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3 Commits

Author SHA1 Message Date
Anish Bhobe d51fc375d2 Punctual PBR lighting. 2025-07-02 03:28:19 +02:00
Anish Bhobe 9314b3504e cleanup: Attribute Loading 2025-06-30 19:57:44 +02:00
Anish Bhobe afec17cb0f Updated plan + config. 2025-06-28 22:21:51 +02:00
15 changed files with 905 additions and 519 deletions

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@ -0,0 +1,63 @@
import Bindless;
public struct Material {
float4 baseColor;
float4 emissiveColor;
Sampler2D.RID albedoTextureID;
Sampler2D.RID normalTextureID;
Sampler2D.RID metalRoughTextureID;
Sampler2D.RID emissiveTextureID;
float metallic;
float roughness;
public float4 getAlbedo(float2 uv, float4 inColor) {
if (let albedoTex = albedoTextureID) {
return baseColor * albedoTex.Sample(uv).rgba;
}
return baseColor;
}
public float3 getEmissive(float2 uv) {
if (let emissionTex = emissiveTextureID) {
return emissionTex.Sample(uv).rgb * emissiveColor.rgb * emissiveColor.a;
}
return emissiveColor.rgb * emissiveColor.a;
}
public float3 getNormal(float3 position, float3 normal, float4 tangent, float2 uv) {
float3 N = normalize(normal.xyz);
if (let normalTex = normalTextureID) {
let vNt = normalize(2.0f * normalTex.Sample(uv).rgb - 1.0f);
float3 T;
float3 B;
if (tangent.w == 0.0f) {
float3 q1 = ddx(position);
float3 q2 = ddy(position);
float2 st1 = ddx(uv);
float2 st2 = ddy(uv);
float det = (st1.x * st2.y - st2.x * st1.y);
T = -(q1 * st2.y - q2 * st1.y) / det;
T = T - N * dot(N, T);
B = normalize(cross(N, T));
} else {
T = normalize(tangent.xyz);
B = tangent.w * cross(N, T);
}
N = normalize(T * vNt.x + B * vNt.y + N * vNt.z);
}
return N;
}
public float2 getMetalRough(float2 uv) {
if (let metalRoughTex = metalRoughTextureID) {
return metalRoughTex.Sample(uv).bg * float2(metallic, roughness);
}
return float2(metallic, roughness);
}
}

