fixed 0.8, added pixel postprocessing shader
parent
b315e589e6
commit
b52b1b0d42
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@ -1,2 +1,3 @@
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/target
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.DS_Store
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/wasm_out/
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@ -2998,9 +2998,9 @@ checksum = "9c8d87e72b64a3b4db28d11ce29237c246188f4f51057d65a7eab63b7987e423"
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[[package]]
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name = "wasm-bindgen"
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version = "0.2.81"
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version = "0.2.82"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "7c53b543413a17a202f4be280a7e5c62a1c69345f5de525ee64f8cfdbc954994"
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checksum = "fc7652e3f6c4706c8d9cd54832c4a4ccb9b5336e2c3bd154d5cccfbf1c1f5f7d"
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dependencies = [
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"cfg-if 1.0.0",
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"wasm-bindgen-macro",
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@ -3008,13 +3008,13 @@ dependencies = [
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[[package]]
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name = "wasm-bindgen-backend"
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version = "0.2.81"
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version = "0.2.82"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "5491a68ab4500fa6b4d726bd67408630c3dbe9c4fe7bda16d5c82a1fd8c7340a"
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checksum = "662cd44805586bd52971b9586b1df85cdbbd9112e4ef4d8f41559c334dc6ac3f"
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dependencies = [
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"bumpalo",
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"lazy_static",
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"log",
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"once_cell",
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"proc-macro2",
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"quote",
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"syn",
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@ -3035,9 +3035,9 @@ dependencies = [
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[[package]]
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name = "wasm-bindgen-macro"
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version = "0.2.81"
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version = "0.2.82"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "c441e177922bc58f1e12c022624b6216378e5febc2f0533e41ba443d505b80aa"
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checksum = "b260f13d3012071dfb1512849c033b1925038373aea48ced3012c09df952c602"
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dependencies = [
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"quote",
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"wasm-bindgen-macro-support",
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@ -3045,9 +3045,9 @@ dependencies = [
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[[package]]
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name = "wasm-bindgen-macro-support"
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version = "0.2.81"
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version = "0.2.82"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "7d94ac45fcf608c1f45ef53e748d35660f168490c10b23704c7779ab8f5c3048"
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checksum = "5be8e654bdd9b79216c2929ab90721aa82faf65c48cdf08bdc4e7f51357b80da"
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dependencies = [
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"proc-macro2",
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"quote",
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@ -3058,9 +3058,9 @@ dependencies = [
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[[package]]
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name = "wasm-bindgen-shared"
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version = "0.2.81"
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version = "0.2.82"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "6a89911bd99e5f3659ec4acf9c4d93b0a90fe4a2a11f15328472058edc5261be"
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checksum = "6598dd0bd3c7d51095ff6531a5b23e02acdc81804e30d8f07afb77b7215a140a"
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[[package]]
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name = "web-sys"
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@ -0,0 +1,25 @@
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#import bevy_pbr::mesh_view_bindings
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@group(1) @binding(0)
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var texture: texture_2d<f32>;
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@group(1) @binding(1)
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var our_sampler: sampler;
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@group(1) @binding(2)
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var noise: texture_2d<f32>;
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@group(1) @binding(3)
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var noise_sampler: sampler;
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@fragment
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fn fragment(
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@builtin(position) position: vec4<f32>,
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#import bevy_sprite::mesh2d_vertex_output
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) -> @location(0) vec4<f32> {
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// Get screen position with coordinates from 0 to 1
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let uv = position.xy / vec2<f32>(view.width, view.height);
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let uv = floor(uv * 400.0) / 400.0;
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let col = textureSample(texture, our_sampler, uv);
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return round(col * 50.0) / 50.0;
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}
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@ -0,0 +1,24 @@
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#!/bin/zsh
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set -e
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if [ "$1" = "-d" ]; then
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echo "debug build"
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cargo build --target wasm32-unknown-unknown
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wasm-bindgen --out-name moria \
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--out-dir wasm_out/ \
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--target web \
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target/wasm32-unknown-unknown/debug/moria.wasm
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else
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echo "release build"
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cargo build --target wasm32-unknown-unknown --profile wasm-release
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wasm-bindgen --out-name moria \
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--out-dir wasm_out/ \
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--target web \
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target/wasm32-unknown-unknown/wasm-release/moria.wasm
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fi
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cp index.html wasm_out
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cp -r assets wasm_out
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if [ "$1" = "-d" ]; then
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http wasm_out
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fi
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@ -0,0 +1,7 @@
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#!/bin/zsh
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set -e
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./build-wasm.sh
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ssh haika "rm -rf /root/web/versary.town/static/moria"
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scp -r wasm_out root@haika:~/web/versary.town/static/moria
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ssh haika "cd /root/web/versary.town && zola build"
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@ -0,0 +1,45 @@
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
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<title>moria</title>
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<meta name="description" content="idk, small lil game without many mechanics" />
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<style>
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body {
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background: linear-gradient(135deg,
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white 0%,
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white 49%,
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black 49%,
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black 51%,
