EG/RenderPipelineFile/rpcore/shader/includes/material.inc.glsl
2025-12-12 16:16:15 +08:00

147 lines
4.6 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#pragma once
#define SHADING_MODEL_DEFAULT 0
#define SHADING_MODEL_EMISSIVE 1
#define SHADING_MODEL_CLEARCOAT 2
#define SHADING_MODEL_TRANSPARENT 3
#define SHADING_MODEL_SKIN 4
#define SHADING_MODEL_FOLIAGE 5
// Pandas material representation
struct Panda3DMaterial {
vec4 baseColor;
vec4 emission;
float roughness;
float metallic;
float refractiveIndex;
};
// Structure passed from the vertex to the fragment shader
struct MaterialBaseInput {
vec3 color;
int shading_model;
float specular_ior;
float metallic;
float roughness;
float normalfactor;
float arbitrary0;
// float arbitrary1;
};
// Converts from a Panda3D Material to a render pipeline material
MaterialBaseInput get_input_from_p3d(Panda3DMaterial m) {
MaterialBaseInput mi;
mi.color = m.baseColor.xyz;
mi.specular_ior = m.refractiveIndex;
mi.metallic = m.metallic;
mi.roughness = m.roughness;
mi.shading_model = int(m.emission.x);
mi.normalfactor = m.emission.y;
mi.arbitrary0 = m.emission.z;
// mi.arbitrary1 = m.emission.w;
return mi;
}
// Structure used in the Material Templates
struct MaterialShaderOutput {
int shading_model;
vec3 basecolor;
vec3 normal;
float roughness;
float specular_ior;
float metallic;
float shading_model_param0;
};
// Structure actually stored in the GBuffer, this *may* differ but not necessarily has to:
struct Material {
int shading_model;
vec3 basecolor;
vec3 normal;
vec3 position;
float roughness;
float specular;
float specular_ior;
float metallic;
float shading_model_param0;
float linear_roughness;
};
// Merges two materials, by doing (per component):
// result = current + to_add * factor;
void merge_material_output(inout MaterialShaderOutput current,
MaterialShaderOutput to_add, float factor) {
current.basecolor += to_add.basecolor * factor;
current.roughness += to_add.roughness * factor;
current.specular_ior += to_add.specular_ior * factor;
current.metallic += to_add.metallic * factor;
current.shading_model_param0 += to_add.shading_model_param0 * factor;
current.normal += to_add.normal * factor;
}
// Creates an empty material
MaterialShaderOutput make_default_material_output() {
MaterialShaderOutput result;
result.shading_model = SHADING_MODEL_DEFAULT;
result.basecolor = vec3(0.8);
result.normal = vec3(0, 0, 1);
result.roughness = 0.3;
result.specular_ior = 1.51;
result.metallic = 0.0;
result.shading_model_param0 = 0.0;
return result;
}
// Required for ior_to_specular
#pragma include "includes/brdf.inc.glsl"
#ifdef IN_RENDERING_PASS
// Emulates the gbuffer pass
Material emulate_gbuffer_pass(MaterialShaderOutput m_out, vec3 position) {
// Copy properties
Material m;
m.shading_model = m_out.shading_model;
m.basecolor = m_out.basecolor;
m.normal = m_out.normal;
m.specular_ior = m_out.specular_ior;
m.metallic = m_out.metallic;
m.shading_model_param0 = m_out.shading_model_param0;
// Assign new properties
m.position = position;
m.specular = ior_to_specular(m_out.specular_ior);
m.linear_roughness = m_out.roughness;
m.roughness *= m.roughness;
return m;
}
#endif