[nzsl_version("1.0")] module PhongMaterial; import InstanceData from Engine.InstanceData; import LightData from Engine.LightData; import ViewerData from Engine.ViewerData; // 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; // 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; option TangentLocation: i32 = -1; option UvLocation: i32 = -1; const HasNormal = (NormalLocation >= 0); const HasVertexColor = (ColorLocation >= 0); const HasColor = (HasVertexColor || Billboard); const HasTangent = (TangentLocation >= 0); const HasUV = (UvLocation >= 0); const HasNormalMapping = HasNormalTexture && HasNormal && HasTangent; [layout(std140)] struct MaterialSettings { // BasicSettings AlphaThreshold: f32, DiffuseColor: vec4[f32], // PhongSettings AmbientColor: vec3[f32], SpecularColor: vec3[f32], Shininess: f32, } // TODO: Add enums const DirectionalLight = 0; const PointLight = 1; const SpotLight = 2; external { [binding(0)] settings: uniform[MaterialSettings], [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], [binding(6)] lightData: uniform[LightData], [binding(7)] MaterialEmissiveMap: sampler2D[f32], [binding(8)] MaterialHeightMap: sampler2D[f32], [binding(9)] MaterialNormalMap: sampler2D[f32], [binding(10)] MaterialSpecularMap: sampler2D[f32], } struct VertToFrag { [location(0)] worldPos: vec3[f32], [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)] tangent: vec3[f32], [builtin(position)] position: vec4[f32], } // Fragment stage struct FragOut { [location(0)] RenderTarget0: vec4[f32] } [entry(frag)] fn main(input: VertToFrag) -> 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[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 eyeVec = normalize(viewerData.eyePosition - input.worldPos); let normal: vec3[f32]; 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); for i in u32(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; lightAmbient += light.color.rgb * lightAmbientFactor * settings.AmbientColor; let lambert = max(dot(normal, -lightDir), 0.0); lightDiffuse += lambert * light.color.rgb * lightDiffuseFactor; let reflection = reflect(lightDir, normal); let specFactor = max(dot(reflection, eyeVec), 0.0); specFactor = pow(specFactor, settings.Shininess); lightSpecular += specFactor * light.color.rgb; } else if (light.type == PointLight) { 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); lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor; 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; } 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 curAngle = dot(lightDir, lightToPosNorm); let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle; let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0); attenuationFactor *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0); lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor; 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; } } lightSpecular *= settings.SpecularColor; const if (HasSpecularTexture) lightSpecular *= MaterialSpecularMap.Sample(input.uv).rgb; let lightColor = lightAmbient + lightDiffuse + lightSpecular; let output: FragOut; output.RenderTarget0 = vec4[f32](lightColor, 1.0) * diffuseColor; return output; } else { let output: FragOut; output.RenderTarget0 = diffuseColor; return output; } } // Vertex stage struct VertIn { [location(PosLocation)] pos: vec3[f32], [cond(HasVertexColor), location(ColorLocation)] color: vec4[f32], [cond(HasUV), location(UvLocation)] uv: vec2[f32], [cond(HasNormal), location(NormalLocation)] normal: vec3[f32], [cond(HasTangent), location(TangentLocation)] tangent: vec3[f32], [cond(Billboard), location(BillboardCenterLocation)] billboardCenter: vec3[f32], [cond(Billboard), location(BillboardSizeRotLocation)] billboardSizeRot: vec4[f32], //< width,height,sin,cos [cond(Billboard), location(BillboardColorLocation)] billboardColor: vec4[f32] } [entry(vert), cond(Billboard)] fn billboardMain(input: VertIn) -> VertToFrag { let size = input.billboardSizeRot.xy; let sinCos = input.billboardSizeRot.zw; let rotatedPosition = vec2[f32]( 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[f32](viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]); let cameraUp = vec3[f32](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: VertToFrag; output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](vertexPos, 1.0); const if (HasColor) output.color = input.billboardColor; const if (HasUV) output.uv = input.pos.xy + vec2[f32](0.5, 0.5); return output; } [entry(vert), cond(!Billboard)] fn main(input: VertIn) -> VertToFrag { let worldPosition = instanceData.worldMatrix * vec4[f32](input.pos, 1.0); let output: VertToFrag; output.worldPos = worldPosition.xyz; output.position = viewerData.viewProjMatrix * worldPosition; let rotationMatrix = transpose(inverse(mat3[f32](instanceData.worldMatrix))); const if (HasColor) output.color = input.color; const if (HasNormal) output.normal = rotationMatrix * input.normal; const if (HasUV) output.uv = input.uv; const if (HasNormalMapping) output.tangent = rotationMatrix * input.tangent; return output; }