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white 51%,
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white 100%);
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background-repeat: repeat;
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background-size: 20px 20px;
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display: flex;
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flex-direction: column;
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}
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h1, p {
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margin: 0;
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}
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canvas, p, h1 {
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background-color: white;
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}
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</style>
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</head>
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<script type="module">
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import init from './moria.js';
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init();
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</script>
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<body>
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<h1>moria</h1>
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<p>
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controls: <strong>WASD</strong> - movement, <strong>Mouse click</strong> - move lights
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</p>
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</body>
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</html>
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124
src/camera.rs
124
src/camera.rs
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@ -1,4 +1,17 @@
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use bevy::prelude::*;
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use bevy::{
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prelude::*,
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reflect::TypeUuid,
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render::{
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camera::{Camera as BevyCamera, RenderTarget},
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render_resource::{
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AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
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TextureUsages,
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},
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texture::BevyDefault,
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view::RenderLayers,
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},
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sprite::{Material2d, MaterialMesh2dBundle},
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};
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use bevy_mod_raycast::{RayCastMethod, RayCastSource};
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use crate::{pillar::UnlitPillar, player::*};
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@ -7,11 +20,113 @@ pub struct MyRaycastSet;
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#[derive(Component)]
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pub struct Camera;
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pub fn spawn_camera(commands: &mut Commands) {
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pub fn spawn_camera(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut windows: ResMut<Windows>,
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mut meshes: ResMut<Assets<Mesh>>,
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mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
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mut images: ResMut<Assets<Image>>,
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) {
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let window = windows.get_primary_mut().unwrap();
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let size = Extent3d {
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width: window.physical_width(),
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height: window.physical_height(),
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..default()
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};
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// This is the texture that will be rendered to.
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let mut image = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size,
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dimension: TextureDimension::D2,
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format: TextureFormat::bevy_default(),
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::RENDER_ATTACHMENT,
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},
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..default()
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};
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// fill image.data with zeroes
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image.resize(size);
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let image_handle = images.add(image);
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// Main camera, first to render
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commands
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.spawn_bundle(Camera3dBundle::default())
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.spawn_bundle(Camera3dBundle {
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camera: BevyCamera {
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target: RenderTarget::Image(image_handle.clone()),
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..default()
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},
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..default()
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})
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.insert(Camera)
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.insert(RayCastSource::<MyRaycastSet>::new());
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// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
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let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
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let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
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size.width as f32,
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size.height as f32,
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))));
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let noise = asset_server.load("textures/noise.png");
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// This material has the texture that has been rendered.
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let material_handle = post_processing_materials.add(PostProcessingMaterial {
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source_image: image_handle,
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noise,
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});
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// Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
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commands
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.spawn_bundle(MaterialMesh2dBundle {
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mesh: quad_handle.into(),
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material: material_handle,
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transform: Transform {
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translation: Vec3::new(0.0, 0.0, 1.5),
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..default()
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},
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..default()
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})
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.insert(post_processing_pass_layer);
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// The post-processing pass camera.
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commands
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.spawn_bundle(Camera2dBundle {
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camera: BevyCamera {
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// renders after the first main camera which has default value: 0.
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priority: 1,
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..default()
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},
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..Camera2dBundle::default()
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})
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.insert(post_processing_pass_layer);
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}
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#[derive(AsBindGroup, TypeUuid, Clone)]
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#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
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pub struct PostProcessingMaterial {
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/// In this example, this image will be the result of the main camera.
