Skip to content

Commit

Permalink
Initial Metal lighting calc cleanup
Browse files Browse the repository at this point in the history
  • Loading branch information
colincornaby committed Nov 16, 2024
1 parent 5cdc425 commit 64f1b63
Show file tree
Hide file tree
Showing 4 changed files with 126 additions and 107 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -100,7 +100,7 @@ constant const uint32_t miscFlags8 [[ function_constant(FunctionConstantLayerFla
constant const uint8_t sourceTypes[MAX_BLEND_PASSES] = { sourceType1, sourceType2, sourceType3, sourceType4, sourceType5, sourceType6, sourceType7, sourceType8};
constant const uint32_t blendModes[MAX_BLEND_PASSES] = { blendModes1, blendModes2, blendModes3, blendModes4, blendModes5, blendModes6, blendModes7, blendModes8};
constant const uint32_t miscFlags[MAX_BLEND_PASSES] = { miscFlags1, miscFlags2, miscFlags3, miscFlags4, miscFlags5, miscFlags6, miscFlags7, miscFlags8};
constant const uint8_t passCount = (sourceType1 > 0) + (sourceType2 > 0) + (sourceType3 > 0) + (sourceType4 > 0) + (sourceType5 > 0) + (sourceType6 > 0) + (sourceType7 > 0) + (sourceType8 > 0);
constant const uint8_t passCount = (sourceType1 > 0) + (sourceType2 > 0) + (sourceType3 > 0) + (sourceType4 > 0) + (sourceType5 > 0) + (sourceType6 > 0) + (sourceType7 > 0) + (sourceType8 > 0);

constant const bool has2DTexture1 = (sourceType1 == PassTypeTexture && hasLayer1);
constant const bool has2DTexture2 = (sourceType2 == PassTypeTexture && hasLayer2);
Expand Down Expand Up @@ -172,31 +172,20 @@ typedef struct
float4 position [[position, invariant]];
float3 texCoord1;
} ShadowCasterInOut;

vertex ColorInOut pipelineVertexShader(Vertex in [[stage_in]],
constant VertexUniforms & uniforms [[ buffer( VertexShaderArgumentFixedFunctionUniforms) ]],
constant plMetalLights & lights [[ buffer(VertexShaderArgumentLights) ]],
constant float4x4 & blendMatrix1 [[ buffer(VertexShaderArgumentBlendMatrix1), function_constant(temp_hasOnlyWeight1) ]])

half4 calcLitMaterialColor(constant plMetalLights & lights,
const half4 materialColor,
constant plMaterialLightingDescriptor & materialLighting,
const float4 position,
const float3 normal)
{
ColorInOut out;
// we should have been able to swizzle, but it didn't work in Xcode beta? Try again later.
const half4 inColor = half4(in.color.b, in.color.g, in.color.r, in.color.a) / half4(255.f);

const half3 MAmbient = mix(inColor.rgb, uniforms.ambientCol, uniforms.ambientSrc);
const half4 MDiffuse = mix(inColor, uniforms.diffuseCol, uniforms.diffuseSrc);
const half3 MEmissive = mix(inColor.rgb, uniforms.emissiveCol, uniforms.emissiveSrc);

half3 LAmbient = half3(0.h, 0.h, 0.h);
half3 LDiffuse = half3(0.h, 0.h, 0.h);

const float3 Ndirection = normalize(float4(in.normal, 0.f) * uniforms.localToWorldMatrix).xyz;

float4 position = float4(in.position, 1.f) * uniforms.localToWorldMatrix;
if (temp_hasOnlyWeight1) {
const float4 position2 = float4(in.position, 1.f) * blendMatrix1;
position = (in.weight1 * position) + ((1.f - in.weight1) * position2);
}


const half3 MAmbient = mix(materialColor.rgb, materialLighting.ambientCol, materialLighting.ambientSrc);
const half4 MDiffuse = mix(materialColor, materialLighting.diffuseCol, materialLighting.diffuseSrc);
const half3 MEmissive = mix(materialColor.rgb, materialLighting.emissiveCol, materialLighting.emissiveSrc);

for (size_t i = 0; i < lights.count; i++) {
constant const plMetalShaderLightSource *lightSource = &lights.lampSources[i];
if (lightSource->scale == 0.0h)
Expand Down Expand Up @@ -231,16 +220,35 @@ vertex ColorInOut pipelineVertexShader(Vertex in [[stage_in]],
}

