Shader code beginnings

This commit is contained in:
Szymon Nowakowski 2023-07-29 22:06:46 +02:00 committed by Szymon Nowakowski
parent ee52894f52
commit ef3a32420d
5 changed files with 277 additions and 10 deletions

View File

@ -127,6 +127,25 @@ export class Matrix4x4 {
); );
} }
static fromTRS(t: Vector3Object, r: QuaternionObject, s: Vector3Object): Matrix4x4 {
const xx = r.x * r.x;
const xy = r.x * r.y;
const xz = r.x * r.z;
const xw = r.x * r.w;
const yy = r.y * r.y;
const yz = r.y * r.z;
const yw = r.y * r.w;
const zz = r.z * r.z;
const zw = r.z * r.w;
return new Matrix4x4(
s.x * (1 - 2 * (yy + zz)), s.x * 2 * (xy + zw), s.x * 2 * (xz - yw), 0,
s.y * 2 * (xy - zw), s.y * (1 - 2 * (xx + zz)), s.y * 2 * (yz + xw), 0,
s.z * 2 * (xz + yw), s.z * 2 * (yz - xw), s.z * (1 - 2 * (xx + yy)), 0,
t.x, t.y, t.z, 1,
);
}
setObject(object: Matrix4x4Object): Matrix4x4 { setObject(object: Matrix4x4Object): Matrix4x4 {
this.ix = object.ix; this.ix = object.ix;
this.iy = object.iy; this.iy = object.iy;
@ -236,6 +255,61 @@ export class Matrix4x4 {
this.tw = 1; this.tw = 1;
return this; return this;
} }
setTRS(t: Vector3Object, r: QuaternionObject, s: Vector3Object): Matrix4x4 {
const xx = r.x * r.x;
const xy = r.x * r.y;
const xz = r.x * r.z;
const xw = r.x * r.w;
const yy = r.y * r.y;
const yz = r.y * r.z;
const yw = r.y * r.w;
const zz = r.z * r.z;
const zw = r.z * r.w;
this.ix = s.x * (1 - 2 * (yy + zz));
this.iy = s.x * 2 * (xy + zw);
this.iz = s.x * 2 * (xz - yw);
this.iw = 0;
this.jx = s.y * 2 * (xy - zw);
this.jy = s.y * (1 - 2 * (xx + zz));
this.jz = s.y * 2 * (yz + xw);
this.jw = 0;
this.kx = s.z * 2 * (xz + yw);
this.ky = s.z * 2 * (yz - xw);
this.kz = s.z * (1 - 2 * (xx + yy));
this.kw = 0;
this.tx = t.x;
this.ty = t.y;
this.tz = t.z;
this.tw = 1;
return this;
}
add(m: Matrix4x4): Matrix4x4 {
throw new Error("TODO");
return this;
}
sub(m: Matrix4x4): Matrix4x4 {
throw new Error("TODO");
return this;
}
mulScalar(k: number): Matrix4x4 {
throw new Error("TODO");
return this;
}
mulMatrix(m: Matrix4x4): Matrix4x4 {
throw new Error("TODO");
return this;
}
premulMatrix(m: Matrix4x4): Matrix4x4 {
throw new Error("TODO");
return this;
}
} }
Object.defineProperty(Matrix4x4.prototype, "type", { value: "Matrix4x4" }); Object.defineProperty(Matrix4x4.prototype, "type", { value: "Matrix4x4" });

View File

@ -4,7 +4,7 @@
* obtain one at http://mozilla.org/MPL/2.0/. * obtain one at http://mozilla.org/MPL/2.0/.
*/ */
import { Camera, Mesh, Quaternion, QuaternionObject, Vector3, Vector3Object } from "."; import { Camera, Matrix4x4, Mesh, Quaternion, QuaternionObject, Vector3, Vector3Object } from ".";
import { Material } from "../resources"; import { Material } from "../resources";
export interface NodeProps { export interface NodeProps {
@ -44,6 +44,9 @@ export class Node {
/** backreference */ /** backreference */
_parent: Node | null; _parent: Node | null;
_localMatrix: Matrix4x4;
_worldMatrix: Matrix4x4;
constructor({ constructor({
name = "", name = "",
translation, translation,
@ -68,6 +71,9 @@ export class Node {
this._parent = null; this._parent = null;
this._localMatrix = Matrix4x4.fromTRS(this._translation, this._rotation, this._scale);
this._worldMatrix = Matrix4x4.fromObject(this._localMatrix);
if (this._camera !== null) { if (this._camera !== null) {
this._camera._node = this; this._camera._node = this;
} }

