add texture in BlinnPhongDirectionLight example.

This commit is contained in:
hyzboy 2024-05-30 21:07:13 +08:00
parent 22868dafab
commit 90152ca74e
8 changed files with 176 additions and 16 deletions

View File

@ -61,7 +61,7 @@ Code
#Fragment
sampler2DArray TextureColor
sampler2DArray TextureBaseColor
Output
{
@ -74,6 +74,6 @@ Code
{
MaterialInstance mi=GetMI();
FragColor=texture(TextureColor,vec3(Input.TexCoord,mi.id.x));
FragColor=texture(TextureBaseColor,vec3(Input.TexCoord,mi.id.x));
}
}

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@ -0,0 +1,100 @@
#Material
Name BlinnPhong+HalfLambert shading model only color
Reference https://zhuanlan.zhihu.com/p/442023993
Base Std3D/BlinnPhong
//某些Require并不真的存在.ubo文件写成一行一个是为了方便未来改成带路径的
Require LocalToWorld
Require Camera
define HAVE_SPECULAR off //默认不定义HAVE_SPECULAR
UBO
{
File BlinnPhongSun.ubo //文件名,如果/开头表示从ShaderLibrary根目录开始没有则表示同一目录
Struct BlinnPhongSun //结构名称
Name sun //在代码中的变量名
Stage Fragment //会引用的shader
Set Global //Descriptor Set
}
#MaterialInstance
Length 32
Stage Fragment
Code
{
vec4 Color;
uint tex_id;
}
#VertexInput
vec3 Normal
vec2 TexCoord
#Vertex
Output
{
vec4 Position;
vec3 Normal;
vec2 TexCoord
}
Code
{
void main()
{
Output.Normal =GetNormal();
Output.Position =GetPosition3D();
Output.TexCoord =TexCoord;
HandoverMI();
gl_Position =Output.Position;
}
}
#Fragment
sampler2DArray TextureBaseColor
Output
{
vec4 FragColor;
}
Code
{
#define HAVE_SPECULAR
void main()
{
MaterialInstance mi=GetMI();
vec4 texture_color=texture(TextureBaseColor,vec3(Input.TexCoord,mi.tex_id));
//点乘法线和光照
float intensity=0.5*max(dot(Input.Normal,sun.direction.xyz),0.0)+0.5;
//直接光颜色
vec3 direct_color =intensity*sun.color.rgb*mi.Color.rgb*texture_color.rgb;
#ifndef HAVE_SPECULAR
FragColor=vec4(direct_color,1.0);
#else
vec3 spec_color=vec3(0.0);
if(intensity>0.0)
{
vec3 half_vector=normalize(sun.direction.xyz+normalize(Input.Position.xyz+camera.pos));
float specular=max(dot(half_vector,Input.Normal),0.0);
spec_color=specular*pow(specular,8)*sun.color.rgb;
}
FragColor=vec4(direct_color+spec_color,1.0);
#endif//HAVE_SPECULAR
}
}

