mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 21:00:57 +00:00
restore halfs in shader
This commit is contained in:
parent
4209a925c4
commit
42244456c9
@ -167,7 +167,7 @@ public class Renderer {
|
||||
|
||||
let color = Color<Float>.white
|
||||
let vertices = mesh.vertices.map {
|
||||
ShaderVertex(position: $0.position, normal: $0.normal, color: color.values, texCoord: $0.texCoord)
|
||||
ShaderVertex(position: $0.position, normal: $0.normal, color: SIMD4(color), texCoord: $0.texCoord)
|
||||
}
|
||||
guard let vtxBuffer = self.device.makeBuffer(
|
||||
bytes: vertices,
|
||||
@ -348,14 +348,14 @@ public class Renderer {
|
||||
var fragUniforms = FragmentShaderUniforms(
|
||||
cameraPosition: camera.position,
|
||||
directionalLight: normalize(environment.lightDirection),
|
||||
ambientColor: material.ambient.values,
|
||||
diffuseColor: material.diffuse.values,
|
||||
specularColor: material.specular.values,
|
||||
ambientColor: SIMD4(material.ambient),
|
||||
diffuseColor: SIMD4(material.diffuse),
|
||||
specularColor: SIMD4(material.specular),
|
||||
specularIntensity: material.gloss)
|
||||
var instance = VertexShaderInstance(
|
||||
model: model,
|
||||
normalModel: model.inverse.transpose,
|
||||
color: color.values)
|
||||
color: SIMD4(color))
|
||||
|
||||
self._encoder.setCullMode(.init(environment.cullFace))
|
||||
|
||||
@ -386,9 +386,9 @@ public class Renderer {
|
||||
var fragUniforms = FragmentShaderUniforms(
|
||||
cameraPosition: camera.position,
|
||||
directionalLight: normalize(environment.lightDirection),
|
||||
ambientColor: material.ambient.values,
|
||||
diffuseColor: material.diffuse.values,
|
||||
specularColor: material.specular.values,
|
||||
ambientColor: SIMD4(material.ambient),
|
||||
diffuseColor: SIMD4(material.diffuse),
|
||||
specularColor: SIMD4(material.specular),
|
||||
specularIntensity: material.gloss)
|
||||
|
||||
let numInstances = instances.count
|
||||
@ -417,7 +417,7 @@ public class Renderer {
|
||||
.scale(instance.scale)
|
||||
data[i] = VertexShaderInstance(
|
||||
model: model, normalModel: model.inverse.transpose,
|
||||
color: instance.color.values)
|
||||
color: SIMD4(instance.color))
|
||||
}
|
||||
}
|
||||
instanceBuffer.didModifyRange(0..<instancesBytes)
|
||||
@ -468,17 +468,6 @@ fileprivate extension MTLCullMode {
|
||||
}
|
||||
}
|
||||
|
||||
fileprivate extension Color where T == Float {
|
||||
var reinterpretUInt: SIMD4<UInt32> {
|
||||
.init(self.r.bitPattern, self.g.bitPattern, self.b.bitPattern, self.a.bitPattern)
|
||||
}
|
||||
}
|
||||
fileprivate extension SIMD4 where Scalar == Float {
|
||||
var reinterpretUShort: SIMD4<UInt32> {
|
||||
.init(self.x.bitPattern, self.y.bitPattern, self.z.bitPattern, self.w.bitPattern)
|
||||
}
|
||||
}
|
||||
|
||||
enum RendererError: Error {
|
||||
case initFailure(_ message: String)
|
||||
case loadFailure(_ message: String)
|
||||
|
@ -7,7 +7,7 @@ struct FragmentInput {
|
||||
float3 world;
|
||||
float3 normal;
|
||||
float2 texCoord;
|
||||
float4 color;
|
||||
half4 color;
|
||||
};
|
||||
|
||||
vertex FragmentInput vertexMain(
|
||||
@ -23,13 +23,13 @@ vertex FragmentInput vertexMain(
|
||||
FragmentInput out;
|
||||
out.position = u.projView * world;
|
||||
out.world = world.xyz;
|
||||
out.color = vtx[vertexID].color * i[instanceID].color;
|
||||
out.color = half4(vtx[vertexID].color) * half4(i[instanceID].color);
|
||||
out.normal = (i[instanceID].normalModel * float4(vtx[vertexID].normal, 0)).xyz;
|
||||
out.texCoord = vtx[vertexID].texCoord;
|
||||
return out;
|
||||
}
|
||||
|
||||
fragment float4 fragmentMain(
|
||||
fragment half4 fragmentMain(
|
||||
FragmentInput in [[stage_in]],
|
||||
metal::texture2d<half, metal::access::sample> texture [[texture(0)]],
|
||||
constant FragmentShaderUniforms& u [[buffer(FragmentShaderInputIdxUniforms)]]
|
||||
@ -45,18 +45,18 @@ fragment float4 fragmentMain(
|
||||
// Compute diffuse component
|
||||
float lambert = metal::dot(normal, lightVec);
|
||||
float diffuseAmount = metal::max(0.0, lambert);
|
||||
float4 diffuse = u.diffuseColor * diffuseAmount;
|
||||
half4 diffuse = half4(u.diffuseColor) * diffuseAmount;
|
||||
|
||||
// Compute specular component (blinn-phong)
|
||||
float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
|
||||
float specularTerm = metal::pow(specularAngle, u.specularIntensity);
|
||||
// smoothstep hack to ensure highlight tapers gracefully at grazing angles
|
||||
float specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
|
||||
float4 specular = u.specularColor * specularAmount;
|
||||
half4 specular = half4(u.specularColor) * specularAmount;
|
||||
|
||||
// Sample texture & vertex color to get albedo
|
||||
float4 albedo = float4(texture.sample(sampler, in.texCoord));
|
||||
albedo *= in.color;
|
||||
half4 albedo = texture.sample(sampler, in.texCoord);
|
||||
albedo *= half4(in.color);
|
||||
|
||||
return albedo * (u.ambientColor + diffuse) + specular;
|
||||
return albedo * (half4(u.ambientColor) + diffuse) + specular;
|
||||
}
|
||||
|
@ -10,8 +10,6 @@
|
||||
|
||||
#include <simd/simd.h>
|
||||
|
||||
typedef simd_float4 color_float4;
|
||||
|
||||
typedef NS_ENUM(NSInteger, VertexShaderInputIdx) {
|
||||
VertexShaderInputIdxVertices = 0,
|
||||
VertexShaderInputIdxInstance = 1,
|
||||
@ -21,14 +19,14 @@ typedef NS_ENUM(NSInteger, VertexShaderInputIdx) {
|
||||
typedef struct {
|
||||
vector_float3 position;
|
||||
vector_float3 normal;
|
||||
color_float4 color;
|
||||
vector_float4 color;
|
||||
vector_float2 texCoord;
|
||||
} ShaderVertex;
|
||||
|
||||
typedef struct {
|
||||
matrix_float4x4 model;
|
||||
matrix_float4x4 normalModel;
|
||||
color_float4 color;
|
||||
vector_float4 color;
|
||||
} VertexShaderInstance;
|
||||
|
||||
typedef struct {
|
||||
@ -41,7 +39,7 @@ typedef NS_ENUM(NSInteger, FragmentShaderInputIdx) {
|
||||
|
||||
typedef struct {
|
||||
vector_float3 cameraPosition, directionalLight;
|
||||
color_float4 ambientColor, diffuseColor, specularColor;
|
||||
vector_float4 ambientColor, diffuseColor, specularColor;
|
||||
float specularIntensity;
|
||||
} FragmentShaderUniforms;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user