From f3961d7c6b7aa37b3110838a2846051972a1cd27 Mon Sep 17 00:00:00 2001 From: hyzboy Date: Fri, 10 Jan 2020 18:04:52 +0800 Subject: [PATCH] add shader --- CMCore | 2 +- inc/hgl/graph/Camera.h | 2 +- inc/hgl/graph/material/DataSource.h | 6 + inc/hgl/graph/shader/ShaderMaker.h | 9 + inc/hgl/graph/shader/common.h | 3 + res/shader/FlatColor.material | 32 -- res/shader/UBO_WorldMatrix.glsl | 15 + res/shader/header_desktop.glsl | 1 + res/shader/header_mobile.glsl | 1 + res/shader/push_constant_3d.glsl | 3 + res/shader/shaderlib.glsl | 411 ++++++++++++++++++++++++ src/RenderDevice/Shader/CMakeLists.txt | 4 + src/RenderDevice/Shader/ShaderMaker.cpp | 42 ++- src/SceneGraph/Camera.cpp | 7 +- 14 files changed, 499 insertions(+), 39 deletions(-) create mode 100644 res/shader/UBO_WorldMatrix.glsl create mode 100644 res/shader/header_desktop.glsl create mode 100644 res/shader/header_mobile.glsl create mode 100644 res/shader/push_constant_3d.glsl create mode 100644 res/shader/shaderlib.glsl diff --git a/CMCore b/CMCore index 122c7add..5ec34e30 160000 --- a/CMCore +++ b/CMCore @@ -1 +1 @@ -Subproject commit 122c7addc294daa1d2c8c19ed08b1b50aa47571f +Subproject commit 5ec34e30035a8ef4eeb8c116e19c79d12663c828 diff --git a/inc/hgl/graph/Camera.h b/inc/hgl/graph/Camera.h index 34f6e4cd..4bfa1447 100644 --- a/inc/hgl/graph/Camera.h +++ b/inc/hgl/graph/Camera.h @@ -26,7 +26,7 @@ namespace hgl float height; ///<视图高 float fov=60; ///<水平FOV - float znear=16,zfar=256; ///= 0.0 ? _normal.xy : octahedronWrap(_normal.xy); + _normal.xy = _normal.xy * 0.5 + 0.5; + return _normal.xy; +} + +vec3 decodeNormalOctahedron(vec2 _encodedNormal) +{ + _encodedNormal = _encodedNormal * 2.0 - 1.0; + + vec3 normal; + normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y); + normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy); + return normalize(normal); +} + +vec3 convertRGB2XYZ(vec3 _rgb) +{ + // Reference(s): + // - RGB/XYZ Matrices + // https://web.archive.org/web/20191027010220/http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html + vec3 xyz; + xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb); + xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb); + xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb); + return xyz; +} + +vec3 convertXYZ2RGB(vec3 _xyz) +{ + vec3 rgb; + rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz); + rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz); + rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz); + return rgb; +} + +vec3 convertXYZ2Yxy(vec3 _xyz) +{ + // Reference(s): + // - XYZ to xyY + // https://web.archive.org/web/20191027010144/http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html + float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) ); + return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv); +} + +vec3 convertYxy2XYZ(vec3 _Yxy) +{ + // Reference(s): + // - xyY to XYZ + // https://web.archive.org/web/20191027010036/http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html + vec3 xyz; + xyz.x = _Yxy.x*_Yxy.y/_Yxy.z; + xyz.y = _Yxy.x; + xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z; + return xyz; +} + +vec3 convertRGB2Yxy(vec3 _rgb) +{ + return convertXYZ2Yxy(convertRGB2XYZ(_rgb) ); +} + +vec3 convertYxy2RGB(vec3 _Yxy) +{ + return convertXYZ2RGB(convertYxy2XYZ(_Yxy) ); +} + +vec3 