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;;; Chickadee Game Toolkit
;;; Copyright © 2019, 2021 David Thompson <dthompson2@worcester.edu>
;;;
;;; Licensed under the Apache License, Version 2.0 (the "License");
;;; you may not use this file except in compliance with the License.
;;; You may obtain a copy of the License at
;;;
;;; http://www.apache.org/licenses/LICENSE-2.0
;;;
;;; Unless required by applicable law or agreed to in writing, software
;;; distributed under the License is distributed on an "AS IS" BASIS,
;;; WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
;;; See the License for the specific language governing permissions and
;;; limitations under the License.
;;; Commentary:
;;
;; Physically based lighting model.
;;
;;; Code:
(define-module (chickadee graphics pbr)
#:use-module (chickadee config)
#:use-module (chickadee math vector)
#:use-module (chickadee graphics blend)
#:use-module (chickadee graphics buffer)
#:use-module (chickadee graphics color)
#:use-module (chickadee graphics depth)
#:use-module (chickadee graphics engine)
#:use-module (chickadee graphics mesh)
#:use-module (chickadee graphics polygon)
#:use-module (chickadee graphics shader)
#:use-module (chickadee graphics stencil)
#:use-module (chickadee graphics texture)
#:use-module (srfi srfi-9)
#:export (make-pbr-properties
pbr-properties?
pbr-properties-base-color-factor
pbr-properties-base-color-texcoord
pbr-properties-metallic-factor
pbr-properties-roughness-factor
pbr-properties-metallic-roughness-texcoord
pbr-properties-normal-texcoord
pbr-properties-occlusion-texcoord
pbr-properties-emissive-factor
pbr-properties-emissive-texcoord
pbr-properties-alpha-mode
pbr-properties-alpha-cutoff
pbr-shader
make-pbr-material))
(define <pbr-properties> #f)
;; (define-shader-type <pbr-properties>
;; make-pbr-properties
;; pbr-properties?
;; (float-vec3 base-color-factor pbr-properties-base-color-factor)
;; (int base-color-texcoord pbr-properties-base-color-texcoord)
;; (float metallic-factor pbr-properties-metallic-factor)
;; (float roughness-factor pbr-properties-roughness-factor)
;; (int metallic-roughness-texcoord pbr-properties-metallic-roughness-texcoord)
;; (int normal-texcoord pbr-properties-normal-texcoord)
;; (int occlusion-texcoord pbr-properties-occlusion-texcoord)
;; (float-vec3 emissive-factor pbr-properties-emissive-factor)
;; (int emissive-texcoord pbr-properties-emissive-texcoord)
;; (int alpha-mode pbr-properties-alpha-mode)
;; (float alpha-cutoff pbr-properties-alpha-cutoff))
(define %pbr-shader
(delay (load-shader (scope-datadir "shaders/pbr-vert.glsl")
(scope-datadir "shaders/pbr-frag.glsl"))))
(define (pbr-shader)
(force %pbr-shader))
(define* (make-pbr-material #:key (name "anonymous")
(blend-mode blend:replace)
(polygon-mode fill-polygon-mode)
(cull-face-mode back-cull-face-mode)
(depth-test basic-depth-test)
(stencil-test default-stencil-test)
multisample?
(base-color-factor (vec3 1.0 1.0 1.0))
(base-color-texcoord 0)
(metallic-factor 1.0)
(roughness-factor 1.0)
(metallic-roughness-texcoord 0)
(normal-texcoord 0)
(occlusion-texcoord 0)
(emissive-factor (vec3 1.0 1.0 1.0))
(emissive-texcoord 0)
(alpha-mode 'opaque)
(alpha-cutoff 0.5)
(base-color-texture (white-texture))
(metallic-roughness-texture (white-texture))
(normal-texture (flat-texture))
(occlusion-texture (white-texture))
(emissive-texture (black-texture)))
(let ((properties (make-pbr-properties
#:base-color-factor base-color-factor
#:base-color-texcoord base-color-texcoord
#:metallic-factor metallic-factor
#:roughness-factor roughness-factor
#:metallic-roughness-texcoord metallic-roughness-texcoord
#:normal-texcoord normal-texcoord
#:occlusion-texcoord occlusion-texcoord
#:emissive-factor emissive-factor
#:emissive-texcoord emissive-texcoord
#:alpha-mode (case alpha-mode
((opaque) 0)
((mask) 1)
((blend) 2)
(else
(error "unsupport PBR alpha mode:"
alpha-mode)))
#:alpha-cutoff 0.5)))
(make-material #:name name
#:shader (pbr-shader)
#:texture-0 base-color-texture
#:texture-1 metallic-roughness-texture
#:texture-2 normal-texture
#:texture-3 occlusion-texture
#:texture-4 emissive-texture
#:properties properties)))
;; TODO: Handle vertex colors
;; (buffer-view?
;; (assv-ref vattrs
;; (attribute-location
;; (hash-ref sattrs "color0"))))
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