Remove assets from repository and download them using xmake

This commit is contained in:
SirLynix
2022-05-27 08:34:36 +02:00
parent 03e2801dbe
commit 5507b98f2f
51 changed files with 189 additions and 313 deletions

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assets/readme.md Normal file
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# Assets
Assets for examples and unit tests are not part of the repository. When building using xmake, you will be asked if you want to download/update them if required.
You can also download them manually at :
- https://nazara.digitalpulse.software/assets_examples.zip
- https://nazara.digitalpulse.software/assets_tests.zip

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[nzsl_version("1.0")]
module;
import Engine.ViewerData;
external
{
[set(0), binding(0)] viewerData: uniform[ViewerData],
[set(0), binding(1)] colorTexture: sampler2D[f32],
}
struct FragIn
{
[builtin(fragcoord)] fragcoord: vec4[f32],
[location(0)] uv: vec2[f32]
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
struct VertIn
{
[location(0)] pos: vec2[f32],
[location(1)] uv: vec2[f32]
}
struct VertOut
{
[builtin(position)] position: vec4[f32],
[location(0)] uv: vec2[f32]
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
/*let BrightLuminance = 0.8;
let BrightMiddleGrey = 0.5;
let BrightThreshold = 0.7;
let color = colorTexture.Sample(input.uv).rgb;
color *= BrightMiddleGrey / BrightLuminance;
color *= vec3[f32](1.0, 1.0, 1.0) + (color / (BrightThreshold*BrightThreshold));
color -= vec3[f32](0.5, 0.5, 0.5);
color /= vec3[f32](1.0, 1.0, 1.0) + color;*/
let output: FragOut;
//output.color = vec4[f32](max(color, vec3[f32](0.0, 0.0, 0.0)), 1.0);
let color = colorTexture.Sample(input.uv).rgb;
let brightness = dot(color, vec3[f32](0.2126, 0.7152, 0.0722));
if (brightness > 1.0)
output.color = vec4[f32](color, 1.0);
else
output.color = vec4[f32](0.0, 0.0, 0.0, 1.0);
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4[f32](input.pos, 0.0, 1.0);
output.uv = input.uv;
return output;
}

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[nzsl_version("1.0")]
module;
import Engine.ViewerData;
external
{
[set(0), binding(0)] viewerData: uniform[ViewerData],
//[set(0), binding(1)] colorTexture: sampler2D[f32],
[set(0), binding(2)] bloomTexture: sampler2D[f32],
}
struct FragIn
{
[location(0)] uv: vec2[f32]
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
struct VertIn
{
[location(0)] pos: vec2[f32],
[location(1)] uv: vec2[f32],
}
struct VertOut
{
[location(0)] uv: vec2[f32],
[builtin(position)] position: vec4[f32]
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let output: FragOut;
output.color = /*colorTexture.Sample(fragcoord) + */bloomTexture.Sample(input.uv);
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4[f32](input.pos, 0.0, 1.0);
output.uv = input.uv;
return output;
}

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[nzsl_version("1.0")]
module;
import Engine.InstanceData;
import Engine.ViewerData;
option HasDiffuseTexture: bool = false;
option HasAlphaTexture: bool = false;
option AlphaTest: bool = false;
[layout(std140)]
struct BasicSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4[f32]
}
external
{
[binding(0)] settings: uniform[BasicSettings],
[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],
}
struct InputData
{
[location(0)] normal: vec3[f32],
[location(1)] uv: vec2[f32],
[location(2)] pos: vec3[f32]
}
struct OutputData
{
[location(0)] diffuseMap: vec4[f32],
[location(1)] normalMap: vec4[f32],
[location(2)] positionMap: vec4[f32]
}
[entry(frag)]
fn main(input: InputData) -> OutputData
{
let diffuseColor = settings.DiffuseColor;
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;
}
let output: OutputData;
output.diffuseMap = diffuseColor;
output.normalMap = vec4[f32]((vec3[f32](1.0, 1.0, 1.0) + input.normal) * 0.5, 1.0);
output.positionMap = vec4[f32](input.pos, 1.0);
return output;
}