View File

@ -4,6 +4,7 @@
* obtain one at http://mozilla.org/MPL/2.0/. * obtain one at http://mozilla.org/MPL/2.0/.
*/ */
import { Camera, Scene } from "./data";
import { IndexBuffer, IndexBufferProps, Material, MaterialProps, Texture2D, Texture2DProps, VertexBuffer, VertexBufferProps } from "./resources"; import { IndexBuffer, IndexBufferProps, Material, MaterialProps, Texture2D, Texture2DProps, VertexBuffer, VertexBufferProps } from "./resources";
export class Renderer { export class Renderer {
@ -20,6 +21,8 @@ export class Renderer {
/** 1×1 rgba8unorm texture of [128, 128, 128, 255] */ /** 1×1 rgba8unorm texture of [128, 128, 128, 255] */
_textureNormal: Texture2D; _textureNormal: Texture2D;
_depthBuffer: Texture2D;
/** /**
* This constructor is intended primarily for internal use. Consider using * This constructor is intended primarily for internal use. Consider using
* `Renderer.createIndexBuffer` instead. * `Renderer.createIndexBuffer` instead.
@ -36,6 +39,7 @@ export class Renderer {
this._format = format; this._format = format;
this._textureWhite = new Texture2D(this, { this._textureWhite = new Texture2D(this, {
name: "White",
width: 1, width: 1,
height: 1, height: 1,
format: "linear", format: "linear",
@ -43,6 +47,7 @@ export class Renderer {
this._textureWhite.writeFull(new Uint8Array([255, 255, 255, 255])); this._textureWhite.writeFull(new Uint8Array([255, 255, 255, 255]));
this._textureBlack = new Texture2D(this, { this._textureBlack = new Texture2D(this, {
name: "Black",
width: 1, width: 1,
height: 1, height: 1,
format: "linear", format: "linear",
@ -50,11 +55,20 @@ export class Renderer {
this._textureBlack.writeFull(new Uint8Array([0, 0, 0, 255])); this._textureBlack.writeFull(new Uint8Array([0, 0, 0, 255]));
this._textureNormal = new Texture2D(this, { this._textureNormal = new Texture2D(this, {
name: "Normal",
width: 1, width: 1,
height: 1, height: 1,
format: "linear", format: "linear",
}); });
this._textureNormal.writeFull(new Uint8Array([128, 128, 128, 255])); this._textureNormal.writeFull(new Uint8Array([128, 128, 128, 255]));
const framebufferTexture = this._context.getCurrentTexture();
this._depthBuffer = new Texture2D(this, {
name: "Depth Buffer",
width: framebufferTexture.width,
height: framebufferTexture.height,
format: "depth",
});
} }
static async init(canvas: HTMLCanvasElement) { static async init(canvas: HTMLCanvasElement) {
@ -90,6 +104,7 @@ export class Renderer {
this._textureWhite.dispose(); this._textureWhite.dispose();
this._textureBlack.dispose(); this._textureBlack.dispose();
this._textureNormal.dispose(); this._textureNormal.dispose();
this._depthBuffer.dispose();
return this; return this;
} }
@ -108,4 +123,36 @@ export class Renderer {
createVertexBuffer(props: VertexBufferProps): VertexBuffer { createVertexBuffer(props: VertexBufferProps): VertexBuffer {
return new VertexBuffer(this, props); return new VertexBuffer(this, props);
} }
render(scene: Scene, camera: Camera): Renderer {
const { width, height } = this._context.getCurrentTexture();
if (this._depthBuffer.width !== width || this._depthBuffer.height !== height) {
this._depthBuffer.resizeDiscard({
width,
height,
});
}
const encoder = this._device.createCommandEncoder();
const pass = encoder.beginRenderPass({
colorAttachments: [{
view: this._context.getCurrentTexture().createView(),
loadOp: "clear",
storeOp: "store",
}],
depthStencilAttachment: {
view: this._depthBuffer._textureView,
depthClearValue: 0,
depthLoadOp: "clear",
depthStoreOp: "store",
},
});
pass.end();
const commandBuffer = encoder.finish();
this._device.queue.submit([commandBuffer]);
return this;
}
} }

