diff options
-rw-r--r-- | gfx/include/gfx/util/scene.h | 4 | ||||
-rw-r--r-- | gfx/include/gfx/util/shader.h | 12 | ||||
-rw-r--r-- | gfx/shaders/cook_torrance.frag | 41 | ||||
-rw-r--r-- | gfx/shaders/cook_torrance.vert | 17 | ||||
-rw-r--r-- | gfx/src/util/scene.c | 59 | ||||
-rw-r--r-- | gfx/src/util/shader.c | 86 | ||||
-rw-r--r-- | gltfview/src/game.c | 12 |
7 files changed, 173 insertions, 58 deletions
diff --git a/gfx/include/gfx/util/scene.h b/gfx/include/gfx/util/scene.h index 7340d1d..0aad3d3 100644 --- a/gfx/include/gfx/util/scene.h +++ b/gfx/include/gfx/util/scene.h | |||
@@ -19,6 +19,7 @@ typedef struct LoadSceneCmd { | |||
19 | size_t size_bytes; | 19 | size_t size_bytes; |
20 | }; | 20 | }; |
21 | }; | 21 | }; |
22 | ShaderProgram* shader; | ||
22 | } LoadSceneCmd; | 23 | } LoadSceneCmd; |
23 | 24 | ||
24 | /// Load a scene. | 25 | /// Load a scene. |
@@ -30,5 +31,4 @@ typedef struct LoadSceneCmd { | |||
30 | /// characteristics (presence of normals, tangents, etc) is assigned. | 31 | /// characteristics (presence of normals, tangents, etc) is assigned. |
31 | /// | 32 | /// |
32 | /// Currently only supports the GLTF format. | 33 | /// Currently only supports the GLTF format. |
33 | bool gfx_load_scene( | 34 | bool gfx_load_scene(Gfx*, SceneNode* root_node, const LoadSceneCmd*); |
34 | Gfx*, SceneNode* root_node, ShaderProgram* shader, const LoadSceneCmd*); | ||
diff --git a/gfx/include/gfx/util/shader.h b/gfx/include/gfx/util/shader.h index d801153..cadca55 100644 --- a/gfx/include/gfx/util/shader.h +++ b/gfx/include/gfx/util/shader.h | |||
@@ -1,8 +1,11 @@ | |||
1 | /// A variety of shaders included for convenience. | 1 | /// A variety of shaders included for convenience. |
2 | #pragma once | 2 | #pragma once |
3 | 3 | ||
4 | typedef struct RenderBackend RenderBackend; | 4 | #include <stddef.h> |
5 | typedef struct ShaderProgram ShaderProgram; | 5 | |
6 | typedef struct RenderBackend RenderBackend; | ||
7 | typedef struct ShaderCompilerDefine ShaderCompilerDefine; | ||
8 | typedef struct ShaderProgram ShaderProgram; | ||
6 | 9 | ||
7 | /// Create a BRDF integration map shader. | 10 | /// Create a BRDF integration map shader. |
8 | ShaderProgram* gfx_make_brdf_integration_map_shader(RenderBackend*); | 11 | ShaderProgram* gfx_make_brdf_integration_map_shader(RenderBackend*); |
@@ -10,6 +13,11 @@ ShaderProgram* gfx_make_brdf_integration_map_shader(RenderBackend*); | |||
10 | /// Create a Cook-Torrance shader. | 13 | /// Create a Cook-Torrance shader. |
11 | ShaderProgram* gfx_make_cook_torrance_shader(RenderBackend*); | 14 | ShaderProgram* gfx_make_cook_torrance_shader(RenderBackend*); |
12 | 15 | ||
16 | /// Create a Cook-Torrance shader with additional shader compiler defines. | ||
17 | /// This function can be used to create shader permutations. | ||
18 | ShaderProgram* gfx_make_cook_torrance_shader_perm( | ||
19 | RenderBackend*, const ShaderCompilerDefine*, size_t num_defines); | ||
20 | |||
13 | /// Create a 3D debugging shader. | 21 | /// Create a 3D debugging shader. |
14 | ShaderProgram* gfx_make_debug3d_shader(RenderBackend*); | 22 | ShaderProgram* gfx_make_debug3d_shader(RenderBackend*); |
