refactor: externalize builtin forward-lit shader asset
This commit is contained in:
@@ -0,0 +1,36 @@
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// XC_BUILTIN_FORWARD_LIT_OPENGL_PS
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#version 430
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layout(binding = 1) uniform sampler2D uBaseColorTexture;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(std140, binding = 2) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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in vec3 vNormalWS;
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -0,0 +1,37 @@
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// XC_BUILTIN_FORWARD_LIT_VULKAN_PS
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#version 450
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layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
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layout(set = 4, binding = 0) uniform sampler uLinearSampler;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(set = 2, binding = 0, std140) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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layout(location = 0) in vec3 vNormalWS;
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layout(location = 1) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -0,0 +1,36 @@
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// XC_BUILTIN_FORWARD_LIT_D3D12_PS
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Texture2D gBaseColorTexture : register(t1);
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SamplerState gLinearSampler : register(s1);
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cbuffer PerObjectConstants : register(b1) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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cbuffer MaterialConstants : register(b2) {
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float4 gBaseColorFactor;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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};
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.a < 0.5f) {
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return baseColor;
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}
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float3 normalWS = normalize(input.normalWS);
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float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = saturate(dot(normalWS, directionToLightWS));
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float3 lighting = float3(0.28f, 0.28f, 0.28f) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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return float4(baseColor.rgb * lighting, baseColor.a);
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}
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53
engine/assets/builtin/shaders/forward-lit/forward-lit.shader
Normal file
53
engine/assets/builtin/shaders/forward-lit/forward-lit.shader
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@@ -0,0 +1,53 @@
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{
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"name": "Builtin Forward Lit",
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"passes": [
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{
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"name": "ForwardLit",
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"tags": {
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"LightMode": "ForwardBase"
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},
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "forward-lit.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "forward-lit.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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},
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{
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"stage": "Vertex",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "forward-lit.vert.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "forward-lit.frag.glsl"
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},
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{
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"stage": "Vertex",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "forward-lit.vert.vk.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "forward-lit.frag.vk.glsl"
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}
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]
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}
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]
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}
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@@ -0,0 +1,25 @@
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// XC_BUILTIN_FORWARD_LIT_OPENGL_VS
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#version 430
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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out vec3 vNormalWS;
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out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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@@ -0,0 +1,25 @@
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// XC_BUILTIN_FORWARD_LIT_VULKAN_VS
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#version 450
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(location = 0) out vec3 vNormalWS;
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layout(location = 1) out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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@@ -0,0 +1,38 @@
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// XC_BUILTIN_FORWARD_LIT_D3D12_VS
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Texture2D gBaseColorTexture : register(t1);
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SamplerState gLinearSampler : register(s1);
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cbuffer PerObjectConstants : register(b1) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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cbuffer MaterialConstants : register(b2) {
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float4 gBaseColorFactor;
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};
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struct VSInput {
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
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output.texcoord = input.texcoord;
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return output;
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}
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@@ -7,10 +7,13 @@
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <XCEngine/Resources/Shader/ShaderLoader.h>
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#include <XCEngine/Resources/Texture/Texture.h>
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#include <algorithm>
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#include <cmath>
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#include <filesystem>
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#include <system_error>
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#include <vector>
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namespace XCEngine {
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@@ -36,6 +39,87 @@ struct MeshBuffers {
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std::vector<Core::uint32> indices;
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};
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size_t CalculateBuiltinShaderMemorySize(const Shader& shader);
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constexpr const char* kBuiltinForwardLitShaderManifestRelativePath =
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"engine/assets/builtin/shaders/forward-lit/forward-lit.shader";
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Containers::String NormalizeBuiltinAssetPath(const std::filesystem::path& path) {
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return Containers::String(path.lexically_normal().generic_string().c_str());
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}
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bool TryResolveBuiltinAssetPathFromAnchor(
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const std::filesystem::path& anchor,
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const std::filesystem::path& relativePath,
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std::filesystem::path& outPath) {
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if (anchor.empty()) {
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return false;
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}
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std::error_code ec;
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std::filesystem::path current = anchor.lexically_normal();
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if (std::filesystem::is_regular_file(current, ec)) {
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current = current.parent_path();
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}
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while (!current.empty()) {
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const std::filesystem::path candidate = (current / relativePath).lexically_normal();
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if (std::filesystem::exists(candidate, ec)) {
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outPath = candidate;
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return true;
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}
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const std::filesystem::path parent = current.parent_path();
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if (parent == current) {
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break;
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}
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current = parent;
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}
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return false;
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}
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bool TryResolveBuiltinForwardLitShaderManifestPath(Containers::String& outPath) {
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const std::filesystem::path relativePath(kBuiltinForwardLitShaderManifestRelativePath);
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std::filesystem::path resolvedPath;
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std::error_code ec;
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if (TryResolveBuiltinAssetPathFromAnchor(std::filesystem::current_path(ec), relativePath, resolvedPath)) {
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outPath = NormalizeBuiltinAssetPath(resolvedPath);
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return true;
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}
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const Containers::String& resourceRoot = ResourceManager::Get().GetResourceRoot();
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if (!resourceRoot.Empty() &&
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TryResolveBuiltinAssetPathFromAnchor(std::filesystem::path(resourceRoot.CStr()), relativePath, resolvedPath)) {
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outPath = NormalizeBuiltinAssetPath(resolvedPath);
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return true;
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}
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if (TryResolveBuiltinAssetPathFromAnchor(std::filesystem::path(__FILE__), relativePath, resolvedPath)) {
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outPath = NormalizeBuiltinAssetPath(resolvedPath);
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return true;
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}
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return false;
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}
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Shader* LoadBuiltinShaderFromManifest(
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const Containers::String& builtinPath,
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const Containers::String& manifestPath) {
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ShaderLoader shaderLoader;
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LoadResult result = shaderLoader.Load(manifestPath);
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if (!result || result.resource == nullptr) {
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return nullptr;
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}
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auto* shader = static_cast<Shader*>(result.resource);
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shader->m_path = builtinPath;
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shader->m_guid = ResourceGUID::Generate(builtinPath);
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shader->m_memorySize = CalculateBuiltinShaderMemorySize(*shader);
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return shader;
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}
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const char kBuiltinForwardHlsl[] = R"(
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Texture2D gBaseColorTexture : register(t1);
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SamplerState gLinearSampler : register(s1);
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@@ -1049,6 +1133,13 @@ size_t CalculateBuiltinShaderMemorySize(const Shader& shader) {
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}
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Shader* BuildBuiltinForwardLitShader(const Containers::String& path) {
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Containers::String manifestPath;
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if (TryResolveBuiltinForwardLitShaderManifestPath(manifestPath)) {
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if (Shader* shader = LoadBuiltinShaderFromManifest(path, manifestPath)) {
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return shader;
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}
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}
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auto* shader = new Shader();
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IResource::ConstructParams params;
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params.name = Containers::String("Builtin Forward Lit");
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