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#[texture(0)]
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#[sampler(1)]
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source_image: Handle<Image>,
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#[texture(2)]
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#[sampler(3)]
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noise: Handle<Image>,
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}
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impl Material2d for PostProcessingMaterial {
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fn fragment_shader() -> ShaderRef {
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"shaders/post-processing.wgsl".into()
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}
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}
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pub fn camera_follow_player(
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@ -38,7 +153,8 @@ pub fn update_raycast_with_cursor(
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for mut pick_source in query.iter_mut() {
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// Grab the most recent cursor event if it exists:
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if let Some(cursor_latest) = cursor.iter().last() {
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pick_source.cast_method = RayCastMethod::Screenspace(cursor_latest.position);
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// the 2.0 is bc of post-processing, which messes up the coordinates
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pick_source.cast_method = RayCastMethod::Screenspace(cursor_latest.position * 2.0);
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}
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}
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}
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@ -6,6 +6,7 @@ const RANGE: f32 = 25.0;
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#[derive(Component)]
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pub struct LightBall;
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pub fn light_up_ball_when_close_to_player(
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mut commands: Commands,
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player: Query<(&Transform, &Player), Without<LightBall>>,
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18
src/main.rs
18
src/main.rs
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use bevy::{pbr::AmbientLight, prelude::*, window::close_on_esc};
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use bevy::{pbr::AmbientLight, prelude::*, sprite::Material2dPlugin, window::close_on_esc};
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use bevy_mod_raycast::{DefaultRaycastingPlugin, RayCastMesh, RaycastSystem};
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// use bevy_prototype_debug_lines::*;
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fn main() {
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App::new()
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.insert_resource(Msaa { samples: 4 })
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.insert_resource(Msaa { samples: 1 })
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.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)))
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.add_plugins(DefaultPlugins)
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// .add_plugin(DebugLinesPlugin::with_depth_test(true))
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.add_plugin(Material2dPlugin::<PostProcessingMaterial>::default())
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.init_resource::<Debug>()
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.init_resource::<LightBallMaterials>()
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.init_resource::<PillarMaterials>()
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// loading
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.add_system_set(SystemSet::on_update(AppState::Loading).with_system(loading::loading))
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// game
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.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
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.add_system_set(
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SystemSet::on_enter(AppState::Game)
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.with_system(setup)
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.with_system(spawn_camera),
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)
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.add_system_set(
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SystemSet::on_update(AppState::Game)
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.with_system(update_raw_mouse_coords)
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.run();
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}
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#[allow(clippy::too_many_arguments)]
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fn setup(
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mut commands: Commands,
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assets: Res<loading::LoadedAssets>,
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mut ambient: ResMut<AmbientLight>,
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light_ball_materials: Res<LightBallMaterials>,
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pillar_materials: Res<PillarMaterials>,
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asset_server: Res<AssetServer>,
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) {
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asset_server.watch_for_changes().unwrap();
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// set ambient light to very low
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ambient.color = Color::rgb(0.3, 0.3, 0.3);
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ambient.brightness = 0.01;
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Vec3::new(i as f32 * 30.0, 2.0, -10.0),
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);
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}
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// camera
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spawn_camera(&mut commands);
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}
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@ -28,10 +28,8 @@ pub fn spawn_player(
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// light
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commands
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.spawn()
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.spawn_bundle(SpatialBundle::default())
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.insert(LightFriends)
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.insert(Transform::default())
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.insert(GlobalTransform::default())
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.with_children(|children| {
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let count = 6;
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for i in 0..count {
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|
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@ -1,392 +0,0 @@
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// From the Filament design doc
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// https://google.github.io/filament/Filament.html#table_symbols
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// Symbol Definition
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// v View unit vector
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// l Incident light unit vector
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// n Surface normal unit vector
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// h Half unit vector between l and v
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// f BRDF
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// f_d Diffuse component of a BRDF
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// f_r Specular component of a BRDF
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// α Roughness, remapped from using input perceptualRoughness
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// σ Diffuse reflectance
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// Ω Spherical domain
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// f0 Reflectance at normal incidence
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// f90 Reflectance at grazing angle
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// χ+(a) Heaviside function (1 if a>0 and 0 otherwise)
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// nior Index of refraction (IOR) of an interface
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// ⟨n⋅l⟩ Dot product clamped to [0..1]
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// ⟨a⟩ Saturated value (clamped to [0..1])
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// The Bidirectional Reflectance Distribution Function (BRDF) describes the surface response of a standard material
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// and consists of two components, the diffuse component (f_d) and the specular component (f_r):
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// f(v,l) = f_d(v,l) + f_r(v,l)
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//
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// The form of the microfacet model is the same for diffuse and specular
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// f_r(v,l) = f_d(v,l) = 1 / { |n⋅v||n⋅l| } ∫_Ω D(m,α) G(v,l,m) f_m(v,l,m) (v⋅m) (l⋅m) dm
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//
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// In which:
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// D, also called the Normal Distribution Function (NDF) models the distribution of the microfacets
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// G models the visibility (or occlusion or shadow-masking) of the microfacets
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// f_m is the microfacet BRDF and differs between specular and diffuse components
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//
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// The above integration needs to be approximated.