15 | 23 | ||
diff --git a/gfx/shaders/cook_torrance.frag b/gfx/shaders/cook_torrance.frag index b2bfd7d..18d9d18 100644 --- a/gfx/shaders/cook_torrance.frag +++ b/gfx/shaders/cook_torrance.frag | |||
@@ -7,9 +7,15 @@ uniform vec3 EmissiveFactor; | |||
7 | 7 | ||
8 | uniform sampler2D BaseColorTexture; | 8 | uniform sampler2D BaseColorTexture; |
9 | uniform sampler2D MetallicRoughnessTexture; | 9 | uniform sampler2D MetallicRoughnessTexture; |
10 | #ifdef HAS_EMISSIVE_MAP | ||
10 | uniform sampler2D EmissiveTexture; | 11 | uniform sampler2D EmissiveTexture; |
12 | #endif | ||
13 | #ifdef HAS_OCCLUSION_MAP | ||
11 | uniform sampler2D AmbientOcclusionTexture; | 14 | uniform sampler2D AmbientOcclusionTexture; |
15 | #endif | ||
16 | #ifdef HAS_NORMAL_MAP | ||
12 | uniform sampler2D NormalMap; | 17 | uniform sampler2D NormalMap; |
18 | #endif | ||
13 | 19 | ||
14 | // TODO: Handle case in which there is no sky. Pass a boolean. | 20 | // TODO: Handle case in which there is no sky. Pass a boolean. |
15 | uniform samplerCube Sky; | 21 | uniform samplerCube Sky; |
@@ -22,19 +28,28 @@ uniform vec3 CameraPosition; // World space. | |||
22 | 28 | ||
23 | // World-space position and normal. | 29 | // World-space position and normal. |
24 | in vec3 Position; | 30 | in vec3 Position; |
31 | #ifdef HAS_NORMALS | ||
25 | in vec3 Normal; | 32 | in vec3 Normal; |
33 | #endif | ||
26 | #ifdef HAS_TANGENTS | 34 | #ifdef HAS_TANGENTS |
27 | in vec4 Tangent; | 35 | in vec4 Tangent; |
28 | #endif // HAS_TANGENTS | 36 | #endif |
37 | #ifdef HAS_TEXCOORDS | ||
29 | in vec2 Texcoord; | 38 | in vec2 Texcoord; |
39 | #endif | ||
30 | 40 | ||
31 | layout (location = 0) out vec4 Colour; | 41 | layout (location = 0) out vec4 Colour; |
32 | 42 | ||
33 | #define PI 3.1415926535897932384626433832795 | 43 | #define PI 3.1415926535897932384626433832795 |
34 | #define INV_PI 0.3183098861837907 | 44 | #define INV_PI 0.3183098861837907 |
35 | 45 | ||
36 | // TODO: Move to "normal.h" | 46 | /// Transform a normal map sample into world space. |
37 | vec3 get_vs_normal(vec3 normalWs, vec3 normalMapSample) { | 47 | /// |
48 | /// |normalWs| is the surface normal in world space. | ||
49 | /// |normalMapSample| is the normal map sample, not necessarily normalized. | ||
50 | /// | ||
51 | /// TODO: Move to "normal.h" | ||
52 | vec3 get_ws_normal(vec3 normalWs, vec3 normalMapSample) { | ||
38 | vec3 N = normalize(Normal); | 53 | vec3 N = normalize(Normal); |
39 | #ifdef HAS_TANGENTS | 54 | #ifdef HAS_TANGENTS |
40 | //vec3 T = normalize(tangent.xyz - dot(tangent.xyz, N) * N); | 55 | //vec3 T = normalize(tangent.xyz - dot(tangent.xyz, N) * N); |
@@ -127,12 +142,12 @@ void main() | |||
127 | // TODO: Also use the specular F0 map from the model, and emissive. Make sure | 142 | // TODO: Also use the specular F0 map from the model, and emissive. Make sure |
128 | // to use all maps. | 143 | // to use all maps. |
129 | // https://sketchfab.com/models/b81008d513954189a063ff901f7abfe4 | 144 | // https://sketchfab.com/models/b81008d513954189a063ff901f7abfe4 |
130 | // TODO: Normal map samples should not be gamma-corrected when loaded, they | 145 | #ifdef HAS_NORMAL_MAP |
