Add initial support for normal mapping and other light types
This commit is contained in:
parent
b0a3941f4e
commit
7976ea27b9
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@ -30,7 +30,7 @@ int main()
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meshParams.center = true;
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meshParams.storage = Nz::DataStorage::Software;
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meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, -90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV_Tangent);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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@ -70,10 +70,13 @@ int main()
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material->AddPass("ForwardPass", materialPass);
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std::shared_ptr<Nz::Texture> normalMap = Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/normal.png", texParams);
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Nz::PhongLightingMaterial phongMat(*materialPass);
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phongMat.EnableAlphaTest(false);
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phongMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
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phongMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
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phongMat.SetNormalMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/normal.png", texParams));
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Nz::Model model(std::move(gfxMesh), spaceshipMesh->GetAABB());
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for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
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@ -127,6 +130,18 @@ int main()
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case Nz::WindowEventType::KeyPressed:
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if (event.key.virtualKey == Nz::Keyboard::VKey::A)
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phongMat.EnableAlphaTest(!phongMat.IsAlphaTestEnabled());
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else if (event.key.virtualKey == Nz::Keyboard::VKey::N)
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{
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if (phongMat.GetNormalMap())
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phongMat.SetNormalMap({});
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else
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phongMat.SetNormalMap(normalMap);
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}
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else if (event.key.virtualKey == Nz::Keyboard::VKey::Space)
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{
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modelInstance->UpdateWorldMatrix(Nz::Matrix4f::Translate(viewerPos));
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framePipeline.InvalidateWorldInstance(modelInstance.get());
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}
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break;
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@ -9,12 +9,13 @@
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#include <Nazara/Graphics/Graphics.hpp>
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#include <Nazara/Graphics/InstancedRenderable.hpp>
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#include <Nazara/Graphics/Material.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/SpriteChainRenderer.hpp>
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#include <Nazara/Graphics/SubmeshRenderer.hpp>
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#include <Nazara/Graphics/ViewerInstance.hpp>
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#include <Nazara/Graphics/WorldInstance.hpp>
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#include <Nazara/Math/Angle.hpp>
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#include <Nazara/Math/Frustum.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Renderer/Framebuffer.hpp>
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@ -44,13 +45,29 @@ namespace Nz
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throw std::runtime_error("failed to create light data buffer");
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std::vector<UInt8> staticLightData(lightOffset.totalSize);
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AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightCountOffset) = 1;
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/*AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightCountOffset) = 1;
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AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.type) = 0;
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.color) = Vector4f(1.f, 1.f, 1.f, 1.f);
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AccessByOffset<Vector2f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.factor) = Vector2f(0.2f, 1.f);
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter1) = Vector4f(0.f, 0.f, -1.f, 1.f);
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AccessByOffset<UInt8&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;*/
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AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightCountOffset) = 1;
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AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.type) = 1;
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.color) = Vector4f(1.f, 1.f, 1.f, 1.f);
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AccessByOffset<Vector2f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.factor) = Vector2f(0.2f, 1.f);
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter1) = Vector4f(0.f, 0.f, 0.f, 1.f / 3.f);
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AccessByOffset<UInt8&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;
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/*AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightCountOffset) = 1;
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AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.type) = 2;
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.color) = Vector4f(1.f, 1.f, 1.f, 1.f);
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AccessByOffset<Vector2f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.factor) = Vector2f(0.2f, 1.f);
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter1) = Vector4f(0.f, 0.f, 0.f, 1.f / 3.f);
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter2) = Vector4f(0.f, 0.f, -1.f, 0.f);
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AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter3) = Vector4f(DegreeAnglef(15.f).GetCos(), DegreeAnglef(20.f).GetCos(), 0.f, 0.f);
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AccessByOffset<UInt8&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;*/
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if (!m_lightDataBuffer->Fill(staticLightData.data(), 0, staticLightData.size()))
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throw std::runtime_error("failed to fill light data buffer");
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}
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@ -12,6 +12,7 @@
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#include <Nazara/Utility/FieldOffsets.hpp>
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#include <Nazara/Utility/MaterialData.hpp>
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#include <cassert>
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#include <filesystem>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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@ -259,6 +260,7 @@ namespace Nz
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std::size_t positionLocationIndex = FetchLocationOption("PosLocation");
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std::size_t colorLocationIndex = FetchLocationOption("ColorLocation");
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std::size_t normalLocationIndex = FetchLocationOption("NormalLocation");
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std::size_t tangentLocationIndex = FetchLocationOption("TangentLocation");
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std::size_t uvLocationIndex = FetchLocationOption("UvLocation");
