Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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199
lib/All/JoltPhysics/Assets/Shaders/MTL/TriangleShader.metal
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199
lib/All/JoltPhysics/Assets/Shaders/MTL/TriangleShader.metal
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#include <metal_stdlib>
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using namespace metal;
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#include "VertexConstants.h"
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constexpr sampler depthSampler(mag_filter::nearest, min_filter::nearest);
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struct Vertex
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{
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float3 vPos [[attribute(0)]];
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float3 vNorm [[attribute(1)]];
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float2 vTex [[attribute(2)]];
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uchar4 vCol [[attribute(3)]];
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float4 iModel0 [[attribute(4)]];
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float4 iModel1 [[attribute(5)]];
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float4 iModel2 [[attribute(6)]];
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float4 iModel3 [[attribute(7)]];
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float4 iModelInvTrans0 [[attribute(8)]];
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float4 iModelInvTrans1 [[attribute(9)]];
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float4 iModelInvTrans2 [[attribute(10)]];
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float4 iModelInvTrans3 [[attribute(11)]];
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uchar4 iCol [[attribute(12)]];
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};
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struct TriangleOut
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{
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float4 oPosition [[position]];
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float3 oNormal;
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float3 oWorldPos;
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float2 oTex;
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float4 oPositionL;
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float4 oColor;
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};
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vertex TriangleOut TriangleVertexShader(Vertex vert [[stage_in]], constant VertexShaderConstantBuffer *constants [[buffer(2)]])
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{
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TriangleOut out;
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// Convert input matrices
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float4x4 iModel(vert.iModel0, vert.iModel1, vert.iModel2, vert.iModel3);
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float4x4 iModelInvTrans(vert.iModelInvTrans0, vert.iModelInvTrans1, vert.iModelInvTrans2, vert.iModelInvTrans3);
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// Get world position
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float4 pos = float4(vert.vPos, 1.0f);
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float4 world_pos = iModel * pos;
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// Transform the position from world space to homogeneous projection space
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float4 proj_pos = constants->View * world_pos;
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proj_pos = constants->Projection * proj_pos;
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out.oPosition = proj_pos;
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// Transform the position from world space to projection space of the light
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float4 proj_lpos = constants->LightView * world_pos;
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proj_lpos = constants->LightProjection * proj_lpos;
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out.oPositionL = proj_lpos;
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// output normal
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float4 norm = float4(vert.vNorm, 0.0f);
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out.oNormal = normalize(iModelInvTrans * norm).xyz;
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// output world position of the vertex
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out.oWorldPos = world_pos.xyz;
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// output texture coordinates
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out.oTex = vert.vTex;
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// output color
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out.oColor = float4(vert.vCol) * float4(vert.iCol) / (255.0 * 255.0);
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return out;
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}
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fragment float4 TrianglePixelShader(TriangleOut vert [[stage_in]], constant PixelShaderConstantBuffer *constants, texture2d<float> depthTexture [[texture(0)]])
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{
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// Constants
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float AmbientFactor = 0.3;
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float3 DiffuseColor = float3(vert.oColor.r, vert.oColor.g, vert.oColor.b);
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float3 SpecularColor = float3(1, 1, 1);
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float SpecularPower = 100.0;
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float bias = 1.0e-7;
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// Homogenize position in light space
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float3 position_l = vert.oPositionL.xyz / vert.oPositionL.w;
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// Calculate dot product between direction to light and surface normal and clamp between [0, 1]
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float3 view_dir = normalize(constants->CameraPos - vert.oWorldPos);
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float3 world_to_light = constants->LightPos - vert.oWorldPos;
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float3 light_dir = normalize(world_to_light);
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float3 normal = normalize(vert.oNormal);
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if (dot(view_dir, normal) < 0) // If we're viewing the triangle from the back side, flip the normal to get the correct lighting
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normal = -normal;
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float normal_dot_light_dir = clamp(dot(normal, light_dir), 0.0, 1.0);
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// Calculate texture coordinates in light depth texture
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float2 tex_coord;
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tex_coord.x = position_l.x / 2.0 + 0.5;
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tex_coord.y = -position_l.y / 2.0 + 0.5;