131 | // are already authored as linear. | 146 | vec3 normalMapSample = texture(NormalMap, Texcoord).xyz * 2.0 - 1.0; |
132 | vec3 normalMapSample = normalize(texture(NormalMap, Texcoord).xyz * 2.0 - 1.0); | 147 | vec3 N = get_ws_normal(Normal, normalMapSample); |
133 | //vec3 normalMapSample = texture(NormalMap, Texcoord).xyz; | 148 | #elif HAS_NORMALS |
134 | //normalMapSample = normalize(pow(normalMapSample, vec3(1.0 / 2.2)) * 2.0 - 1.0); | 149 | vec3 N = normalize(Normal); |
135 | vec3 N = get_vs_normal(Normal, normalMapSample); | 150 | #endif |
136 | vec3 V = normalize(CameraPosition - Position); | 151 | vec3 V = normalize(CameraPosition - Position); |
137 | vec3 R = reflect(-V, N); | 152 | vec3 R = reflect(-V, N); |
138 | // Not needed for IBL. | 153 | // Not needed for IBL. |
@@ -150,8 +165,16 @@ void main() | |||
150 | // TODO: Other factors. | 165 | // TODO: Other factors. |
151 | vec3 albedo = vec3(BaseColorFactor) * texture(BaseColorTexture, Texcoord).rgb; | 166 | vec3 albedo = vec3(BaseColorFactor) * texture(BaseColorTexture, Texcoord).rgb; |
152 | vec3 metal_roughness = texture(MetallicRoughnessTexture, Texcoord).rgb; | 167 | vec3 metal_roughness = texture(MetallicRoughnessTexture, Texcoord).rgb; |
168 | #ifdef HAS_EMISSIVE_MAP | ||
153 | vec3 emissive = texture(EmissiveTexture, Texcoord).rgb; | 169 | vec3 emissive = texture(EmissiveTexture, Texcoord).rgb; |
170 | #else | ||
171 | vec3 emissive = vec3(0.0); | ||
172 | #endif | ||
173 | #ifdef HAS_OCCLUSION_MAP | ||
154 | float occlusion = texture(AmbientOcclusionTexture, Texcoord).r; | 174 | float occlusion = texture(AmbientOcclusionTexture, Texcoord).r; |
175 | #else | ||
176 | float occlusion = 0.0; | ||
177 | #endif | ||
155 | float metallic = MetallicFactor * metal_roughness.b; | 178 | float metallic = MetallicFactor * metal_roughness.b; |
156 | float roughness = metal_roughness.g; | 179 | float roughness = metal_roughness.g; |
157 | 180 | ||
diff --git a/gfx/shaders/cook_torrance.vert b/gfx/shaders/cook_torrance.vert index 56dfeda..6425565 100644 --- a/gfx/shaders/cook_torrance.vert +++ b/gfx/shaders/cook_torrance.vert | |||
@@ -4,29 +4,40 @@ uniform mat4 ModelMatrix; | |||
4 | uniform mat4 MVP; | 4 | uniform mat4 MVP; |
5 | 5 | ||
6 | layout (location = 0) in vec3 vPosition; | 6 | layout (location = 0) in vec3 vPosition; |
7 | // TODO: Add HAS_NORMALS | 7 | #ifdef HAS_NORMALS |
8 | layout (location = 1) in vec3 vNormal; | 8 | layout (location = 1) in vec3 vNormal; |
9 | #endif | ||
9 | #ifdef HAS_TANGENTS | 10 | #ifdef HAS_TANGENTS |
10 | layout (location = 2) in vec4 vTangent; | 11 | layout (location = 2) in vec4 vTangent; |
11 | #endif // HAS_TANGENTS | 12 | #endif // HAS_TANGENTS |
13 | #ifdef HAS_TEXCOORDS | ||
12 | layout (location = 3) in vec2 vTexcoord; | 14 | layout (location = 3) in vec2 vTexcoord; |
15 | #endif | ||
13 | 16 | ||
14 | // World-space position and normal. | 17 | // World-space position and normal. |
15 | out vec3 Position; | 18 | out vec3 Position; |
19 | #ifdef HAS_NORMALS | ||
16 | out vec3 Normal; | 20 | out vec3 Normal; |
21 | #endif | ||
17 | #ifdef HAS_TANGENTS | 22 | #ifdef HAS_TANGENTS |
18 | out vec4 Tangent; | 23 | out vec4 Tangent; |
