ambient & diffuse colours

This commit is contained in:
a dinosaur 2024-08-19 00:24:01 +10:00
parent 5a7b53833d
commit 83972502bb
3 changed files with 16 additions and 6 deletions

View File

@ -346,6 +346,8 @@ public class Renderer {
var fragUniforms = FragmentShaderUniforms(
cameraPosition: camera.position,
directionalLight: normalize(.init(0.75, -1, 0.5)),
ambientColor: SIMD4(Color(rgba8888: 0x1F1F1F00).linear),
diffuseColor: SIMD4(Color(rgba8888: 0xEFEFEF00).linear),
specularColor: SIMD4(Color(rgba8888: 0x7F7F7F00).linear),
specularIntensity: 50)
let instances = instances.map { (instance: Instance) -> VertexShaderInstance in

View File

@ -37,18 +37,26 @@ fragment half4 fragmentMain(
constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest);
auto normal = metal::normalize(in.normal);
// Components for blinn-phong & fresnel
auto lightVec = -u.directionalLight;
float lambert = metal::dot(normal, lightVec);
float diffuse = metal::max(0.0, lambert);
auto eyeVector = metal::normalize(u.cameraPosition - in.world);
auto halfDir = metal::normalize(lightVec + eyeVector);
// Compute diffuse component
float lambert = metal::dot(normal, lightVec);
float diffuseAmount = metal::max(0.0, lambert);
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);
half4 specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
// smoothstep hack to ensure highlight tapers gracefully at grazing angles
float specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
half4 specular = half4(u.specularColor) * specularAmount;
// Sample texture & vertex color to get albedo
half4 albedo = texture.sample(sampler, in.texCoord);
albedo *= in.color;
return albedo * diffuse + half4(u.specularColor) * specularAmount;
return albedo * (half4(u.ambientColor) + diffuse) + specular;
}

View File

@ -38,7 +38,7 @@ typedef NS_ENUM(NSInteger, FragmentShaderInputIdx) {
typedef struct {
vector_float3 cameraPosition, directionalLight;
vector_float4 specularColor;
vector_float4 ambientColor, diffuseColor, specularColor;
float specularIntensity;
} FragmentShaderUniforms;