fixed 0.8, added pixel postprocessing shader
parent
b315e589e6
commit
b52b1b0d42
|
@ -1,2 +1,3 @@
|
||||||
/target
|
/target
|
||||||
.DS_Store
|
.DS_Store
|
||||||
|
/wasm_out/
|
||||||
|
|
|
@ -2998,9 +2998,9 @@ checksum = "9c8d87e72b64a3b4db28d11ce29237c246188f4f51057d65a7eab63b7987e423"
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "wasm-bindgen"
|
name = "wasm-bindgen"
|
||||||
version = "0.2.81"
|
version = "0.2.82"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "7c53b543413a17a202f4be280a7e5c62a1c69345f5de525ee64f8cfdbc954994"
|
checksum = "fc7652e3f6c4706c8d9cd54832c4a4ccb9b5336e2c3bd154d5cccfbf1c1f5f7d"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"cfg-if 1.0.0",
|
"cfg-if 1.0.0",
|
||||||
"wasm-bindgen-macro",
|
"wasm-bindgen-macro",
|
||||||
|
@ -3008,13 +3008,13 @@ dependencies = [
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "wasm-bindgen-backend"
|
name = "wasm-bindgen-backend"
|
||||||
version = "0.2.81"
|
version = "0.2.82"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "5491a68ab4500fa6b4d726bd67408630c3dbe9c4fe7bda16d5c82a1fd8c7340a"
|
checksum = "662cd44805586bd52971b9586b1df85cdbbd9112e4ef4d8f41559c334dc6ac3f"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"bumpalo",
|
"bumpalo",
|
||||||
"lazy_static",
|
|
||||||
"log",
|
"log",
|
||||||
|
"once_cell",
|
||||||
"proc-macro2",
|
"proc-macro2",
|
||||||
"quote",
|
"quote",
|
||||||
"syn",
|
"syn",
|
||||||
|
@ -3035,9 +3035,9 @@ dependencies = [
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "wasm-bindgen-macro"
|
name = "wasm-bindgen-macro"
|
||||||
version = "0.2.81"
|
version = "0.2.82"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "c441e177922bc58f1e12c022624b6216378e5febc2f0533e41ba443d505b80aa"
|
checksum = "b260f13d3012071dfb1512849c033b1925038373aea48ced3012c09df952c602"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"quote",
|
"quote",
|
||||||
"wasm-bindgen-macro-support",
|
"wasm-bindgen-macro-support",
|
||||||
|
@ -3045,9 +3045,9 @@ dependencies = [
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "wasm-bindgen-macro-support"
|
name = "wasm-bindgen-macro-support"
|
||||||
version = "0.2.81"
|
version = "0.2.82"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "7d94ac45fcf608c1f45ef53e748d35660f168490c10b23704c7779ab8f5c3048"
|
checksum = "5be8e654bdd9b79216c2929ab90721aa82faf65c48cdf08bdc4e7f51357b80da"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"proc-macro2",
|
"proc-macro2",
|
||||||
"quote",
|
"quote",
|
||||||
|
@ -3058,9 +3058,9 @@ dependencies = [
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "wasm-bindgen-shared"
|
name = "wasm-bindgen-shared"
|
||||||
version = "0.2.81"
|
version = "0.2.82"
|
||||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
checksum = "6a89911bd99e5f3659ec4acf9c4d93b0a90fe4a2a11f15328472058edc5261be"
|
checksum = "6598dd0bd3c7d51095ff6531a5b23e02acdc81804e30d8f07afb77b7215a140a"
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "web-sys"
|
name = "web-sys"
|
||||||
|
|
|
@ -0,0 +1,25 @@
|
||||||
|
#import bevy_pbr::mesh_view_bindings
|
||||||
|
|
||||||
|
@group(1) @binding(0)
|
||||||
|
var texture: texture_2d<f32>;
|
||||||
|
@group(1) @binding(1)
|
||||||
|
var our_sampler: sampler;
|
||||||
|
|
||||||
|
@group(1) @binding(2)
|
||||||
|
var noise: texture_2d<f32>;
|
||||||
|
@group(1) @binding(3)
|
||||||
|
var noise_sampler: sampler;
|
||||||
|
|
||||||
|
@fragment
|
||||||
|
fn fragment(
|
||||||
|
@builtin(position) position: vec4<f32>,
|
||||||
|
#import bevy_sprite::mesh2d_vertex_output
|
||||||
|
) -> @location(0) vec4<f32> {
|
||||||
|
// Get screen position with coordinates from 0 to 1
|
||||||
|
let uv = position.xy / vec2<f32>(view.width, view.height);
|
||||||
|
let uv = floor(uv * 400.0) / 400.0;
|
||||||
|
|
||||||
|
let col = textureSample(texture, our_sampler, uv);
|
||||||
|
|
||||||
|
return round(col * 50.0) / 50.0;
|
||||||
|
}
|
Binary file not shown.