19 | #endif // HAS_TANGENTS | 24 | #endif |
25 | #ifdef HAS_TEXCOORDS | ||
20 | out vec2 Texcoord; | 26 | out vec2 Texcoord; |
27 | #endif | ||
21 | 28 | ||
22 | void main() | 29 | void main() |
23 | { | 30 | { |
24 | Position = vec3(ModelMatrix * vec4(vPosition, 1.0)); | 31 | Position = vec3(ModelMatrix * vec4(vPosition, 1.0)); |
32 | #ifdef HAS_NORMALS | ||
25 | Normal = mat3(ModelMatrix) * vNormal; | 33 | Normal = mat3(ModelMatrix) * vNormal; |
26 | //Normal = normalize(ModelMatrix * vec4(vNormal, 0.0)).xyz; | 34 | //Normal = normalize(ModelMatrix * vec4(vNormal, 0.0)).xyz; |
35 | #endif | ||
27 | #ifdef HAS_TANGENTS | 36 | #ifdef HAS_TANGENTS |
28 | Tangent = vec4(mat3(ModelMatrix) * vTangent.xyz, vTangent.w); | 37 | Tangent = vec4(mat3(ModelMatrix) * vTangent.xyz, vTangent.w); |
29 | #endif // HAS_TANGENTS | 38 | #endif |
39 | #ifdef HAS_TEXCOORDS | ||
30 | Texcoord = vTexcoord; | 40 | Texcoord = vTexcoord; |
41 | #endif | ||
31 | gl_Position = MVP * vec4(vPosition, 1.0); | 42 | gl_Position = MVP * vec4(vPosition, 1.0); |
32 | } | 43 | } |
diff --git a/gfx/src/util/scene.c b/gfx/src/util/scene.c index 706e518..52812e9 100644 --- a/gfx/src/util/scene.c +++ b/gfx/src/util/scene.c | |||
@@ -90,6 +90,8 @@ | |||
90 | #include <gfx/scene/node.h> | 90 | #include <gfx/scene/node.h> |
91 | #include <gfx/scene/object.h> | 91 | #include <gfx/scene/object.h> |
92 | #include <gfx/scene/scene.h> | 92 | #include <gfx/scene/scene.h> |
93 | #include <gfx/sizes.h> | ||
94 | #include <gfx/util/shader.h> | ||
93 | #include <gfx/util/texture.h> | 95 | #include <gfx/util/texture.h> |
94 | 96 | ||
95 | #include <cstring.h> | 97 | #include <cstring.h> |
@@ -127,6 +129,14 @@ | |||
127 | #define UNIFORM_AMBIENT_OCCLUSION_TEXTURE "AmbientOcclusionTexture" | 129 | #define UNIFORM_AMBIENT_OCCLUSION_TEXTURE "AmbientOcclusionTexture" |
128 | #define UNIFORM_NORMAL_MAP "NormalMap" | 130 | #define UNIFORM_NORMAL_MAP "NormalMap" |
129 | 131 | ||
132 | // Shader compiler defines. Must match the names in shaders. | ||
133 | #define DEFINE_HAS_TEXCOORDS "HAS_TEXCOORDS" | ||
134 | #define DEFINE_HAS_NORMALS "HAS_NORMALS" | ||
135 | #define DEFINE_HAS_TANGENTS "HAS_TANGENTS" | ||
136 | #define DEFINE_HAS_NORMAL_MAP "HAS_NORMAL_MAP" | ||
137 | #define DEFINE_HAS_OCCLUSION_MAP "HAS_OCCLUSION_MAP" | ||
138 | #define DEFINE_HAS_EMISSIVE_MAP "HAS_EMISSIVE_MAP" | ||
139 | |||
130 | typedef enum TextureType { | 140 | typedef enum TextureType { |
131 | BaseColorTexture, | 141 | BaseColorTexture, |
132 | MetallicRoughnessTexture, | 142 | MetallicRoughnessTexture, |
@@ -153,6 +163,45 @@ typedef struct MeshPermutation { | |||
153 | }; | 163 | }; |
154 | } MeshPermutation; | 164 | } MeshPermutation; |
155 | 165 | ||
166 | /// Build shader compiler defines from a mesh permutation. | ||
167 | static size_t make_defines( | ||
168 | MeshPermutation perm, ShaderCompilerDefine* defines) { | ||
169 | static const char* str_true = "1"; | ||
170 | size_t next = 0; | ||
171 | |||
172 | #define check(field, define) \ | ||
173 | if (perm.field) { \ | ||
174 | defines[next].name = sstring_make(define); \ | ||
175 | defines[next].value = sstring_make(str_true); \ | ||
