")] = locationIndex;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case VertexComponent::TexCoord:
|
||||||
|
config.optionValues[CRC32("UvLocation")] = locationIndex;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case VertexComponent::Unused:
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
++locationIndex;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// Options
|
||||||
|
|
||||||
|
// HasEmissiveMap
|
||||||
|
if (options.pbrOptionIndexes)
|
||||||
|
options.pbrOptionIndexes->hasEmissiveMap = settings.options.size();
|
||||||
|
|
||||||
|
MaterialSettings::BuildOption(settings.options, "HasEmissiveMap", "HasEmissiveTexture");
|
||||||
|
|
||||||
|
// HasHeightMap
|
||||||
|
if (options.pbrOptionIndexes)
|
||||||
|
options.pbrOptionIndexes->hasHeightMap = settings.options.size();
|
||||||
|
|
||||||
|
MaterialSettings::BuildOption(settings.options, "HasHeightMap", "HasHeightTexture");
|
||||||
|
|
||||||
|
// HasNormalMap
|
||||||
|
if (options.pbrOptionIndexes)
|
||||||
|
options.pbrOptionIndexes->hasMetallicMap = settings.options.size();
|
||||||
|
|
||||||
|
MaterialSettings::BuildOption(settings.options, "HasMetallicMap", "HasMetallicTexture");
|
||||||
|
|
||||||
|
// HasNormalMap
|
||||||
|
if (options.pbrOptionIndexes)
|
||||||
|
options.pbrOptionIndexes->hasNormalMap = settings.options.size();
|
||||||
|
|
||||||
|
MaterialSettings::BuildOption(settings.options, "HasNormalMap", "HasNormalTexture");
|
||||||
|
|
||||||
|
// HasRoughnessMap
|
||||||
|
if (options.pbrOptionIndexes)
|
||||||
|
options.pbrOptionIndexes->hasRoughnessMap = settings.options.size();
|
||||||
|
|
||||||
|
MaterialSettings::BuildOption(settings.options, "HasRoughnessMap", "HasRoughnessTexture");
|
||||||
|
|
||||||
|
// HasSpecularMap
|
||||||
|
if (options.pbrOptionIndexes)
|
||||||
|
options.pbrOptionIndexes->hasSpecularMap = settings.options.size();
|
||||||
|
|
||||||
|
MaterialSettings::BuildOption(settings.options, "HasSpecularMap", "HasSpecularTexture");
|
||||||
|
|
||||||
|
return settings;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<std::shared_ptr<UberShader>> PhysicallyBasedMaterial::BuildShaders()
|
||||||
|
{
|
||||||
|
auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, "PhysicallyBasedMaterial");
|
||||||
|
|
||||||
|
return { std::move(shader) };
|
||||||
|
}
|
||||||
|
|
||||||
|
auto PhysicallyBasedMaterial::BuildUniformOffsets() -> std::pair<PbrUniformOffsets, FieldOffsets>
|
||||||
|
{
|
||||||
|
auto basicOffsets = BasicMaterial::BuildUniformOffsets();
|
||||||
|
FieldOffsets fieldOffsets = basicOffsets.second;
|
||||||
|
|
||||||
|
PbrUniformOffsets uniformOffsets;
|
||||||
|
uniformOffsets.ambientColor = fieldOffsets.AddField(StructFieldType::Float3);
|
||||||
|
uniformOffsets.specularColor = fieldOffsets.AddField(StructFieldType::Float3);
|
||||||
|
uniformOffsets.shininess = fieldOffsets.AddField(StructFieldType::Float1);
|
||||||
|
|
||||||
|
uniformOffsets.totalSize = fieldOffsets.GetAlignedSize();
|
||||||
|
|
||||||
|
return std::make_pair(std::move(uniformOffsets), std::move(fieldOffsets));
|
||||||
|
}
|
||||||
|
|
||||||
|
bool PhysicallyBasedMaterial::Initialize()
|
||||||
|
{
|
||||||
|
std::tie(s_pbrUniformOffsets, std::ignore) = BuildUniformOffsets();
|
||||||
|
|
||||||
|
std::vector<UInt8> defaultValues(s_pbrUniformOffsets.totalSize);
|
||||||
|
|
||||||
|
PbrBuildOptions options;
|
||||||
|
options.defaultValues = std::move(defaultValues);
|
||||||
|
options.shaders = BuildShaders();
|
||||||
|
|
||||||
|
// Basic material
|
||||||
|
options.basicOffsets = s_basicUniformOffsets;
|
||||||
|
|
||||||
|
// Phong Material
|
||||||
|
options.pbrOffsets = s_pbrUniformOffsets;
|
||||||
|
options.pbrOptionIndexes = &s_pbrOptionIndexes;
|
||||||
|
options.pbrTextureIndexes = &s_pbrTextureIndexes;
|
||||||
|
|
||||||
|
s_pbrMaterialSettings = std::make_shared<MaterialSettings>(Build(options));
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void PhysicallyBasedMaterial::Uninitialize()
|
||||||
|
{
|
||||||
|
s_pbrMaterialSettings.reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
std::shared_ptr<MaterialSettings> PhysicallyBasedMaterial::s_pbrMaterialSettings;
|
||||||
|
std::size_t PhysicallyBasedMaterial::s_pbrUniformBlockIndex;
|
||||||
|
PhysicallyBasedMaterial::PbrOptionIndexes PhysicallyBasedMaterial::s_pbrOptionIndexes;
|
||||||
|
PhysicallyBasedMaterial::PbrTextureIndexes PhysicallyBasedMaterial::s_pbrTextureIndexes;
|
||||||
|
PhysicallyBasedMaterial::PbrUniformOffsets PhysicallyBasedMaterial::s_pbrUniformOffsets;
