Move and change shader module name; in preparation for asset pipeline
This commit is contained in:
34
src/game.zig
34
src/game.zig
@@ -1,7 +1,7 @@
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const std = @import("std");
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const ig = @import("cimgui");
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const shader = @import("shader");
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const shaders = @import("shaders");
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const sokol = @import("sokol");
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const sapp = sokol.app;
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@@ -52,13 +52,13 @@ pub fn init() void {
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});
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pipeline = sg.makePipeline(.{
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.shader = sg.makeShader(shader.programShaderDesc(sg.queryBackend())),
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.shader = sg.makeShader(shaders.mainShaderDesc(sg.queryBackend())),
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.layout = blk: {
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var ret: sg.VertexLayoutState = .{};
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ret.attrs[shader.ATTR_program_positionOS].format = .FLOAT3;
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ret.attrs[shader.ATTR_program_texCoord].format = .FLOAT2;
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ret.attrs[shader.ATTR_program_normalOS].format = .FLOAT3;
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ret.attrs[shader.ATTR_program_tangentOS].format = .FLOAT4;
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ret.attrs[shaders.ATTR_main_positionOS].format = .FLOAT3;
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ret.attrs[shaders.ATTR_main_texCoord].format = .FLOAT2;
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ret.attrs[shaders.ATTR_main_normalOS].format = .FLOAT3;
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ret.attrs[shaders.ATTR_main_tangentOS].format = .FLOAT4;
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break :blk ret;
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},
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.primitive_type = .TRIANGLES,
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@@ -68,7 +68,7 @@ pub fn init() void {
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});
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point_light_buffer = sg.makeBuffer(.{
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.size = @sizeOf([4]shader.PointLight),
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.size = @sizeOf([4]shaders.PointLight),
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.usage = .{
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.stream_update = true,
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.storage_buffer = true,
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@@ -76,7 +76,7 @@ pub fn init() void {
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});
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directional_light_buffer = sg.makeBuffer(.{
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.size = @sizeOf([4]shader.DirectionalLight),
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.size = @sizeOf([4]shaders.DirectionalLight),
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.usage = .{
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.stream_update = true,
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.storage_buffer = true,
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@@ -139,19 +139,19 @@ pub fn init() void {
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bindings.vertex_buffers[0] = vertex_buffer;
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bindings.index_buffer = index_buffer;
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bindings.views[shader.VIEW_Point_Lights] = sg.makeView(.{
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bindings.views[shaders.VIEW_Point_Lights] = sg.makeView(.{
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.storage_buffer = .{ .buffer = point_light_buffer },
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});
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bindings.views[shader.VIEW_Directional_Lights] = sg.makeView(.{
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bindings.views[shaders.VIEW_Directional_Lights] = sg.makeView(.{
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.storage_buffer = .{ .buffer = directional_light_buffer },
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});
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bindings.views[shader.VIEW__BaseColorTexture] = sg.makeView(.{
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bindings.views[shaders.VIEW__BaseColorTexture] = sg.makeView(.{
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.texture = .{ .image = base_color_texture },
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});
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bindings.views[shader.VIEW__OcclusionRoughnessMetallicTexture] = sg.makeView(.{
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bindings.views[shaders.VIEW__OcclusionRoughnessMetallicTexture] = sg.makeView(.{
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.texture = .{ .image = occlusion_roughness_metallic_texture },
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});
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bindings.views[shader.VIEW__NormalTexture] = sg.makeView(.{
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bindings.views[shaders.VIEW__NormalTexture] = sg.makeView(.{
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.texture = .{ .image = normal_texture },
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});
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@@ -195,24 +195,24 @@ pub fn update(dt: f64) void {
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sg.applyPipeline(pipeline);
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sg.applyBindings(bindings);
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sg.applyUniforms(shader.UB_Global_Uniforms_Vertex, sg.asRange(&shader.GlobalUniformsVertex{
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sg.applyUniforms(shaders.UB_Global_Uniforms_Vertex, sg.asRange(&shaders.GlobalUniformsVertex{
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._MatrixVStoCS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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._MatrixWStoVS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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}));
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sg.applyUniforms(shader.UB_Object_Uniforms, sg.asRange(&shader.ObjectUniforms{
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sg.applyUniforms(shaders.UB_Object_Uniforms, sg.asRange(&shaders.ObjectUniforms{
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._MatrixOStoWS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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._MatrixOStoWSNormal = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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}));
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sg.applyUniforms(shader.UB_Global_Uniforms_Fragment, sg.asRange(&shader.GlobalUniformsFragment{
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sg.applyUniforms(shaders.UB_Global_Uniforms_Fragment, sg.asRange(&shaders.GlobalUniformsFragment{
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._MatrixWStoVS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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._AmbientLight = .{ 0.1, 0.1, 0.1 },
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._PointLightCount = 0,
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._DirectionalLightCount = 0,