176 | next++; \ | ||
177 | } | ||
178 | |||
179 | check(has_texcoords, DEFINE_HAS_TEXCOORDS); | ||
180 | check(has_normals, DEFINE_HAS_NORMALS); | ||
181 | check(has_tangents, DEFINE_HAS_TANGENTS); | ||
182 | check(has_normal_map, DEFINE_HAS_NORMAL_MAP); | ||
183 | check(has_occlusion_texture, DEFINE_HAS_OCCLUSION_MAP); | ||
184 | check(has_emissive_texture, DEFINE_HAS_EMISSIVE_MAP); | ||
185 | |||
186 | return next; | ||
187 | } | ||
188 | |||
189 | /// Compile a shader permutation. | ||
190 | static ShaderProgram* make_shader_permutation( | ||
191 | RenderBackend* render_backend, MeshPermutation perm) { | ||
192 | LOGD( | ||
193 | "Compiling Cook-Torrance shader permutation: texcoords: %d, normals: " | ||
194 | "%d, tangents: %d, normal map: %d, AO map: %d, emissive map: %d", | ||
195 | perm.has_texcoords, perm.has_normals, perm.has_tangents, | ||
196 | perm.has_normal_map, perm.has_occlusion_texture, | ||
197 | perm.has_emissive_texture); | ||
198 | |||
199 | ShaderCompilerDefine defines[GFX_MAX_SHADER_COMPILER_DEFINES]; | ||
200 | const size_t num_defines = make_defines(perm, defines); | ||
201 | return gfx_make_cook_torrance_shader_perm( | ||
202 | render_backend, defines, num_defines); | ||
203 | } | ||
204 | |||
156 | /// Map a texture type to the name of the shader uniform used to access the | 205 | /// Map a texture type to the name of the shader uniform used to access the |
157 | /// texture. | 206 | /// texture. |
158 | static const char* TextureUniformName(TextureType type) { | 207 | static const char* TextureUniformName(TextureType type) { |
@@ -502,7 +551,6 @@ static bool load_meshes( | |||
502 | assert(gfx); | 551 | assert(gfx); |
503 | assert(buffers); | 552 | assert(buffers); |
504 | assert(materials); | 553 | assert(materials); |
505 | assert(shader); | ||
506 | assert(geometries); | 554 | assert(geometries); |
507 | assert(meshes); | 555 | assert(meshes); |
508 | assert(scene_objects); | 556 | assert(scene_objects); |
@@ -687,6 +735,9 @@ static bool load_meshes( | |||
687 | // they can share shaders, the renderer can check later whether uniforms | 735 | // they can share shaders, the renderer can check later whether uniforms |
688 | // have the same values. Also, changing uniforms is much faster than | 736 | // have the same values. Also, changing uniforms is much faster than |
689 | // swapping shaders, so shader caching is the most important thing here. | 737 | // swapping shaders, so shader caching is the most important thing here. |
738 | if (!shader) { | ||
739 | shader = make_shader_permutation(render_backend, perm); | ||
740 | } | ||
690 | assert(shader); | 741 | assert(shader); |
691 | 742 | ||
692 | meshes[next_mesh] = gfx_make_mesh(&(MeshDesc){ | 743 | meshes[next_mesh] = gfx_make_mesh(&(MeshDesc){ |
@@ -996,9 +1047,7 @@ cleanup: | |||
996 | return false; | 1047 | return false; |
997 | } | 1048 | } |
998 | 1049 | ||
999 | bool gfx_load_scene( | 1050 | bool gfx_load_scene(Gfx* gfx, SceneNode* root_node, const LoadSceneCmd* cmd) { |
1000 | Gfx* gfx, SceneNode* root_node, ShaderProgram* shader, | ||
1001 | const LoadSceneCmd* cmd) { | ||
1002 | assert(gfx); | 1051 | assert(gfx); |
