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16 changes: 15 additions & 1 deletion data/shaders/custom_pbr.frag
Original file line number Diff line number Diff line change
@@ -1,13 +1,14 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#pragma import_defines (VSG_POINT_SPRITE, VSG_DIFFUSE_MAP, VSG_GREYSCALE_DIFFUSE_MAP, VSG_DETAIL_MAP, VSG_EMISSIVE_MAP, VSG_LIGHTMAP_MAP, VSG_NORMAL_MAP, VSG_METALLROUGHNESS_MAP, VSG_SPECULAR_MAP, VSG_TWO_SIDED_LIGHTING, VSG_WORKFLOW_SPECGLOSS, VSG_SHADOWS_PCSS, VSG_SHADOWS_SOFT, VSG_SHADOWS_HARD, SHADOWMAP_DEBUG, VSG_ALPHA_TEST)
#pragma import_defines (VSG_POINT_SPRITE, VSG_DIFFUSE_MAP, VSG_GREYSCALE_DIFFUSE_MAP, VSG_DETAIL_MAP, VSG_EMISSIVE_MAP, VSG_LIGHTMAP_MAP, VSG_NORMAL_MAP, VSG_METALLROUGHNESS_MAP, VSG_SPECULAR_MAP, VSG_TWO_SIDED_LIGHTING, VSG_WORKFLOW_SPECGLOSS, VSG_SHADOWS_PCSS, VSG_SHADOWS_SOFT, VSG_SHADOWS_HARD, SHADOWMAP_DEBUG, VSG_ALPHA_TEST, CUSTOM_HIGHLIGHT)

// define by default for backwards compatibility
#define VSG_SHADOWS_HARD

#define VIEW_DESCRIPTOR_SET 1
#define MATERIAL_DESCRIPTOR_SET 2
#define CUSTOM_DESCRIPTOR_SET 0
#define HIGHLIGHT_DESCRIPTOR_SET 3

const float PI = 3.14159265359;
const float RECIPROCAL_PI = 0.31830988618;
Expand Down Expand Up @@ -72,6 +73,14 @@ layout(set = CUSTOM_DESCRIPTOR_SET, binding = 0) uniform Fog
float exponent;
} fog;

#ifdef CUSTOM_HIGHLIGHT
layout(set = HIGHLIGHT_DESCRIPTOR_SET, binding = 0) uniform Highlight
{
vec3 color;
bool highlighted;
} highlight;
#endif

layout(location = 0) in vec3 eyePos;
layout(location = 1) in vec3 normalDir;
layout(location = 2) in vec4 vertexColor;
Expand Down Expand Up @@ -581,5 +590,10 @@ void main()
}
}

#ifdef CUSTOM_HIGHLIGHT
if (highlight.highlighted)
color += highlight.color;
#endif

outColor = vec4(color, baseColor.a);
}
1 change: 1 addition & 0 deletions examples/utils/CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
add_subdirectory(vsgbuilder)
add_subdirectory(vsggraphicspipelineconfigurator)
add_subdirectory(vsgshaderset)
add_subdirectory(vsgincompatiblepipelinelayouts)
add_subdirectory(vsgintersection)
add_subdirectory(vsgstoragebuffer)
add_subdirectory(vsgcustomshaderset)
Expand Down
15 changes: 15 additions & 0 deletions examples/utils/vsgincompatiblepipelinelayouts/CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,15 @@
set(SOURCES
custom_pbr.cpp
vsgincompatiblepipelinelayouts.cpp
)

add_executable(vsgincompatiblepipelinelayouts ${SOURCES})

target_link_libraries(vsgincompatiblepipelinelayouts vsg::vsg)

if (vsgXchange_FOUND)
target_compile_definitions(vsgincompatiblepipelinelayouts PRIVATE vsgXchange_FOUND)
target_link_libraries(vsgincompatiblepipelinelayouts vsgXchange::vsgXchange)
endif()

install(TARGETS vsgincompatiblepipelinelayouts RUNTIME DESTINATION bin)
84 changes: 84 additions & 0 deletions examples/utils/vsgincompatiblepipelinelayouts/custom_pbr.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,84 @@
/* <editor-fold desc="MIT License">

