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NazaraEngine/src/Nazara/Graphics/Resources/Shaders/PhongMaterial.nzsl
SirLynix 5833ce573d Graphics: Switch glyph atlases to R8 instead of A8
A8 can't be supported efficiently on API lacking texture swizzle support (DX, WebGL, WebGPU), so we swizzle in the shader instead
2023-02-22 19:11:41 +01:00

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[nzsl_version("1.0")]
module PhongMaterial;
import InstanceData from Engine.InstanceData;
import LightData from Engine.LightData;
import SkeletalData from Engine.SkeletalData;
import ViewerData from Engine.ViewerData;
import SkinLinearPosition, SkinLinearPositionNormal from Engine.SkinningLinear;
// Pass-specific options
option DepthPass: bool = false;
// Basic material options
option HasBaseColorTexture: 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 VertexColorLoc: i32 = -1;
option VertexNormalLoc: i32 = -1;
option VertexPositionLoc: i32;
option VertexTangentLoc: i32 = -1;
option VertexUvLoc: i32 = -1;
option VertexJointIndicesLoc: i32 = -1;
option VertexJointWeightsLoc: i32 = -1;
option MaxLightCount: u32 = u32(3); //< FIXME: Fix integral value types
const HasNormal = (VertexNormalLoc >= 0);
const HasVertexColor = (VertexColorLoc >= 0);
const HasColor = (HasVertexColor || Billboard);
const HasTangent = (VertexTangentLoc >= 0);
const HasUV = (VertexUvLoc >= 0);
const HasNormalMapping = HasNormalTexture && HasNormal && HasTangent && !DepthPass;
const HasSkinning = (VertexJointIndicesLoc >= 0 && VertexJointWeightsLoc >= 0);
const HasLighting = HasNormal && !DepthPass;
[layout(std140)]
struct MaterialSettings
{
// Basic settings
[tag("AlphaTestThreshold")]
AlphaThreshold: f32,
[tag("BaseColor")]
BaseColor: vec4[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
const DirectionalLight = 0;
const PointLight = 1;
const SpotLight = 2;
[tag("Material")]
[auto_binding]
external
{
[tag("Settings")] settings: uniform[MaterialSettings],
[tag("BaseColorMap")] MaterialBaseColorMap: sampler2D[f32],
[tag("AlphaMap")] MaterialAlphaMap: sampler2D[f32],
[tag("EmissiveMap")] MaterialEmissiveMap: sampler2D[f32],
[tag("HeightMap")] MaterialHeightMap: sampler2D[f32],
[tag("NormalMap")] MaterialNormalMap: sampler2D[f32],
[tag("SpecularMap")] MaterialSpecularMap: sampler2D[f32],
}
[tag("Engine")]
[auto_binding]
external
{
[tag("TextureOverlay")] TextureOverlay: sampler2D[f32],
[tag("InstanceData")] instanceData: uniform[InstanceData],
[tag("ViewerData")] viewerData: uniform[ViewerData],
[tag("SkeletalData")] skeletalData: uniform[SkeletalData],
[tag("LightData")] lightData: uniform[LightData],
[tag("ShadowMaps2D")] shadowMaps2D: array[depth_sampler2D[f32], MaxLightCount],
[tag("ShadowMapsCube")] shadowMapsCube: array[sampler_cube[f32], MaxLightCount]
}
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],
[location(5), cond(HasLighting)] lightProjPos: array[vec4[f32], MaxLightCount],
[builtin(position)] position: vec4[f32],
}
// Fragment stage
struct FragOut
{
[location(0)] RenderTarget0: vec4[f32]
}
fn LinearizeDepth(depth: f32, zNear: f32, zFar: f32) -> f32
{
return zNear * zFar / (zFar + depth * (zNear - zFar));
}
[entry(frag), cond(!DepthPass || AlphaTest)]
fn main(input: VertToFrag) -> FragOut
{
let color = settings.BaseColor;
const if (HasUV)
color.a *= TextureOverlay.Sample(input.uv).r;
const if (HasColor)
color *= input.color;
const if (HasBaseColorTexture)
color *= MaterialBaseColorMap.Sample(input.uv);
const if (HasAlphaTexture)
color.w *= MaterialAlphaMap.Sample(input.uv).x;
const if (AlphaTest)
{
if (color.w < settings.AlphaThreshold)
discard;
}
const if (HasLighting)
{
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.rgb;
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 lightRadius = light.parameter2.x;
let lightInvRadius = light.parameter2.y;
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);
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
let reflection = reflect(lightToPosNorm, normal);
let specFactor = max(dot(reflection, eyeVec), 0.0);