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@ -1,12 +1,15 @@
import Bindless; import Bindless;
import Material;
import PBR;
struct VertexOut { struct VertexOut {
float4 worldPosition : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texCoord0 : TEXCOORD0;
float2 texCoord1 : TEXCOORD1;
float4 vertexColor0 : COLOR0;
float4 outPosition : SV_Position; float4 outPosition : SV_Position;
float4 worldPosition : WorldPosition;
float4 normal : WorldNormal;
float2 texCoord0 : TexCoord0;
float2 texCoord1 : TexCoord1;
float4 vertexColor0 : VertexColor;
}; };
struct CameraData { struct CameraData {
@ -15,13 +18,6 @@ struct CameraData {
float4 position; float4 position;
}; };
struct PointLight {
float3 position;
float range;
float3 color;
float attenuation;
};
struct DirectionalLight { struct DirectionalLight {
float3 direction; float3 direction;
float _padding0; float _padding0;
@ -55,11 +51,8 @@ uniform ParameterBlock<PerFrameData> pfd;
struct PerInstanceData { struct PerInstanceData {
float4x4 transform; float4x4 transform;
Sampler2D.RID textureID; float4x4 invTransform;
uint _padding; Material material;
float metallic;
float roughness;
float4 baseColor;
} }
[[vk::push_constant]] [[vk::push_constant]]
@ -70,6 +63,7 @@ VertexOut VertexMain(
uint vertexId: SV_VertexID, uint vertexId: SV_VertexID,
float3 position, float3 position,
float3 normal, float3 normal,
float4 tangent,
float2 texCoord0, float2 texCoord0,
float2 texCoord1, float2 texCoord1,
float4 vertexColor0, float4 vertexColor0,
@ -79,49 +73,164 @@ VertexOut VertexMain(
VertexOut output; VertexOut output;
output.outPosition = mul(pfd.camera.proj, mul(pfd.camera.view, worldPosition)); output.outPosition = mul(pfd.camera.proj, mul(pfd.camera.view, worldPosition));
output.worldPosition = worldPosition; output.worldPosition = worldPosition;
output.normal = mul(pcb.transform, float4(normalize(normal.rgb), 0.0f)); output.normal = normalize(mul(float4(normal.xyz, 0.0f), pcb.invTransform).xyz);
if (tangent.w == 0.0f) {
output.tangent = 0.0f.xxxx;
} else {
output.tangent = float4(normalize(mul(float4(tangent.xyz, 0.0f), pcb.invTransform).xyz), tangent.w);
}
output.texCoord0 = texCoord0; output.texCoord0 = texCoord0;
output.texCoord1 = texCoord1; output.texCoord1 = texCoord1;
output.vertexColor0 = vertexColor0; output.vertexColor0 = vertexColor0;
return output; return output;
} }
[shader("fragment")]
float4 FragmentMain(
float4 worldPosition : WorldPosition,
float4 normal : WorldNormal,
float2 uv0 : TexCoord0,
float2 uv1 : TexCoord1,
float4 color : VertexColor,
) : SV_Target0 {
float3 diffuse = 0.0f.xxx; float TrowbridgeReitzGGX(float3 Normal, float3 Halfway, float Roughness)
float3 specular = 0.0f.xxx; {
float Coeff = Roughness * Roughness;
for (uint i = 0; i < pfd.lightData.pointLightCount; ++i) { float Alpha2 = Coeff * Coeff;
PointLight pointlight = pfd.lightData.pointLights[i]; float NdotH = max(dot(Normal, Halfway), 0.0f);
float NdotH2 = NdotH * NdotH;
let lightPosition = pointlight.position;
let lightDisplace = worldPosition.xyz - lightPosition; float Numerator = Alpha2;
let lightDistance = length(lightDisplace); float Denominator = NdotH2 * (Alpha2 - 1.0f) + 1.0f;
let lightDirection = normalize(lightDisplace); Denominator = PI * Denominator * Denominator;
let viewDirection = normalize(worldPosition.xyz - pfd.camera.position.xyz);
let halfWayVector = normalize(-lightDirection + viewDirection); return Numerator / Denominator;
}
let attenuation = (1.0f / lightDistance);
float GeometrySchlickGGX(float NdotV, float Roughness)
let diffuseFactor = pcb.roughness * dot(-lightDirection, normalize(normal.xyz)); {
diffuse += pointlight.color * diffuseFactor; float R = Roughness + 1.0f;
float K = (R * R) / 8.0f;
let specularFactor = (1.0f - pcb.roughness) * pow(max(dot(halfWayVector, viewDirection), 0.0f), 32.0f) * attenuation;
float Numerator = NdotV;
specular += pointlight.color * specularFactor; float Denominator = NdotV * (1.0f - K) + K;
}
return Numerator / Denominator;
if (let texture = pcb.textureID) { }
return float4(texture.Sample(uv0).rgb, 1.0f) * pcb.baseColor * color * float4((diffuse + specular), 0.0f);
} else { float GeometrySmith(float NdotV, float NdotL, float Roughness)
return pcb.baseColor * color * float4((diffuse + specular), 0.0f); {
} float GGX1 = GeometrySchlickGGX(NdotV, Roughness);
float GGX2 = GeometrySchlickGGX(NdotL, Roughness);
return GGX1 * GGX2;
}
// https://en.wikipedia.org/wiki/Schlick%27s_approximation
float3 FresnelSchlick(float cosine, float3 F_0)
{
return F_0 + (1.0f - F_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
}
// Sebastian Lagarde
float3 FresnelSchlickRoughness(float cosine, float3 F_0, float Roughness)
{
return F_0 + (max((1.0f - Roughness).xxx, F_0) - F_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
}
float3 GetPBRContrib(float3 Albedo, float3 LightColor, float3 ViewDir, float3 Normal, float Metallic, float Roughness, float3 F_0, float3 LightDir, float LightDistance)
{
float Attenuation = 1.0f / (LightDistance * LightDistance); // TODO: Controlled Attenuation
float3 Halfway = normalize(ViewDir + LightDir);
float CosineFactor = max(dot(Halfway, ViewDir), 0.0f);
float NdotV = max(dot(Normal, ViewDir), 0.0f);
float NdotL = max(dot(Normal, LightDir), 0.0f);
float3 Radiance = LightColor * Attenuation;
float NormalDistribution = TrowbridgeReitzGGX(Normal, Halfway, Roughness);
float Geometry = GeometrySmith(NdotV, NdotL, Roughness);
float3 Fresnel = FresnelSchlickRoughness(CosineFactor, F_0, Roughness);
float3 Numerator = (NormalDistribution * Geometry) * Fresnel;
float Denominator = 4.0f * NdotV * NdotL;
float3 Specular = Numerator / (Denominator + 0.00001f);
float3 K_Specular = Fresnel;
float3 K_Diffuse = 1.0f.xxx - K_Specular;
K_Diffuse *= 1.0f - Metallic;
return NdotL * Radiance * (K_Diffuse * Albedo / PI + Specular);
}
float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
{
if (pfd.lightData.pointLightCount == 0)
return 0.0f.xxx;
float3 ViewDir = normalize(pfd.camera.position.xyz - Position);
float Metallic = MetalRough.r;
float Roughness = MetalRough.g;
// Dielectric F_0 based on LearnOpenGL.
// TODO: Cite
float3 F_0 = 0.04f.xxx;
F_0 = lerp(F_0, Albedo, Metallic);
float3 Contrib = 0.0f;
for (uint i = 0; i < pfd.lightData.pointLightCount; ++i)
{
PointLight Light = pfd.lightData.pointLights[i];
if (Light.range < 0.0f)
continue;
float3 LightDir = float3(Light.position) - Position;
float LightDistance = length(LightDir);
if (LightDistance > Light.range)
continue;
LightDir /= LightDistance; // Normalization
// Color Unpack
//float R = (Light.Color & 0xFF000000) >> 24;
//float G = (Light.Color & 0x00FF0000) >> 16;
//float B = (Light.Color & 0x0000FF00) >> 8;
//float3 LightColor = Light.Intensity * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
Contrib += GetPBRContrib(Albedo, Light.color, ViewDir, Normal, Metallic, Roughness, F_0, LightDir, LightDistance);
}
return Contrib;
}
[shader("fragment")]
float4 FragmentMain(
float4 position : POSITION,
float3 normal : NORMAL,
float4 tangent : TANGENT,
float2 texCoord0 : TEXCOORD0,
float2 texCoord1 : TEXCOORD1,
float4 vertexColor0 : COLOR0,
) : SV_Target0 {
float3 N = pcb.material.getNormal(position.xyz, normal.xyz, tangent, texCoord0);
float2 metalRough = pcb.material.getMetalRough(texCoord0);
let albedo = pcb.material.getAlbedo(texCoord0, vertexColor0);
let viewDir = normalize(position.xyz - pfd.camera.position.xyz);
//float3 f_0 = 0.04f.xxx;
//f_0 = lerp(f_0, albedo.rgb, metalRough.x);
//float3 contrib = 0.0f.xxx;
//for (uint i = 0; i < pfd.lightData.pointLightCount; ++i) {
// PointLight pointlight = pfd.lightData.pointLights[i];
// contrib += pointlight.getInfluence(albedo.rgb, metalRough, viewDir, position.xyz, N, f_0);
//}
let contrib = GetPointLightInfluence(albedo.rgb, metalRough, position.xyz, N);
return float4(pcb.material.getEmissive(texCoord0) + contrib, 1.0f);
} }

