Add initial support for normal mapping and other light types

This commit is contained in:
Jérôme Leclercq
2022-01-18 06:01:15 +01:00
parent b0a3941f4e
commit 7976ea27b9
4 changed files with 144 additions and 25 deletions

View File

@@ -21,12 +21,15 @@ option BillboardSizeRotLocation: i32 = -1;
option ColorLocation: i32 = -1;
option NormalLocation: i32 = -1;
option PosLocation: i32 = -1;
option TangentLocation: i32 = -1;
option UvLocation: i32 = -1;
const HasNormal = (NormalLocation >= 0);
const HasVertexColor = (ColorLocation >= 0);
const HasColor = (HasVertexColor || Billboard);
const HasTangent = (TangentLocation >= 0);
const HasUV = (UvLocation >= 0);
const HasNormalMapping = HasNormalTexture && HasNormal && HasTangent;
[layout(std140)]
struct MaterialSettings
@@ -101,22 +104,24 @@ external
[binding(10)] MaterialSpecularMap: sampler2D<f32>,
}
// Fragment stage
struct FragIn
struct VertToFrag
{
[location(0)] worldPos: vec3<f32>,
[location(1), cond(HasUV)] uv: vec2<f32>,
[location(2), cond(HasColor)] color: vec4<f32>,
[location(3), cond(HasNormal)] normal: vec3<f32>,
[location(4), cond(HasNormalMapping)] tbnMatrix: mat3<f32>,
[builtin(position)] position: vec4<f32>,
}
// Fragment stage
struct FragOut
{
[location(0)] RenderTarget0: vec4<f32>
}
[entry(frag)]
fn main(input: FragIn) -> FragOut
fn main(input: VertToFrag) -> FragOut
{
let diffuseColor = settings.DiffuseColor;
@@ -146,6 +151,12 @@ fn main(input: FragIn) -> FragOut
let eyeVec = normalize(viewerData.eyePosition - input.worldPos);
let normal: vec3<f32>;
const if (HasNormalMapping)
normal = normalize(input.tbnMatrix * (MaterialNormalMap.Sample(input.uv).xyz * 2.0 - vec3<f32>(1.0, 1.0, 1.0)));
else
normal = normalize(input.normal);
for i in 0 -> lightData.lightCount
{
let light = lightData.lights[i];
@@ -156,15 +167,15 @@ fn main(input: FragIn) -> FragOut
// TODO: Add switch instruction
if (light.type == DirectionalLight)
{
let lightDir = -(light.parameter1.xyz); //< FIXME
let lightDir = light.parameter1.xyz;
lightAmbient += light.color.rgb * lightAmbientFactor * settings.AmbientColor;
let lambert = max(dot(input.normal, lightDir), 0.0);
let lambert = max(dot(normal, -lightDir), 0.0);
lightDiffuse += lambert * light.color.rgb * lightDiffuseFactor;
let reflection = reflect(-lightDir, input.normal);
let reflection = reflect(lightDir, normal);
let specFactor = max(dot(reflection, eyeVec), 0.0);
specFactor = pow(specFactor, settings.Shininess);
@@ -172,11 +183,56 @@ fn main(input: FragIn) -> FragOut
}
else if (light.type == PointLight)
{
let lightPos = light.parameter1.xyz;
let lightInvRadius = light.parameter1.w;
let lightToPos = input.worldPos - lightPos;
let dist = length(lightToPos);
let lightToPosNorm = lightToPos / max(dist, 0.0001);
let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
lightDiffuse += attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
let reflection = reflect(lightToPosNorm, normal);
let specFactor = max(dot(reflection, eyeVec), 0.0);
specFactor = pow(specFactor, settings.Shininess);
lightSpecular += attenuationFactor * specFactor * light.color.rgb;
}
else if (light.type == SpotLight)
{
let lightPos = light.parameter1.xyz;
let lightDir = light.parameter2.xyz;
let lightInvRadius = light.parameter1.w;
let lightInnerAngle = light.parameter3.x;
let lightOuterAngle = light.parameter3.y;
let lightToPos = input.worldPos - lightPos;
let dist = length(lightToPos);
let lightToPosNorm = lightToPos / max(dist, 0.0001);
let curAngle = dot(lightDir, lightToPosNorm);
let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
attenuationFactor *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
lightDiffuse += attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
let reflection = reflect(lightToPosNorm, normal);
let specFactor = max(dot(reflection, eyeVec), 0.0);
specFactor = pow(specFactor, settings.Shininess);
lightSpecular += attenuationFactor * specFactor * light.color.rgb;
}
}
@@ -214,6 +270,9 @@ struct VertIn
[cond(HasNormal), location(NormalLocation)]
normal: vec3<f32>,
[cond(HasTangent), location(TangentLocation)]
tangent: vec3<f32>,
[cond(Billboard), location(BillboardCenterLocation)]
billboardCenter: vec3<f32>,
@@ -224,15 +283,6 @@ struct VertIn
billboardColor: vec4<f32>
}
struct VertOut
{
[location(0)] worldPos: vec3<f32>,
[location(1), cond(HasUV)] uv: vec2<f32>,
[location(2), cond(HasColor)] color: vec4<f32>,
[location(3), cond(HasNormal)] normal: vec3<f32>,
[builtin(position)] position: vec4<f32>,
}
[entry(vert), cond(Billboard)]
fn billboardMain(input: VertIn) -> VertOut
{
@@ -252,7 +302,7 @@ fn billboardMain(input: VertIn) -> VertOut
vertexPos += cameraRight * rotatedPosition.x;
vertexPos += cameraUp * rotatedPosition.y;
let output: VertOut;
let output: VertToFrag;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4<f32>(vertexPos, 1.0);
const if (HasColor)
@@ -265,22 +315,32 @@ fn billboardMain(input: VertIn) -> VertOut
}
[entry(vert), cond(!Billboard)]
fn main(input: VertIn) -> VertOut
fn main(input: VertIn) -> VertToFrag
{
let worldPosition = instanceData.worldMatrix * vec4<f32>(input.pos, 1.0);
let output: VertOut;
let output: VertToFrag;
output.worldPos = worldPosition.xyz;
output.position = viewerData.viewProjMatrix * worldPosition;
let rotationMatrix = mat3<f32>(instanceData.worldMatrix);
const if (HasColor)
output.color = input.color;
const if (HasNormal)
output.normal = input.normal;
output.normal = rotationMatrix * input.normal;
const if (HasUV)
output.uv = input.uv;
const if (HasNormalMapping)
{
let binormal = cross(input.normal, input.tangent);
output.tbnMatrix[0] = normalize(rotationMatrix * input.tangent);
output.tbnMatrix[1] = normalize(rotationMatrix * binormal);
output.tbnMatrix[2] = normalize(rotationMatrix * input.normal);
}
return output;
}