1003 | assert(root_node); | 1052 | assert(root_node); |
1004 | assert(cmd); | 1053 | assert(cmd); |
@@ -1036,7 +1085,7 @@ bool gfx_load_scene( | |||
1036 | &options, data, &tangent_buffers, &num_tangent_buffers); | 1085 | &options, data, &tangent_buffers, &num_tangent_buffers); |
1037 | 1086 | ||
1038 | success = load_scene( | 1087 | success = load_scene( |
1039 | data, gfx, root_node, cmd->filepath, shader, tangent_buffers, | 1088 | data, gfx, root_node, cmd->filepath, cmd->shader, tangent_buffers, |
1040 | num_tangent_buffers); | 1089 | num_tangent_buffers); |
1041 | 1090 | ||
1042 | cleanup: | 1091 | cleanup: |
diff --git a/gfx/src/util/shader.c b/gfx/src/util/shader.c index a07c66e..fdfb1d3 100644 --- a/gfx/src/util/shader.c +++ b/gfx/src/util/shader.c | |||
@@ -22,10 +22,12 @@ | |||
22 | #include <shaders/view_texture.vert.h> | 22 | #include <shaders/view_texture.vert.h> |
23 | 23 | ||
24 | #include <assert.h> | 24 | #include <assert.h> |
25 | #include <string.h> | ||
25 | 26 | ||
26 | static ShaderProgram* make_shader_program(RenderBackend* render_backend, | 27 | static ShaderProgram* make_shader_program( |
27 | const char* vert_source, | 28 | RenderBackend* render_backend, const char* vert_source, |
28 | const char* frag_source) { | 29 | const char* frag_source, const ShaderCompilerDefine* defines, |
30 | size_t num_defines) { | ||
29 | assert(render_backend); | 31 | assert(render_backend); |
30 | assert(vert_source); | 32 | assert(vert_source); |
31 | assert(frag_source); | 33 | assert(frag_source); |
@@ -33,9 +35,18 @@ static ShaderProgram* make_shader_program(RenderBackend* render_backend, | |||
33 | Shader* vert = 0; | 35 | Shader* vert = 0; |
34 | Shader* frag = 0; | 36 | Shader* frag = 0; |
35 | 37 | ||
36 | ShaderDesc vertex_shader_desc = {.code = vert_source, .type = VertexShader}; | 38 | ShaderDesc vertex_shader_desc = { |
37 | ShaderDesc fragment_shader_desc = {.code = frag_source, | 39 | .code = vert_source, .type = VertexShader, .num_defines = num_defines}; |
38 | .type = FragmentShader}; | 40 | ShaderDesc fragment_shader_desc = { |
41 | .code = frag_source, .type = FragmentShader, .num_defines = num_defines}; | ||
42 | if (num_defines > 0) { | ||
43 | memcpy( | ||
44 | vertex_shader_desc.defines, defines, | ||
45 | num_defines * sizeof(ShaderCompilerDefine)); | ||
46 | memcpy( | ||
47 | fragment_shader_desc.defines, defines, | ||
48 | num_defines * sizeof(ShaderCompilerDefine)); | ||
49 | } | ||
39 | vert = gfx_make_shader(render_backend, &vertex_shader_desc); | 50 | vert = gfx_make_shader(render_backend, &vertex_shader_desc); |
40 | if (!vert) { | 51 | if (!vert) { |
41 | goto cleanup; | 52 | goto cleanup; |
@@ -44,8 +55,9 @@ static ShaderProgram* make_shader_program(RenderBackend* render_backend, | |||
44 | if (!frag) { | 55 | if (!frag) { |
45 | goto cleanup; | 56 | goto cleanup; |
46 | } | 57 | } |
47 | ShaderProgramDesc shader_program_desc = {.vertex_shader = vert, | 58 | |
48 | .fragment_shader = frag}; | 59 | ShaderProgramDesc shader_program_desc = { |
60 | .vertex_shader = vert, .fragment_shader = frag}; | ||
49 | ShaderProgram* prog = | 61 | ShaderProgram* prog = |