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[nzsl_version("1.0")]
module;
import Engine.InstanceData;
import Engine.ViewerData;
[layout(std140)]
struct BasicSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4[f32]
}
external
{
[binding(0)] settings: uniform[BasicSettings],
[binding(4)] instanceData: uniform[InstanceData],
[binding(5)] viewerData: uniform[ViewerData],
}
struct InputData
{
[location(0)] pos: vec3[f32],
[location(1)] normal: vec3[f32],
[location(2)] uv: vec2[f32]
}
struct OutputData
{
[location(0)] normal: vec3[f32],
[location(1)] uv: vec2[f32],
[location(2)] pos: vec3[f32],
[builtin(position)] position: vec4[f32]
}
[entry(vert)]
fn main(input: InputData) -> OutputData
{
let worldPos = instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
let output: OutputData;
output.uv = input.uv;
output.normal = input.normal;
output.pos = worldPos.xyz;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
return output;
}

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assets/shaders/gamma.nzsl Normal file
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[nzsl_version("1.0")]
module;
external
{
[binding(0)] colorTexture: sampler2D[f32]
}
struct FragIn
{
[location(0)] uv: vec2[f32]
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
struct VertIn
{
[location(0)] pos: vec2[f32],
[location(1)] uv: vec2[f32]
}
struct VertOut
{
[location(0)] vertUV: vec2[f32],
[builtin(position)] position: vec4[f32]
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let gamma = 2.2;
let output: FragOut;
output.color = colorTexture.Sample(input.uv);
//output.color = pow(colorTexture.Sample(input.uv), vec4[f32](1.0 / gamma, 1.0 / gamma, 1.0 / gamma, 1.0));
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4[f32](input.pos, 0.0, 1.0);
output.vertUV = input.uv;
return output;
}

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[nzsl_version("1.0")]
module;
import Engine.ViewerData;
[layout(std140)]
struct BlurData
{
direction: vec2[f32],
sizeFactor: f32
}
external
{
[set(0), binding(0)] viewerData: uniform[ViewerData],
[set(0), binding(1)] colorTexture: sampler2D[f32],
[set(0), binding(2)] blurData: uniform[BlurData]
}
struct FragIn
{
[location(0)] uv: vec2[f32]
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
struct VertIn
{
[location(0)] pos: vec2[f32],
[location(1)] uv: vec2[f32],
}
struct VertOut
{
[location(0)] uv: vec2[f32],
[builtin(position)] position: vec4[f32]
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let invTargetSize = viewerData.invRenderTargetSize * blurData.sizeFactor;
let color = colorTexture.Sample(input.uv).rgb * 0.2270270270;
color += colorTexture.Sample(input.uv + blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
color += colorTexture.Sample(input.uv - blurData.direction * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
color += colorTexture.Sample(input.uv + blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
color += colorTexture.Sample(input.uv - blurData.direction * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
let output: FragOut;
output.color = vec4[f32](color, 1.0);
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4[f32](input.pos, 0.0, 1.0);
output.uv = input.uv;
return output;
}

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[nzsl_version("1.0")]
module;
import Engine.ViewerData;
[layout(std140)]
struct Settings
{
exposure: f32,
decay: f32,
density: f32,
weight: f32,
lightPosition: vec2[f32], //< TODO: Switch to world position
}
const SampleCount: i32 = 200;
external
{
[set(0), binding(0)] viewerData: uniform[ViewerData],
[set(0), binding(1)] settings: uniform[Settings],
[set(0), binding(2)] occluderTexture: sampler2D[f32]
}
struct FragIn
{
[location(0)] uv: vec2[f32]
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
struct VertIn
{
[location(0)] pos: vec2[f32],
[location(1)] uv: vec2[f32]
}
struct VertOut
{
[builtin(position)] position: vec4[f32],
[location(0)] uv: vec2[f32]
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let deltaUV = input.uv - settings.lightPosition;
deltaUV *= 1.0 / f32(SampleCount) * settings.density;
let illuminationDecay = 1.0;
let uv = input.uv;
let outputColor = vec4[f32](0.0, 0.0, 0.0, 1.0);
for i in 0 -> SampleCount
{
uv -= deltaUV;
let sample = occluderTexture.Sample(uv);
sample *= illuminationDecay * settings.weight;
outputColor += sample;
illuminationDecay *= settings.decay;
}
let output: FragOut;
output.color = outputColor;
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4[f32](input.pos, 0.0, 1.0);
output.uv = input.uv;
return output;
}