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#version 450
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const int MAX_LIGHTS = 30;
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struct Light {
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mat4 proj;
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vec4 pos;
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vec4 color;
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};
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layout(location = 0) in vec3 v_WorldPosition;
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layout(location = 1) in vec3 v_WorldNormal;
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layout(location = 2) in vec2 v_Uv;
|
||||
|
||||
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
layout(location = 3) in vec4 v_WorldTangent;
|
||||
#endif
|
||||
|
||||
layout(location = 0) out vec4 o_Target;
|
||||
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
};
|
||||
layout(std140, set = 0, binding = 1) uniform CameraPosition {
|
||||
vec4 CameraPos;
|
||||
};
|
||||
|
||||
layout(std140, set = 1, binding = 0) uniform Lights {
|
||||
vec4 AmbientColor;
|
||||
uvec4 NumLights;
|
||||
Light SceneLights[MAX_LIGHTS];
|
||||
};
|
||||
|
||||
layout(set = 3, binding = 0) uniform StandardMaterial_base_color {
|
||||
vec4 base_color;
|
||||
};
|
||||
|
||||
#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE
|
||||
layout(set = 3, binding = 1) uniform texture2D StandardMaterial_base_color_texture;
|
||||
layout(set = 3,
|
||||
binding = 2) uniform sampler StandardMaterial_base_color_texture_sampler;
|
||||
#endif
|
||||
|
||||
#ifndef STANDARDMATERIAL_UNLIT
|
||||
|
||||
layout(set = 3, binding = 3) uniform StandardMaterial_roughness {
|
||||
float perceptual_roughness;
|
||||
};
|
||||
|
||||
layout(set = 3, binding = 4) uniform StandardMaterial_metallic {
|
||||
float metallic;
|
||||
};
|
||||
|
||||
# ifdef STANDARDMATERIAL_METALLIC_ROUGHNESS_TEXTURE
|
||||
layout(set = 3, binding = 5) uniform texture2D StandardMaterial_metallic_roughness_texture;
|
||||
layout(set = 3,
|
||||
binding = 6) uniform sampler StandardMaterial_metallic_roughness_texture_sampler;
|
||||
# endif
|
||||
|
||||
layout(set = 3, binding = 7) uniform StandardMaterial_reflectance {
|
||||
float reflectance;
|
||||
};
|
||||
|
||||
# ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
layout(set = 3, binding = 8) uniform texture2D StandardMaterial_normal_map;
|
||||
layout(set = 3,
|
||||
binding = 9) uniform sampler StandardMaterial_normal_map_sampler;
|
||||
# endif
|
||||
|
||||
# if defined(STANDARDMATERIAL_OCCLUSION_TEXTURE)
|
||||
layout(set = 3, binding = 10) uniform texture2D StandardMaterial_occlusion_texture;
|
||||
layout(set = 3,
|
||||
binding = 11) uniform sampler StandardMaterial_occlusion_texture_sampler;
|
||||
# endif
|
||||
|
||||
layout(set = 3, binding = 12) uniform StandardMaterial_emissive {
|
||||
vec4 emissive;
|
||||
};
|
||||
|
||||
# if defined(STANDARDMATERIAL_EMISSIVE_TEXTURE)
|
||||
layout(set = 3, binding = 13) uniform texture2D StandardMaterial_emissive_texture;
|
||||
layout(set = 3,
|
||||
binding = 14) uniform sampler StandardMaterial_emissive_texture_sampler;
|
||||
# endif
|
||||
|
||||
# define saturate(x) clamp(x, 0.0, 1.0)
|
||||
const float PI = 3.141592653589793;
|
||||
|
||||
float pow5(float x) {
|
||||
float x2 = x * x;
|
||||
return x2 * x2 * x;
|
||||
}
|
||||
|
||||
// distanceAttenuation is simply the square falloff of light intensity
|
||||
// combined with a smooth attenuation at the edge of the light radius
|
||||
//
|
||||
// light radius is a non-physical construct for efficiency purposes,
