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/**
* @file builtin_materials.h
* @author your name (you@domain.com)
* @brief
* @version 0.1
* @date 2024-06-15
*
* @copyright Copyright (c) 2024
*
*/
#pragma once
#include "colours.h"
#include "defines.h"
#include "ral.h"
#include "ral_types.h"
// Currently supported materials
// - Blinn Phong (textured)
// - PBR (params)
// - PBR (textured)
// Thoughts
// --------
//
// A material and a shader are inextricably linked. The input data for a shader needs the material.
// However, a shader may require more than just a material?
// --- Common uniform blocks
/* In glsl code we call it 'MVP_Matrices' */
typedef struct mvp_matrix_uniforms {
mat4 model;
mat4 view;
mat4 projection;
} mvp_matrix_uniforms;
// --- PBR (params)
typedef struct pbr_params_material_uniforms {
vec3 albedo;
f32 metallic;
f32 roughness;
f32 ao;
} pbr_params_material_uniforms;
typedef struct pbr_point_light {
vec3 pos;
vec3 color;
} pbr_point_light;
typedef struct pbr_params_light_uniforms {
vec3 viewPos;
pbr_point_light pointLights[4];
} pbr_params_light_uniforms;
typedef struct pbr_params_bindgroup {
mvp_matrix_uniforms mvp_matrices;
pbr_params_material_uniforms material;
pbr_params_light_uniforms lights;
} pbr_params_bindgroup;
static shader_data_layout pbr_params_shader_layout(void* data) {
pbr_params_bindgroup* d = (pbr_params_bindgroup*)data;
bool has_data = data != NULL;
shader_binding b1 = { .label = "MVP_Matrices",
.type = SHADER_BINDING_BYTES,
.stores_data = has_data,
.data = { .bytes = { .size = sizeof(mvp_matrix_uniforms) } } };
shader_binding b2 = { .label = "PBR_Params",
.type = SHADER_BINDING_BYTES,
.stores_data = has_data,
.data = { .bytes = { .size = sizeof(pbr_params_material_uniforms) } } };
shader_binding b3 = { .label = "Scene_Lights",
.type = SHADER_BINDING_BYTES,
.stores_data = has_data,
.data = { .bytes = { .size = sizeof(pbr_params_light_uniforms) } } };
return (shader_data_layout){ .name = "pbr_params", .bindings = { b1, b2, b3 }, .bindings_count = 3
};
}
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