After Width: | Height: | Size: 2.1 KiB |
Binary file not shown.
After Width: | Height: | Size: 241 B |
|
@ -0,0 +1,24 @@
|
||||||
|
#!/bin/zsh
|
||||||
|
set -e
|
||||||
|
|
||||||
|
if [ "$1" = "-d" ]; then
|
||||||
|
echo "debug build"
|
||||||
|
cargo build --target wasm32-unknown-unknown
|
||||||
|
wasm-bindgen --out-name moria \
|
||||||
|
--out-dir wasm_out/ \
|
||||||
|
--target web \
|
||||||
|
target/wasm32-unknown-unknown/debug/moria.wasm
|
||||||
|
else
|
||||||
|
echo "release build"
|
||||||
|
cargo build --target wasm32-unknown-unknown --profile wasm-release
|
||||||
|
wasm-bindgen --out-name moria \
|
||||||
|
--out-dir wasm_out/ \
|
||||||
|
--target web \
|
||||||
|
target/wasm32-unknown-unknown/wasm-release/moria.wasm
|
||||||
|
fi
|
||||||
|
cp index.html wasm_out
|
||||||
|
cp -r assets wasm_out
|
||||||
|
|
||||||
|
if [ "$1" = "-d" ]; then
|
||||||
|
http wasm_out
|
||||||
|
fi
|
|
@ -0,0 +1,7 @@
|
||||||
|
#!/bin/zsh
|
||||||
|
set -e
|
||||||
|
|
||||||
|
./build-wasm.sh
|
||||||
|
ssh haika "rm -rf /root/web/versary.town/static/moria"
|
||||||
|
scp -r wasm_out root@haika:~/web/versary.town/static/moria
|
||||||
|
ssh haika "cd /root/web/versary.town && zola build"
|
|
@ -0,0 +1,45 @@
|
||||||
|
<html>
|
||||||
|
|
||||||
|
<head>
|
||||||
|
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
|
||||||
|
<title>moria</title>
|
||||||
|
<meta name="description" content="idk, small lil game without many mechanics" />
|
||||||
|
|
||||||
|
<style>
|
||||||
|
body {
|
||||||
|
background: linear-gradient(135deg,
|
||||||
|
white 0%,
|
||||||
|
white 49%,
|
||||||
|
black 49%,
|
||||||
|
black 51%,
|
||||||
|
white 51%,
|
||||||
|
white 100%);
|
||||||
|
background-repeat: repeat;
|
||||||
|
background-size: 20px 20px;
|
||||||
|
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
}
|
||||||
|
|
||||||
|
h1, p {
|
||||||
|
margin: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
canvas, p, h1 {
|
||||||
|
background-color: white;
|
||||||
|
}
|
||||||
|
</style>
|
||||||
|
</head>
|
||||||
|
<script type="module">
|
||||||
|
import init from './moria.js';
|
||||||
|
init();
|
||||||
|
</script>
|
||||||
|
|
||||||
|
<body>
|
||||||
|
<h1>moria</h1>
|
||||||
|
<p>
|
||||||
|
controls: <strong>WASD</strong> - movement, <strong>Mouse click</strong> - move lights
|
||||||
|
</p>
|
||||||
|
</body>
|
||||||
|
|
||||||
|
</html>
|
124
src/camera.rs
124
src/camera.rs
|
@ -1,4 +1,17 @@
|
||||||
use bevy::prelude::*;
|
use bevy::{
|
||||||
|
prelude::*,
|
||||||
|
reflect::TypeUuid,
|
||||||
|
render::{
|
||||||
|
camera::{Camera as BevyCamera, RenderTarget},
|
||||||
|
render_resource::{
|
||||||
|
AsBindGroup, Extent3d, ShaderRef, TextureDescriptor, TextureDimension, TextureFormat,
|
||||||
|
TextureUsages,
|
||||||
|
},
|
||||||
|
texture::BevyDefault,
|
||||||
|
view::RenderLayers,
|
||||||
|
},
|
||||||
|
sprite::{Material2d, MaterialMesh2dBundle},
|
||||||
|
};
|
||||||
use bevy_mod_raycast::{RayCastMethod, RayCastSource};
|
use bevy_mod_raycast::{RayCastMethod, RayCastSource};
|
||||||
|
|
||||||
use crate::{pillar::UnlitPillar, player::*};
|
use crate::{pillar::UnlitPillar, player::*};
|
||||||
|
@ -7,11 +20,113 @@ pub struct MyRaycastSet;
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct Camera;
|
pub struct Camera;
|
||||||
pub fn spawn_camera(commands: &mut Commands) {
|
|
||||||
|
pub fn spawn_camera(
|
||||||
|
mut commands: Commands,
|
||||||
|
asset_server: Res<AssetServer>,
|
||||||
|
mut windows: ResMut<Windows>,
|
||||||
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
mut post_processing_materials: ResMut<Assets<PostProcessingMaterial>>,
|
||||||
|
mut images: ResMut<Assets<Image>>,
|
||||||
|
) {
|
||||||
|
let window = windows.get_primary_mut().unwrap();
|
||||||
|
let size = Extent3d {
|
||||||
|
width: window.physical_width(),
|
||||||
|
height: window.physical_height(),
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// This is the texture that will be rendered to.
