terrain/Terrain2/Shaders/Shaders.metal

163 lines
5.6 KiB
Metal

//
// Shaders.metal
// Terrain2
//
// Created by Eryn Wells on 11/3/18.
// Copyright © 2018 Eryn Wells. All rights reserved.
//
// File for Metal kernel and shader functions
#include <metal_stdlib>
#include <simd/simd.h>
// Including header shared between this Metal shader code and Swift/C code executing Metal API commands
#import "ShaderTypes.h"
using namespace metal;
typedef struct {
float3 position [[attribute(VertexAttributePosition)]];
float3 normal [[attribute(VertexAttributeNormal)]];
float2 texCoord [[attribute(VertexAttributeTexCoord)]];
} Vertex;
typedef struct {
float4 position [[position]];
float3 eyeCoords;
float3 normal;
float2 texCoord;
} ColorInOut;
#pragma mark - Geometry Shaders
float3 doLighting(constant Light &light,
constant Material &material,
float3 eyeCoords,
float3 normal,
float3 viewDirection);
vertex ColorInOut vertexShader(Vertex in [[stage_in]],
constant packed_float3 *faceNormals [[buffer(BufferIndexFaceNormals)]],
constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]],
uint vid [[vertex_id]])
{
ColorInOut out;
float4 vertexCoords = float4(in.position, 1.0);
float4 eyeCoords = uniforms.modelViewMatrix * vertexCoords;
out.position = uniforms.projectionMatrix * eyeCoords;
out.eyeCoords = eyeCoords.xyz / eyeCoords.w;
// TODO: Use the face normal.
out.normal = normalize(in.normal);
out.texCoord = in.texCoord;
return out;
}
fragment float4 fragmentShader(ColorInOut in [[stage_in]],
constant Light *lights [[buffer(BufferIndexLights)]],
constant Material *materials [[buffer(BufferIndexMaterials)]],
constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]])
{
float3 out = float3();
constant Material &material = materials[0];
// Compute the normal at this position.
float3 normal = normalize(uniforms.normalMatrix * in.normal);
float3 viewDirection = normalize(-in.eyeCoords.xyz);
// Compute the vector pointing to the light from this position.
for (int i = 0; i < 4; i++) {
constant Light &light = lights[i];
if (light.enabled) {
out += doLighting(light, material, in.eyeCoords, normal, viewDirection);
}
}
return float4(out, 1);
}
/// Compute Phong lighting contribution of `light` to the current fragment.
///
/// - parameter light: The light.
/// - parameter material: Surface material.
/// - parameter eyeCoords: Coordinates of the eye relevative to this fragment.
/// - parameter normal: Normal vector to the current fragment.
/// - parameter view: Normalized vector pointing to the view location.
/// - return: Color contribution of the given light.
float3 doLighting(constant Light &light,
constant Material &material,
float3 eyeCoords,
float3 normal,
float3 viewDirection)
{
// Normalized vector pointing to the light from this fragment.
float3 lightDirection;
if (light.position.w == 0.0) {
// Directional light
lightDirection = normalize(light.position.xyz);
} else {
// Point light
lightDirection = normalize(light.position.xyz / light.position.w - eyeCoords);
}
float lightDirDotNormal = dot(lightDirection, normal);
if (lightDirDotNormal <= 0.0) {
// This light does not illuminate the surface.
return float3(0);
}
float3 reflection = lightDirDotNormal * light.color * material.diffuseColor;
// Normalized vector reflecting across the normal from the light.
float3 reflectedLightDirection = -reflect(lightDirection, normal);
float reflectDirDotViewDir = dot(reflectedLightDirection, viewDirection);
if (reflectDirDotViewDir > 0) {
// Ray is reflected toward the viewer, so add in the specular component.
float factor = pow(reflectDirDotViewDir, material.specularExponent);
reflection += factor * material.specularColor * light.color;
}
return reflection;
}
#pragma mark - Normal Shaders
struct NormalInOut {
float4 position [[position]];
float3 color;
};
vertex NormalInOut normalVertexShader(constant packed_float3 *positions [[buffer(NormalBufferIndexPoints)]],
constant packed_float3 *normals [[buffer(NormalBufferIndexNormals)]],
constant Uniforms &uniforms [[buffer(NormalBufferIndexGeometryUniforms)]],
constant NormalUniforms &normalUniforms [[buffer(NormalBufferIndexNormalUniforms)]],
constant NormalType &type [[buffer(NormalBufferIndexType)]],
uint instID [[instance_id]],
uint vertID [[vertex_id]])
{
NormalInOut out;
float3 v = positions[instID];
if ( vertID == 1 )
{
v += 0.25 * normals[instID];
}
out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(v, 1);
if (type == NormalTypeFace) {
out.color = normalUniforms.faceNormalColor;
} else {
out.color = normalUniforms.vertexNormalColor;
}
return out;
}
fragment float4 normalFragmentShader(NormalInOut in [[stage_in]],
constant Uniforms &uniforms [[buffer(NormalBufferIndexGeometryUniforms)]],
constant NormalUniforms &normalUniforms [[buffer(NormalBufferIndexNormalUniforms)]])
{
return float4(in.color, 1.0);
}