Refactor material system (#382)

This commit is contained in:
Jérôme Leclercq
2022-10-31 19:53:41 +01:00
committed by GitHub
parent 0a8048809c
commit dc6ce8427c
156 changed files with 3633 additions and 4569 deletions

View File

@@ -6,6 +6,9 @@ import LightData from Engine.LightData;
import SkeletalData from Engine.SkeletalData;
import ViewerData from Engine.ViewerData;
// Pass-specific options
option DepthPass: bool = false;
// Basic material options
option HasBaseColorTexture: bool = false;
option HasAlphaTexture: bool = false;
@@ -24,30 +27,39 @@ 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;
option VertexColorLoc: i32 = -1;
option VertexNormalLoc: i32 = -1;
option VertexPositionLoc: i32;
option VertexTangentLoc: i32 = -1;
option VertexUvLoc: i32 = -1;
const HasNormal = (NormalLocation >= 0);
const HasVertexColor = (ColorLocation >= 0);
const HasNormal = (VertexNormalLoc >= 0);
const HasVertexColor = (VertexColorLoc >= 0);
const HasColor = (HasVertexColor || Billboard);
const HasTangent = (TangentLocation >= 0);
const HasUV = (UvLocation >= 0);
const HasNormalMapping = HasNormalTexture && HasNormal && HasTangent;
const HasTangent = (VertexTangentLoc >= 0);
const HasUV = (VertexUvLoc >= 0);
const HasNormalMapping = HasNormalTexture && HasNormal && HasTangent && !DepthPass;
[layout(std140)]
struct MaterialSettings
{
// BasicSettings
// Basic settings
[tag("AlphaTestThreshold")]
AlphaThreshold: f32,
[tag("BaseColor")]
BaseColor: vec4[f32],
// PhongSettings
AmbientColor: vec3[f32],
SpecularColor: vec3[f32],
Shininess: f32,
// Phong settings
[tag("AmbientColor")]
AmbientColor: vec4[f32], //< TODO: Switch to vec3[f32]
[tag("SpecularColor")]
SpecularColor: vec4[f32], //< TODO: Switch to vec3[f32
[tag("Shininess")]
Shininess: f32
}
// TODO: Add enums
@@ -55,20 +67,26 @@ const DirectionalLight = 0;
const PointLight = 1;
const SpotLight = 2;
[tag("Material")]
external
{
[binding(0)] settings: uniform[MaterialSettings],
[binding(1)] MaterialBaseColorMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
[binding(5)] viewerData: uniform[ViewerData],
[binding(6)] skeletalData: uniform[SkeletalData],
[binding(7)] lightData: uniform[LightData],
[binding(8)] MaterialEmissiveMap: sampler2D[f32],
[binding(9)] MaterialHeightMap: sampler2D[f32],
[binding(10)] MaterialNormalMap: sampler2D[f32],
[binding(11)] MaterialSpecularMap: sampler2D[f32],
[tag("Settings"), binding(0)] settings: uniform[MaterialSettings],
[tag("BaseColorMap"), binding(1)] MaterialBaseColorMap: sampler2D[f32],
[tag("AlphaMap"), binding(2)] MaterialAlphaMap: sampler2D[f32],
[tag("EmissiveMap"), binding(3)] MaterialEmissiveMap: sampler2D[f32],
[tag("HeightMap"), binding(4)] MaterialHeightMap: sampler2D[f32],
[tag("NormalMap"), binding(5)] MaterialNormalMap: sampler2D[f32],
[tag("SpecularMap"), binding(6)] MaterialSpecularMap: sampler2D[f32],
}
[tag("Engine")]
external
{
[tag("TextureOverlay"), binding(7)] TextureOverlay: sampler2D[f32],
[tag("InstanceData"), binding(8)] instanceData: uniform[InstanceData],
[tag("ViewerData"), binding(9)] viewerData: uniform[ViewerData],
[tag("SkeletalData"), binding(10)] skeletalData: uniform[SkeletalData],
[tag("LightData"), binding(11)] lightData: uniform[LightData]
}
struct VertToFrag
@@ -87,7 +105,7 @@ struct FragOut
[location(0)] RenderTarget0: vec4[f32]
}
[entry(frag)]
[entry(frag), cond(!DepthPass || AlphaTest)]
fn main(input: VertToFrag) -> FragOut
{
let color = settings.BaseColor;
@@ -110,7 +128,7 @@ fn main(input: VertToFrag) -> FragOut
discard;
}
const if (HasNormal)
const if (HasNormal && !DepthPass)
{
let lightAmbient = vec3[f32](0.0, 0.0, 0.0);
let lightDiffuse = vec3[f32](0.0, 0.0, 0.0);
@@ -143,7 +161,7 @@ fn main(input: VertToFrag) -> FragOut
{
let lightDir = light.parameter1.xyz;
lightAmbient += light.color.rgb * lightAmbientFactor * settings.AmbientColor;
lightAmbient += light.color.rgb * lightAmbientFactor * settings.AmbientColor.rgb;
let lambert = max(dot(normal, -lightDir), 0.0);
@@ -166,7 +184,7 @@ fn main(input: VertToFrag) -> FragOut
let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor.rgb;
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
@@ -196,7 +214,7 @@ fn main(input: VertToFrag) -> FragOut
let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
attenuationFactor *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor.rgb;
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
@@ -210,7 +228,7 @@ fn main(input: VertToFrag) -> FragOut
}
}
lightSpecular *= settings.SpecularColor;
lightSpecular *= settings.SpecularColor.rgb;
const if (HasSpecularTexture)
lightSpecular *= MaterialSpecularMap.Sample(input.uv).rgb;
@@ -229,22 +247,27 @@ fn main(input: VertToFrag) -> FragOut
}
}
// Dummy fragment shader (TODO: Add a way to delete stage?)
[entry(frag), cond(DepthPass && !AlphaTest)]
fn main() {}
// Vertex stage
struct VertIn
{
[location(PosLocation)]
[location(VertexPositionLoc)]
pos: vec3[f32],
[cond(HasVertexColor), location(ColorLocation)]
[cond(HasVertexColor), location(VertexColorLoc)]
color: vec4[f32],
[cond(HasUV), location(UvLocation)]
[cond(HasUV), location(VertexUvLoc)]
uv: vec2[f32],
[cond(HasNormal), location(NormalLocation)]
[cond(HasNormal), location(VertexNormalLoc)]
normal: vec3[f32],
[cond(HasTangent), location(TangentLocation)]
[cond(HasTangent), location(VertexTangentLoc)]
tangent: vec3[f32],
[cond(Billboard), location(BillboardCenterLocation)]