specular highlights (blinn-phong)

This commit is contained in:
2024-08-19 00:05:53 +10:00
parent 94ed59055a
commit 5a7b53833d
4 changed files with 23 additions and 8 deletions

View File

@ -64,6 +64,7 @@ class Game: GameDelegate {
func draw(_ renderer: Renderer, _ time: GameTime) { func draw(_ renderer: Renderer, _ time: GameTime) {
let totalTime = Float(time.total.asFloat) let totalTime = Float(time.total.asFloat)
let cubeSpeedMul: Float = 0.1
var instances: [Instance] = boxes.map { var instances: [Instance] = boxes.map {
Instance( Instance(
@ -73,9 +74,9 @@ class Game: GameDelegate {
} }
instances.append( instances.append(
Instance( Instance(
position: .init(0, sin(totalTime * 1.5) * 0.5, -2) * 2, position: .init(0, sin(totalTime * 1.5 * cubeSpeedMul) * 0.5, -2) * 2,
scale: .init(repeating: 0.5), scale: .init(repeating: 0.5),
rotation: .init(angle: totalTime * 3.0, axis: .init(0, 1, 0)), rotation: .init(angle: totalTime * 3.0 * cubeSpeedMul, axis: .init(0, 1, 0)),
color: .init(r: 0.5, g: 0.5, b: 1).linear)) color: .init(r: 0.5, g: 0.5, b: 1).linear))
renderer.batch(instances: instances, camera: self.camera) renderer.batch(instances: instances, camera: self.camera)
} }

View File

@ -343,7 +343,11 @@ public class Renderer {
assert(instances.count < 28) assert(instances.count < 28)
var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection) var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
var fragUniforms = FragmentShaderUniforms(directionalLight: normalize(.init(0.75, -1, 0.5))) var fragUniforms = FragmentShaderUniforms(
cameraPosition: camera.position,
directionalLight: normalize(.init(0.75, -1, 0.5)),
specularColor: SIMD4(Color(rgba8888: 0x7F7F7F00).linear),
specularIntensity: 50)
let instances = instances.map { (instance: Instance) -> VertexShaderInstance in let instances = instances.map { (instance: Instance) -> VertexShaderInstance in
let model = let model =
.translate(instance.position) * .translate(instance.position) *

View File

@ -4,6 +4,7 @@
struct FragmentInput { struct FragmentInput {
float4 position [[position]]; float4 position [[position]];
float3 world;
float3 normal; float3 normal;
float2 texCoord; float2 texCoord;
half4 color; half4 color;
@ -18,10 +19,10 @@ vertex FragmentInput vertexMain(
) { ) {
auto position = vtx[vertexID].position; auto position = vtx[vertexID].position;
auto world = i[instanceID].model * position; auto world = i[instanceID].model * position;
auto ndc = u.projView * world;
FragmentInput out; FragmentInput out;
out.position = ndc; out.position = u.projView * world;
out.world = world.xyz;
out.color = half4(i[instanceID].color) / 255.0; out.color = half4(i[instanceID].color) / 255.0;
out.normal = (i[instanceID].normalModel * vtx[vertexID].normal).xyz; out.normal = (i[instanceID].normalModel * vtx[vertexID].normal).xyz;
out.texCoord = vtx[vertexID].texCoord; out.texCoord = vtx[vertexID].texCoord;
@ -36,11 +37,18 @@ fragment half4 fragmentMain(
constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest); constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest);
auto normal = metal::normalize(in.normal); auto normal = metal::normalize(in.normal);
float lambert = metal::dot(normal, -u.directionalLight); auto lightVec = -u.directionalLight;
float lambert = metal::dot(normal, lightVec);
float diffuse = metal::max(0.0, lambert); float diffuse = metal::max(0.0, lambert);
auto eyeVector = metal::normalize(u.cameraPosition - in.world);
auto halfDir = metal::normalize(lightVec + eyeVector);
float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
float specularTerm = metal::pow(specularAngle, u.specularIntensity);
half4 specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
half4 albedo = texture.sample(sampler, in.texCoord); half4 albedo = texture.sample(sampler, in.texCoord);
albedo *= in.color; albedo *= in.color;
return albedo * diffuse; return albedo * diffuse + half4(u.specularColor) * specularAmount;
} }

View File

@ -37,7 +37,9 @@ typedef NS_ENUM(NSInteger, FragmentShaderInputIdx) {
}; };
typedef struct { typedef struct {
vector_float3 directionalLight; vector_float3 cameraPosition, directionalLight;
vector_float4 specularColor;
float specularIntensity;
} FragmentShaderUniforms; } FragmentShaderUniforms;
#endif//SHADERTYPES_H #endif//SHADERTYPES_H