107
Assets/Shaders/PBR.slang Normal file
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@ -0,0 +1,107 @@
public static const float PI = 3.14159265f;
float TrowbridgeReitzGGX(float3 normal, float3 halfway, float roughness)
{
float alpha = roughness * roughness;
float alpha2 = alpha * alpha;
float nDotH = max(dot(normal, halfway), 0.0f);
float nDotH2 = nDotH * nDotH;
float numerator = alpha2;
float denominator = nDotH2 * (alpha2 - 1.0f) + 1.0f;
denominator = PI * denominator * denominator;
return numerator / denominator;
}
float GeometrySchlickGGX(float nDotV, float roughness)
{
float r = roughness + 1.0f;
float k = (r * r) / 8.0f;
float numerator = nDotV;
float denominator = nDotV * (1.0f - k) + k;
return numerator / denominator;
}
float GeometrySmith(float nDotV, float nDotL, float roughness)
{
float ggx1 = GeometrySchlickGGX(nDotV, roughness);
float ggx2 = GeometrySchlickGGX(nDotL, roughness);
return ggx1 * ggx2;
}
// https://en.wikipedia.org/wiki/Schlick%27s_approximation
float3 FresnelSchlick(float cosine, float3 f_0)
{
return f_0 + (1.0f - f_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
}
// Sebastian Lagarde
float3 FresnelSchlickRoughness(float cosine, float3 f_0, float roughness)
{
return f_0 + (max((1.0f - roughness).xxx, f_0) - f_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
}
float3 GetPBRContrib(
float3 albedo,
float3 radiance,
float3 viewDir,
float3 normal,
float3 lightDir,
float2 metalRough,
float3 f_0)
{
float3 halfway = normalize(viewDir + lightDir);
float cosineFactor = max(dot(halfway, viewDir), 0.0f);
float nDotV = max(dot(normal, viewDir), 0.0f);
float nDotL = max(dot(normal, lightDir), 0.0f);
float normalDistribution = TrowbridgeReitzGGX(normal, halfway, metalRough.y);
float geometry = GeometrySmith(nDotV, nDotL, metalRough.y);
float3 fresnel = FresnelSchlickRoughness(cosineFactor, f_0, metalRough.y);
float3 numerator = (normalDistribution * geometry) * fresnel;
float denominator = 4.0f * nDotV * nDotL;
float3 specular = numerator / (denominator + 0.00001f);
float3 kSpecular = fresnel;
float3 kDiffuse = 1.0f - kSpecular;
kDiffuse *= 1.0f - metalRough.x;
return nDotL * radiance * (kDiffuse * albedo / PI + specular);
}
public struct PointLight {
public float3 position;
public float range;
public float3 color;
float attenuation;
public float3 getInfluence(float3 albedo, float2 metalRough, float3 viewDir, float3 worldPosition, float3 normal, float3 f_0) {
float3 lightDir = float3(position) - worldPosition;
float lightDistance = length(lightDir);
if (lightDistance > range)
return 0.0f.xxx;
lightDir /= lightDistance; // Normalization
// Color Unpack
//float R = (Light.Color & 0xFF000000) >> 24;
//float G = (Light.Color & 0x00FF0000) >> 16;
//float B = (Light.Color & 0x0000FF00) >> 8;
//float3 LightColor = Light.Intensity * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
let attenuation_ = attenuation / (lightDistance * lightDistance);
let radiance = color * attenuation_;
return GetPBRContrib(albedo, radiance, viewDir, normal, lightDir, metalRough, f_0);
}
};