convertRGB2Yuv(vec3 _rgb) +{ + vec3 yuv; + yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) ); + yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5; + yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5; + return yuv; +} + +vec3 convertYuv2RGB(vec3 _yuv) +{ + vec3 rgb; + rgb.x = _yuv.x + 1.403*(_yuv.y-0.5); + rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5); + rgb.z = _yuv.x + 1.773*(_yuv.z-0.5); + return rgb; +} + +vec3 convertRGB2YIQ(vec3 _rgb) +{ + vec3 yiq; + yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb); + yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb); + yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb); + return yiq; +} + +vec3 convertYIQ2RGB(vec3 _yiq) +{ + vec3 rgb; + rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq); + rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq); + rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq); + return rgb; +} + +vec3 toLinear(vec3 _rgb) +{ + return pow(abs(_rgb), vec3_splat(2.2) ); +} + +vec4 toLinear(vec4 _rgba) +{ + return vec4(toLinear(_rgba.xyz), _rgba.w); +} + +vec3 toLinearAccurate(vec3 _rgb) +{ + vec3 lo = _rgb / 12.92; + vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) ); + vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) ); + return rgb; +} + +vec4 toLinearAccurate(vec4 _rgba) +{ + return vec4(toLinearAccurate(_rgba.xyz), _rgba.w); +} + +float toGamma(float _r) +{ + return pow(abs(_r), 1.0/2.2); +} + +vec3 toGamma(vec3 _rgb) +{ + return pow(abs(_rgb), vec3_splat(1.0/2.2) ); +} + +vec4 toGamma(vec4 _rgba) +{ + return vec4(toGamma(_rgba.xyz), _rgba.w); +} + +vec3 toGammaAccurate(vec3 _rgb) +{ + vec3 lo = _rgb * 12.92; + vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055; + vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) ); + return rgb; +} + +vec4 toGammaAccurate(vec4 _rgba) +{ + return vec4(toGammaAccurate(_rgba.xyz), _rgba.w); +} + +vec3 toReinhard(vec3 _rgb) +{ + return toGamma(_rgb/(_rgb+vec3_splat(1.0) ) ); +} + +vec4 toReinhard(vec4 _rgba) +{ + return vec4(toReinhard(_rgba.xyz), _rgba.w); +} + +vec3 toFilmic(vec3 _rgb) +{ + _rgb = max(vec3_splat(0.0), _rgb - 0.004); + _rgb = (_rgb*(6.2*_rgb + 0.5) ) / (_rgb*(6.2*_rgb + 1.7) + 0.06); + return _rgb; +} + +vec4 toFilmic(vec4 _rgba) +{ + return vec4(toFilmic(_rgba.xyz), _rgba.w); +} + +vec3 toAcesFilmic(vec3 _rgb) +{ + // Reference(s): + // - ACES Filmic Tone Mapping Curve + // https://web.archive.org/web/20191027010704/https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ + float aa = 2.51f; + float bb = 0.03f; + float cc = 2.43f; + float dd = 0.59f; + float ee = 0.14f; + return saturate( (_rgb*(aa*_rgb + bb) )/(_rgb*(cc*_rgb + dd) + ee) ); +} + +vec4 toAcesFilmic(vec4 _rgba) +{ + return vec4(toAcesFilmic(_rgba.xyz), _rgba.w); +} + +vec3 luma(vec3 _rgb) +{ + float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb); + return vec3_splat(yy); +} + +vec4 luma(vec4 _rgba) +{ + return vec4(luma(_rgba.xyz), _rgba.w); +} + +vec3 conSatBri(vec3 _rgb, vec3 _csb) +{ + vec3 rgb = _rgb * _csb.z; + rgb = mix(luma(rgb), rgb, _csb.y); + rgb = mix(vec3_splat(0.5), rgb, _csb.x); + return rgb; +} + +vec4 conSatBri(vec4 _rgba, vec3 _csb) +{ + return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w); +} + +vec3 posterize(vec3 _rgb, float _numColors) +{ + return