Copyright(c) 2020 Robert Osfield

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

</editor-fold> */

#include <vsg/core/Array2D.h>
#include <vsg/io/Logger.h>
#include <vsg/io/read.h>
#include <vsg/io/write.h>
#include <vsg/state/DescriptorImage.h>
#include <vsg/state/material.h>
#include <vsg/utils/ShaderSet.h>

#include "custom_pbr.h"

vsg::RegisterWithObjectFactoryProxy<custom::FogValue> s_Register_FogValue;
vsg::RegisterWithObjectFactoryProxy<custom::HighlightValue> s_Register_HighlightValue;

vsg::ref_ptr<vsg::ShaderSet> custom::pbr_ShaderSet(vsg::ref_ptr<const vsg::Options> options)
{
vsg::info("Local pbr_ShaderSet(", options, ")");

auto vertexShader = vsg::read_cast<vsg::ShaderStage>("shaders/custom_pbr.vert", options);
auto fragmentShader = vsg::read_cast<vsg::ShaderStage>("shaders/custom_pbr.frag", options);

if (!vertexShader || !fragmentShader)
{
vsg::error("pbr_ShaderSet(...) could not find shaders.");
return {};
}

#define VIEW_DESCRIPTOR_SET 1
#define MATERIAL_DESCRIPTOR_SET 2
#define CUSTOM_DESCRIPTOR_SET 0
#define HIGHLIGHT_DESCRIPTOR_SET 3

auto shaderSet = vsg::ShaderSet::create(vsg::ShaderStages{vertexShader, fragmentShader});

shaderSet->addAttributeBinding("vsg_Vertex", "", 0, VK_FORMAT_R32G32B32_SFLOAT, vsg::vec3Array::create(1));
shaderSet->addAttributeBinding("vsg_Normal", "", 1, VK_FORMAT_R32G32B32_SFLOAT, vsg::vec3Array::create(1));
shaderSet->addAttributeBinding("vsg_TexCoord0", "", 2, VK_FORMAT_R32G32_SFLOAT, vsg::vec2Array::create(1));
shaderSet->addAttributeBinding("vsg_Color", "", 3, VK_FORMAT_R32G32B32A32_SFLOAT, vsg::vec4Array::create(1));

shaderSet->addAttributeBinding("vsg_position", "VSG_INSTANCE_POSITIONS", 4, VK_FORMAT_R32G32B32_SFLOAT, vsg::vec3Array::create(1));
shaderSet->addAttributeBinding("vsg_position_scaleDistance", "VSG_BILLBOARD", 4, VK_FORMAT_R32G32B32A32_SFLOAT, vsg::vec4Array::create(1));

shaderSet->addDescriptorBinding("displacementMap", "VSG_DISPLACEMENT_MAP", MATERIAL_DESCRIPTOR_SET, 6, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_VERTEX_BIT, vsg::floatArray2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R32_SFLOAT}));
shaderSet->addDescriptorBinding("diffuseMap", "VSG_DIFFUSE_MAP", MATERIAL_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::ubvec4Array2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R8G8B8A8_UNORM}));
shaderSet->addDescriptorBinding("mrMap", "VSG_METALLROUGHNESS_MAP", MATERIAL_DESCRIPTOR_SET, 1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec2Array2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R32G32_SFLOAT}));
shaderSet->addDescriptorBinding("normalMap", "VSG_NORMAL_MAP", MATERIAL_DESCRIPTOR_SET, 2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec3Array2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R32G32B32_SFLOAT}));
shaderSet->addDescriptorBinding("aoMap", "VSG_LIGHTMAP_MAP", MATERIAL_DESCRIPTOR_SET, 3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::floatArray2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R32_SFLOAT}));
shaderSet->addDescriptorBinding("emissiveMap", "VSG_EMISSIVE_MAP", MATERIAL_DESCRIPTOR_SET, 4, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::ubvec4Array2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R8G8B8A8_UNORM}));
shaderSet->addDescriptorBinding("specularMap", "VSG_SPECULAR_MAP", MATERIAL_DESCRIPTOR_SET, 5, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::ubvec4Array2D::create(1, 1, vsg::Data::Properties{VK_FORMAT_R8G8B8A8_UNORM}));
shaderSet->addDescriptorBinding("material", "", MATERIAL_DESCRIPTOR_SET, 10, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::PbrMaterialValue::create());

shaderSet->addDescriptorBinding("lightData", "", VIEW_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Array::create(64));
shaderSet->addDescriptorBinding("viewportData", "", VIEW_DESCRIPTOR_SET, 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, vsg::vec4Value::create(0, 0, 1280, 1024));
shaderSet->addDescriptorBinding("shadowMaps", "", VIEW_DESCRIPTOR_SET, 2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, vsg::floatArray3D::create(1, 1, 1, vsg::Data::Properties{VK_FORMAT_R32_SFLOAT}));

shaderSet->addDescriptorBinding("Fog", "", CUSTOM_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, custom::FogValue::create());

shaderSet->addDescriptorBinding("highlight", "CUSTOM_HIGHLIGHT", HIGHLIGHT_DESCRIPTOR_SET, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, nullptr);

// additional defines
shaderSet->optionalDefines = {"VSG_GREYSCALE_DIFFUSE_MAP", "VSG_TWO_SIDED_LIGHTING", "VSG_WORKFLOW_SPECGLOSS"};

shaderSet->addPushConstantRange("pc", "", VK_SHADER_STAGE_ALL, 0, 128);

shaderSet->definesArrayStates.push_back(vsg::DefinesArrayState{{"VSG_INSTANCE_POSITIONS", "VSG_DISPLACEMENT_MAP"}, vsg::PositionAndDisplacementMapArrayState::create()});
shaderSet->definesArrayStates.push_back(vsg::DefinesArrayState{{"VSG_INSTANCE_POSITIONS"}, vsg::PositionArrayState::create()});
shaderSet->definesArrayStates.push_back(vsg::DefinesArrayState{{"VSG_DISPLACEMENT_MAP"}, vsg::DisplacementMapArrayState::create()});
shaderSet->definesArrayStates.push_back(vsg::DefinesArrayState{{"VSG_BILLBOARD"}, vsg::BillboardArrayState::create()});

shaderSet->customDescriptorSetBindings.push_back(vsg::ViewDependentStateBinding::create(VIEW_DESCRIPTOR_SET));

return shaderSet;
}
79 changes: 79 additions & 0 deletions examples/utils/vsgincompatiblepipelinelayouts/custom_pbr.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,79 @@
#pragma once

#include <vsg/maths/vec3.h>

namespace custom
{
// OpenGL style fog struct to pass to the GPU
struct Fog
{
vsg::vec3 color = {1.0f, 1.0f, 1.0f};
float density = 0.0005f; // OpenGL default is 1.0!
float start = 0.0f;
float end = 1.0f;
float exponent = 1.0f;

void read(vsg::Input& input)
{
input.read("color", color);
input.read("density", density);
input.read("start", start);
input.read("end", end);
input.read("exponent", exponent);
}

void write(vsg::Output& output) const
{
output.write("color", color);
output.write("density", density);
output.write("start", start);
output.write("end", end);
output.write("exponent", exponent);
}
};

using FogValue = vsg::Value<Fog>;

struct Highlight
{
vsg::vec3 color = {0.2f, 0.2f, 0.0f};
bool highlighted = false;

Highlight() = default;
Highlight(bool in_highlighted)
: highlighted(in_highlighted)
{}

void read(vsg::Input& input)
{
input.read("highlighted", highlighted);
input.read("color", color);
}

void write(vsg::Output& output) const
{
output.write("highlighted", highlighted);
output.write("color", color);
}
};

using HighlightValue = vsg::Value<Highlight>;

extern vsg::ref_ptr<vsg::ShaderSet> pbr_ShaderSet(vsg::ref_ptr<const vsg::Options> options);
} // namespace custom

template<>
constexpr bool vsg::has_read_write<custom::Fog>()
{
return true;
}

EVSG_type_name(custom::FogValue);

template<>
constexpr bool vsg::has_read_write<custom::Highlight>()
{
return true;
}

EVSG_type_name(custom::HighlightValue);
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