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uberShader->UpdateConfigCallback([=](UberShader::Config& config, const std::vector<RenderPipelineInfo::VertexBufferData>& vertexBuffers)
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@ -292,6 +294,12 @@ namespace Nz
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break;
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case VertexComponent::Tangent:
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if (tangentLocationIndex != InvalidOption)
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config.optionValues[tangentLocationIndex] = static_cast<Int32>(locationIndex);
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break;
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case VertexComponent::TexCoord:
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if (uvLocationIndex != InvalidOption)
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config.optionValues[uvLocationIndex] = static_cast<Int32>(locationIndex);
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@ -339,7 +347,26 @@ namespace Nz
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std::vector<std::shared_ptr<UberShader>> PhongLightingMaterial::BuildShaders()
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{
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ShaderAst::StatementPtr shaderAst = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_shader), sizeof(r_shader)));
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ShaderAst::StatementPtr shaderAst;
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#ifdef NAZARA_DEBUG
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std::filesystem::path shaderPath = "../../src/Nazara/Graphics/Resources/Shaders/phong_material.nzsl";
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if (std::filesystem::exists(shaderPath))
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{
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try
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{
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shaderAst = ShaderLang::ParseFromFile(shaderPath);
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}
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catch (const std::exception& e)
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{
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NazaraError(std::string("failed to load shader from engine folder: ") + e.what());
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}
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}
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#endif
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if (!shaderAst)
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shaderAst = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_shader), sizeof(r_shader)));
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auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, shaderAst);
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return { std::move(shader) };
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@ -21,12 +21,15 @@ option BillboardSizeRotLocation: i32 = -1;
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option ColorLocation: i32 = -1;
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option NormalLocation: i32 = -1;
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option PosLocation: i32 = -1;
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option TangentLocation: i32 = -1;
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option UvLocation: i32 = -1;
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const HasNormal = (NormalLocation >= 0);
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const HasVertexColor = (ColorLocation >= 0);
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const HasColor = (HasVertexColor || Billboard);
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const HasTangent = (TangentLocation >= 0);
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const HasUV = (UvLocation >= 0);
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const HasNormalMapping = HasNormalTexture && HasNormal && HasTangent;
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[layout(std140)]
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struct MaterialSettings
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@ -101,22 +104,24 @@ external
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[binding(10)] MaterialSpecularMap: sampler2D<f32>,
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}
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// Fragment stage
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struct FragIn
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struct VertToFrag
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{
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[location(0)] worldPos: vec3<f32>,
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[location(1), cond(HasUV)] uv: vec2<f32>,
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[location(2), cond(HasColor)] color: vec4<f32>,
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[location(3), cond(HasNormal)] normal: vec3<f32>,
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[location(4), cond(HasNormalMapping)] tbnMatrix: mat3<f32>,
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[builtin(position)] position: vec4<f32>,
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}
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// Fragment stage
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struct FragOut
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{
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[location(0)] RenderTarget0: vec4<f32>
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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fn main(input: VertToFrag) -> FragOut
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{
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let diffuseColor = settings.DiffuseColor;
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@ -146,6 +151,12 @@ fn main(input: FragIn) -> FragOut
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let eyeVec = normalize(viewerData.eyePosition - input.worldPos);
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let normal: vec3<f32>;
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const if (HasNormalMapping)
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normal = normalize(input.tbnMatrix * (MaterialNormalMap.Sample(input.uv).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0)));
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else
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normal = normalize(input.normal);
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for i in 0 -> lightData.lightCount
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{
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let light = lightData.lights[i];
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@ -156,15 +167,15 @@ fn main(input: FragIn) -> FragOut
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// TODO: Add switch instruction
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if (light.type == DirectionalLight)
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{
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let lightDir = -(light.parameter1.xyz); //< FIXME
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let lightDir = light.parameter1.xyz;
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lightAmbient += light.color.rgb * lightAmbientFactor * settings.AmbientColor;
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let lambert = max(dot(input.normal, lightDir), 0.0);
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let lambert = max(dot(normal, -lightDir), 0.0);
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lightDiffuse += lambert * light.color.rgb * lightDiffuseFactor;
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let reflection = reflect(-lightDir, input.normal);
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let reflection = reflect(lightDir, normal);
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let specFactor = max(dot(reflection, eyeVec), 0.0);
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specFactor = pow(specFactor, settings.Shininess);
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@ -172,11 +183,56 @@ fn main(input: FragIn) -> FragOut
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}