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@ -1,2 +1,4 @@
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation"> <wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:String x:Key="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020methods/@EntryIndexedValue">&lt;NamingElement Priority="10"&gt;&lt;Descriptor Static="Indeterminate" Constexpr="Indeterminate" Const="Indeterminate" Volatile="Indeterminate" Accessibility="NOT_APPLICABLE"&gt;&lt;type Name="member function" /&gt;&lt;/Descriptor&gt;&lt;Policy Inspect="True" Prefix="" Suffix="" Style="aaBb"&gt;&lt;ExtraRule Prefix="" Suffix="" Style="aa_bb" /&gt;&lt;/Policy&gt;&lt;/NamingElement&gt;</s:String></wpf:ResourceDictionary> <s:String x:Key="/Default/CodeStyle/Naming/CppNaming/Rules/=Class_0020and_0020struct_0020methods/@EntryIndexedValue">&lt;NamingElement Priority="10"&gt;&lt;Descriptor Static="Indeterminate" Constexpr="Indeterminate" Const="Indeterminate" Volatile="Indeterminate" Accessibility="NOT_APPLICABLE"&gt;&lt;type Name="member function" /&gt;&lt;/Descriptor&gt;&lt;Policy Inspect="True" Prefix="" Suffix="" Style="aaBb"&gt;&lt;ExtraRule Prefix="" Suffix="" Style="aa_bb" /&gt;&lt;/Policy&gt;&lt;/NamingElement&gt;</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CppNaming/Rules/=Local_0020variables/@EntryIndexedValue">&lt;NamingElement Priority="7"&gt;&lt;Descriptor Static="Indeterminate" Constexpr="Indeterminate" Const="Indeterminate" Volatile="Indeterminate" Accessibility="NOT_APPLICABLE"&gt;&lt;type Name="local variable" /&gt;&lt;/Descriptor&gt;&lt;Policy Inspect="True" Prefix="" Suffix="" Style="aaBb" /&gt;&lt;/NamingElement&gt;</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CppNaming/Rules/=Parameters/@EntryIndexedValue">&lt;NamingElement Priority="6"&gt;&lt;Descriptor Static="Indeterminate" Constexpr="Indeterminate" Const="Indeterminate" Volatile="Indeterminate" Accessibility="NOT_APPLICABLE"&gt;&lt;type Name="function parameter" /&gt;&lt;type Name="lambda parameter" /&gt;&lt;/Descriptor&gt;&lt;Policy Inspect="True" Prefix="" Suffix="" Style="aaBb" /&gt;&lt;/NamingElement&gt;</s:String></wpf:ResourceDictionary>