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// Check that the texture coordinate is inside the depth texture, if not we don't know if it is lit or not so we assume lit
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float shadow_factor = 1.0;
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if (vert.oColor.a > 0 // Alpha = 0 means don't receive shadows
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&& tex_coord.x == clamp(tex_coord.x, 0.0, 1.0) && tex_coord.y == clamp(tex_coord.y, 0.0, 1.0))
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{
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// Modify shadow bias according to the angle between the normal and the light dir
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float modified_bias = bias * tan(acos(normal_dot_light_dir));
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modified_bias = min(modified_bias, 10.0 * bias);
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// Get texture size
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float width = 1.0 / 4096;
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float height = 1.0 / 4096;
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// Samples to take
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uint num_samples = 16;
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float2 offsets[] = {
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float2(-1.5 * width, -1.5 * height),
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float2(-0.5 * width, -1.5 * height),
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float2(0.5 * width, -1.5 * height),
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float2(1.5 * width, -1.5 * height),
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float2(-1.5 * width, -0.5 * height),
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float2(-0.5 * width, -0.5 * height),
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float2(0.5 * width, -0.5 * height),
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float2(1.5 * width, -0.5 * height),
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float2(-1.5 * width, 0.5 * height),
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float2(-0.5 * width, 0.5 * height),
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float2(0.5 * width, 0.5 * height),
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float2(1.5 * width, 0.5 * height),
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float2(-1.5 * width, 1.5 * height),
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float2(-0.5 * width, 1.5 * height),
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float2(0.5 * width, 1.5 * height),
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float2(1.5 * width, 1.5 * height),
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};
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// Calculate depth of this pixel relative to the light
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float light_depth = position_l.z + modified_bias;
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// Sample shadow factor
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shadow_factor = 0.0;
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for (uint i = 0; i < num_samples; ++i)
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shadow_factor += depthTexture.sample(depthSampler, tex_coord + offsets[i]).x <= light_depth? 1.0 : 0.0;
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shadow_factor /= num_samples;
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}
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// Calculate diffuse and specular
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float diffuse = normal_dot_light_dir;
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float specular = diffuse > 0.0? pow(clamp(-dot(reflect(light_dir, normal), view_dir), 0.0, 1.0), SpecularPower) : 0.0;
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// Apply procedural pattern based on the uv coordinates
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bool2 less_half = (vert.oTex - floor(vert.oTex)) < float2(0.5, 0.5);
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float darken_factor = less_half.r ^ less_half.g? 0.5 : 1.0;
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// Fade out checkerboard pattern when it tiles too often
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float2 dx = dfdx(vert.oTex), dy = dfdy(vert.oTex);
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float texel_distance = sqrt(dot(dx, dx) + dot(dy, dy));
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darken_factor = mix(darken_factor, 0.75, clamp(5.0 * texel_distance - 1.5, 0.0, 1.0));
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// Calculate color
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return float4(clamp((AmbientFactor + diffuse * shadow_factor) * darken_factor * DiffuseColor + SpecularColor * specular * shadow_factor, 0, 1), 1);
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}
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struct DepthOut
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{
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float4 oPosition [[position]];
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};
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vertex DepthOut TriangleDepthVertexShader(Vertex vert [[stage_in]], constant VertexShaderConstantBuffer *constants [[buffer(2)]])
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{
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DepthOut out;
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// Check if the alpha = 0
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if (vert.vCol.a * vert.iCol.a == 0.0)
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{
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// Don't draw the triangle by moving it to an invalid location
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out.oPosition = float4(0, 0, 0, 0);
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}
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else
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{
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// Convert input matrix
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float4x4 iModel(vert.iModel0, vert.iModel1, vert.iModel2, vert.iModel3);
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// Transform the position from world space to homogeneous projection space for the light
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float4 pos = float4(vert.vPos, 1.0f);
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pos = iModel * pos;
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pos = constants->LightView * pos;
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pos = constants->LightProjection * pos;
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out.oPosition = pos;
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}
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return out;
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}
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fragment float4 TriangleDepthPixelShader(DepthOut in [[stage_in]])
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{
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// We only write depth, so this shader does nothing
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return float4(0.0, 0.0, 0.0, 1.0);
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}
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