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else if (light.type == PointLight)
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{
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let lightPos = light.parameter1.xyz;
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let lightInvRadius = light.parameter1.w;
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let lightToPos = input.worldPos - lightPos;
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let dist = length(lightToPos);
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let lightToPosNorm = lightToPos / max(dist, 0.0001);
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let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
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lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
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let lambert = max(dot(normal, -lightToPosNorm), 0.0);
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lightDiffuse += attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
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let reflection = reflect(lightToPosNorm, normal);
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let specFactor = max(dot(reflection, eyeVec), 0.0);
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specFactor = pow(specFactor, settings.Shininess);
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lightSpecular += attenuationFactor * specFactor * light.color.rgb;
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}
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else if (light.type == SpotLight)
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{
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let lightPos = light.parameter1.xyz;
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let lightDir = light.parameter2.xyz;
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let lightInvRadius = light.parameter1.w;
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let lightInnerAngle = light.parameter3.x;
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let lightOuterAngle = light.parameter3.y;
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let lightToPos = input.worldPos - lightPos;
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let dist = length(lightToPos);
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let lightToPosNorm = lightToPos / max(dist, 0.0001);
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let curAngle = dot(lightDir, lightToPosNorm);
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let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
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let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
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attenuationFactor *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
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lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
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let lambert = max(dot(normal, -lightToPosNorm), 0.0);
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lightDiffuse += attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
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let reflection = reflect(lightToPosNorm, normal);
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let specFactor = max(dot(reflection, eyeVec), 0.0);
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specFactor = pow(specFactor, settings.Shininess);
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lightSpecular += attenuationFactor * specFactor * light.color.rgb;
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}
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}
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@ -214,6 +270,9 @@ struct VertIn
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[cond(HasNormal), location(NormalLocation)]
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normal: vec3<f32>,
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[cond(HasTangent), location(TangentLocation)]
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tangent: vec3<f32>,
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[cond(Billboard), location(BillboardCenterLocation)]
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billboardCenter: vec3<f32>,
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@ -224,15 +283,6 @@ struct VertIn
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billboardColor: vec4<f32>
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}
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struct VertOut
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{
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[location(0)] worldPos: vec3<f32>,
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[location(1), cond(HasUV)] uv: vec2<f32>,
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[location(2), cond(HasColor)] color: vec4<f32>,
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[location(3), cond(HasNormal)] normal: vec3<f32>,
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[builtin(position)] position: vec4<f32>,
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}
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[entry(vert), cond(Billboard)]
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fn billboardMain(input: VertIn) -> VertOut
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{
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@ -252,7 +302,7 @@ fn billboardMain(input: VertIn) -> VertOut
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vertexPos += cameraRight * rotatedPosition.x;
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vertexPos += cameraUp * rotatedPosition.y;
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let output: VertOut;
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let output: VertToFrag;
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output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(vertexPos, 1.0);
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const if (HasColor)
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@ -265,22 +315,32 @@ fn billboardMain(input: VertIn) -> VertOut
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}
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[entry(vert), cond(!Billboard)]
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fn main(input: VertIn) -> VertOut
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fn main(input: VertIn) -> VertToFrag
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{
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let worldPosition = instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
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let output: VertOut;
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let output: VertToFrag;
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output.worldPos = worldPosition.xyz;
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output.position = viewerData.viewProjMatrix * worldPosition;
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let rotationMatrix = mat3<f32>(instanceData.worldMatrix);
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const if (HasColor)
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output.color = input.color;
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const if (HasNormal)
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output.normal = input.normal;
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output.normal = rotationMatrix * input.normal;
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const if (HasUV)
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output.uv = input.uv;
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const if (HasNormalMapping)
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{
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let binormal = cross(input.normal, input.tangent);
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output.tbnMatrix[0] = normalize(rotationMatrix * input.tangent);
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output.tbnMatrix[1] = normalize(rotationMatrix * binormal);
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output.tbnMatrix[2] = normalize(rotationMatrix * input.normal);
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}
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return output;
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}
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