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,383 @@
|
||||||
|
[nzsl_version("1.0")]
|
||||||
|
module PhysicallyBasedMaterial;
|
||||||
|
|
||||||
|
import Engine.InstanceData;
|
||||||
|
import Engine.LightData;
|
||||||
|
import Engine.ViewerData;
|
||||||
|
|
||||||
|
// Basic material options
|
||||||
|
option HasDiffuseTexture: bool = false;
|
||||||
|
option HasAlphaTexture: bool = false;
|
||||||
|
option AlphaTest: bool = false;
|
||||||
|
|
||||||
|
// Physically-based material options
|
||||||
|
option HasEmissiveTexture: bool = false;
|
||||||
|
option HasHeightTexture: bool = false;
|
||||||
|
option HasMetallicTexture: bool = false;
|
||||||
|
option HasNormalTexture: bool = false;
|
||||||
|
option HasRoughnessTexture: 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)] MaterialMetallicMap: sampler2D[f32],
|
||||||
|
[binding(10)] MaterialNormalMap: sampler2D[f32],
|
||||||
|
[binding(11)] MaterialRoughnessMap: sampler2D[f32],
|
||||||
|
[binding(12)] 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
|
||||||
|
const PI: f32 = 3.1415926535897932384626433832795;
|
||||||
|
|
||||||
|
fn DistributionGGX(N: vec3[f32], H: vec3[f32], roughness: f32) -> f32
|
||||||
|
{
|
||||||
|
let a = roughness * roughness;
|
||||||
|
let a2 = a * a;
|
||||||
|
|
||||||
|
let NdotH = max(dot(N, H), 0.0);
|
||||||
|
let NdotH2 = NdotH * NdotH;
|
||||||
|
|
||||||
|
let num = a2;
|
||||||
|
let denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||||
|
denom = PI * denom * denom;
|
||||||
|
|
||||||
|
return num / denom;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn GeometrySchlickGGX(NdotV: f32, roughness: f32) -> f32
|
||||||
|
{
|
||||||
|
let r = (roughness + 1.0);
|
||||||
|
let k = (r * r) / 8.0;
|
||||||
|
|
||||||
|
let num = NdotV;
|
||||||
|
let denom = NdotV * (1.0 - k) + k;
|
||||||
|
|
||||||
|
return num / denom;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn GeometrySmith(N: vec3[f32], V: vec3[f32], L: vec3[f32], roughness: f32) -> f32
|
||||||
|
{
|
||||||
|
let NdotV = max(dot(N, V), 0.0);
|
||||||
|
let NdotL = max(dot(N, L), 0.0);
|
||||||
|
let ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||||
|
let ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||||
|
|
||||||
|
return ggx1 * ggx2;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn FresnelSchlick(cosTheta: f32, F0: vec3[f32]) -> vec3[f32]
|
||||||
|
{
|
||||||
|
// TODO: Clamp
|
||||||
|
return F0 + (vec3[f32](1.0, 1.0, 1.0) - F0) * pow(min(max(1.0 - cosTheta, 0.0), 1.0), 5.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
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 && false)
|
||||||
|
normal = normalize(input.tbnMatrix * (MaterialNormalMap.Sample(input.uv).xyz * 2.0 - vec3[f32](1.0, 1.0, 1.0)));
|
||||||
|
else
|
||||||
|
normal = normalize(input.normal);
|
||||||
|
|
||||||
|
let albedo = diffuseColor.xyz;
|
||||||
|
let metallic: f32;
|
||||||
|
let roughness: f32;
|
||||||
|
|
||||||
|
const if (HasMetallicTexture)
|
||||||
|
metallic = MaterialMetallicMap.Sample(input.uv).x;
|
||||||
|
else
|
||||||
|
metallic = 0.0;
|
||||||
|
|
||||||
|
const if (HasRoughnessTexture)
|
||||||
|
roughness = MaterialRoughnessMap.Sample(input.uv).x;
|
||||||
|
else
|
||||||
|
roughness = 0.8;
|
||||||
|
|
||||||
|
let F0 = vec3[f32](0.04, 0.04, 0.04);
|
||||||
|
F0 = albedo * metallic + F0 * (1.0 - metallic);
|
||||||
|
|
||||||
|
for i in u32(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;
|
||||||
|
let H = normalize(lightDir + eyeVec);
|
||||||
|
|
||||||
|
// cook-torrance brdf
|
||||||
|
let NDF = DistributionGGX(normal, H, roughness);
|
||||||
|
let G = GeometrySmith(normal, eyeVec, lightDir, roughness);
|
||||||
|
let F = FresnelSchlick(max(dot(H, eyeVec), 0.0), F0);
|
||||||
|
|
||||||
|
let kS = F;
|
||||||
|
let kD = vec3[f32](1.0, 1.0, 1.0) - kS;
|
||||||
|
kD *= 1.0 - metallic;
|
||||||
|
|
||||||
|
let numerator = NDF * G * F;
|
||||||
|
let denominator = 4.0 * max(dot(normal, eyeVec), 0.0) * max(dot(normal, lightDir), 0.0);
|
||||||
|
let specular = numerator / max(denominator, 0.0001);
|
||||||
|
|
||||||
|
let NdotL = max(dot(normal, -lightDir), 0.0);
|
||||||
|
lightDiffuse += (kD * albedo / PI + specular) * light.color.rgb * NdotL;
|
||||||
|
|
||||||
|
//lightDiffuse = specular;
|
||||||
|
}
|
||||||
|
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) -> VertToFrag
|
||||||
|
{
|
||||||
|
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;
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue