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-rw-r--r--chickadee/graphics/model.scm14
-rw-r--r--chickadee/graphics/pbr.scm36
2 files changed, 38 insertions, 12 deletions
diff --git a/chickadee/graphics/model.scm b/chickadee/graphics/model.scm
index 43f7c3d..58204d6 100644
--- a/chickadee/graphics/model.scm
+++ b/chickadee/graphics/model.scm
@@ -953,15 +953,17 @@
("POSITION"
(attribute-location
(hash-ref (shader-attributes shader) "position")))
- ("NORMAL" 1)
- ("TANGENT" 2)
+ ("NORMAL" 9)
+ ("TANGENT" 10)
("TEXCOORD_0"
(attribute-location
(hash-ref (shader-attributes shader) "texcoord0")))
- ("TEXCOORD_1" 4)
- ("COLOR_0" 5)
- ("JOINTS_0" 6)
- ("WEIGHTS_0" 7))))
+ ("TEXCOORD_1" 11)
+ ("COLOR_0"
+ (attribute-location
+ (hash-ref (shader-attributes shader) "color0")))
+ ("JOINTS_0" 12)
+ ("WEIGHTS_0" 13))))
(define (parse-primitive obj materials accessors)
(let ((attributes (map (match-lambda
((name . n)
diff --git a/chickadee/graphics/pbr.scm b/chickadee/graphics/pbr.scm
index 5e87135..73f057b 100644
--- a/chickadee/graphics/pbr.scm
+++ b/chickadee/graphics/pbr.scm
@@ -23,6 +23,7 @@
(define-module (chickadee graphics pbr)
#:use-module (chickadee math vector)
+ #:use-module (chickadee graphics buffer)
#:use-module (chickadee graphics color)
#:use-module (chickadee graphics engine)
#:use-module (chickadee graphics shader)
@@ -93,17 +94,22 @@
#ifdef GLSL330
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texcoord0;
+layout (location = 2) in vec4 color0;
#elif defined(GLSL130)
in vec3 position;
in vec2 texcoord0;
+in vec4 color0;
#elif defined(GLSL120)
attribute vec3 position;
attribute vec2 texcoord0;
+attribute vec4 color0;
#endif
#ifdef GLSL120
varying vec2 fragTex;
+varying vec4 fragVertColor;
#else
out vec2 fragTex;
+out vec4 fragVertColor;
#endif
uniform mat4 model;
uniform mat4 view;
@@ -111,37 +117,55 @@ uniform mat4 projection;
void main(void) {
fragTex = texcoord0;
+ fragVertColor = color0;
gl_Position = projection * view * model * vec4(position.xyz, 1.0);
}
"
"
#ifdef GLSL120
attribute vec2 fragTex;
+attribute vec4 fragVertColor;
#else
in vec2 fragTex;
+in vec4 fragVertColor;
#endif
#ifdef GLSL330
out vec4 fragColor;
#endif
+uniform bool textured;
+uniform bool vertexColored;
uniform vec3 baseColorFactor;
uniform sampler2D baseColorTexture;
void main (void) {
+ vec4 finalColor = vec4(baseColorFactor, 1.0);
+ if(vertexColored) {
+ finalColor *= fragVertColor;
+ }
+ if(textured) {
+ finalColor *= texture(baseColorTexture, fragTex);
+ }
#ifdef GLSL330
- fragColor = texture(baseColorTexture, fragTex) *
- vec4(baseColorFactor, 1.0);
+ fragColor = finalColor;
#else
- gl_FragColor = texture2D(baseColorTexture, fragTex) *
- vec4(baseColorFactor, 1.0);
+ gl_FragColor = finalColor;
#endif
}
"))
(define (shader-apply/pbr vertex-array material model-matrix view-matrix)
- (let ((shader (graphics-variable-ref pbr-shader)))
- (with-graphics-state ((g:texture-0 (pbr-material-base-color-texture material)))
+ (let* ((shader (graphics-variable-ref pbr-shader))
+ (base-color-texture (pbr-material-base-color-texture material))
+ (vattrs (vertex-array-attributes vertex-array))
+ (sattrs (shader-attributes shader)))
+ (with-graphics-state ((g:texture-0 base-color-texture))
(shader-apply shader vertex-array
#:model model-matrix
#:view view-matrix
#:projection (current-projection)
+ #:textured (not (eq? base-color-texture null-texture))
+ #:vertex-colored (buffer-view?
+ (assv-ref vattrs
+ (attribute-location
+ (hash-ref sattrs "color0"))))
#:base-color-factor (pbr-material-base-color-factor material)))))