View File

@ -15,17 +15,18 @@ export interface MaterialProps {
baseColor?: ColorObject; baseColor?: ColorObject;
partialCoverage?: number; partialCoverage?: number;
occlusionTextureStrength?: number;
metallic?: number;
roughness?: number;
normalScale?: number;
emissive?: ColorObject;
transmission?: ColorObject; transmission?: ColorObject;
collimation?: number; collimation?: number;
occlusionTextureStrength?: number;
roughness?: number;
metallic?: number;
normalScale?: number;
emissive?: ColorObject;
ior?: number; ior?: number;
baseColorPartialCoverageTexture?: Texture2D | null; baseColorPartialCoverageTexture?: Texture2D | null;
occlusionMetallicRoughnessTexture?: Texture2D | null; occlusionTexture?: Texture2D | null;
metallicRoughnessTexture?: Texture2D | null;
normalTexture?: Texture2D | null; normalTexture?: Texture2D | null;
emissiveTexture?: Texture2D | null; emissiveTexture?: Texture2D | null;
transmissionCollimationTexture?: Texture2D | null; transmissionCollimationTexture?: Texture2D | null;
@ -53,7 +54,8 @@ export class Material {
_ior: number; _ior: number;
_baseColorPartialCoverageTexture: Texture2D | null; _baseColorPartialCoverageTexture: Texture2D | null;
_occlusionMetallicRoughnessTexture: Texture2D | null; _occlusionTexture: Texture2D | null;
_metallicRoughnessTexture: Texture2D | null;
_normalTexture: Texture2D | null; _normalTexture: Texture2D | null;
_emissiveTexture: Texture2D | null; _emissiveTexture: Texture2D | null;
_transmissionCollimationTexture: Texture2D | null; _transmissionCollimationTexture: Texture2D | null;
@ -74,7 +76,8 @@ export class Material {
collimation = 1, collimation = 1,
ior = 1.45, ior = 1.45,
baseColorPartialCoverageTexture = null, baseColorPartialCoverageTexture = null,
occlusionMetallicRoughnessTexture = null, occlusionTexture = null,
metallicRoughnessTexture = null,
normalTexture = null, normalTexture = null,
emissiveTexture = null, emissiveTexture = null,
transmissionCollimationTexture = null, transmissionCollimationTexture = null,
@ -97,7 +100,8 @@ export class Material {
this._ior = ior; this._ior = ior;
this._baseColorPartialCoverageTexture = baseColorPartialCoverageTexture; this._baseColorPartialCoverageTexture = baseColorPartialCoverageTexture;
this._occlusionMetallicRoughnessTexture = occlusionMetallicRoughnessTexture; this._occlusionTexture = occlusionTexture;
this._metallicRoughnessTexture = metallicRoughnessTexture;
this._normalTexture = normalTexture; this._normalTexture = normalTexture;
this._emissiveTexture = emissiveTexture; this._emissiveTexture = emissiveTexture;
this._transmissionCollimationTexture = transmissionCollimationTexture; this._transmissionCollimationTexture = transmissionCollimationTexture;