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[nzsl_version("1.0")]
module;
import Engine.ViewerData;
[layout(std140)]
struct PointLight
{
color: vec3[f32],
position: vec3[f32],
radius: f32,
invRadius: f32,
}
[layout(std140)]
struct SpotLight
{
transformMatrix: mat4[f32],
color: vec3[f32],
position: vec3[f32],
direction: vec3[f32],
radius: f32,
invRadius: f32,
innerAngle: f32,
outerAngle: f32
}
[set(0)]
external
{
[binding(0)] viewerData: uniform[ViewerData],
[binding(1)] colorTexture: sampler2D[f32],
[binding(2)] normalTexture: sampler2D[f32],
[binding(3)] positionTexture: sampler2D[f32],
}
[set(1)]
external
{
[binding(0)] lightParameters: uniform[SpotLight],
}
struct FragIn
{
[builtin(fragcoord)] fragcoord: vec4[f32]
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
struct VertIn
{
[location(0)] pos: vec3[f32]
}
struct VertOut
{
[builtin(position)] position: vec4[f32]
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
let normal = normalTexture.Sample(fragcoord).xyz * 2.0 - vec3[f32](1.0, 1.0, 1.0);
let position = positionTexture.Sample(fragcoord).xyz;
let attenuation = compute_attenuation(position, normal);
let output: FragOut;
output.color = vec4[f32](lightParameters.color, 1.0) * attenuation * colorTexture.Sample(fragcoord);
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = viewerData.projectionMatrix * viewerData.viewMatrix * lightParameters.transformMatrix * vec4[f32](input.pos, 1.0);
return output;
}
fn compute_attenuation(worldPos: vec3[f32], normal: vec3[f32]) -> f32
{
let distance = length(lightParameters.position - worldPos);
let posToLight = (lightParameters.position - worldPos) / distance;
let lambert = dot(normal, posToLight);
let curAngle = dot(lightParameters.direction, -posToLight);
let innerMinusOuterAngle = lightParameters.innerAngle - lightParameters.outerAngle;
let attenuation = max(1.0 - distance * lightParameters.invRadius, 0.0);
attenuation = attenuation * lambert * max((curAngle - lightParameters.outerAngle) / innerMinusOuterAngle, 0.0);
return attenuation;
}

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[nzsl_version("1.0")]
module;
import Engine.ViewerData;
external
{
[binding(0)] viewerData: uniform[ViewerData],
[binding(1)] skybox: samplerCube[f32]
}
struct VertOut
{
[location(0)] uvw: vec3[f32],
[builtin(position)] position: vec4[f32]
}
struct FragOut
{
[location(0)] color: vec4[f32],
[builtin(fragdepth)] depth: f32
}
[entry(frag)]
[depth_write(greater)]
fn main(input: VertOut) -> FragOut
{
let output: FragOut;
output.color = skybox.Sample(input.uvw);
output.depth = 1.0;
return output;
}
struct VertIn
{
[location(0)] position: vec3[f32]
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
// Set translation part to zero
let rotationMat = viewerData.viewMatrix;
rotationMat[3].xyz = vec3[f32](0.0, 0.0, 0.0);
let output: VertOut;
output.position = viewerData.projectionMatrix * rotationMat * vec4[f32](input.position, 1.0);
output.uvw = input.position.xyz;
return output;
}

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[nzsl_version("1.0")]
module;
import Engine.ViewerData;
external
{
[set(0), binding(0)] viewerData: uniform[ViewerData],
[set(0), binding(1)] inputTexture: sampler2D[f32]
}
struct FragIn
{
[location(0)] uv: vec2[f32],
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
struct VertIn
{
[location(0)] pos: vec2[f32],
[location(1)] uv: vec2[f32],
}
struct VertOut
{
[location(0)] uv: vec2[f32],
[builtin(position)] position: vec4[f32]
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
{
let exposure = 0.8;
let hdrColor = inputTexture.Sample(input.uv).rgb;
// reinhard tone mapping
let mapped = vec3[f32](1.0, 1.0, 1.0) - exp(-hdrColor * exposure);
let output: FragOut;
output.color = vec4[f32](mapped, 1.0);
return output;
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.position = vec4[f32](input.pos, 0.0, 1.0);
output.uv = input.uv;
return output;
}

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1