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