136
src/shader.ts Normal file
View File

@ -0,0 +1,136 @@
export interface ShaderFlags {
texCoord: boolean;
lightTexCoord: boolean;
normal: boolean;
tangent: boolean;
}
export function createShaderCode({
texCoord,
lightTexCoord,
normal,
tangent,
}: ShaderFlags): string {
let vertexLocation = 0;
let varyingLocation = 0;
return `
struct Vertex {
@location(${vertexLocation++}) positionOS: vec3<f32>,
${texCoord ? `@location(${vertexLocation++}) texCoord: vec2<f32>,` : ""}
${lightTexCoord ? `@location(${vertexLocation++}) lightTexCoord: vec2<f32>,` : ""}
${normal ? `@location(${vertexLocation++}) normalOS: vec3<f32>,` : ""}
${normal && tangent ? `@location(${vertexLocation++}) tangentOS: vec4<f32>,` : ""}
}
struct Varyings {
@builtin(position) positionCS: vec4<f32>,
@location(${varyingLocation++}) positionVS: vec4<f32>,
${texCoord ? `@location(${varyingLocation++}) texCoord: vec2<f32>,` : ""}
${lightTexCoord ? `@location(${varyingLocation++}) lightTexCoord: vec2<f32>,` : ""}
${normal ? `@location(${varyingLocation++}) normalVS: vec3<f32>,` : ""}
${normal && tangent ? `@location(${varyingLocation++}) tangentVS: vec3<f32>,` : ""}
${normal && tangent ? `@location(${varyingLocation++}) bitangentVS: vec3<f32>,` : ""}
}
struct PointLight {
positionWS: vec3<f32>,
color: vec3<f32>,
}
struct DirectionalLight {
directionWS: vec3<f32>,
color: vec3<f32>,
}
struct GlobalUniforms {
matrixWStoVS: mat4x4<f32>,
matrixVStoCS: mat4x4<f32>,
ambientLight: vec3<f32>,
pointLightCount: u32,
directionalLightCount: u32,
}
struct MaterialUniforms {
baseColor: vec3<f32>,
partialCoverage: f32,
transmission: vec3<f32>,
collimation: f32,
occlusionTextureStrength: f32,
roughness: f32,
metallic: f32,
normalScale: f32,
emissive: vec3<f32>,
ior: f32,
}
struct ObjectUniforms {
matrixOStoWS: mat4x4<f32>,
matrixOStoWSNormal: mat4x4<f32>,
}
@group(0) @binding(0) var<uniform> _Global: GlobalUniforms;
@group(1) @binding(0) var<uniform> _Material: MaterialUniforms;
@group(2) @binding(0) var<uniform> _Object: ObjectUniforms;
@group(0) @binding(1) var<storage> _PointLights: array<PointLight>;
@group(0) @binding(2) var<storage> _DirectionalLights: array<DirectionalLight>;
@group(1) @binding(1) var _Sampler: sampler;
@group(1) @binding(2) var _BaseColorPartialCoverageTexture: texture_2d<f32>;
@group(1) @binding(3) var _OcclusionTexture: texture_2d<f32>;
@group(1) @binding(4) var _RoughnessMetallicTexture: texture_2d<f32>;
@group(1) @binding(5) var _NormalTexture: texture_2d<f32>;
@group(1) @binding(6) var _EmissiveTexture: texture_2d<f32>;
@group(1) @binding(7) var _TransmissionCollimationTexture: texture_2d<f32>;
@vertex
fn vert(vertex: Vertex) -> Varyings {
var output: Varyings;
let positionWS = (_Object.matrixOStoWS * vec4(vertex.positionOS, 1.0)).xyz;
let positionVS = (_Global.matrixWStoVS * vec4(positionWS, 1.0)).xyz;
let positionCS = _Global.matrixVStoCS * vec4(positionVS, 1.0);
output.positionCS = positionCS;
output.positionVS = positionVS;
${normal ? `
let normalWS = normalize((_Object.matrixOStoWSNormal * vec4(vertex.normalOS, 0.0)).xyz);
let normalVS = normalize((_Global.matrixWStoVS * vec4(normalWS, 0.0)).xyz);
output.normalVS = normalVS;
${tangent ? `
let tangentWS = normalize((_Object.matrixOStoWS * vec4(vertex.tangentOS.xyz, 0.0)).xyz);
let tangentVS = normalize((_Global.matrixWStoVS * vec4(tangentWS, 0.0)).xyz);
let bitangentVS = vertex.tangentOS.w * normalize(cross(normalVS, tangentVS));
output.tangentVS = tangentVS;
output.bitangentVS = bitangentVS;
` : ""}
` : ""}
${texCoord ? "output.texCoord = vertex.texCoord;" : ""}
${lightTexCoord ? "output.lightTexCoord = vertex.lightTexCoord;" : ""}
}
@fragment
fn frag(fragment: Varyings) -> @location(0) vec2<f32> {
var baseColor = _Material.baseColor;
var partialCoverage = _Material.partialCoverage;
var occlusion = 1.0;
var roughness = _Material.roughness;
var metallic = _Material.metallic;
var normalScale = _Material.normalScale;
var emissive = _Material.emissive;
var ior = _Material.ior;
${texCoord ? `
let baseColorPartialCoverageTexel = texture(_BaseColorPartialCoverageTexture, _Sampler, fragment.texCoord);
baseColor *= baseColorPartialCoverageTexel.rgb;
partialCoverage *= baseColorPartialCoverageTexel.a;
let roughnessMetallicTexel = texture(_RoughnessMetallic, _Sampler, fragment.texCoord);
roughness *= roughnessMetallicTexel.g;
metallic *= roughnessMetallicTexel.b;
let emissiveTexel = texture(_EmissiveTexture, _Sampler, fragment.texCoord);
emissive *= emissiveTexel.rgb;
` : ""}
${lightTexCoord ? `
let occlusionTexel = texture(_OcclusionTexture, _Sampler, fragment.lightTexCoord);
occlusion += _Material.occlusionTextureStrength * (occlusionTexel.r - 1.0);
` : ""}
}`;
}