|
||||
// because otherwise every light affects every fragment in the scene
|
||||
float getDistanceAttenuation(const vec3 posToLight, float inverseRadiusSquared) {
|
||||
float distanceSquare = dot(posToLight, posToLight);
|
||||
float factor = distanceSquare * inverseRadiusSquared;
|
||||
float smoothFactor = saturate(1.0 - factor * factor);
|
||||
float attenuation = smoothFactor * smoothFactor;
|
||||
return attenuation * 1.0 / max(distanceSquare, 1e-4);
|
||||
}
|
||||
|
||||
// Normal distribution function (specular D)
|
||||
// Based on https://google.github.io/filament/Filament.html#citation-walter07
|
||||
|
||||
// D_GGX(h,α) = α^2 / { π ((n⋅h)^2 (α2−1) + 1)^2 }
|
||||
|
||||
// Simple implementation, has precision problems when using fp16 instead of fp32
|
||||
// see https://google.github.io/filament/Filament.html#listing_speculardfp16
|
||||
float D_GGX(float roughness, float NoH, const vec3 h) {
|
||||
float oneMinusNoHSquared = 1.0 - NoH * NoH;
|
||||
float a = NoH * roughness;
|
||||
float k = roughness / (oneMinusNoHSquared + a * a);
|
||||
float d = k * k * (1.0 / PI);
|
||||
return d;
|
||||
}
|
||||
|
||||
// Visibility function (Specular G)
|
||||
// V(v,l,a) = G(v,l,α) / { 4 (n⋅v) (n⋅l) }
|
||||
// such that f_r becomes
|
||||
// f_r(v,l) = D(h,α) V(v,l,α) F(v,h,f0)
|
||||
// where
|
||||
// V(v,l,α) = 0.5 / { n⋅l sqrt((n⋅v)^2 (1−α2) + α2) + n⋅v sqrt((n⋅l)^2 (1−α2) + α2) }
|
||||
// Note the two sqrt's, that may be slow on mobile, see https://google.github.io/filament/Filament.html#listing_approximatedspecularv
|
||||
float V_SmithGGXCorrelated(float roughness, float NoV, float NoL) {
|
||||
float a2 = roughness * roughness;
|
||||
float lambdaV = NoL * sqrt((NoV - a2 * NoV) * NoV + a2);
|
||||
float lambdaL = NoV * sqrt((NoL - a2 * NoL) * NoL + a2);
|
||||
float v = 0.5 / (lambdaV + lambdaL);
|
||||
return v;
|
||||
}
|
||||
|
||||
// Fresnel function
|
||||
// see https://google.github.io/filament/Filament.html#citation-schlick94
|
||||
// F_Schlick(v,h,f_0,f_90) = f_0 + (f_90 − f_0) (1 − v⋅h)^5
|
||||
vec3 F_Schlick(const vec3 f0, float f90, float VoH) {
|
||||
// not using mix to keep the vec3 and float versions identical
|
||||
return f0 + (f90 - f0) * pow5(1.0 - VoH);
|
||||
}
|
||||
|
||||
float F_Schlick(float f0, float f90, float VoH) {
|
||||
// not using mix to keep the vec3 and float versions identical
|
||||
return f0 + (f90 - f0) * pow5(1.0 - VoH);
|
||||
}
|
||||
|
||||
vec3 fresnel(vec3 f0, float LoH) {
|
||||
// f_90 suitable for ambient occlusion
|
||||
// see https://google.github.io/filament/Filament.html#lighting/occlusion
|
||||
float f90 = saturate(dot(f0, vec3(50.0 * 0.33)));
|
||||
return F_Schlick(f0, f90, LoH);
|
||||
}
|
||||
|
||||
// Specular BRDF
|
||||
// https://google.github.io/filament/Filament.html#materialsystem/specularbrdf
|
||||
|
||||
// Cook-Torrance approximation of the microfacet model integration using Fresnel law F to model f_m
|
||||
// f_r(v,l) = { D(h,α) G(v,l,α) F(v,h,f0) } / { 4 (n⋅v) (n⋅l) }
|
||||
vec3 specular(vec3 f0, float roughness, const vec3 h, float NoV, float NoL,
|
||||
float NoH, float LoH) {
|
||||
float D = D_GGX(roughness, NoH, h);
|
||||
float V = V_SmithGGXCorrelated(roughness, NoV, NoL);
|
||||
vec3 F = fresnel(f0, LoH);
|
||||
|
||||
return (D * V) * F;
|
||||
}
|
||||
|
||||
// Diffuse BRDF
|
||||
// https://google.github.io/filament/Filament.html#materialsystem/diffusebrdf
|
||||
// fd(v,l) = σ/π * 1 / { |n⋅v||n⋅l| } ∫Ω D(m,α) G(v,l,m) (v⋅m) (l⋅m) dm
|
||||
|
||||
// simplest approximation
|
||||
// float Fd_Lambert() {
|
||||
// return 1.0 / PI;
|
||||
// }
|
||||
//
|
||||
