Add missing resources and update .gitignore

This commit is contained in:
Lynix 2021-05-16 23:46:43 +02:00
parent ccccbfe0ad
commit c963a3064b
6 changed files with 172 additions and 0 deletions

2
.gitignore vendored
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@ -1,5 +1,6 @@
# xmake-related files
.xmake/*
.vs/*
.vscode/*
CMakeLists.txt
Makefile
@ -8,6 +9,7 @@ vsxmake*/*
# Nazara binaries
bin/*
!bin/resources/*
# Build files
build/*

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option HAS_DIFFUSE_TEXTURE: bool;
option HAS_ALPHA_TEXTURE: bool;
option ALPHA_TEST: bool;
[layout(std140)]
struct BasicSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4<f32>
}
[layout(std140)]
struct InstanceData
{
worldMatrix: mat4<f32>,
invWorldMatrix: mat4<f32>
}
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
}
external
{
[binding(5)] viewerData: uniform<ViewerData>,
[binding(4)] instanceData: uniform<InstanceData>,
[binding(3)] settings: uniform<BasicSettings>,
[binding(0)] MaterialAlphaMap: sampler2D<f32>,
[binding(1)] MaterialDiffuseMap: sampler2D<f32>,
[binding(2)] TextureOverlay: sampler2D<f32>
}
struct InputData
{
[location(0)] vertNormal: vec3<f32>,
[location(1)] vertUV: vec2<f32>,
[location(2)] vertPos: 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 output: OutputData;
let textureColor = select_opt(HAS_DIFFUSE_TEXTURE, MaterialDiffuseMap.Sample(input.vertUV) * settings.DiffuseColor, settings.DiffuseColor);
let alpha = select_opt(HAS_ALPHA_TEXTURE, MaterialAlphaMap.Sample(input.vertUV).x * textureColor.w, 1.0);
/*if ((select_opt(ALPHA_TEST, var0.w < settings.AlphaThreshold, false)) == (true))
{
discard;
}*/
output.diffuseMap = textureColor;
output.normalMap = vec4<f32>((vec3<f32>(1.0, 1.0, 1.0) + input.vertNormal) * 0.5, 1.0);
output.positionMap = vec4<f32>(input.vertPos, 1.0);
return output;
}

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[layout(std140)]
struct BasicSettings
{
AlphaThreshold: f32,
DiffuseColor: vec4<f32>
}
[layout(std140)]
struct InstanceData
{
worldMatrix: mat4<f32>,
invWorldMatrix: mat4<f32>
}
[layout(std140)]
struct ViewerData
{
projectionMatrix: mat4<f32>,
invProjectionMatrix: mat4<f32>,
viewMatrix: mat4<f32>,
invViewMatrix: mat4<f32>,
viewProjMatrix: mat4<f32>,
invViewProjMatrix: mat4<f32>,
renderTargetSize: vec2<f32>,
invRenderTargetSize: vec2<f32>,
eyePosition: vec3<f32>
}
external
{
[binding(5)] viewerData: uniform<ViewerData>,
[binding(4)] instanceData: uniform<InstanceData>,
[binding(3)] settings: uniform<BasicSettings>
}
struct InputData
{
[location(0)] inPos: vec3<f32>,
[location(1)] inNormals: vec3<f32>,
[location(2)] inTexCoord: vec2<f32>
}
struct OutputData
{
[location(0)] vertNormal: vec3<f32>,
[location(1)] vertUV: vec2<f32>,
[location(2)] vertPos: vec3<f32>,
[builtin(position)] position: vec4<f32>
}
[entry(vert)]
fn main(input: InputData) -> OutputData
{
let worldPos = instanceData.worldMatrix * vec4<f32>(input.inPos, 1.0);
let output: OutputData;
output.vertUV = input.inTexCoord;
output.vertNormal = input.inNormals;
output.vertPos = worldPos.xyz;
output.position = viewerData.projectionMatrix * viewerData.viewMatrix * instanceData.worldMatrix * vec4<f32>(input.inPos, 1.0);
return output;
}

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[layout(std140)]
struct PointLight
{
color: vec3<f32>,
position: vec3<f32>,
constant: f32,
linear: f32,
quadratic: f32,
}
external
{
[binding(0)] colorTexture: sampler2D<f32>,
[binding(1)] normalTexture: sampler2D<f32>,
[binding(2)] positionTexture: sampler2D<f32>,
[binding(3)] lightParameters: uniform<PointLight>
}
[entry(frag)]
fn main(input: VertOut) -> FragOut
{
let normal = normalTexture.Sample(input.uv).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0);
let position = positionTexture.Sample(input.uv).xyz;
let distance = length(lightParameters.position - position);
let lightDir = (lightParameters.position - position) / distance;
let lightFactor = dot(normal, lightDir);
let attenuation = 1.0 / (lightParameters.constant + lightParameters.linear * distance + lightParameters.quadratic * (distance * distance));
let output: FragOut;
output.color = vec4<f32>(lightParameters.color, 1.0) * lightFactor * attenuation * colorTexture.Sample(input.uv);
return output;
}