|
||||||
|
let mut image = Image {
|
||||||
|
texture_descriptor: TextureDescriptor {
|
||||||
|
label: None,
|
||||||
|
size,
|
||||||
|
dimension: TextureDimension::D2,
|
||||||
|
format: TextureFormat::bevy_default(),
|
||||||
|
mip_level_count: 1,
|
||||||
|
sample_count: 1,
|
||||||
|
usage: TextureUsages::TEXTURE_BINDING
|
||||||
|
| TextureUsages::COPY_DST
|
||||||
|
| TextureUsages::RENDER_ATTACHMENT,
|
||||||
|
},
|
||||||
|
..default()
|
||||||
|
};
|
||||||
|
|
||||||
|
// fill image.data with zeroes
|
||||||
|
image.resize(size);
|
||||||
|
|
||||||
|
let image_handle = images.add(image);
|
||||||
|
|
||||||
|
// Main camera, first to render
|
||||||
commands
|
commands
|
||||||
.spawn_bundle(Camera3dBundle::default())
|
.spawn_bundle(Camera3dBundle {
|
||||||
|
camera: BevyCamera {
|
||||||
|
target: RenderTarget::Image(image_handle.clone()),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
..default()
|
||||||
|
})
|
||||||
.insert(Camera)
|
.insert(Camera)
|
||||||
.insert(RayCastSource::<MyRaycastSet>::new());
|
.insert(RayCastSource::<MyRaycastSet>::new());
|
||||||
|
|
||||||
|
// This specifies the layer used for the post processing camera, which will be attached to the post processing camera and 2d quad.
|
||||||
|
let post_processing_pass_layer = RenderLayers::layer((RenderLayers::TOTAL_LAYERS - 1) as u8);
|
||||||
|
|
||||||
|
let quad_handle = meshes.add(Mesh::from(shape::Quad::new(Vec2::new(
|
||||||
|
size.width as f32,
|
||||||
|
size.height as f32,
|
||||||
|
))));
|
||||||
|
|
||||||
|
let noise = asset_server.load("textures/noise.png");
|
||||||
|
|
||||||
|
// This material has the texture that has been rendered.
|
||||||
|
let material_handle = post_processing_materials.add(PostProcessingMaterial {
|
||||||
|
source_image: image_handle,
|
||||||
|
noise,
|
||||||
|
});
|
||||||
|
|
||||||
|
// Post processing 2d quad, with material using the render texture done by the main camera, with a custom shader.
|
||||||
|
commands
|
||||||
|
.spawn_bundle(MaterialMesh2dBundle {
|
||||||
|
mesh: quad_handle.into(),
|
||||||
|
material: material_handle,
|
||||||
|
transform: Transform {
|
||||||
|
translation: Vec3::new(0.0, 0.0, 1.5),
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
..default()
|
||||||
|
})
|
||||||
|
.insert(post_processing_pass_layer);
|
||||||
|
|
||||||
|
// The post-processing pass camera.
|
||||||
|
commands
|
||||||
|
.spawn_bundle(Camera2dBundle {
|
||||||
|
camera: BevyCamera {
|
||||||
|
// renders after the first main camera which has default value: 0.
|
||||||
|
priority: 1,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
..Camera2dBundle::default()
|
||||||
|
})
|
||||||
|
.insert(post_processing_pass_layer);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(AsBindGroup, TypeUuid, Clone)]
|
||||||
|
#[uuid = "bc2f08eb-a0fb-43f1-a908-54871ea597d5"]
|
||||||
|
pub struct PostProcessingMaterial {
|
||||||
|
/// In this example, this image will be the result of the main camera.
