Fix basic material and add demo

This commit is contained in:
SirLynix
2022-06-28 08:54:35 +02:00
committed by Jérôme Leclercq
parent ccd7885213
commit b2fad27618
4 changed files with 303 additions and 82 deletions

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@@ -0,0 +1,5 @@
[nzsl_version("1.0")]
module Engine.Constants;
[export]
const Pi: f32 = 3.1415926535897932384626433832795;

View File

@@ -79,12 +79,12 @@ struct VertToFrag
[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],
[location(4), cond(HasNormalMapping)] tangent: vec3[f32],
[builtin(position)] position: vec4[f32],
}
// Fragment stage
const PI: f32 = 3.1415926535897932384626433832795;
import Pi from Engine.Constants;
fn DistributionGGX(N: vec3[f32], H: vec3[f32], roughness: f32) -> f32
{
@@ -96,7 +96,7 @@ fn DistributionGGX(N: vec3[f32], H: vec3[f32], roughness: f32) -> f32
let num = a2;
let denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
denom = Pi * denom * denom;
return num / denom;
}
@@ -158,15 +158,20 @@ fn main(input: VertToFrag) -> FragOut
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 lightRadiance = 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)));
const if (HasNormalMapping)
{
let N = normalize(input.normal);
let T = normalize(input.tangent);
let B = cross(N, T);
let tbnMatrix = mat3[f32](T, B, N);
normal = normalize(tbnMatrix * (MaterialNormalMap.Sample(input.uv).xyz * 2.0 - vec3[f32](1.0, 1.0, 1.0)));
}
else
normal = normalize(input.normal);
@@ -187,101 +192,72 @@ fn main(input: VertToFrag) -> FragOut
let F0 = vec3[f32](0.04, 0.04, 0.04);
F0 = albedo * metallic + F0 * (1.0 - metallic);
let albedoFactor = albedo / Pi;
for i in u32(0) -> lightData.lightCount
{
let light = lightData.lights[i];
let lightAmbientFactor = light.factor.x;
let lightDiffuseFactor = light.factor.y;
let attenuation = 1.0;
// TODO: Add switch instruction
let lightToPosNorm: vec3[f32];
if (light.type == DirectionalLight)
lightToPosNorm = -light.parameter1.xyz;
else
{
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)
{
// PointLight | SpotLight
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);
attenuation = max(1.0 - dist * lightInvRadius, 0.0);
lightToPosNorm = lightToPos / max(dist, 0.0001);
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
if (light.type == SpotLight)
{
let lightDir = light.parameter2.xyz;
let lightInnerAngle = light.parameter3.x;
let lightOuterAngle = light.parameter3.y;
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;
let curAngle = dot(lightDir, lightToPosNorm);
let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
attenuation *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
}
}
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 radiance = light.color.rgb * attenuation;
let curAngle = dot(lightDir, lightToPosNorm);
let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
let halfDir = normalize(lightToPosNorm + eyeVec);
let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
attenuationFactor *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
// cook-torrance brdf
let NDF = DistributionGGX(normal, halfDir, roughness);
let G = GeometrySmith(normal, eyeVec, lightToPosNorm, roughness);
let F = FresnelSchlick(max(dot(halfDir, eyeVec), 0.0), F0);
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
let kS = F;
let diffuse = vec3[f32](1.0, 1.0, 1.0) - kS;
diffuse *= 1.0 - metallic;
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
let numerator = NDF * G * F;
let denominator = 4.0 * max(dot(normal, eyeVec), 0.0) * max(dot(normal, lightToPosNorm), 0.0);
let specular = numerator / max(denominator, 0.0001);
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;
}
let NdotL = max(dot(normal, lightToPosNorm), 0.0);
lightRadiance += (diffuse * albedoFactor + specular) * radiance * NdotL;
}
lightSpecular *= settings.SpecularColor;
let ambient = (0.03).rrr * albedo;
const if (HasSpecularTexture)
lightSpecular *= MaterialSpecularMap.Sample(input.uv).rgb;
let lightColor = lightAmbient + lightDiffuse + lightSpecular;
let color = ambient + lightRadiance * diffuseColor.rgb;
color = color / (color + vec3[f32](1.0, 1.0, 1.0));
color = pow(color, (1.0 / 2.2).xxx);
let output: FragOut;
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * diffuseColor;
output.RenderTarget0 = vec4[f32](color, 1.0);
return output;
}
else
@@ -360,7 +336,7 @@ fn main(input: VertIn) -> VertToFrag
output.worldPos = worldPosition.xyz;
output.position = viewerData.viewProjMatrix * worldPosition;
let rotationMatrix = mat3[f32](instanceData.worldMatrix);
let rotationMatrix = transpose(inverse(mat3[f32](instanceData.worldMatrix)));
const if (HasColor)
output.color = input.color;
@@ -372,12 +348,7 @@ fn main(input: VertIn) -> VertToFrag
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);
}
output.tangent = rotationMatrix * input.tangent;
return output;
}