NazaraEngine/src/Nazara/Graphics/Resources/Shaders/phong_material.nzsl

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// 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<f32>,
// PhongSettings
AmbientColor: vec3<f32>,
SpecularColor: vec3<f32>,
Shininess: f32,
}
[layout(std140)]
struct InstanceData
{
worldMatrix: mat4<f32>,
invWorldMatrix: mat4<f32>
}
// TODO: Add enums
const DirectionalLight = 0;
const PointLight = 1;
const SpotLight = 2;
[layout(std140)]
struct Light
{
type: i32,
color: vec4<f32>,
factor: vec2<f32>,
parameter1: vec4<f32>,
parameter2: vec4<f32>,
parameter3: vec4<f32>,
hasShadowMapping: bool
}
[layout(std140)]
struct LightData
{
lights: [Light; MaxLightCount],
lightCount: u32,
}
[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(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>,
}
// Fragment stage
struct FragIn
{
[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>,
}
struct FragOut
{
[location(0)] RenderTarget0: vec4<f32>
}
[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<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);
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<f32>(lightColor, 1.0) * diffuseColor;
return output;
}
else
{
let output: FragOut;
output.RenderTarget0 = diffuseColor.w;
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(Billboard), location(BillboardCenterLocation)]
billboardCenter: vec3<f32>,
[cond(Billboard), location(BillboardSizeRotLocation)]
billboardSizeRot: vec4<f32>, //< width,height,sin,cos
[cond(Billboard), location(BillboardColorLocation)]
billboardColor: vec4<f32>
}
struct VertOut
{
[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>,
[builtin(position)] position: vec4<f32>,
}
[entry(vert), cond(Billboard)]
fn billboardMain(input: VertIn) -> VertOut
{
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: VertOut;
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) -> VertOut
{
let worldPosition = instanceData.worldMatrix * vec4<f32>(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;
}