Trying to add opacity

This commit is contained in:
Dynamitos
2024-07-16 16:44:56 +02:00
parent 60e74f87b8
commit f55a2a03d2
7 changed files with 47 additions and 14 deletions
+1 -1
View File
@@ -34,6 +34,6 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
// gamma correction
result = result / (result + float3(1.0));
result = pow(result, float3(1.0/2.2));
return float4(result, 1.0f);
return float4(result, brdf.getAlpha());
}
+25
View File
@@ -4,11 +4,13 @@ interface IBRDF
{
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor);
float3 evaluateAmbient();
float getAlpha();
};
struct Phong : IBRDF
{
float3 baseColor;
float alpha;
float3 specular;
float3 normal;
float3 ambient;
@@ -16,6 +18,7 @@ struct Phong : IBRDF
__init()
{
alpha = 1;
normal = float3(0, 0, 1);
}
@@ -33,11 +36,16 @@ struct Phong : IBRDF
{
return ambient;
}
float getAlpha()
{
return alpha;
}
};
struct BlinnPhong : IBRDF
{
float3 baseColor;
float alpha;
float3 specularColor;
float3 normal;
float shininess;
@@ -45,6 +53,7 @@ struct BlinnPhong : IBRDF
__init()
{
alpha = 1;
normal = float3(0, 0, 1);
}
@@ -62,15 +71,21 @@ struct BlinnPhong : IBRDF
{
return ambient;
}
float getAlpha()
{
return alpha;
}
};
struct CelShading : IBRDF
{
float3 baseColor;
float alpha;
float3 normal;
__init()
{
alpha = 1;
normal = float3(0, 0, 1);
}
@@ -94,12 +109,17 @@ struct CelShading : IBRDF
{
return float3(0, 0, 0);
}
float getAlpha()
{
return alpha;
}
};
// https://learnopengl.com/PBR/Theory
struct CookTorrance : IBRDF
{
float3 baseColor;
float alpha;
float3 normal;
float roughness;
float metallic;
@@ -107,6 +127,7 @@ struct CookTorrance : IBRDF
__init()
{
alpha = 1;
normal = float3(0, 0, 1);
roughness = 0;
metallic = 0;
@@ -176,4 +197,8 @@ struct CookTorrance : IBRDF
{
return float3(0.03) * baseColor * ambientOcclusion;
}
float getAlpha()
{
return alpha;
}
};
+3 -1
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@@ -39,7 +39,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
LightingParameter lightingParams = params.getLightingParameter();
MaterialParameter materialParams = params.getMaterialParameter();
let brdf = Material.prepare(materialParams);
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
@@ -53,5 +53,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
// gamma correction
result = result / (result + float3(1.0));
result = pow(result, float3(1.0/2.2));
hitValue.color = result;
}
+1
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@@ -19,6 +19,7 @@ void raygen()
rayDesc.TMax = 10000.0;
RayPayload payload;
payload.rayDirection = rayDesc.Direction;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
pRayTracingParams.image[int2(LaunchID.xy)] = float4(payload.color, 1.0);
@@ -17,5 +17,6 @@ struct CallablePayload
struct RayPayload
{
float3 rayDirection;
float3 color;
};
+15 -11
View File
@@ -80,6 +80,7 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
}
}
constexpr const char* KEY_BASE_COLOR = "k_b";
constexpr const char* KEY_DIFFUSE_COLOR = "k_d";
constexpr const char* KEY_SPECULAR_COLOR = "k_s";
constexpr const char* KEY_AMBIENT_COLOR = "k_a";
@@ -270,15 +271,24 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
result = blendKey;
};
// Diffuse
addVectorParameter(KEY_DIFFUSE_COLOR, AI_MATKEY_COLOR_DIFFUSE);
std::string outputDiffuse = KEY_DIFFUSE_COLOR;
std::string outputBase = KEY_BASE_COLOR;
uint32 numDiffuseTextures = material->GetTextureCount(aiTextureType_DIFFUSE);
for (uint32 i = 0; i < numDiffuseTextures; ++i) {
addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputDiffuse);
addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputBase, {0, 1, 2, 3});
}
std::string outputDiffuse = KEY_DIFFUSE_COLOR;
expressions.add(new SwizzleExpression({0, 1, 2, -1}));
expressions.back()->key = outputDiffuse;
expressions.back()->inputs["target"].source = outputBase;
std::string outputAlpha = "alpha";
expressions.add(new SwizzleExpression({-1, -1, -1, 0}));
expressions.back()->key = outputDiffuse;
expressions.back()->inputs["target"].source = outputBase;
// Specular
addVectorParameter(KEY_SPECULAR_COLOR, AI_MATKEY_COLOR_SPECULAR);
std::string outputSpecular = KEY_SPECULAR_COLOR;
@@ -335,6 +345,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
MaterialNode brdf;
brdf.variables["baseColor"] = outputDiffuse;
brdf.variables["alpha"] = outputAlpha;
if (!outputNormal.empty()) {
expressions.add(new MulExpression());
expressions.back()->key = "NormalMul";
@@ -376,15 +387,8 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
}
break;
};
bool twoSided = true;
material->Get(AI_MATKEY_TWOSIDED, twoSided);
float opacity = 1.0f;
if (std::strcmp(material->GetName().C_Str(), "3td_Africa_Grass01") == 0)
{
opacity = 0.5f;
}
OMaterialAsset baseMat = new MaterialAsset(importPath, materialName);
baseMat->material = new Material(graphics, numTextures, numSamplers, numFloats, twoSided, opacity, materialName,
baseMat->material = new Material(graphics, numTextures, numSamplers, numFloats, 1, 1, materialName,
std::move(expressions), std::move(parameters), std::move(brdf));
baseMat->material->compile();
graphics->getShaderCompiler()->registerMaterial(baseMat->material);
+1 -1
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@@ -602,7 +602,7 @@ PRayTracingPipeline PipelineCache::createPipeline(Gfx::RayTracingPipelineCreateI
.pStages = shaderStages.data(),
.groupCount = static_cast<uint32>(shaderGroups.size()),
.pGroups = shaderGroups.data(),
.maxPipelineRayRecursionDepth = 1,
.maxPipelineRayRecursionDepth = 12,
.layout = createInfo.pipelineLayout.cast<PipelineLayout>()->getHandle(),
};
VkPipeline pipelineHandle;