floor(_rgb*_numColors) / _numColors; +} + +vec4 posterize(vec4 _rgba, float _numColors) +{ + return vec4(posterize(_rgba.xyz, _numColors), _rgba.w); +} + +vec3 sepia(vec3 _rgb) +{ + vec3 color; + color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) ); + color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) ); + color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) ); + return color; +} + +vec4 sepia(vec4 _rgba) +{ + return vec4(sepia(_rgba.xyz), _rgba.w); +} + +vec3 blendOverlay(vec3 _base, vec3 _blend) +{ + vec3 lt = 2.0 * _base * _blend; + vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend); + return mix(lt, gte, step(vec3_splat(0.5), _base) ); +} + +vec4 blendOverlay(vec4 _base, vec4 _blend) +{ + return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w); +} + +vec3 adjustHue(vec3 _rgb, float _hue) +{ + vec3 yiq = convertRGB2YIQ(_rgb); + float angle = _hue + atan2(yiq.z, yiq.y); + float len = length(yiq.yz); + return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) ); +} + +vec4 packFloatToRgba(float _value) +{ + const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0); + const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + vec4 comp = fract(_value * shift); + comp -= comp.xxyz * mask; + return comp; +} + +float unpackRgbaToFloat(vec4 _rgba) +{ + const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0); + return dot(_rgba, shift); +} + +vec2 packHalfFloat(float _value) +{ + const vec2 shift = vec2(256, 1.0); + const vec2 mask = vec2(0, 1.0 / 256.0); + vec2 comp = fract(_value * shift); + comp -= comp.xx * mask; + return comp; +} + +float unpackHalfFloat(vec2 _rg) +{ + const vec2 shift = vec2(1.0 / 256.0, 1.0); + return dot(_rg, shift); +} + +float random(vec2 _uv) +{ + return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453); +} + +vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize) +{ + // Reference(s): + // - Seamless cube-map filtering + // https://web.archive.org/web/20190411181934/http://the-witness.net/news/2012/02/seamless-cube-map-filtering/ + float ax = abs(_v.x); + float ay = abs(_v.y); + float az = abs(_v.z); + float vmax = max(max(ax, ay), az); + float scale = 1.0 - exp2(_lod) / _topLevelCubeSize; + if (ax != vmax) { _v.x *= scale; } + if (ay != vmax) { _v.y *= scale; } + if (az != vmax) { _v.z *= scale; } + return _v; +} + +vec2 texture2DBc5(sampler2D _sampler, vec2 _uv) +{ +#if BGFX_SHADER_LANGUAGE_HLSL && BGFX_SHADER_LANGUAGE_HLSL <= 3 + return texture2D(_sampler, _uv).yx; +#else + return texture2D(_sampler, _uv).xy; +#endif +} + +mat3 cofactor(mat4 _m) +{ + // Reference: + // Cofactor of matrix. Use to transform normals. The code assumes the last column of _m is [0,0,0,1]. + // https://www.shadertoy.com/view/3s33zj + // https://github.com/graphitemaster/normals_revisited + return mat3( + _m[1][1]*_m[2][2]-_m[1][2]*_m[2][1], + _m[1][2]*_m[2][0]-_m[1][0]*_m[2][2], + _m[1][0]*_m[2][1]-_m[1][1]*_m[2][0], + _m[0][2]*_m[2][1]-_m[0][1]*_m[2][2], + _m[0][0]*_m[2][2]-_m[0][2]*_m[2][0], + _m[0][1]*_m[2][0]-_m[0][0]*_m[2][1], + _m[0][1]*_m[1][2]-_m[0][2]*_m[1][1], + _m[0][2]*_m[1][0]-_m[0][0]*_m[1][2], + _m[0][0]*_m[1][1]-_m[0][1]*_m[1][0] + ); +} diff --git a/src/RenderDevice/Shader/CMakeLists.txt b/src/RenderDevice/Shader/CMakeLists.txt index 7d57490d..ad207355 100644 --- a/src/RenderDevice/Shader/CMakeLists.txt +++ b/src/RenderDevice/Shader/CMakeLists.txt @@ -23,6 +23,10 @@ SET(GRAPH_SHADER_MAKER_SOURCE ${GRAPH_SHADER_HEADER_PATH}/ShaderMaker.h source_group("Shader Maker" FILES ${GRAPH_SHADER_MAKER_SOURCE}) + + + + SET(GRAPH_SPV_SOURCE ${GRAPH_SHADER_HEADER_PATH}/glsl2spv.h glsl2spv.cpp) diff --git a/src/RenderDevice/Shader/ShaderMaker.cpp b/src/RenderDevice/Shader/ShaderMaker.cpp index 38a51ead..2b2289c8 100644 --- a/src/RenderDevice/Shader/ShaderMaker.cpp +++ b/src/RenderDevice/Shader/ShaderMaker.cpp @@ -8,6 +8,17 @@ #include #include +/* + 设计概念: + + 节点分类: + const 直接写在代码中的数值 + scalr 由UBO传入的数据 + Texture 纹理 + + +*/ + BEGIN_SHADER_NAMESPACE namespace { @@ -144,6 +155,30 @@ void ShaderMaker::MakeTextureInput(const NodeList &nl) shader_source.Add(""); } +void ShaderMaker::MakeScalarValue(const NodeList &nl) +{ + const uint count=nl.GetCount(); + + if(count<=0)return; + + shader_source.Add("layout(binding="+UTF8String(binding)+") uniform UserInput"); + shader_source.Add("{"); + + node::texture **tex_node=(node::texture **)nl.GetData(); + param::ParamType tt; + + for(uint i=0;iGetTextureType(); + + shader_source.Add("layout(binding="+UTF8String(binding)+") uniform "+GetTypename(tt)+" "+(*tex_node)->GetNodeName()+";"); + + ++tex_node; + ++binding; + } + shader_source.Add("}"); +} + void ShaderMaker::MakeUBOInput(const NodeList &nl) { } @@ -223,9 +258,10 @@ bool ShaderMaker::Make() if(!MakeHeader())return(false); - MakeConstValue (node_list[int(node::NodeType::Const )-int(node::NodeType::BEGIN_NODE_TYPE_RANGE)]); - MakeTextureInput(node_list[int(node::NodeType::Texture )-int(node::NodeType::BEGIN_NODE_TYPE_RANGE)]); - MakeUBOInput (node_list[int(node::NodeType::UBO )-int(node::NodeType::BEGIN_NODE_TYPE_RANGE)]); + MakeConstValue (node_list[uint(node::NodeType::Const )-uint(node::NodeType::BEGIN_NODE_TYPE_RANGE)]); + MakeScalarValue (node_list[uint(node::NodeType::Param )-uint(node::NodeType::BEGIN_NODE_TYPE_RANGE)]); + MakeTextureInput(node_list[uint(node::NodeType::Texture )-uint(node::NodeType::BEGIN_NODE_TYPE_RANGE)]); + MakeUBOInput (node_list[uint(node::NodeType::UBO )-uint(node::NodeType::BEGIN_NODE_TYPE_RANGE)]); if(!MakeVertexInput())return(false); diff --git a/src/SceneGraph/Camera.cpp b/src/SceneGraph/Camera.cpp index 41b3080b..7759e0d0 100644 --- a/src/SceneGraph/Camera.cpp +++ b/src/SceneGraph/Camera.cpp @@ -21,7 +21,8 @@ namespace hgl -forward.x, -forward.y, -forward.z/2.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); // ^^^^^^ - // 某些引擎此项为0.5,这个会影响最终输出的z值,但我们这里必须为0 + // 某些引擎这里为0.5,那是因为他们是 -1 to 1 的Z值设定,而我们是0 to 1,所以这里不用乘 + // 同理,camera的znear为接近0的正数,zfar为一个较大的正数,默认使用16/256 return result*translate(-eye.xyz()); } @@ -33,12 +34,14 @@ namespace hgl else matrix.projection=ortho(width,height,znear,zfar); //这个算的不对 - //matrix.inverse_projection=matrix.projection.Inverted(); + matrix.inverse_projection=matrix.projection.Inverted(); matrix.modelview=hgl::graph::LookAt(eye,center,up_vector); //matrix.modelview=Matrix4f::LookAt(eye.xyz(),center.xyz(),forward_vector.xyz(),up_vector.xyz(),up_vector.xyz()); + matrix.inverse_modelview=matrix.modelview.Inverted(); matrix.mvp=matrix.projection*matrix.modelview; + matrix.inverse_map=matrix.mvp.Inverted(); //注意: C++中要 projection * model_view * local_to_world * position //而GLSL中要 position * local_to_world * model_view * projection