// Basic material options option HasDiffuseTexture: bool = false; option HasAlphaTexture: bool = false; option AlphaTest: bool = false; // Phong material options option HasEmissiveTexture: bool = false; option HasHeightTexture: bool = false; option HasNormalTexture: bool = false; option HasSpecularTexture: bool = false; option MaxLightCount: u32 = u32(3); //< FIXME: Fix integral value types // 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 = -1; option UvLocation: i32 = -1; const HasNormal = (NormalLocation >= 0); const HasVertexColor = (ColorLocation >= 0); const HasColor = (HasVertexColor || Billboard); const HasUV = (UvLocation >= 0); [layout(std140)] struct MaterialSettings { // BasicSettings AlphaThreshold: f32, DiffuseColor: vec4, // PhongSettings AmbientColor: vec3, SpecularColor: vec3, Shininess: f32, } [layout(std140)] struct InstanceData { worldMatrix: mat4, invWorldMatrix: mat4 } // TODO: Add enums const DirectionalLight = 0; const PointLight = 1; const SpotLight = 2; [layout(std140)] struct Light { type: i32, color: vec4, factor: vec2, parameter1: vec4, parameter2: vec4, parameter3: vec4, hasShadowMapping: bool } [layout(std140)] struct LightData { lights: [Light; MaxLightCount], lightCount: u32, } [layout(std140)] struct ViewerData { projectionMatrix: mat4, invProjectionMatrix: mat4, viewMatrix: mat4, invViewMatrix: mat4, viewProjMatrix: mat4, invViewProjMatrix: mat4, renderTargetSize: vec2, invRenderTargetSize: vec2, eyePosition: vec3 } external { [binding(0)] settings: uniform, [binding(1)] MaterialDiffuseMap: sampler2D, [binding(2)] MaterialAlphaMap: sampler2D, [binding(3)] TextureOverlay: sampler2D, [binding(4)] instanceData: uniform, [binding(5)] viewerData: uniform, [binding(6)] lightData: uniform, [binding(7)] MaterialEmissiveMap: sampler2D, [binding(8)] MaterialHeightMap: sampler2D, [binding(9)] MaterialNormalMap: sampler2D, [binding(10)] MaterialSpecularMap: sampler2D, } // Fragment stage struct FragIn { [location(0)] worldPos: vec3, [location(1), cond(HasUV)] uv: vec2, [location(2), cond(HasColor)] color: vec4, [location(3), cond(HasNormal)] normal: vec3, } struct FragOut { [location(0)] RenderTarget0: vec4 } [entry(frag)] fn main(input: FragIn) -> 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(0.0, 0.0, 0.0); let lightDiffuse = vec3(0.0, 0.0, 0.0); let lightSpecular = vec3(0.0, 0.0, 0.0); let eyeVec = normalize(viewerData.eyePosition - input.worldPos); for i in 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); //< FIXME lightAmbient += light.color.rgb * lightAmbientFactor * settings.AmbientColor; let lambert = max(dot(input.normal, lightDir), 0.0); lightDiffuse += lambert * light.color.rgb * lightDiffuseFactor; let reflection = reflect(-lightDir, input.normal); let specFactor = max(dot(reflection, eyeVec), 0.0); specFactor = pow(specFactor, settings.Shininess); lightSpecular += specFactor * light.color.rgb; } else if (light.type == PointLight) { } else if (light.type == SpotLight) { } } lightSpecular *= settings.SpecularColor; const if (HasSpecularTexture) lightSpecular *= MaterialSpecularMap.Sample(input.uv).rgb; let lightColor = lightAmbient + lightDiffuse + lightSpecular; let output: FragOut; output.RenderTarget0 = vec4(lightColor, 1.0) * diffuseColor; return output; } else { let output: FragOut; output.RenderTarget0 = diffuseColor.w; return output; } } // Vertex stage struct VertIn { [location(PosLocation)] pos: vec3, [cond(HasVertexColor), location(ColorLocation)] color: vec4, [cond(HasUV), location(UvLocation)] uv: vec2, [cond(HasNormal), location(NormalLocation)] normal: vec3, [cond(Billboard), location(BillboardCenterLocation)] billboardCenter: vec3, [cond(Billboard), location(BillboardSizeRotLocation)] billboardSizeRot: vec4, //< width,height,sin,cos [cond(Billboard), location(BillboardColorLocation)] billboardColor: vec4 } struct VertOut { [location(0)] worldPos: vec3, [location(1), cond(HasUV)] uv: vec2, [location(2), cond(HasColor)] color: vec4, [location(3), cond(HasNormal)] normal: vec3, [builtin(position)] position: vec4, } [entry(vert), cond(Billboard)] fn billboardMain(input: VertIn) -> VertOut { let size = input.billboardSizeRot.xy; let sinCos = input.billboardSizeRot.zw; let rotatedPosition = vec2( 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(viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]); let cameraUp = vec3(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: VertOut; output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4(vertexPos, 1.0); const if (HasColor) output.color = input.billboardColor; const if (HasUV) output.uv = input.pos.xy + vec2(0.5, 0.5); return output; } [entry(vert), cond(!Billboard)] fn main(input: VertIn) -> VertOut { let worldPosition = instanceData.worldMatrix * vec4(input.pos, 1.0); let output: VertOut; output.worldPos = worldPosition.xyz; output.position = viewerData.viewProjMatrix * worldPosition; const if (HasColor) output.color = input.color; const if (HasNormal) output.normal = input.normal; const if (HasUV) output.uv = input.uv; return output; }