|
||||||
|
#[texture(0)]
|
||||||
|
#[sampler(1)]
|
||||||
|
source_image: Handle<Image>,
|
||||||
|
#[texture(2)]
|
||||||
|
#[sampler(3)]
|
||||||
|
noise: Handle<Image>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Material2d for PostProcessingMaterial {
|
||||||
|
fn fragment_shader() -> ShaderRef {
|
||||||
|
"shaders/post-processing.wgsl".into()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn camera_follow_player(
|
pub fn camera_follow_player(
|
||||||
|
@ -38,7 +153,8 @@ pub fn update_raycast_with_cursor(
|
||||||
for mut pick_source in query.iter_mut() {
|
for mut pick_source in query.iter_mut() {
|
||||||
// Grab the most recent cursor event if it exists:
|
// Grab the most recent cursor event if it exists:
|
||||||
if let Some(cursor_latest) = cursor.iter().last() {
|
if let Some(cursor_latest) = cursor.iter().last() {
|
||||||
pick_source.cast_method = RayCastMethod::Screenspace(cursor_latest.position);
|
// the 2.0 is bc of post-processing, which messes up the coordinates
|
||||||
|
pick_source.cast_method = RayCastMethod::Screenspace(cursor_latest.position * 2.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -6,6 +6,7 @@ const RANGE: f32 = 25.0;
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct LightBall;
|
pub struct LightBall;
|
||||||
|
|
||||||
pub fn light_up_ball_when_close_to_player(
|
pub fn light_up_ball_when_close_to_player(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
player: Query<(&Transform, &Player), Without<LightBall>>,
|
player: Query<(&Transform, &Player), Without<LightBall>>,
|
||||||
|
|
18
src/main.rs
18
src/main.rs
|
@ -1,4 +1,4 @@
|
||||||
use bevy::{pbr::AmbientLight, prelude::*, window::close_on_esc};
|
use bevy::{pbr::AmbientLight, prelude::*, sprite::Material2dPlugin, window::close_on_esc};
|
||||||
use bevy_mod_raycast::{DefaultRaycastingPlugin, RayCastMesh, RaycastSystem};
|
use bevy_mod_raycast::{DefaultRaycastingPlugin, RayCastMesh, RaycastSystem};
|
||||||
// use bevy_prototype_debug_lines::*;
|
// use bevy_prototype_debug_lines::*;
|
||||||
|
|
||||||
|
@ -25,10 +25,11 @@ pub enum AppState {
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
App::new()
|
App::new()
|
||||||
.insert_resource(Msaa { samples: 4 })
|
.insert_resource(Msaa { samples: 1 })
|
||||||
.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)))
|
.insert_resource(ClearColor(Color::rgb(0.0, 0.0, 0.0)))
|
||||||
.add_plugins(DefaultPlugins)
|
.add_plugins(DefaultPlugins)
|
||||||
// .add_plugin(DebugLinesPlugin::with_depth_test(true))
|
// .add_plugin(DebugLinesPlugin::with_depth_test(true))
|
||||||
|
.add_plugin(Material2dPlugin::<PostProcessingMaterial>::default())
|
||||||
.init_resource::<Debug>()
|
.init_resource::<Debug>()
|
||||||
.init_resource::<LightBallMaterials>()
|
.init_resource::<LightBallMaterials>()
|
||||||
.init_resource::<PillarMaterials>()
|
.init_resource::<PillarMaterials>()
|
||||||
|
@ -47,7 +48,11 @@ fn main() {
|
||||||
// loading
|
// loading
|
||||||
.add_system_set(SystemSet::on_update(AppState::Loading).with_system(loading::loading))
|
.add_system_set(SystemSet::on_update(AppState::Loading).with_system(loading::loading))
|
||||||
// game
|
// game
|
||||||
.add_system_set(SystemSet::on_enter(AppState::Game).with_system(setup))
|
.add_system_set(
|
||||||
|
SystemSet::on_enter(AppState::Game)
|
||||||
|
.with_system(setup)
|
||||||
|
.with_system(spawn_camera),
|
||||||
|
)
|
||||||
.add_system_set(
|
.add_system_set(
|
||||||
SystemSet::on_update(AppState::Game)
|
SystemSet::on_update(AppState::Game)
|
||||||
.with_system(update_raw_mouse_coords)
|
.with_system(update_raw_mouse_coords)
|
||||||
|
@ -71,6 +76,7 @@ fn main() {
|
||||||
.run();
|
.run();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[allow(clippy::too_many_arguments)]
