ref: 11087295a24b0a8d08897824c7ee9676026fa159
dir: /readme.md/
# semblance Semblance wants to be a shading language. The idea is for it to have a translator that turns semblance shaders into C that can be used with [libgraphics][1], and later turn it into a VM that runs in [renderfs][2]. It's largely influenced by the [RSL][3] and [GLSL][4] languages. ## Syntax - declare and use custom structs - new types vector → Point3 (x,y,z,0) point → Point3 (x,y,z,w) point2 → Point2 (x,y,w) pointN → PointN (x,y,[w|z,w]) | N ∈ {2,3} ??? normal → Point3 (x,y,z,0) | {x,y,z} ∈ [0,1] color → Color matrix → Matrix[23] ??? quat → Quaternion - new operators Matrix3 m, n; Point3 a, b; double s; b = b * a; /* b = modulatept3(a, b); */ b = b * s; /* b = mulpt3(b, s); */ b = b * m; /* xform3(b, m); */ b = b × a; /* b = crossvec3(b, a); */ b = b · a; /* b = dotvec3(b, a); */ m = m * n; /* mulm3(m, n); */ Matrix3 m2: m2 = m * n; /* identity3(m2); mulm3(m2, m); mulm3(m2, n); */ /* alt.: memmove(m2, m, 4*4*sizeof(double)); mulm3(m2, n); */ - function polymorphism Point3 a, b; double c, d; a = lerp(a, b, 0.4); /* lerp3(2); */ c = lerp(c, d, 0.1); /* flerp(2); */ Texture *tex; Cubemap *cm; Point3 dir; Point2 uv; Color c; c = sample(tex, uv, nearest); /* sampletexture(2) */ c = sample(cm, dir, bilinear); /* samplecubemap(2) */ int a, b; double c, d; Point3 p0, p1; a = min(a, b); c = min(c, d); p0 = min(p0, p1); /* component-wise */ - stage-dependent shader parameters - vertex | in shader | in libgraphics | +--------------------------------+ position → sp->v->p normal → sp->v->n color → sp->v->c uv → sp->v->uv material → sp->v->mtl tangent → sp->v->tangent <attr> → sp->v->attrs["<attr>"] - fragment | in shader | in libgraphics | +--------------------------------+ position → sp->v.p color → sp->v.c <attr> → sp->v.attrs["<attr>"] - swizzles Point3 p; Color c; c.rgba = p.xyzw; c.rgb = p.xyz; p.zyx = c.rgb; - builtins In the following cases the absent parameters are replaced by: Entity* → sp->su->entity Camera* → sp->su->camera Framebuf* → sp->su->fb when translated for libgraphics. Point3 model2world(Point3) /* Point3 model2world(Entity*, Point3); */ Point3 world2vcs(Point3) /* Point3 world2vcs(Camera*, Point3); */ Point3 vcs2clip(Point3); /* Point3 vcs2clip(Camera*, Point3); */ Point3 world2clip(Point3); /* Point3 world2clip(Camera*, Point3); */ Point3 clip2ndc(Point3); /* Point3 clip2ndc(Point3); */ Point3 ndc2viewport(Point3); /* Point3 ndc2viewport(Framebuf*, Point3); */ Point3 viewport2ndc(Point3); /* Point3 viewport2ndc(Framebuf*, Point3); */ Point3 ndc2vcs(Point3); /* Point3 ndc2vcs(Camera*, Point3); */ Point3 viewport2vcs(Point3); /* Point3 viewport2vcs(Camera*, Point3); */ Point3 vcs2world(Point3); /* Point3 vcs2world(Camera*, Point3); */ Point3 viewport2world(Point3); /* Point3 viewport2world(Camera*, Point3); */ Point3 world2model(Point3); /* Point3 world2model(Entity*, Point3); */ ## Examples in libgraphics: Point3 phongvshader(VSparams *sp) { Point3 pos; Color a, d, s; double ss; sp->v->n = model2world(sp->su->entity, sp->v->n); sp->v->p = model2world(sp->su->entity, sp->v->p); pos = sp->v->p; addvattr(sp->v, "pos", VAPoint, &pos); if(sp->v->mtl != nil && sp->v->mtl->normalmap != nil && sp->v->uv.w != 0){ sp->v->tangent = model2world(sp->su->entity, sp->v->tangent); addvattr(sp->v, "tangent", VAPoint, &sp->v->tangent); } if(sp->v->mtl != nil){ a = sp->v->mtl->ambient; d = sp->v->mtl->diffuse; s = sp->v->mtl->specular; ss = sp->v->mtl->shininess; addvattr(sp->v, "ambient", VAPoint, &a); addvattr(sp->v, "diffuse", VAPoint, &d); addvattr(sp->v, "specular", VAPoint, &s); addvattr(sp->v, "shininess", VANumber, &ss); } return world2clip(sp->su->camera, pos); } in semblance: out point pos; out vector tangent; out color ambient; out color diffuse; out color specular; out double shininess; vs phong() { normal = model2world(normal); position = model2world(position); pos = position; if(material != nil){ if(material->normalmap && uv.w != 0) tangent = model2world(tangent); ambient = material.ambient; diffuse = material.diffuse; specular = material.specular; shininess = material.shininess; } return world2clip(pos); } [1]: https://shithub.us/rodri/libgraphics [2]: https://shithub.us/rodri/renderfs [3]: https://renderman.pixar.com/resources/RenderMan_20/shadingLanguage.html [4]: https://www.khronos.org/files/opengles_shading_language.pdf