debug: simple diffuse fragment shader to test point light UBO
This commit is contained in:
@@ -8,108 +8,22 @@ layout(location = 0) out vec4 outColor;
|
|||||||
|
|
||||||
layout(set = 0, binding = 0) uniform CameraUBO {
|
layout(set = 0, binding = 0) uniform CameraUBO {
|
||||||
mat4 vp;
|
mat4 vp;
|
||||||
vec4 pointLightPos; // xyz = position, w = intensity
|
vec4 pointLightPos;
|
||||||
vec4 pointLightColor; // xyz = color, w = range
|
vec4 pointLightColor;
|
||||||
};
|
};
|
||||||
|
|
||||||
const vec3 AMBIENT = vec3(0.01, 0.01, 0.02);
|
|
||||||
|
|
||||||
const float PI = 3.14159265359;
|
|
||||||
|
|
||||||
float distributionGGX(vec3 N, vec3 H, float roughness)
|
|
||||||
{
|
|
||||||
float a = roughness * roughness;
|
|
||||||
float a2 = a * a;
|
|
||||||
float NdotH = max(dot(N, H), 0.0);
|
|
||||||
float NdotH2 = NdotH * NdotH;
|
|
||||||
float num = a2;
|
|
||||||
float denom = NdotH2 * (a2 - 1.0) + 1.0;
|
|
||||||
denom = PI * denom * denom;
|
|
||||||
return num / denom;
|
|
||||||
}
|
|
||||||
|
|
||||||
float geometrySchlickGGX(float NdotV, float roughness)
|
|
||||||
{
|
|
||||||
float r = roughness + 1.0;
|
|
||||||
float k = (r * r) / 8.0;
|
|
||||||
return NdotV / (NdotV * (1.0 - k) + k);
|
|
||||||
}
|
|
||||||
|
|
||||||
float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
|
||||||
{
|
|
||||||
float NdotV = max(dot(N, V), 0.0);
|
|
||||||
float NdotL = max(dot(N, L), 0.0);
|
|
||||||
return geometrySchlickGGX(NdotV, roughness) * geometrySchlickGGX(NdotL, roughness);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
|
||||||
{
|
|
||||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 acesTonemap(vec3 color)
|
|
||||||
{
|
|
||||||
float a = 2.51;
|
|
||||||
float b = 0.03;
|
|
||||||
float c = 2.43;
|
|
||||||
float d = 0.59;
|
|
||||||
float e = 0.14;
|
|
||||||
return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 calcLight(vec3 N, vec3 V, vec3 L, vec3 radiance, vec3 albedo, float roughness, float metallic)
|
|
||||||
{
|
|
||||||
vec3 H = normalize(V + L);
|
|
||||||
vec3 F0 = mix(vec3(0.04), albedo, metallic);
|
|
||||||
|
|
||||||
float NDF = distributionGGX(N, H, roughness);
|
|
||||||
float G = geometrySmith(N, V, L, roughness);
|
|
||||||
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
|
||||||
|
|
||||||
vec3 numerator = NDF * G * F;
|
|
||||||
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
|
|
||||||
vec3 specular = numerator / denominator;
|
|
||||||
|
|
||||||
vec3 kS = F;
|
|
||||||
vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
|
|
||||||
|
|
||||||
float NdotL = max(dot(N, L), 0.0);
|
|
||||||
return (kD * albedo / PI + specular) * radiance * NdotL;
|
|
||||||
}
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 N = normalize(fragNormal);
|
vec3 N = normalize(fragNormal);
|
||||||
vec3 V = normalize(-fragWorldPos);
|
vec3 toLight = pointLightPos.xyz - fragWorldPos;
|
||||||
|
|
||||||
vec3 albedo = fragAlbedo;
|
|
||||||
float roughness = 0.5;
|
|
||||||
float metallic = 0.1;
|
|
||||||
|
|
||||||
// Only point light — no directional, near-zero ambient
|
|
||||||
vec3 color = AMBIENT * albedo;
|
|
||||||
|
|
||||||
vec3 lightPos = pointLightPos.xyz;
|
|
||||||
float lightIntensity = pointLightPos.w;
|
|
||||||
vec3 lightColor = pointLightColor.xyz;
|
|
||||||
float lightRange = pointLightColor.w;
|
|
||||||
|
|
||||||
vec3 toLight = lightPos - fragWorldPos;
|
|
||||||
float dist = length(toLight);
|
float dist = length(toLight);
|
||||||
vec3 L = toLight / max(dist, 0.001);
|
vec3 L = normalize(toLight);
|
||||||
|
|
||||||
// Unity-style attenuation
|
float NdotL = max(dot(N, L), 0.0);
|
||||||
float attenuation = pow(clamp(1.0 - dist / lightRange, 0.0, 1.0), 2.0);
|
float atten = 1.0 / (1.0 + dist * dist * 0.1);
|
||||||
vec3 radiance = lightColor * lightIntensity * attenuation;
|
float intensity = pointLightPos.w;
|
||||||
|
|
||||||
if (lightIntensity > 0.0 && lightRange > 0.0)
|
vec3 color = fragAlbedo * pointLightColor.xyz * NdotL * intensity * atten;
|
||||||
{
|
|
||||||
color += calcLight(N, V, L, radiance, albedo, roughness, metallic);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Tonemap + gamma
|
|
||||||
color = acesTonemap(color);
|
|
||||||
color = pow(color, vec3(1.0 / 2.2));
|
|
||||||
|
|
||||||
outColor = vec4(color, 1.0);
|
outColor = vec4(color, 1.0);
|
||||||
}
|
}
|
||||||
|
|||||||
Binary file not shown.
@@ -86,6 +86,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
|
|||||||
{
|
{
|
||||||
lightPos = new Vector4(lt.Position, l.Intensity);
|
lightPos = new Vector4(lt.Position, l.Intensity);
|
||||||
lightColor = new Vector4(l.Color, l.Range);
|
lightColor = new Vector4(l.Color, l.Range);
|
||||||
|
Console.WriteLine($"[Vulkan] Point light: pos={lt.Position}, intensity={l.Intensity}, range={l.Range}, color={l.Color}");
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
if (lightPos.W == 0)
|
if (lightPos.W == 0)
|
||||||
@@ -96,9 +97,14 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
|
|||||||
{
|
{
|
||||||
lightPos = new Vector4(l.Position, l.Intensity);
|
lightPos = new Vector4(l.Position, l.Intensity);
|
||||||
lightColor = new Vector4(l.Color, l.Range);
|
lightColor = new Vector4(l.Color, l.Range);
|
||||||
|
Console.WriteLine($"[Vulkan] Point light (fallback): pos={l.Position}, intensity={l.Intensity}");
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
if (lightPos.W == 0)
|
||||||
|
{
|
||||||
|
Console.WriteLine("[Vulkan] WARNING: No point light found in ECS!");
|
||||||
|
}
|
||||||
|
|
||||||
// Pack UBO: mat4 vp (64 bytes) + vec4 lightPos (16) + vec4 lightColor (16) = 96 bytes
|
// Pack UBO: mat4 vp (64 bytes) + vec4 lightPos (16) + vec4 lightColor (16) = 96 bytes
|
||||||
var uboData = stackalloc byte[128];
|
var uboData = stackalloc byte[128];
|
||||||
|
|||||||
Reference in New Issue
Block a user