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@ -28,12 +28,26 @@ static mtl::blinnphong::SunLight sun_light=
constexpr const COLOR AxisColor[4]=
{
COLOR::Red, //X轴颜色
COLOR::Green, //Y轴颜色
COLOR::Blue, //Z轴颜色
//COLOR::Red, //X轴颜色
//COLOR::Green, //Y轴颜色
//COLOR::Blue, //Z轴颜色
COLOR::White, //全局颜色
COLOR::White, //全局颜色
COLOR::White, //全局颜色
COLOR::White //全局颜色
};
constexpr const os_char *tex_filename[]=
{
OS_TEXT("eucalyptus-cross-versailles.Tex2D"),
OS_TEXT("tints-ashton-green-stretcher.Tex2D"),
OS_TEXT("worn-clay-cobble-in-desert-stretcher.Tex2D"),
OS_TEXT("plain-grey-sheer.Tex2D"),
};
constexpr const size_t TexCount=sizeof(tex_filename)/sizeof(os_char *);
class TestApp:public SceneAppFramework
{
private: //plane grid
@ -47,6 +61,10 @@ private:
DeviceBuffer * ubo_sun =nullptr;
Texture2DArray * texture =nullptr;
Sampler * sampler =nullptr;
private: //sphere
Material * mtl_blinnphong =nullptr;
@ -61,6 +79,29 @@ private: //sphere
Primitive * prim_cylinder =nullptr;
private:
bool InitTexture()
{
texture=db->CreateTexture2DArray( "SeamlessBackground",
256,256, ///<纹理尺寸
TexCount, ///<纹理层数
PF_BC1_RGBUN, ///<纹理格式
false); ///<是否自动产生mipmaps
if(!texture)return(false);
OSString filename;
for(uint i=0;i<TexCount;i++)
{
filename=filesystem::MergeFilename(OS_TEXT("res/image/seamless"),tex_filename[i]);
if(!db->LoadTexture2DToArray(texture,i,filename))
return(false);
}
return(true);
}
bool InitVertexLumMP()
{
@ -97,16 +138,32 @@ private:
cfg.local_to_world=true;
cfg.material_instance=true;
mtl_blinnphong=db->LoadMaterial("Std3D/BlinnPhong/SunLightPureColor",&cfg);
mtl_blinnphong=db->LoadMaterial("Std3D/BlinnPhong/SunLightPureColorTexture",&cfg);
if(!mtl_blinnphong)return(false);
mtl_blinnphong->BindUBO(DescriptorSetType::Global,"sun",ubo_sun);
mtl_blinnphong->Update();
sampler=db->CreateSampler();
if(!mtl_blinnphong->BindImageSampler( DescriptorSetType::PerMaterial, ///<描述符合集
mtl::SamplerName::BaseColor, ///<采样器名称
texture, ///<纹理
sampler)) ///<采样器
return(false);
struct MIData
{
Color4f color;
uint32 tex_id[4];
}mi_data;
constexpr const uint MIDataStride=sizeof(MIData);
Color4f mi_data;
for(uint i=0;i<4;i++)
{
mi_data=GetColor4f(AxisColor[i],4);
mi_data.color=GetColor4f(AxisColor[i],4);
mi_data.tex_id[0]=i;
mi_blinnphong[i]=db->CreateMaterialInstance(mtl_blinnphong, //材质
nullptr, //顶点输入配置,这里使用nullptr即代表会使用默认配置那么结果将等同于上面的mtl_blinnphong->GetDefaultVIL()
@ -177,9 +234,9 @@ private:
{
struct CylinderCreateInfo cci;
cci.halfExtend =4; //圆柱一半高度
cci.halfExtend =1.25; //圆柱一半高度
cci.numberSlices=16; //圆柱底部分割数
cci.radius =0.25f; //圆柱半径
cci.radius =1.25f; //圆柱半径
prim_cylinder=CreateCylinder(pc_blinnphong,&cci);
}
@ -235,8 +292,11 @@ public:
if(!SceneAppFramework::Init(w,h))
return(false);
if(!InitVertexLumMP())
if(!InitTexture())
return(false);
//if(!InitVertexLumMP())
// return(false);
if(!CreateBlinnPhongUBO())
return(false);

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@ -8,7 +8,7 @@ namespace hgl
{
namespace SamplerName
{
constexpr const char Color[] = "TextureColor";
constexpr const char BaseColor[] = "TextureBaseColor";
}//namespace SamplerName
}//namespace mtl
}//namespace graph

2
res

@ -1 +1 @@
Subproject commit 5e5814c15e936fd6e865c344b98f5ce79f364079
Subproject commit 475d8ad43ceee084cd24f5d0bed59de9f6aa36fd

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@ -45,7 +45,7 @@ void main()
bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
{
mci->AddSampler(VK_SHADER_STAGE_FRAGMENT_BIT,DescriptorSetType::PerMaterial,SamplerType::Sampler2D,mtl::SamplerName::Color);
mci->AddSampler(VK_SHADER_STAGE_FRAGMENT_BIT,DescriptorSetType::PerMaterial,SamplerType::Sampler2D,mtl::SamplerName::BaseColor);
fsc->AddOutput(VAT_VEC4,"FragColor"); //Fragment shader的输出等于最终的RT了所以这个名称其实随便起。

View File

@ -72,7 +72,7 @@ void main()
bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
{
mci->AddSampler(VK_SHADER_STAGE_FRAGMENT_BIT,DescriptorSetType::PerMaterial,SamplerType::Sampler2D,mtl::SamplerName::Color);
mci->AddSampler(VK_SHADER_STAGE_FRAGMENT_BIT,DescriptorSetType::PerMaterial,SamplerType::Sampler2D,mtl::SamplerName::BaseColor);
fsc->AddOutput(VAT_VEC4,"FragColor"); //Fragment shader的输出等于最终的RT了所以这个名称其实随便起。

View File

@ -79,7 +79,7 @@ void main()
bool CustomFragmentShader(ShaderCreateInfoFragment *fsc) override
{
mci->AddSampler(VK_SHADER_STAGE_FRAGMENT_BIT,DescriptorSetType::PerMaterial,SamplerType::Sampler2DArray,mtl::SamplerName::Color);
mci->AddSampler(VK_SHADER_STAGE_FRAGMENT_BIT,DescriptorSetType::PerMaterial,SamplerType::Sampler2DArray,mtl::SamplerName::BaseColor);
fsc->AddOutput(VAT_VEC4,"FragColor"); //Fragment shader的输出等于最终的RT了所以这个名称其实随便起。