|
||||||
fn setup(
|
fn setup(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
assets: Res<loading::LoadedAssets>,
|
assets: Res<loading::LoadedAssets>,
|
||||||
|
@ -79,7 +85,10 @@ fn setup(
|
||||||
mut ambient: ResMut<AmbientLight>,
|
mut ambient: ResMut<AmbientLight>,
|
||||||
light_ball_materials: Res<LightBallMaterials>,
|
light_ball_materials: Res<LightBallMaterials>,
|
||||||
pillar_materials: Res<PillarMaterials>,
|
pillar_materials: Res<PillarMaterials>,
|
||||||
|
asset_server: Res<AssetServer>,
|
||||||
) {
|
) {
|
||||||
|
asset_server.watch_for_changes().unwrap();
|
||||||
|
|
||||||
// set ambient light to very low
|
// set ambient light to very low
|
||||||
ambient.color = Color::rgb(0.3, 0.3, 0.3);
|
ambient.color = Color::rgb(0.3, 0.3, 0.3);
|
||||||
ambient.brightness = 0.01;
|
ambient.brightness = 0.01;
|
||||||
|
@ -144,7 +153,4 @@ fn setup(
|
||||||
Vec3::new(i as f32 * 30.0, 2.0, -10.0),
|
Vec3::new(i as f32 * 30.0, 2.0, -10.0),
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
// camera
|
|
||||||
spawn_camera(&mut commands);
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -28,10 +28,8 @@ pub fn spawn_player(
|
||||||
|
|
||||||
// light
|
// light
|
||||||
commands
|
commands
|
||||||
.spawn()
|
.spawn_bundle(SpatialBundle::default())
|
||||||
.insert(LightFriends)
|
.insert(LightFriends)
|
||||||
.insert(Transform::default())
|
|
||||||
.insert(GlobalTransform::default())
|
|
||||||
.with_children(|children| {
|
.with_children(|children| {
|
||||||
let count = 6;
|
let count = 6;
|
||||||
for i in 0..count {
|
for i in 0..count {
|
||||||
|
|
|
@ -1,392 +0,0 @@
|
||||||
// From the Filament design doc
|
|
||||||
// https://google.github.io/filament/Filament.html#table_symbols
|
|
||||||
// Symbol Definition
|
|
||||||
// v View unit vector
|
|
||||||
// l Incident light unit vector
|
|
||||||
// n Surface normal unit vector
|
|
||||||
// h Half unit vector between l and v
|
|
||||||
// f BRDF
|
|
||||||
// f_d Diffuse component of a BRDF
|
|
||||||
// f_r Specular component of a BRDF
|
|
||||||
// α Roughness, remapped from using input perceptualRoughness
|
|
||||||
// σ Diffuse reflectance
|
|
||||||
// Ω Spherical domain
|
|
||||||
// f0 Reflectance at normal incidence
|
|
||||||
// f90 Reflectance at grazing angle
|
|
||||||
// χ+(a) Heaviside function (1 if a>0 and 0 otherwise)
|
|
||||||
// nior Index of refraction (IOR) of an interface
|
|
||||||
// ⟨n⋅l⟩ Dot product clamped to [0..1]
|
|
||||||
// ⟨a⟩ Saturated value (clamped to [0..1])
|
|
||||||
|
|
||||||
// The Bidirectional Reflectance Distribution Function (BRDF) describes the surface response of a standard material
|
|
||||||
// and consists of two components, the diffuse component (f_d) and the specular component (f_r):
|
|
||||||
// f(v,l) = f_d(v,l) + f_r(v,l)
|
|
||||||
//
|
|
||||||
// The form of the microfacet model is the same for diffuse and specular
|
|
||||||
// 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
|
|
||||||
//
|
|
||||||
// In which:
|
|
||||||
// D, also called the Normal Distribution Function (NDF) models the distribution of the microfacets
|
|
||||||
// G models the visibility (or occlusion or shadow-masking) of the microfacets
|
|
||||||
// f_m is the microfacet BRDF and differs between specular and diffuse components
|
|
||||||
//
|
|
||||||
// The above integration needs to be approximated.
|
|
||||||
|
|
||||||
#version 450
|
|
||||||
|
|
||||||
const int MAX_LIGHTS = 30;
|
|
||||||
|
|
||||||
struct Light {
|
|
||||||
mat4 proj;
|
|
||||||
vec4 pos;
|
|
||||||
vec4 color;
|
|
||||||
};
|
|
||||||
|
|
||||||
layout(location = 0) in vec3 v_WorldPosition;
|
|
||||||
layout(location = 1) in vec3 v_WorldNormal;
|
|
||||||
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