// vec3 Fd = diffuseColor * Fd_Lambert();
|
||||
|
||||
// Disney approximation
|
||||
// See https://google.github.io/filament/Filament.html#citation-burley12
|
||||
// minimal quality difference
|
||||
float Fd_Burley(float roughness, float NoV, float NoL, float LoH) {
|
||||
float f90 = 0.5 + 2.0 * roughness * LoH * LoH;
|
||||
float lightScatter = F_Schlick(1.0, f90, NoL);
|
||||
float viewScatter = F_Schlick(1.0, f90, NoV);
|
||||
return lightScatter * viewScatter * (1.0 / PI);
|
||||
}
|
||||
|
||||
// From https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
|
||||
vec3 EnvBRDFApprox(vec3 f0, float perceptual_roughness, float NoV) {
|
||||
const vec4 c0 = { -1, -0.0275, -0.572, 0.022 };
|
||||
const vec4 c1 = { 1, 0.0425, 1.04, -0.04 };
|
||||
vec4 r = perceptual_roughness * c0 + c1;
|
||||
float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
|
||||
vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
|
||||
return f0 * AB.x + AB.y;
|
||||
}
|
||||
|
||||
float perceptualRoughnessToRoughness(float perceptualRoughness) {
|
||||
// clamp perceptual roughness to prevent precision problems
|
||||
// According to Filament design 0.089 is recommended for mobile
|
||||
// Filament uses 0.045 for non-mobile
|
||||
float clampedPerceptualRoughness = clamp(perceptualRoughness, 0.089, 1.0);
|
||||
return clampedPerceptualRoughness * clampedPerceptualRoughness;
|
||||
}
|
||||
|
||||
// from https://64.github.io/tonemapping/
|
||||
// reinhard on RGB oversaturates colors
|
||||
vec3 reinhard(vec3 color) {
|
||||
return color / (1.0 + color);
|
||||
}
|
||||
|
||||
vec3 reinhard_extended(vec3 color, float max_white) {
|
||||
vec3 numerator = color * (1.0f + (color / vec3(max_white * max_white)));
|
||||
return numerator / (1.0 + color);
|
||||
}
|
||||
|
||||
// luminance coefficients from Rec. 709.
|
||||
// https://en.wikipedia.org/wiki/Rec._709
|
||||
float luminance(vec3 v) {
|
||||
return dot(v, vec3(0.2126, 0.7152, 0.0722));
|
||||
}
|
||||
|
||||
vec3 change_luminance(vec3 c_in, float l_out) {
|
||||
float l_in = luminance(c_in);
|
||||
return c_in * (l_out / l_in);
|
||||
}
|
||||
|
||||
vec3 reinhard_luminance(vec3 color) {
|
||||
float l_old = luminance(color);
|
||||
float l_new = l_old / (1.0f + l_old);
|
||||
return change_luminance(color, l_new);
|
||||
}
|
||||
|
||||
vec3 reinhard_extended_luminance(vec3 color, float max_white_l) {
|
||||
float l_old = luminance(color);
|
||||
float numerator = l_old * (1.0f + (l_old / (max_white_l * max_white_l)));
|
||||
float l_new = numerator / (1.0f + l_old);
|
||||
return change_luminance(color, l_new);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
vec4 output_color = base_color;
|
||||
#ifdef STANDARDMATERIAL_BASE_COLOR_TEXTURE
|
||||
output_color *= texture(sampler2D(StandardMaterial_base_color_texture,
|
||||
StandardMaterial_base_color_texture_sampler),
|
||||
v_Uv);
|
||||
#endif
|
||||
|
||||
#ifndef STANDARDMATERIAL_UNLIT
|
||||
// calculate non-linear roughness from linear perceptualRoughness
|
||||
# ifdef STANDARDMATERIAL_METALLIC_ROUGHNESS_TEXTURE
|
||||
vec4 metallic_roughness = texture(sampler2D(StandardMaterial_metallic_roughness_texture, StandardMaterial_metallic_roughness_texture_sampler), v_Uv);
|
||||
// Sampling from GLTF standard channels for now
|
||||
float metallic = metallic * metallic_roughness.b;
|
||||
float perceptual_roughness = perceptual_roughness * metallic_roughness.g;
|
||||
# endif
|
||||
|
||||
float roughness = perceptualRoughnessToRoughness(perceptual_roughness);
|
||||
|
||||
vec3 N = normalize(v_WorldNormal);
|
||||
|
||||
# ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
vec3 T = normalize(v_WorldTangent.xyz);
