mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 13:11:33 +00:00
specular highlights (blinn-phong)
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@ -64,6 +64,7 @@ class Game: GameDelegate {
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func draw(_ renderer: Renderer, _ time: GameTime) {
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func draw(_ renderer: Renderer, _ time: GameTime) {
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let totalTime = Float(time.total.asFloat)
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let totalTime = Float(time.total.asFloat)
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let cubeSpeedMul: Float = 0.1
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var instances: [Instance] = boxes.map {
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var instances: [Instance] = boxes.map {
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Instance(
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Instance(
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@ -73,9 +74,9 @@ class Game: GameDelegate {
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}
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}
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instances.append(
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instances.append(
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Instance(
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Instance(
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position: .init(0, sin(totalTime * 1.5) * 0.5, -2) * 2,
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position: .init(0, sin(totalTime * 1.5 * cubeSpeedMul) * 0.5, -2) * 2,
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scale: .init(repeating: 0.5),
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scale: .init(repeating: 0.5),
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rotation: .init(angle: totalTime * 3.0, axis: .init(0, 1, 0)),
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rotation: .init(angle: totalTime * 3.0 * cubeSpeedMul, axis: .init(0, 1, 0)),
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color: .init(r: 0.5, g: 0.5, b: 1).linear))
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color: .init(r: 0.5, g: 0.5, b: 1).linear))
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renderer.batch(instances: instances, camera: self.camera)
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renderer.batch(instances: instances, camera: self.camera)
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}
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}
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@ -343,7 +343,11 @@ public class Renderer {
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assert(instances.count < 28)
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assert(instances.count < 28)
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var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
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var vertUniforms = VertexShaderUniforms(projView: camera.viewProjection)
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var fragUniforms = FragmentShaderUniforms(directionalLight: normalize(.init(0.75, -1, 0.5)))
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var fragUniforms = FragmentShaderUniforms(
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cameraPosition: camera.position,
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directionalLight: normalize(.init(0.75, -1, 0.5)),
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specularColor: SIMD4(Color(rgba8888: 0x7F7F7F00).linear),
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specularIntensity: 50)
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let instances = instances.map { (instance: Instance) -> VertexShaderInstance in
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let instances = instances.map { (instance: Instance) -> VertexShaderInstance in
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let model =
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let model =
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.translate(instance.position) *
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.translate(instance.position) *
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@ -4,6 +4,7 @@
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struct FragmentInput {
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struct FragmentInput {
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float4 position [[position]];
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float4 position [[position]];
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float3 world;
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float3 normal;
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float3 normal;
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float2 texCoord;
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float2 texCoord;
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half4 color;
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half4 color;
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@ -18,10 +19,10 @@ vertex FragmentInput vertexMain(
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) {
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) {
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auto position = vtx[vertexID].position;
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auto position = vtx[vertexID].position;
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auto world = i[instanceID].model * position;
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auto world = i[instanceID].model * position;
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auto ndc = u.projView * world;
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FragmentInput out;
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FragmentInput out;
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out.position = ndc;
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out.position = u.projView * world;
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out.world = world.xyz;
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out.color = half4(i[instanceID].color) / 255.0;
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out.color = half4(i[instanceID].color) / 255.0;
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out.normal = (i[instanceID].normalModel * vtx[vertexID].normal).xyz;
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out.normal = (i[instanceID].normalModel * vtx[vertexID].normal).xyz;
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out.texCoord = vtx[vertexID].texCoord;
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out.texCoord = vtx[vertexID].texCoord;
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@ -36,11 +37,18 @@ fragment half4 fragmentMain(
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constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest);
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constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest);
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auto normal = metal::normalize(in.normal);
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auto normal = metal::normalize(in.normal);
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float lambert = metal::dot(normal, -u.directionalLight);
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auto lightVec = -u.directionalLight;
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float lambert = metal::dot(normal, lightVec);
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float diffuse = metal::max(0.0, lambert);
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float diffuse = metal::max(0.0, lambert);
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auto eyeVector = metal::normalize(u.cameraPosition - in.world);
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auto halfDir = metal::normalize(lightVec + eyeVector);
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float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
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float specularTerm = metal::pow(specularAngle, u.specularIntensity);
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half4 specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
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half4 albedo = texture.sample(sampler, in.texCoord);
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half4 albedo = texture.sample(sampler, in.texCoord);
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albedo *= in.color;
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albedo *= in.color;
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return albedo * diffuse;
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return albedo * diffuse + half4(u.specularColor) * specularAmount;
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}
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}
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@ -37,7 +37,9 @@ typedef NS_ENUM(NSInteger, FragmentShaderInputIdx) {
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};
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};
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typedef struct {
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typedef struct {
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vector_float3 directionalLight;
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vector_float3 cameraPosition, directionalLight;
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vector_float4 specularColor;
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float specularIntensity;
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} FragmentShaderUniforms;
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} FragmentShaderUniforms;
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#endif//SHADERTYPES_H
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#endif//SHADERTYPES_H
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