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@ -121,6 +121,15 @@
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link> </Link>
<CustomBuild>
<Command>slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command>
</CustomBuild>
<CustomBuild>
<Message>Compiling %(Filename)</Message>
</CustomBuild>
<CustomBuild>
<Outputs>%(Filename).spv</Outputs>
</CustomBuild>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile> <ClCompile>
@ -146,6 +155,15 @@
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Link> </Link>
<CustomBuild>
<Command>slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command>
</CustomBuild>
<CustomBuild>
<Message>Compiling %(Filename)</Message>
</CustomBuild>
<CustomBuild>
<Outputs>%(Filename).spv</Outputs>
</CustomBuild>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<None Include=".clang-format" /> <None Include=".clang-format" />
@ -154,14 +172,17 @@
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
<FileType>Document</FileType> <FileType>Document</FileType>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command>
<Message Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compiling %(Filename).slang</Message>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).spv</Outputs>
<Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command> <Command Condition="'$(Configuration)|$(Platform)'=='Release|x64'">slangc %(FullPath) -profile sm_6_6 -target spirv -o %(Filename).spv</Command>
<Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compiling %(Filename).slang</Message> <Message Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compiling %(Filename).slang</Message>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).spv</Outputs> <Outputs Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).spv</Outputs>
</CustomBuild> </CustomBuild>
<None Include="Assets\Shaders\Bindless.slang" /> <None Include="Assets\Shaders\Bindless.slang">
<FileType>Document</FileType>
<Command Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">slangc %(FullPath) -profile sm_6_6 -target module -o %(Filename).slang-module</Command>
<Outputs Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).slang-module</Outputs>
</None>
<None Include="Assets\Shaders\Material.slang" />
<None Include="Assets\Shaders\PBR.slang" />
<None Include="PLAN.md"> <None Include="PLAN.md">
<SubType> <SubType>
</SubType> </SubType>

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@ -48,6 +48,12 @@
<None Include="Assets\Shaders\Bindless.slang"> <None Include="Assets\Shaders\Bindless.slang">
<Filter>Resource Files\Shader Files</Filter> <Filter>Resource Files\Shader Files</Filter>
</None> </None>
<None Include="Assets\Shaders\PBR.slang">
<Filter>Resource Files\Shader Files</Filter>
</None>
<None Include="Assets\Shaders\Material.slang">
<Filter>Resource Files\Shader Files</Filter>
</None>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Blaze\AppState.h"> <ClInclude Include="Blaze\AppState.h">