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}));
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sg.applyUniforms(shader.UB_Material_Uniforms, sg.asRange(&shader.MaterialUniforms{
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sg.applyUniforms(shaders.UB_Material_Uniforms, sg.asRange(&shaders.MaterialUniforms{
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._TextureIndex = 0,
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}));
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@@ -1,7 +1,6 @@
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const std = @import("std");
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const ig = @import("cimgui");
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const shader = @import("shader");
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const sokol = @import("sokol");
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const sapp = sokol.app;
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208
src/shader.glsl
208
src/shader.glsl
@@ -1,208 +0,0 @@
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@vs vertex
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layout(location = 0) in vec3 positionOS;
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layout(location = 1) in vec2 texCoord;
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layout(location = 2) in vec3 normalOS;
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layout(location = 3) in vec4 tangentOS;
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layout(location = 0) out vec3 var_positionVS;
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layout(location = 1) out vec2 var_texCoord;
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layout(location = 2) out vec3 var_normalVS;
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layout(location = 3) out vec3 var_tangentVS;
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layout(location = 4) out vec3 var_bitangentVS;
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layout(binding = 0) uniform Global_Uniforms_Vertex {
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mat4 _MatrixWStoVS;
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mat4 _MatrixVStoCS;
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};
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layout(binding = 1) uniform Object_Uniforms {
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mat4 _MatrixOStoWS;
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mat4 _MatrixOStoWSNormal;
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};
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void main() {
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vec3 positionWS = (_MatrixOStoWS * vec4(positionOS, 1.0)).xyz;
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vec3 positionVS = (_MatrixWStoVS * vec4(positionWS, 1.0)).xyz;
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vec4 positionCS = _MatrixVStoCS * vec4(positionVS, 1.0);
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vec3 normalWS = normalize((_MatrixOStoWSNormal * vec4(normalOS, 0.0)).xyz);
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vec3 normalVS = normalize((_MatrixWStoVS * vec4(normalWS, 0.0)).xyz);
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vec3 tangentWS = normalize((_MatrixOStoWS * vec4(tangentOS.xyz, 0.0)).xyz);
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vec3 tangentVS = normalize((_MatrixWStoVS * vec4(tangentWS, 0.0)).xyz);
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vec3 bitangentVS = tangentOS.w * normalize(cross(normalVS, tangentVS));
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gl_Position = positionCS;
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var_positionVS = positionVS;
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var_texCoord = texCoord;
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var_normalVS = normalVS;
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var_tangentVS = tangentVS;
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var_bitangentVS = bitangentVS;
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}
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@end
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@fs fragment
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struct Point_Light {
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vec3 positionWS;
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vec3 color;
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};
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struct Directional_Light {
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vec3 directionWS;
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vec3 color;
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};
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layout(location = 0) in vec3 var_positionVS;
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layout(location = 1) in vec2 var_texCoord;
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layout(location = 2) in vec3 var_normalVS;
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layout(location = 3) in vec3 var_tangentVS;
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layout(location = 4) in vec3 var_bitangentVS;
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out vec4 fragColor;
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layout(binding = 2) uniform Global_Uniforms_Fragment {
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mat4 _MatrixWStoVS;
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vec3 _AmbientLight;
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int _PointLightCount;
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int _DirectionalLightCount;
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};
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layout(binding = 3) uniform Material_Uniforms {
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int _TextureIndex;
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};
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layout(binding = 0) readonly buffer Point_Lights {
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Point_Light _PointLights[];
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};
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layout(binding = 1) readonly buffer Directional_Lights {
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Directional_Light _DirectionalLights[];
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};
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layout(binding = 2) uniform texture2DArray _BaseColorTexture;
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layout(binding = 3) uniform texture2DArray _OcclusionRoughnessMetallicTexture;
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layout(binding = 4) uniform texture2DArray _NormalTexture;
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layout(binding = 0) uniform sampler _Sampler;
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const float INV_PI = 0.31830987;
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const float IOR = 1.45;
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const vec3 DIELECTRIC_F0 = vec3(pow((IOR - 1.0) / (IOR + 1.0), 2.0));
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const vec3 F90 = vec3(1.0);
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vec3 fresnelSchlick(float dotVH, vec3 f0) {
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return mix(f0, F90, pow(1.0 - dotVH, 5.0));
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}
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float visibilityGGX(float dotNL, float dotNV, float alpha) {
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float alphaSquared = alpha * alpha;
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float vGGX = dotNL * sqrt(dotNV * dotNV * (1.0 - alphaSquared) + alphaSquared);