specFactor = pow(specFactor, settings.Shininess);
let shadowFactor = 1.0;
if (light.invShadowMapSize.x > 0.0)
{
shadowFactor = 0.0;
let sampleDir = vec3[f32](lightToPosNorm.x, lightToPosNorm.y, -lightToPosNorm.z);
const sampleCount = 4;
const offset = 0.005;
const invSampleCount = 1.0 / f32(sampleCount);
const start = vec3[f32](offset * 0.5, offset * 0.5, offset * 0.5);
const shadowContribution = 1.0 / f32(sampleCount * sampleCount * sampleCount);
[unroll]
for x in 0 -> sampleCount
{
[unroll]
for y in 0 -> sampleCount
{
[unroll]
for z in 0 -> sampleCount
{
let dirOffset = vec3[f32](f32(x), f32(y), f32(z)) * invSampleCount * offset - start;
let sampleDir = sampleDir + dirOffset;
let depth = shadowMapsCube[i].Sample(sampleDir).r;
depth = LinearizeDepth(depth, 0.01, lightRadius);
if (depth > dist)
shadowFactor += shadowContribution;
}
}
}
}
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor.rgb;
lightDiffuse += shadowFactor * attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
lightSpecular += shadowFactor * 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);
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
let reflection = reflect(lightToPosNorm, normal);
let specFactor = max(dot(reflection, eyeVec), 0.0);
specFactor = pow(specFactor, settings.Shininess);
let shadowFactor = 1.0;
if (light.invShadowMapSize.x > 0.0)
{
let shadowCoords = input.lightProjPos[i].xyz / input.lightProjPos[i].w;
shadowFactor = 0.0;
[unroll]
for x in -1 -> 2
{
[unroll]
for y in -1 -> 2
{
let coords = shadowCoords.xy + vec2[f32](f32(x), f32(y)) * light.invShadowMapSize;
shadowFactor += shadowMaps2D[i].SampleDepthComp(coords, shadowCoords.z).r;
}
}
shadowFactor /= 9.0;
}
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor.rgb;
lightDiffuse += shadowFactor * attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
lightSpecular += shadowFactor * attenuationFactor * specFactor * light.color.rgb;
}
}
lightSpecular *= settings.SpecularColor.rgb;
const if (HasSpecularTexture)
lightSpecular *= MaterialSpecularMap.Sample(input.uv).rgb;
let lightColor = lightAmbient + lightDiffuse + lightSpecular;
let output: FragOut;
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * color;
return output;
}
else
{
let output: FragOut;
output.RenderTarget0 = color;
return output;
}
}
// Dummy fragment shader (TODO: Add a way to delete stage?)
[entry(frag), cond(DepthPass && !AlphaTest)]
fn main() {}
// Vertex stage
struct VertIn
{
[location(VertexPositionLoc)]
pos: vec3[f32],
[cond(HasVertexColor), location(VertexColorLoc)]
color: vec4[f32],
[cond(HasUV), location(VertexUvLoc)]
uv: vec2[f32],
[cond(HasNormal), location(VertexNormalLoc)]
normal: vec3[f32],
[cond(HasTangent), location(VertexTangentLoc)]
tangent: vec3[f32],
[cond(HasSkinning), location(VertexJointIndicesLoc)]
jointIndices: vec4[i32],
[cond(HasSkinning), location(VertexJointWeightsLoc)]
jointWeights: vec4[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 pos: vec3[f32];
const if (HasNormal) let normal: vec3[f32];
const if (HasSkinning)
{
let jointMatrices = array[mat4[f32]](
skeletalData.jointMatrices[input.jointIndices[0]],
skeletalData.jointMatrices[input.jointIndices[1]],
skeletalData.jointMatrices[input.jointIndices[2]],
skeletalData.jointMatrices[input.jointIndices[3]]
);
const if (HasNormal)
{
let skinningOutput = SkinLinearPositionNormal(jointMatrices, input.jointWeights, input.pos, input.normal);
pos = skinningOutput.position;
normal = skinningOutput.normal;
}
else
{
let skinningOutput = SkinLinearPosition(jointMatrices, input.jointWeights, input.pos);
pos = skinningOutput.position;
}
}
else
{
pos = input.pos;
const if (HasNormal)
normal = input.normal;
}
let worldPosition = instanceData.worldMatrix * vec4[f32](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 * normal;
const if (HasUV)
output.uv = input.uv;
const if (HasNormalMapping)
output.tangent = rotationMatrix * input.tangent;
const if (HasLighting)
{
for i in u32(0) -> lightData.lightCount
output.lightProjPos[i] = lightData.lights[i].viewProjMatrix * worldPosition;
}
return output;
}