|
||||
vec3 B = cross(N, T) * v_WorldTangent.w;
|
||||
# endif
|
||||
|
||||
# ifdef STANDARDMATERIAL_DOUBLE_SIDED
|
||||
N = gl_FrontFacing ? N : -N;
|
||||
# ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
T = gl_FrontFacing ? T : -T;
|
||||
B = gl_FrontFacing ? B : -B;
|
||||
# endif
|
||||
# endif
|
||||
|
||||
# ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
mat3 TBN = mat3(T, B, N);
|
||||
N = TBN * normalize(texture(sampler2D(StandardMaterial_normal_map, StandardMaterial_normal_map_sampler), v_Uv).rgb * 2.0 - 1.0);
|
||||
# endif
|
||||
|
||||
# ifdef STANDARDMATERIAL_OCCLUSION_TEXTURE
|
||||
float occlusion = texture(sampler2D(StandardMaterial_occlusion_texture, StandardMaterial_occlusion_texture_sampler), v_Uv).r;
|
||||
# else
|
||||
float occlusion = 1.0;
|
||||
# endif
|
||||
|
||||
# ifdef STANDARDMATERIAL_EMISSIVE_TEXTURE
|
||||
vec4 emissive = emissive;
|
||||
// TODO use .a for exposure compensation in HDR
|
||||
emissive.rgb *= texture(sampler2D(StandardMaterial_emissive_texture, StandardMaterial_emissive_texture_sampler), v_Uv).rgb;
|
||||
# endif
|
||||
|
||||
vec3 V = normalize(CameraPos.xyz - v_WorldPosition.xyz);
|
||||
// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
|
||||
float NdotV = max(dot(N, V), 1e-4);
|
||||
|
||||
// Remapping [0,1] reflectance to F0
|
||||
// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping
|
||||
vec3 F0 = 0.16 * reflectance * reflectance * (1.0 - metallic) + output_color.rgb * metallic;
|
||||
|
||||
// Diffuse strength inversely related to metallicity
|
||||
vec3 diffuseColor = output_color.rgb * (1.0 - metallic);
|
||||
|
||||
// accumulate color
|
||||
vec3 light_accum = vec3(0.0);
|
||||
for (int i = 0; i < int(NumLights.x) && i < MAX_LIGHTS; ++i) {
|
||||
Light light = SceneLights[i];
|
||||
|
||||
vec3 lightDir = light.pos.xyz - v_WorldPosition.xyz;
|
||||
vec3 L = normalize(lightDir);
|
||||
|
||||
float rangeAttenuation =
|
||||
getDistanceAttenuation(lightDir, light.pos.w);
|
||||
|
||||
vec3 H = normalize(L + V);
|
||||
float NoL = saturate(dot(N, L));
|
||||
float NoH = saturate(dot(N, H));
|
||||
float LoH = saturate(dot(L, H));
|
||||
|
||||
vec3 specular = specular(F0, roughness, H, NdotV, NoL, NoH, LoH);
|
||||
vec3 diffuse = diffuseColor * Fd_Burley(roughness, NdotV, NoL, LoH);
|
||||
|
||||
// Lout = f(v,l) Φ / { 4 π d^2 }⟨n⋅l⟩
|
||||
// where
|
||||
// f(v,l) = (f_d(v,l) + f_r(v,l)) * light_color
|
||||
// Φ is light intensity
|
||||
|
||||
// our rangeAttentuation = 1 / d^2 multiplied with an attenuation factor for smoothing at the edge of the non-physical maximum light radius
|
||||
// It's not 100% clear where the 1/4π goes in the derivation, but we follow the filament shader and leave it out
|
||||
|
||||
// See https://google.github.io/filament/Filament.html#mjx-eqn-pointLightLuminanceEquation
|
||||
// TODO compensate for energy loss https://google.github.io/filament/Filament.html#materialsystem/improvingthebrdfs/energylossinspecularreflectance
|
||||
// light.color.rgb is premultiplied with light.intensity on the CPU
|
||||
light_accum +=
|
||||
((diffuse + specular) * light.color.rgb) * (rangeAttenuation * NoL);
|
||||
}
|
||||
|
||||
vec3 diffuse_ambient = EnvBRDFApprox(diffuseColor, 1.0, NdotV);
|
||||
vec3 specular_ambient = EnvBRDFApprox(F0, perceptual_roughness, NdotV);
|
||||
|
||||
output_color.rgb = light_accum;
|
||||
output_color.rgb += (diffuse_ambient + specular_ambient) * AmbientColor.xyz * occlusion;
|
||||
output_color.rgb += emissive.rgb * output_color.a;
|
||||
|
||||
// tone_mapping
|
||||
output_color.rgb = reinhard_luminance(output_color.rgb);
|
||||
// Gamma correction.
