[vulkan] Create shanders for brush models

The fragment shader is a bit of a mini mega-shader, but I do want to try
out specializations.
This commit is contained in:
Bill Currie 2021-01-18 17:13:52 +09:00
parent dacda50130
commit c7b2843c0e
6 changed files with 169 additions and 1 deletions

View file

@ -31,6 +31,7 @@ typedef struct vulkan_matrices_s {
float *projection_2d;
float *projection_3d;
float *view_3d;
float *sky_3d;
} vulkan_matrices_t;
typedef struct vulkan_framebufferset_s

View file

@ -261,6 +261,10 @@ twodv_src = libs/video/renderer/vulkan/twod.vert
twodv_c = libs/video/renderer/vulkan/twod.vert.spvc
twodf_src = libs/video/renderer/vulkan/twod.frag
twodf_c = libs/video/renderer/vulkan/twod.frag.spvc
quakebspv_src = libs/video/renderer/vulkan/quakebsp.vert
quakebspv_c = libs/video/renderer/vulkan/quakebsp.vert.spvc
quakebspf_src = libs/video/renderer/vulkan/quakebsp.frag
quakebspf_c = libs/video/renderer/vulkan/quakebsp.frag.spvc
passthrough_src = libs/video/renderer/vulkan/passthrough.vert
passthrough_c = libs/video/renderer/vulkan/passthrough.vert.spvc
pushcolor_src = libs/video/renderer/vulkan/pushcolor.frag
@ -270,6 +274,10 @@ $(twodv_c): $(twodv_src)
$(twodf_c): $(twodf_src)
$(quakebspv_c): $(quakebspv_src)
$(quakebspf_c): $(quakebspf_src)
$(passthrough_c): $(passthrough_src)
$(pushcolor_c): $(pushcolor_src)
@ -277,6 +285,8 @@ $(pushcolor_c): $(pushcolor_src)
vkshader_c = \
$(twodv_c) \
$(twodf_c) \
$(quakebspv_c) \
$(quakebspf_c) \
$(passthrough_c) \
$(pushcolor_c)

View file

@ -0,0 +1,122 @@
#version 450
layout (set = 0, binding = 1) uniform sampler2D Texture;
layout (set = 0, binding = 2) uniform sampler2D Glowmap;
layout (set = 0, binding = 3) uniform sampler2D Lightmap;
layout (set = 0, binding = 4) uniform samplerCube SkyCube;
layout (set = 0, binding = 5) uniform sampler2DArray SkySheet;
layout (push_constant) uniform PushConstants {
float time;
vec4 fog;
};
layout (location = 0) in vec4 tl_st;
layout (location = 1) in vec4 color;
layout (location = 2) out vec3 direction;
layout (location = 0) out vec4 frag_color;
layout (constant_id = 0) const bool doWarp = false;
layout (constant_id = 1) const bool doLight = true;
layout (constant_id = 2) const bool doSkyCube = false;
layout (constant_id = 3) const bool doSkySheet = false;
const float PI = 3.14159265;
const float SPEED = 20.0;
const float CYCLE = 128.0;
const float FACTOR = PI * 2.0 / CYCLE;
const vec2 BIAS = vec2 (1.0, 1.0);
const float SCALE = 8.0;
vec2
warp_st (vec2 st, float time)
{
vec2 angle = st.ts * CYCLE / 2.0;
vec2 phase = vec2 (time, time) * SPEED;
return st + (sin ((angle + phase) * FACTOR) + BIAS) / SCALE;
}
vec4
fogBlend (vec4 color)
{
float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
vec3 fog_color = fog.rgb;
float fog_factor = exp (-az * az);
return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
}
vec4
sky_sheet (vec3 dir, float time)
{
float len;
vec2 flow = vec2 (1.0, 1.0);
vec2 base;
vec3 st1, st2;
vec4 c1, c2, c;
dir.z *= 3.0;
len = dot (dir, dir);
len = SCALE * inversesqrt (len);
base = dir.yx * vec2(1.0, -1.0) * len;
st1 = vec3 (base + flow * time / 8.0, 0);
st2 = vec3 (base + flow * time / 16.0, 1);
c1 = texture (SkySheet, st1);
c2 = texture (SkySheet, st2);
c = vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
return c;
}
vec4
sky_cube (vec3 dir, float time)
{
// NOTE: quake's world is right-handed with Z up and X forward, but
// Vulkan's cube maps are left-handed with Y up and Z forward. The
// rotation to X foward is done by the Sky matrix so all that's left
// to do here is swizzle the Y and Z coordinates
return texture (SkyCube, dir.xzy);
}
vec4
sky_color (vec3 dir, float time)
{
if (!doSkySheet) {
return sky_cube (dir, time);
} if (!doSkyCube) {
return sky_sheet (dir, time);
} else {
// can see through the sheet (may look funny when looking down)
// maybe have 4 sheet layers instead of 2?
vec4 c1 = sky_sheet (dir, time);
vec4 c2 = sky_cube (dir, time);
return vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
}
}
void
main (void)
{
vec4 c;
vec2 t_st = tl_st.xy;
vec2 l_st = tl_st.zw;
if (doWarp) {
t_st = warp_st (t_st, time);
}
if (doSkyCube || doSkySheet) {
c = sky_color (direction, time);
} else {
c = texture (Texture, t_st) * color;
}
if (doLight) {
c *= texture (Lightmap, l_st);
}
c += texture (Glowmap, t_st);
frag_color = fogBlend (c);
}

