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-rw-r--r--chickadee/graphics/model.scm12
-rw-r--r--chickadee/graphics/pbr.scm64
2 files changed, 49 insertions, 27 deletions
diff --git a/chickadee/graphics/model.scm b/chickadee/graphics/model.scm
index 58204d6..55374fe 100644
--- a/chickadee/graphics/model.scm
+++ b/chickadee/graphics/model.scm
@@ -896,7 +896,7 @@
1.0))
(metallic-roughness-texture
(match (object-ref/optional pbrmr "metallicRoughnessTexture")
- (#f null-texture)
+ (#f #f)
(obj
(vector-ref textures (number-ref obj "index")))))
(normal-factor
@@ -905,7 +905,7 @@
(vec3 (vector-ref v 0) (vector-ref v 1) (vector-ref v 2))))
(normal-texture
(match (object-ref/optional obj "normalTexture")
- (#f null-texture)
+ (#f #f)
(obj (vector-ref textures (number-ref obj "index")))))
(occlusion-factor
(let ((v (or (array-ref/optional obj "occlusionFactor")
@@ -913,7 +913,7 @@
(vec3 (vector-ref v 0) (vector-ref v 1) (vector-ref v 2))))
(occlusion-texture
(match (object-ref/optional obj "occlusionTexture")
- (#f null-texture)
+ (#f #f)
(obj (vector-ref textures (number-ref obj "index")))))
(emissive-factor
(let ((v (or (array-ref/optional obj "emissiveFactor")
@@ -921,7 +921,7 @@
(vec3 (vector-ref v 0) (vector-ref v 1) (vector-ref v 2))))
(emissive-texture
(match (object-ref/optional obj "emissiveTexture")
- (#f null-texture)
+ (#f #f)
(obj (vector-ref textures (number-ref obj "index")))))
(alpha-mode (match (or (string-ref/optional obj "alphaMode")
"BLEND")
@@ -958,7 +958,9 @@
("TEXCOORD_0"
(attribute-location
(hash-ref (shader-attributes shader) "texcoord0")))
- ("TEXCOORD_1" 11)
+ ("TEXCOORD_1"
+ (attribute-location
+ (hash-ref (shader-attributes shader) "texcoord1")))
("COLOR_0"
(attribute-location
(hash-ref (shader-attributes shader) "color0")))
diff --git a/chickadee/graphics/pbr.scm b/chickadee/graphics/pbr.scm
index 73f057b..01a330c 100644
--- a/chickadee/graphics/pbr.scm
+++ b/chickadee/graphics/pbr.scm
@@ -75,13 +75,13 @@
#:base-color-texture null-texture
#:metallic-factor 1.0
#:roughness-factor 1.0
- #:metallic-roughness-texture null-texture
+ #:metallic-roughness-texture #f
#:normal-factor #v(1.0 1.0 1.0)
- #:normal-texture null-texture
+ #:normal-texture #f
#:occlusion-factor #v(1.0 1.0 1.0)
- #:occlusion-texture null-texture
+ #:occlusion-texture #f
#:emissive-factor #v(1.0 1.0 1.0)
- #:emissive-texture null-texture
+ #:emissive-texture #f
#:alpha-mode 'opaque
#:alpha-cutoff 0.5
#:double-sided? #f))
@@ -94,56 +94,69 @@
#ifdef GLSL330
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texcoord0;
-layout (location = 2) in vec4 color0;
+layout (location = 2) in vec2 texcoord1;
+layout (location = 3) in vec4 color0;
#elif defined(GLSL130)
in vec3 position;
in vec2 texcoord0;
+in vec2 texcoord1;
in vec4 color0;
#elif defined(GLSL120)
attribute vec3 position;
attribute vec2 texcoord0;
+attribute vec2 texcoord1;
attribute vec4 color0;
#endif
#ifdef GLSL120
-varying vec2 fragTex;
-varying vec4 fragVertColor;
+varying vec2 fragTexcoord0;
+varying vec2 fragTexcoord1;
+varying vec4 fragColor0;
#else
-out vec2 fragTex;
-out vec4 fragVertColor;
+out vec2 fragTexcoord0;
+out vec2 fragTexcoord1;
+out vec4 fragColor0;
#endif
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main(void) {
- fragTex = texcoord0;
- fragVertColor = color0;
+ fragTexcoord0 = texcoord0;
+ fragTexcoord1 = texcoord1;
+ fragColor0 = color0;
gl_Position = projection * view * model * vec4(position.xyz, 1.0);
}
"
"
#ifdef GLSL120
-attribute vec2 fragTex;
-attribute vec4 fragVertColor;
+attribute vec2 fragTexcoord0;
+attribute vec2 fragTexcoord1
+attribute vec4 fragColor0;
#else
-in vec2 fragTex;
-in vec4 fragVertColor;
+in vec2 fragTexcoord0;
+in vec2 fragTexcoord1;
+in vec4 fragColor0;
#endif
#ifdef GLSL330
out vec4 fragColor;
#endif
-uniform bool textured;
+uniform bool textured0;
+uniform bool textured1;
uniform bool vertexColored;
uniform vec3 baseColorFactor;
-uniform sampler2D baseColorTexture;
+uniform sampler2D texture0;
+uniform sampler2D texture1;
void main (void) {
vec4 finalColor = vec4(baseColorFactor, 1.0);
if(vertexColored) {
- finalColor *= fragVertColor;
+ finalColor *= fragColor0;
}
- if(textured) {
- finalColor *= texture(baseColorTexture, fragTex);
+ if(textured0) {
+ finalColor *= texture(texture0, fragTexcoord0);
+ }
+ if(textured1) {
+ finalColor += texture(texture1, fragTexcoord1);
}
#ifdef GLSL330
fragColor = finalColor;
@@ -156,14 +169,21 @@ void main (void) {
(define (shader-apply/pbr vertex-array material model-matrix view-matrix)
(let* ((shader (graphics-variable-ref pbr-shader))
(base-color-texture (pbr-material-base-color-texture material))
+ (secondary-texture (or (pbr-material-metallic-roughness-texture material)
+ (pbr-material-normal-texture material)
+ (pbr-material-occlusion-texture material)
+ (pbr-material-emissive-texture material)
+ null-texture))
(vattrs (vertex-array-attributes vertex-array))
(sattrs (shader-attributes shader)))
- (with-graphics-state ((g:texture-0 base-color-texture))
+ (with-graphics-state ((g:texture-0 base-color-texture)
+ (g:texture-1 secondary-texture))
(shader-apply shader vertex-array
#:model model-matrix
#:view view-matrix
#:projection (current-projection)
- #:textured (not (eq? base-color-texture null-texture))
+ #:textured0 (not (eq? base-color-texture null-texture))
+ #:textured1 (not (eq? secondary-texture null-texture))
#:vertex-colored (buffer-view?
(assv-ref vattrs
(attribute-location