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@ -46,8 +46,7 @@ SDL_AppResult SDL_AppInit( void** appstate, int, char** )
AppState& appState = *static_cast<AppState*>( *appstate ); AppState& appState = *static_cast<AppState*>( *appstate );
Entity const* entity = Entity const* entity = LoadModel( appState.renderDevice, appState.entityManager, "Assets/Models/DamagedHelmet.glb" );
LoadModel( appState.renderDevice, appState.entityManager, "Assets/Models/OrientationTest.glb" );
ASSERT( entity ); ASSERT( entity );
std::array pointLight = { std::array pointLight = {
@ -58,9 +57,9 @@ SDL_AppResult SDL_AppInit( void** appstate, int, char** )
.attenuation = 1.0f, .attenuation = 1.0f,
}, },
MiscData::PointLight{ MiscData::PointLight{
.position = { 0.0f, 12.0f, 0.0f }, .position = { 0.0f, 3.0f, 0.0f },
.range = 12, .range = 12,
.color = { 0.0f, 1.0f, 0.0f }, .color = { 12.0f, 12.0f, 12.0f },
.attenuation = 1.0f, .attenuation = 1.0f,
}, },
MiscData::PointLight{ MiscData::PointLight{
@ -263,6 +262,16 @@ SDL_AppResult SDL_AppIterate( void* appstate )
vkCmdPushConstants( vkCmdPushConstants(
cmd, misc.pipelineLayout, VK_SHADER_STAGE_ALL_GRAPHICS, 0, sizeof worldTransform, &worldTransform ); cmd, misc.pipelineLayout, VK_SHADER_STAGE_ALL_GRAPHICS, 0, sizeof worldTransform, &worldTransform );
DirectX::XMMATRIX const inverseTransform = XMMatrixInverse( nullptr, worldTransform );
vkCmdPushConstants(
cmd,
misc.pipelineLayout,
VK_SHADER_STAGE_ALL_GRAPHICS,
sizeof worldTransform,
sizeof inverseTransform,
&inverseTransform );
if ( not entity.modelMesh.isNull() ) if ( not entity.modelMesh.isNull() )
{ {
ASSERT( current ); ASSERT( current );
@ -286,7 +295,7 @@ SDL_AppResult SDL_AppIterate( void* appstate )
cmd, cmd,
misc.pipelineLayout, misc.pipelineLayout,
VK_SHADER_STAGE_ALL_GRAPHICS, VK_SHADER_STAGE_ALL_GRAPHICS,
sizeof worldTransform, 2 * sizeof worldTransform,
Material::GPU_DATA_SIZE, Material::GPU_DATA_SIZE,
materialData ); materialData );

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@ -132,7 +132,10 @@ void EntityManager::destroyEntity( Entity* entity )
for ( auto& material : entity->model.materials ) for ( auto& material : entity->model.materials )
{ {
vkDestroySampler( device, Take( material.sampler ), nullptr ); vkDestroySampler( device, Take( material.sampler ), nullptr );
pRenderDevice->textureManager->freeTexture( std::move( material.texture ) ); pRenderDevice->textureManager->freeTexture( std::move( material.albedoTextureID ) );
pRenderDevice->textureManager->freeTexture( std::move( material.normalTextureID ) );
pRenderDevice->textureManager->freeTexture( std::move( material.metalRoughTextureID ) );
pRenderDevice->textureManager->freeTexture( std::move( material.emissiveTextureID ) );
} }
pRenderDevice->bufferManager->freeBuffer( std::move( entity->model.vertexBuffer ) ); pRenderDevice->bufferManager->freeBuffer( std::move( entity->model.vertexBuffer ) );

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@ -36,3 +36,5 @@
while ( false ) while ( false )
#define Take( OBJ ) std::exchange( OBJ, {} ) #define Take( OBJ ) std::exchange( OBJ, {} )
#define UNREACHABLE G_ASSERT( false )