View file

@ -0,0 +1,28 @@
#version 450
layout (set = 0, binding = 0) uniform Matrices {
mat4 Projection;
mat4 View;
mat4 Sky;
};
layout (push_constant) uniform PushConstants {
mat4 Model;
};
layout (location = 0) in vec4 vertex;
layout (location = 1) in vec4 tl_uv;
layout (location = 2) in vec4 vcolor;
layout (location = 0) out vec4 tl_st;
layout (location = 1) out vec4 color;
layout (location = 2) out vec3 direction;
void
main (void)
{
gl_Position = Projection * (View * (Model * vertex));
direction = (Sky * vertex).xyz;
tl_st = tl_uv;
color = vcolor;
}

View file

@ -59,6 +59,10 @@ static
static
#include "libs/video/renderer/vulkan/twod.frag.spvc"
static
#include "libs/video/renderer/vulkan/quakebsp.vert.spvc"
static
#include "libs/video/renderer/vulkan/quakebsp.frag.spvc"
static
#include "libs/video/renderer/vulkan/passthrough.vert.spvc"
static
#include "libs/video/renderer/vulkan/pushcolor.frag.spvc"
@ -72,6 +76,8 @@ typedef struct shaderdata_s {
static shaderdata_t builtin_shaders[] = {
{ "twod.vert", twod_vert, sizeof (twod_vert) },
{ "twod.frag", twod_frag, sizeof (twod_frag) },
{ "quakebsp.vert", quakebsp_vert, sizeof (quakebsp_vert) },
{ "quakebsp.frag", quakebsp_frag, sizeof (quakebsp_frag) },
{ "passthrough.vert", passthrough_vert, sizeof (passthrough_vert) },
{ "pushcolor.frag", pushcolor_frag, sizeof (pushcolor_frag) },
{}

View file

@ -134,7 +134,7 @@ Vulkan_CreateMatrices (vulkan_ctx_t *ctx)
__auto_type mat = &ctx->matrices;
mat->buffer_2d = QFV_CreateBuffer (device, 1 * MAT_SIZE,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
mat->buffer_3d = QFV_CreateBuffer (device, 2 * MAT_SIZE,
mat->buffer_3d = QFV_CreateBuffer (device, 3 * MAT_SIZE,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
size_t size = 0;
@ -159,6 +159,7 @@ Vulkan_CreateMatrices (vulkan_ctx_t *ctx)
mat->projection_2d = data;
mat->projection_3d = mat->projection_2d + offset / sizeof (float);
mat->view_3d = mat->projection_3d + 16;
mat->sky_3d = mat->view_3d + 16;
}
void