|
||||
// Not needed with sRGB buffer
|
||||
// output_color.rgb = pow(output_color.rgb, vec3(1.0 / 2.2));
|
||||
#endif
|
||||
|
||||
o_Target = output_color;
|
||||
}
|
|
@ -1,36 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 Vertex_Position;
|
||||
layout(location = 1) in vec3 Vertex_Normal;
|
||||
layout(location = 2) in vec2 Vertex_Uv;
|
||||
|
||||
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
layout(location = 3) in vec4 Vertex_Tangent;
|
||||
#endif
|
||||
|
||||
layout(location = 0) out vec3 v_WorldPosition;
|
||||
layout(location = 1) out vec3 v_WorldNormal;
|
||||
layout(location = 2) out vec2 v_Uv;
|
||||
|
||||
layout(set = 0, binding = 0) uniform CameraViewProj {
|
||||
mat4 ViewProj;
|
||||
};
|
||||
|
||||
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
layout(location = 3) out vec4 v_WorldTangent;
|
||||
#endif
|
||||
|
||||
layout(set = 2, binding = 0) uniform Transform {
|
||||
mat4 Model;
|
||||
};
|
||||
|
||||
void main() {
|
||||
vec4 world_position = Model * vec4(Vertex_Position, 1.0);
|
||||
v_WorldPosition = world_position.xyz;
|
||||
v_WorldNormal = mat3(Model) * Vertex_Normal;
|
||||
v_Uv = Vertex_Uv;
|
||||
#ifdef STANDARDMATERIAL_NORMAL_MAP
|
||||
v_WorldTangent = vec4(mat3(Model) * Vertex_Tangent.xyz, Vertex_Tangent.w);
|
||||
#endif
|
||||
gl_Position = ViewProj * world_position;
|
||||
}
|
|
@ -1,58 +0,0 @@
|
|||
use bevy::asset::Assets;
|
||||
use bevy::render::{
|
||||
pipeline::{
|
||||
BlendFactor, BlendOperation, BlendState, ColorTargetState, ColorWrite, CompareFunction,
|
||||
DepthBiasState, DepthStencilState, PipelineDescriptor, StencilFaceState, StencilState,
|
||||
},
|
||||
shader::{Shader, ShaderStage, ShaderStages},
|
||||
texture::TextureFormat,
|
||||
};
|
||||
|
||||
// pub const PBR_PIPELINE_HANDLE: HandleUntyped =
|
||||
// HandleUntyped::weak_from_u64(PipelineDescriptor::TYPE_UUID, 13148362314012771389);
|
||||
|
||||
pub(crate) fn build_pbr_pipeline(shaders: &mut Assets<Shader>) -> PipelineDescriptor {
|
||||
PipelineDescriptor {
|
||||
depth_stencil: Some(DepthStencilState {
|
||||
format: TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: CompareFunction::Less,
|
||||
stencil: StencilState {
|
||||
front: StencilFaceState::IGNORE,
|
||||
back: StencilFaceState::IGNORE,
|
||||
read_mask: 0,
|
||||
write_mask: 0,
|
||||
},
|
||||
bias: DepthBiasState {
|
||||
constant: 0,
|
||||
slope_scale: 0.0,
|
||||
clamp: 0.0,
|
||||
},
|
||||
clamp_depth: false,
|
||||
}),
|
||||
color_target_states: vec![ColorTargetState {
|
||||
format: TextureFormat::default(),
|
||||
color_blend: BlendState {
|
||||
src_factor: BlendFactor::SrcAlpha,
|
||||
dst_factor: BlendFactor::OneMinusSrcAlpha,
|
||||
operation: BlendOperation::Add,
|
||||
},
|
||||
alpha_blend: BlendState {
|
||||
src_factor: BlendFactor::One,
|
||||
dst_factor: BlendFactor::One,
|
||||
operation: BlendOperation::Add,
|
||||
},
|
||||
write_mask: ColorWrite::ALL,
|
||||
}],
|
||||
..PipelineDescriptor::new(ShaderStages {
|
||||
vertex: shaders.add(Shader::from_glsl(
|
||||
ShaderStage::Vertex,
|
||||
include_str!("pbr.vert"),
|
||||
)),
|
||||
fragment: Some(shaders.add(Shader::from_glsl(
|
||||
ShaderStage::Fragment,
|
||||
include_str!("pbr.frag"),
|
||||
))),
|
||||
})
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue