Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer

This commit is contained in:
Tom Ray
2026-03-22 00:28:03 +01:00
parent 6695d46bcd
commit 48348936a8
1147 changed files with 214331 additions and 353 deletions

View File

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