50 | gfx_make_shader_program(render_backend, &shader_program_desc); | 62 | gfx_make_shader_program(render_backend, &shader_program_desc); |
51 | if (!prog) { | 63 | if (!prog) { |
@@ -63,53 +75,63 @@ cleanup: | |||
63 | return 0; | 75 | return 0; |
64 | } | 76 | } |
65 | 77 | ||
66 | ShaderProgram* | 78 | ShaderProgram* gfx_make_brdf_integration_map_shader( |
67 | gfx_make_brdf_integration_map_shader(RenderBackend* render_backend) { | 79 | RenderBackend* render_backend) { |
68 | return make_shader_program(render_backend, quad_vert, | 80 | return make_shader_program( |
69 | brdf_integration_map_frag); | 81 | render_backend, quad_vert, brdf_integration_map_frag, 0, 0); |
70 | } | 82 | } |
71 | 83 | ||
72 | ShaderProgram* gfx_make_cook_torrance_shader(RenderBackend* render_backend) { | 84 | ShaderProgram* gfx_make_cook_torrance_shader(RenderBackend* render_backend) { |
73 | return make_shader_program(render_backend, cook_torrance_vert, | 85 | return make_shader_program( |
74 | cook_torrance_frag); | 86 | render_backend, cook_torrance_vert, cook_torrance_frag, 0, 0); |
87 | } | ||
88 | |||
89 | ShaderProgram* gfx_make_cook_torrance_shader_perm( | ||
90 | RenderBackend* render_backend, const ShaderCompilerDefine* defines, | ||
91 | size_t num_defines) { | ||
92 | return make_shader_program( | ||
93 | render_backend, cook_torrance_vert, cook_torrance_frag, defines, | ||
94 | num_defines); | ||
75 | } | 95 | } |
76 | 96 | ||
77 | ShaderProgram* gfx_make_irradiance_map_shader(RenderBackend* render_backend) { | 97 | ShaderProgram* gfx_make_irradiance_map_shader(RenderBackend* render_backend) { |
78 | return make_shader_program(render_backend, cubemap_filtering_vert, | 98 | return make_shader_program( |
79 | irradiance_map_frag); | 99 | render_backend, cubemap_filtering_vert, irradiance_map_frag, 0, 0); |
80 | } | 100 | } |
81 | 101 | ||
82 | ShaderProgram* | 102 | ShaderProgram* gfx_make_prefiltered_environment_map_shader( |
83 | gfx_make_prefiltered_environment_map_shader(RenderBackend* render_backend) { | 103 | RenderBackend* render_backend) { |
84 | return make_shader_program(render_backend, cubemap_filtering_vert, | 104 | return make_shader_program( |
85 | prefiltered_environment_map_frag); | 105 | render_backend, cubemap_filtering_vert, prefiltered_environment_map_frag, |
106 | 0, 0); | ||
86 | } | 107 | } |
87 | 108 | ||
88 | ShaderProgram* gfx_make_debug3d_shader(RenderBackend* render_backend) { | 109 | ShaderProgram* gfx_make_debug3d_shader(RenderBackend* render_backend) { |
89 | return make_shader_program(render_backend, debug3d_vert, debug3d_frag); | 110 | return make_shader_program(render_backend, debug3d_vert, debug3d_frag, 0, 0); |
90 | } | 111 | } |
91 | 112 | ||
92 | ShaderProgram* gfx_make_skyquad_shader(RenderBackend* render_backend) { | 113 | ShaderProgram* gfx_make_skyquad_shader(RenderBackend* render_backend) { |
93 | return make_shader_program(render_backend, skyquad_vert, skyquad_frag); | 114 | return make_shader_program(render_backend, skyquad_vert, skyquad_frag, 0, 0); |
94 | } | 115 | } |
95 | 116 | ||
96 | ShaderProgram* | 117 | ShaderProgram* gfx_make_view_normal_mapped_normals_shader( |