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@ -60,7 +60,7 @@ bool MiscData::init( RenderDevice const& renderDevice )
VkPushConstantRange const pushConstantRange = { VkPushConstantRange const pushConstantRange = {
.stageFlags = VK_SHADER_STAGE_ALL_GRAPHICS, .stageFlags = VK_SHADER_STAGE_ALL_GRAPHICS,
.offset = 0, .offset = 0,
.size = sizeof( DirectX::XMMATRIX ) + Material::GPU_DATA_SIZE, .size = 2 * sizeof( DirectX::XMMATRIX ) + Material::GPU_DATA_SIZE,
}; };
std::array const descriptorSetLayouts = { std::array const descriptorSetLayouts = {
@ -123,18 +123,24 @@ bool MiscData::init( RenderDevice const& renderDevice )
VkVertexInputAttributeDescription{ VkVertexInputAttributeDescription{
.location = 2, .location = 2,
.binding = 0, .binding = 0,
.format = VK_FORMAT_R32G32_SFLOAT, .format = VK_FORMAT_R32G32B32A32_SFLOAT,
.offset = offsetof( Vertex, texCoord0 ), .offset = offsetof( Vertex, tangent ),
}, },
VkVertexInputAttributeDescription{ VkVertexInputAttributeDescription{
.location = 3, .location = 3,
.binding = 0, .binding = 0,
.format = VK_FORMAT_R32G32_SFLOAT, .format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof( Vertex, texCoord1 ), .offset = offsetof( Vertex, texCoord0 ),
}, },
VkVertexInputAttributeDescription{ VkVertexInputAttributeDescription{
.location = 4, .location = 4,
.binding = 0, .binding = 0,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof( Vertex, texCoord1 ),
},
VkVertexInputAttributeDescription{
.location = 5,
.binding = 0,
.format = VK_FORMAT_R32G32B32A32_SFLOAT, .format = VK_FORMAT_R32G32B32A32_SFLOAT,
.offset = offsetof( Vertex, color0 ), .offset = offsetof( Vertex, color0 ),
}, },
@ -289,7 +295,7 @@ bool MiscData::init( RenderDevice const& renderDevice )
// Camera // Camera
{ {
cameraData.cameraPosition = DirectX::XMVectorSet( 0.0f, 20.0f, -20.0f, 1.0f ); cameraData.cameraPosition = DirectX::XMVectorSet( 0.0f, 2.0f, -2.0f, 1.0f );
cameraTarget = DirectX::XMVectorSet( 0.0f, 0.0f, 0.0f, 1.0f ); cameraTarget = DirectX::XMVectorSet( 0.0f, 0.0f, 0.0f, 1.0f );
cameraUp = DirectX::XMVectorSet( 0.0f, 1.0f, 0.0f, 1.0f ); cameraUp = DirectX::XMVectorSet( 0.0f, 1.0f, 0.0f, 1.0f );
cameraData.viewMatrix = DirectX::XMMatrixLookAtLH( cameraData.cameraPosition, cameraTarget, cameraUp ); cameraData.viewMatrix = DirectX::XMMatrixLookAtLH( cameraData.cameraPosition, cameraTarget, cameraUp );