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float lGGX = dotNV * sqrt(dotNL * dotNL * (1.0 - alphaSquared) + alphaSquared);
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float GGX = vGGX + lGGX;
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return mix(0.0, 0.5 / GGX, GGX > 0.0);
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}
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float distributionGGX(float dotNH, float alpha) {
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float alphaSquared = alpha * alpha;
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float tmp = dotNH * dotNH * (alphaSquared - 1.0) + 1.0;
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return alphaSquared * INV_PI / (tmp * tmp);
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}
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vec3 toneMapAcesNarkowicz(vec3 color) {
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const float A = 2.51;
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const float B = 0.03;
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const float C = 2.43;
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const float D = 0.59;
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const float E = 0.14;
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return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
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}
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vec3 lightOutgoingRadiance(
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vec3 viewDirectionVS, vec3 normalVS, float dotNV,
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vec3 baseColor, float alpha, float metallic, vec3 f0,
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vec3 incomingRadiance, vec3 lightDirectionVS
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) {
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vec3 halfVectorVS = normalize(lightDirectionVS + viewDirectionVS);
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float dotVH = clamp(dot(viewDirectionVS, halfVectorVS), 0.0, 1.0);
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float dotNH = clamp(dot(normalVS, halfVectorVS), 0.0, 1.0);
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float dotNL = clamp(dot(normalVS, lightDirectionVS), 0.0, 1.0);
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vec3 fresnel = fresnelSchlick(dotVH, f0);
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float visibility = visibilityGGX(dotNL, dotNV, alpha);
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float distribution = distributionGGX(dotNH, alpha);
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vec3 scatteredFactor = (1.0 - fresnel) * (1.0 - metallic) * baseColor * INV_PI;
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vec3 reflectedFactor = fresnel * visibility * distribution;
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return (scatteredFactor + reflectedFactor) * incomingRadiance * dotNL;
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}
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void main() {
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vec4 baseColorTexel = texture(sampler2DArray(_BaseColorTexture, _Sampler), vec3(var_texCoord, float(_TextureIndex)));
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vec4 occlusionRoughnessMetallicTexel = texture(sampler2DArray(_OcclusionRoughnessMetallicTexture, _Sampler), vec3(var_texCoord, float(_TextureIndex)));
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vec4 normalTextureTexel = texture(sampler2DArray(_NormalTexture, _Sampler), vec3(var_texCoord, float(_TextureIndex)));
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vec3 baseColor = baseColorTexel.rgb;
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float occlusion = occlusionRoughnessMetallicTexel.r;
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float roughness = occlusionRoughnessMetallicTexel.g;
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float metallic = occlusionRoughnessMetallicTexel.b;
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vec3 tangentVS = normalize(var_tangentVS);
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vec3 bitangentVS = normalize(var_bitangentVS);
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mat3 matrixTStoVS = mat3(tangentVS, bitangentVS, var_normalVS);
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vec3 normalTS = normalTextureTexel.xyz * 2.0 - 1.0;
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vec3 normalVS = normalize(matrixTStoVS * normalTS);
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vec3 positionVS = var_positionVS;
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vec3 viewDirectionVS = normalize(-positionVS);
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float dotNV = clamp(dot(normalVS, viewDirectionVS), 0.0, 1.0);
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float alpha = roughness * roughness;
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vec3 f0 = mix(DIELECTRIC_F0, baseColor, metallic);
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vec3 outgoingRadiance = vec3(0.0);
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for (int i = 0; i < _PointLightCount; i++) {
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Point_Light light = _PointLights[i];
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vec3 lightPositionVS = (_MatrixWStoVS * vec4(light.positionWS, 1.0)).xyz;
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vec3 lightDirectionVS = normalize(lightPositionVS - positionVS);
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float lightDistance = distance(positionVS, lightPositionVS);
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float lightAttenuation = 1.0 / (lightDistance * lightDistance);
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vec3 incomingRadiance = light.color * lightAttenuation;
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outgoingRadiance += lightOutgoingRadiance(
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viewDirectionVS, normalVS, dotNV,
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baseColor, alpha, metallic, f0,
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incomingRadiance, lightDirectionVS
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);
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}
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for (int i = 0; i < _DirectionalLightCount; i++) {
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Directional_Light light = _DirectionalLights[i];
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vec3 lightDirectionVS = normalize((_MatrixWStoVS * vec4(light.directionWS, 0.0)).xyz);
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vec3 incomingRadiance = light.color;
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outgoingRadiance += lightOutgoingRadiance(
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viewDirectionVS, normalVS, dotNV,
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baseColor, alpha, metallic, f0,
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incomingRadiance, lightDirectionVS
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);
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}
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outgoingRadiance += _AmbientLight * baseColor * occlusion;
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vec3 toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
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vec3 toneMappedSrgbColor = pow(toneMappedLinearColor, vec3(1.0 / 2.2));
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fragColor = vec4(toneMappedSrgbColor, 1.0);
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}
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@end
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@program program vertex fragment
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