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