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@ -14,8 +14,9 @@ struct GlobalMemory;
struct Vertex struct Vertex
{ {
DirectX::XMFLOAT3 position = { 0.0f, 0.0f, 0.0f }; DirectX::XMFLOAT4 position = { 0.0f, 0.0f, 0.0f, 1.0f };
DirectX::XMFLOAT3 normal = { 1.0f, 1.0f, 1.0f }; DirectX::XMFLOAT4 normal = { 0.0f, 0.0f, 1.0f, 0.0f };
DirectX::XMFLOAT4 tangent = { 1.0f, 0.0f, 0.0f, 0.0f };
DirectX::XMFLOAT2 texCoord0 = { 0.0f, 0.0f }; DirectX::XMFLOAT2 texCoord0 = { 0.0f, 0.0f };
DirectX::XMFLOAT2 texCoord1 = { 0.0f, 0.0f }; DirectX::XMFLOAT2 texCoord1 = { 0.0f, 0.0f };
DirectX::XMFLOAT4 color0 = { 1.0f, 1.0f, 1.0f, 1.0f }; DirectX::XMFLOAT4 color0 = { 1.0f, 1.0f, 1.0f, 1.0f };
@ -42,21 +43,23 @@ struct ModelMesh
struct Material struct Material
{ {
constexpr static size_t GPU_DATA_OFFSET = sizeof( VkSampler ); size_t constexpr static GPU_DATA_OFFSET = sizeof( VkSampler );
constexpr static size_t GPU_DATA_SIZE = size_t constexpr static GPU_DATA_SIZE = 56;
sizeof( TextureID ) + sizeof( uint32_t ) + 2 * sizeof( float ) + sizeof( DirectX::XMFLOAT4 );
VkSampler sampler; // TODO: Reuse VkSampler sampler; // TODO: Reuse
// To copy directly. // To copy directly.
TextureID texture; DirectX::XMFLOAT4 baseColor = { 1.0f, 1.0f, 1.0f, 1.0f };
uint32_t padding0; // FIXME: Wasting space. DirectX::XMFLOAT4 emission = { 0.0f, 0.0f, 0.0f, 1.0f };
TextureID albedoTextureID;
TextureID normalTextureID;
TextureID metalRoughTextureID;
TextureID emissiveTextureID;
float roughness = 1.0f; float roughness = 1.0f;
float metallic = 1.0f; float metallic = 1.0f;
DirectX::XMFLOAT4 baseColor = { 1.0f, 1.0f, 1.0f, 1.0f };
[[nodiscard]] bool isNull() const [[nodiscard]] bool isNull() const
{ {
return texture.isNull() or sampler; return not( albedoTextureID and normalTextureID and metalRoughTextureID and emissiveTextureID and sampler );
} }
}; };

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@ -7,7 +7,7 @@
template struct RID<Texture>; template struct RID<Texture>;
std::optional<TextureID> TextureManager::createTexture( VkExtent3D const extent, VkSampler sampler ) std::optional<TextureID> TextureManager::createTexture( VkExtent3D const extent, VkSampler const sampler, VkFormat const format )
{ {
if ( m_freeList.empty() ) if ( m_freeList.empty() )
{ {
@ -20,8 +20,6 @@ std::optional<TextureID> TextureManager::createTexture( VkExtent3D const extent,
ASSERT( m_pRenderDevice ); ASSERT( m_pRenderDevice );
RenderDevice const& renderDevice = *m_pRenderDevice; RenderDevice const& renderDevice = *m_pRenderDevice;
VkFormat const format = VK_FORMAT_R8G8B8A8_SRGB;
VkImage texture; VkImage texture;
VmaAllocation textureAllocation; VmaAllocation textureAllocation;
VkImageView textureView; VkImageView textureView;

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@ -67,7 +67,8 @@ public:
void freeTexture( TextureID&& rid ); void freeTexture( TextureID&& rid );
DEPRECATE_JULY_2025 DEPRECATE_JULY_2025
[[nodiscard]] std::optional<TextureID> createTexture( VkExtent3D extent, VkSampler sampler ); [[nodiscard]] std::optional<TextureID> createTexture(
VkExtent3D extent, VkSampler sampler, VkFormat format = VK_FORMAT_R8G8B8A8_SRGB );
DEPRECATE_JULY_2025 DEPRECATE_JULY_2025
std::optional<VkImage> fetchImage( TextureID const& rid ); std::optional<VkImage> fetchImage( TextureID const& rid );

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@ -21,7 +21,12 @@
- [X] Create Vertex buffer - [X] Create Vertex buffer
- [X] Load texture - [X] Load texture
- [X] Draw - [X] Draw
- [ ] Refactor - [ ] Render Sponza
- [X] Load GLTF Scene
- [ ] Support Albedo
- [ ] Support Normal
- [ ] Support Metal/Rough
- [ ] Support Emission
## Features ## Features
- [ ] Scene Rendering - [ ] Scene Rendering