97 | gfx_make_view_normal_mapped_normals_shader(RenderBackend* render_backend) { | 118 | RenderBackend* render_backend) { |
98 | return make_shader_program(render_backend, view_normal_mapped_normals_vert, | 119 | return make_shader_program( |
99 | view_normal_mapped_normals_frag); | 120 | render_backend, view_normal_mapped_normals_vert, |
121 | view_normal_mapped_normals_frag, 0, 0); | ||
100 | } | 122 | } |
101 | 123 | ||
102 | ShaderProgram* gfx_make_view_normals_shader(RenderBackend* render_backend) { | 124 | ShaderProgram* gfx_make_view_normals_shader(RenderBackend* render_backend) { |
103 | return make_shader_program(render_backend, view_normals_vert, | 125 | return make_shader_program( |
104 | view_normals_frag); | 126 | render_backend, view_normals_vert, view_normals_frag, 0, 0); |
105 | } | 127 | } |
106 | 128 | ||
107 | ShaderProgram* gfx_make_view_tangents_shader(RenderBackend* render_backend) { | 129 | ShaderProgram* gfx_make_view_tangents_shader(RenderBackend* render_backend) { |
108 | return make_shader_program(render_backend, view_tangents_vert, | 130 | return make_shader_program( |
109 | view_tangents_frag); | 131 | render_backend, view_tangents_vert, view_tangents_frag, 0, 0); |
110 | } | 132 | } |
111 | 133 | ||
112 | ShaderProgram* gfx_make_view_texture_shader(RenderBackend* render_backend) { | 134 | ShaderProgram* gfx_make_view_texture_shader(RenderBackend* render_backend) { |
113 | return make_shader_program(render_backend, view_texture_vert, | 135 | return make_shader_program( |
114 | view_texture_frag); | 136 | render_backend, view_texture_vert, view_texture_frag, 0, 0); |
115 | } | 137 | } |
diff --git a/gltfview/src/game.c b/gltfview/src/game.c index f2e5a88..bd474d6 100644 --- a/gltfview/src/game.c +++ b/gltfview/src/game.c | |||
@@ -37,6 +37,7 @@ static const char* DAMAGED_HELMET = | |||
37 | 37 | ||
38 | static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; | 38 | static const char* CLOUDS1_TEXTURE = "/assets/skybox/clouds1/clouds1_west.bmp"; |
39 | 39 | ||
40 | // TODO: Move this debug rendering to the renderer. | ||
40 | static ShaderProgram* load_shader( | 41 | static ShaderProgram* load_shader( |
41 | RenderBackend* render_backend, const char* view_mode) { | 42 | RenderBackend* render_backend, const char* view_mode) { |
42 | ShaderProgram* shader = 0; | 43 | ShaderProgram* shader = 0; |
@@ -147,13 +148,14 @@ static bool load_scene( | |||
147 | return false; | 148 | return false; |
148 | } | 149 | } |
149 | 150 | ||
150 | ShaderProgram* shader = load_shader(game->render_backend, view_mode); | 151 | // TODO: Move the debug rendering to the renderer. |
151 | if (!shader) { | 152 | // ShaderProgram* shader = load_shader(game->render_backend, view_mode); |
152 | return false; | 153 | // if (!shader) { |
153 | } | 154 | // return false; |
155 | // } | ||
154 | 156 | ||
155 | if (!gfx_load_scene( | 157 | if (!gfx_load_scene( |
156 | game->gfx, sky_node, shader, | 158 | game->gfx, sky_node, |
157 | &(LoadSceneCmd){ | 159 | &(LoadSceneCmd){ |
158 | .origin = SceneFromFile, .filepath = scene_filepath})) { | 160 | .origin = SceneFromFile, .filepath = scene_filepath})) { |
159 | return false; | 161 | return false; |