LAmbient.rgb = LAmbient.rgb + half3(direction.w * (lightSource->ambient.rgb * lightSource->scale));
const float3 dotResult = dot(Ndirection, direction.xyz);
const float3 dotResult = dot(normal, direction.xyz);
LDiffuse.rgb = LDiffuse.rgb + MDiffuse.rgb * (lightSource->diffuse.rgb * lightSource->scale) * half3(max(0.f, dotResult) * direction.w);
}

const half3 ambient = (MAmbient.rgb) * clamp(uniforms.globalAmb.rgb + LAmbient.rgb, 0.h, 1.h);
const half3 ambient = (MAmbient.rgb) * clamp(materialLighting.globalAmb.rgb + LAmbient.rgb, 0.h, 1.h);
const half3 diffuse = clamp(LDiffuse.rgb, 0.h, 1.h);
const half4 material = half4(clamp(ambient + diffuse + MEmissive.rgb, 0.h, 1.h),
abs(uniforms.invVtxAlpha - MDiffuse.a));
return clamp(half4(ambient + diffuse + MEmissive.rgb, MDiffuse.a), 0.h, 1.h);
}

vertex ColorInOut pipelineVertexShader(Vertex in [[stage_in]],
constant VertexUniforms & uniforms [[ buffer( VertexShaderArgumentFixedFunctionUniforms) ]],
constant plMaterialLightingDescriptor & materialLighting [[ buffer( VertexShaderArgumentMaterialLighting) ]],
constant plMetalLights & lights [[ buffer(VertexShaderArgumentLights) ]],
constant float4x4 & blendMatrix1 [[ buffer(VertexShaderArgumentBlendMatrix1), function_constant(temp_hasOnlyWeight1) ]])
{
ColorInOut out;
const half4 inColor = half4(in.color.b, in.color.g, in.color.r, in.color.a) / half4(255.f);

out.vtxColor = half4(material.rgb, abs(uniforms.invVtxAlpha - MDiffuse.a));
const float3 Ndirection = normalize(float4(in.normal, 0.f) * uniforms.localToWorldMatrix).xyz;

float4 position = float4(in.position, 1.f) * uniforms.localToWorldMatrix;
if (temp_hasOnlyWeight1) {
const float4 position2 = float4(in.position, 1.f) * blendMatrix1;
position = (in.weight1 * position) + ((1.f - in.weight1) * position2);
}

out.vtxColor = calcLitMaterialColor(lights, inColor, materialLighting, position, Ndirection);
out.vtxColor.a = abs(uniforms.invVtxAlpha - out.vtxColor.a);

const float4 vCamPosition = position * uniforms.worldToCameraMatrix;

// Fog
Expand Down Expand Up @@ -612,14 +620,16 @@ fragment half4 shadowFragmentShader(ShadowCasterInOut in [[stage_in]])

vertex ColorInOut shadowCastVertexShader(Vertex in [[ stage_in ]],
constant VertexUniforms & uniforms [[ buffer( VertexShaderArgumentFixedFunctionUniforms) ]],
constant plMaterialLightingDescriptor & materialLighting [[ buffer( VertexShaderArgumentMaterialLighting) ]],
constant plShadowState & shadowState [[ buffer(VertexShaderArgumentShadowState) ]])
{
ColorInOut out;

float4 position = (float4(in.position, 1.f) * uniforms.localToWorldMatrix);
const float3 Ndirection = normalize(float4(in.normal, 0.f) * uniforms.localToWorldMatrix).xyz;
// Shadow casting uses the diffuse material color to control opacity
const half4 MDiffuse = uniforms.diffuseCol;
// FIXME: Should this be something more specific
const half4 MDiffuse = materialLighting.diffuseCol;

//w is attenation
float4 direction;
Expand Down
21 changes: 13 additions & 8 deletions Sources/Plasma/FeatureLib/pfMetalPipeline/ShaderSrc/ShaderTypes.h
Original file line number Diff line number Diff line change
Expand Up @@ -62,6 +62,8 @@ enum plMetalVertexShaderArgument
VertexShaderArgumentMaterialShaderUniforms = 3,
/// Light Table
VertexShaderArgumentLights = 4,
/// Material properties for vertex lighting
VertexShaderArgumentMaterialLighting = 5,
/// Blend matrix for GPU side animation blending
VertexShaderArgumentBlendMatrix1 = 6,
/// Describes the state of a shadow caster for shadow cast shader
Expand Down Expand Up @@ -168,15 +170,8 @@ struct UVOutDescriptor
static_assert(std::is_trivial_v<UVOutDescriptor>, "UVOutDescriptor must be a trivial type!");
#endif

struct VertexUniforms
struct plMaterialLightingDescriptor
{
// transformation
matrix_float4x4 projectionMatrix;
matrix_float4x4 localToWorldMatrix;
matrix_float4x4 cameraToWorldMatrix;
matrix_float4x4 worldToCameraMatrix;

// lighting
half4 globalAmb;
half3 ambientCol;
uint8_t ambientSrc;
Expand All @@ -186,6 +181,16 @@ struct VertexUniforms
uint8_t emissiveSrc;
half3 specularCol;
uint8_t specularSrc;
};

struct VertexUniforms
{
// transformation
matrix_float4x4 projectionMatrix;
matrix_float4x4 localToWorldMatrix;
matrix_float4x4 cameraToWorldMatrix;
matrix_float4x4 worldToCameraMatrix;

bool invVtxAlpha;

uint8_t fogExponential;
Expand Down
Loading

0 comments on commit 64f1b63

Please sign in to comment.