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;;; Chickadee Game Toolkit
;;; Copyright © 2019, 2021 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 buffer)
  #:use-module (chickadee graphics color)
  #:use-module (chickadee graphics engine)
  #: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
            pbr-shader
            shader-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))

(define-graphics-variable pbr-shader
  ;; TODO: Actually implement PBR.  For now it's just the minimal amount
  ;; of code needed to render the base texture of a mesh.
  (strings->shader
   "
#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;
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 = finalColor;
#else
  gl_FragColor = finalColor;
#endif
}
"))

(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))
         (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)))))