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;;; Chickadee Game Toolkit
;;; Copyright © 2019 David Thompson <davet@gnu.org>
;;;
;;; Chickadee is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published
;;; by the Free Software Foundation, either version 3 of the License,
;;; or (at your option) any later version.
;;;
;;; Chickadee is distributed in the hope that it will be useful, but
;;; WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with this program.  If not, see
;;; <http://www.gnu.org/licenses/>.

;;; Commentary:
;;
;; Physically based lighting model.
;;
;;; Code:

(define-module (chickadee graphics pbr)
  #:use-module (chickadee math vector)
  #:use-module (chickadee graphics)
  #:use-module (chickadee graphics color)
  #:use-module (chickadee graphics shader)
  #:use-module (chickadee graphics texture)
  #:use-module (srfi srfi-9)
  #:export (make-pbr-material
            pbr-material?
            pbr-material-name
            pbr-material-base-color-factor
            pbr-material-base-color-texture
            pbr-material-metallic-factor
            pbr-material-roughness-factor
            pbr-material-metallic-roughness-texture
            pbr-material-normal-factor
            pbr-material-normal-texture
            pbr-material-occlusion-facgor
            pbr-material-occlusion-texture
            pbr-material-emissive-factor
            pbr-material-emissive-texture
            pbr-material-alpha-mode
            pbr-material-alpha-cutoff
            pbr-material-double-sided?
            default-pbr-material
            load-pbr-shader
            gpu-apply/pbr))

(define-shader-type <pbr-material>
  make-pbr-material
  pbr-material?
  (local-field name pbr-material-name)
  (float-vec3 base-color-factor pbr-material-base-color-factor)
  (local-field base-color-texture pbr-material-base-color-texture)
  (float metallic-factor pbr-material-metallic-factor)
  (float roughness-factor pbr-material-roughness-factor)
  (local-field metallic-roughness-texture pbr-material-metallic-roughness-texture)
  (float-vec3 normal-factor pbr-material-normal-factor)
  (local-field normal-texture pbr-material-normal-texture)
  (float-vec3 occlusion-factor pbr-material-occlusion-factor)
  (local-field occlusion-texture pbr-material-occlusion-texture)
  (float-vec3 emissive-factor pbr-material-emissive-factor)
  (local-field emissive-texture pbr-material-emissive-texture)
  (local-field alpha-mode pbr-material-alpha-mode)
  (float alpha-cutoff pbr-material-alpha-cutoff)
  (bool double-sided? pbr-material-double-sided?))

(define default-pbr-material
  (make-pbr-material #:name "default"
                     #:base-color-factor #v(1.0 1.0 1.0)
                     #:base-color-texture null-texture
                     #:metallic-factor 1.0
                     #:roughness-factor 1.0
                     #:metallic-roughness-texture null-texture
                     #:normal-factor #v(1.0 1.0 1.0)
                     #:normal-texture null-texture
                     #:occlusion-factor #v(1.0 1.0 1.0)
                     #:occlusion-texture null-texture
                     #:emissive-factor #v(1.0 1.0 1.0)
                     #:emissive-texture null-texture
                     #:alpha-mode 'opaque
                     #:alpha-cutoff 0.5
                     #:double-sided? #f))

;; TODO: Actually implement PBR.  For now it's just the minimal amount
;; of code needed to render the base texture of a mesh.
(define pbr-shader
  (delay
    (strings->shader
     "
#ifdef GLSL330
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texcoord0;
#elif defined(GLSL130)
in vec3 position;
in vec2 texcoord0;
#elif defined(GLSL120)
attribute vec3 position;
attribute vec2 texcoord0;
#endif
#ifdef GLSL120
varying vec2 fragTex;
#else
out vec2 fragTex;
#endif
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main(void) {
  fragTex = texcoord0;
  gl_Position = projection * view * model * vec4(position.xyz, 1.0);
}
"
     "
#ifdef GLSL120
attribute vec2 fragTex;
#else
in vec2 fragTex;
#endif
#ifdef GLSL330
out vec4 fragColor;
#endif
uniform vec3 baseColorFactor;
uniform sampler2D baseColorTexture;

void main (void) {
#ifdef GLSL330
  fragColor = texture(baseColorTexture, fragTex) *
    vec4(baseColorFactor, 1.0);
#else
  gl_FragColor = texture2D(baseColorTexture, fragTex) *
    vec4(baseColorFactor, 1.0);
#endif
}
")))

(define (load-pbr-shader)
  (force pbr-shader))

(define (gpu-apply/pbr shader vertex-array material model-matrix view-matrix)
  (with-texture 0 (pbr-material-base-color-texture material)
    (gpu-apply shader vertex-array
               #:model model-matrix
               #:view view-matrix
               #:projection (current-projection)
               #:base-color-factor (pbr-material-base-color-factor material))))