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

@ -30,7 +30,7 @@ int main()
meshParams.center = true; meshParams.center = true;
meshParams.storage = Nz::DataStorage::Software; meshParams.storage = Nz::DataStorage::Software;
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, -90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f)); meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, -90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV); meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV_Tangent);
std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice(); std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
@ -70,10 +70,13 @@ int main()
material->AddPass("ForwardPass", materialPass); material->AddPass("ForwardPass", materialPass);
std::shared_ptr<Nz::Texture> normalMap = Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/normal.png", texParams);
Nz::PhongLightingMaterial phongMat(*materialPass); Nz::PhongLightingMaterial phongMat(*materialPass);
phongMat.EnableAlphaTest(false); phongMat.EnableAlphaTest(false);
phongMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams)); phongMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
phongMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams)); phongMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/diffuse.png", texParams));
phongMat.SetNormalMap(Nz::Texture::LoadFromFile(resourceDir / "Spaceship/Texture/normal.png", texParams));
Nz::Model model(std::move(gfxMesh), spaceshipMesh->GetAABB()); Nz::Model model(std::move(gfxMesh), spaceshipMesh->GetAABB());
for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i) for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
@ -127,6 +130,18 @@ int main()
case Nz::WindowEventType::KeyPressed: case Nz::WindowEventType::KeyPressed:
if (event.key.virtualKey == Nz::Keyboard::VKey::A) if (event.key.virtualKey == Nz::Keyboard::VKey::A)
phongMat.EnableAlphaTest(!phongMat.IsAlphaTestEnabled()); phongMat.EnableAlphaTest(!phongMat.IsAlphaTestEnabled());
else if (event.key.virtualKey == Nz::Keyboard::VKey::N)
{
if (phongMat.GetNormalMap())
phongMat.SetNormalMap({});
else
phongMat.SetNormalMap(normalMap);
}
else if (event.key.virtualKey == Nz::Keyboard::VKey::Space)
{
modelInstance->UpdateWorldMatrix(Nz::Matrix4f::Translate(viewerPos));
framePipeline.InvalidateWorldInstance(modelInstance.get());
}
break; break;

View File

@ -9,12 +9,13 @@
#include <Nazara/Graphics/Graphics.hpp> #include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/InstancedRenderable.hpp> #include <Nazara/Graphics/InstancedRenderable.hpp>
#include <Nazara/Graphics/Material.hpp> #include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp> #include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Graphics/RenderElement.hpp>
#include <Nazara/Graphics/SpriteChainRenderer.hpp> #include <Nazara/Graphics/SpriteChainRenderer.hpp>
#include <Nazara/Graphics/SubmeshRenderer.hpp> #include <Nazara/Graphics/SubmeshRenderer.hpp>
#include <Nazara/Graphics/ViewerInstance.hpp> #include <Nazara/Graphics/ViewerInstance.hpp>
#include <Nazara/Graphics/WorldInstance.hpp> #include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Math/Angle.hpp>
#include <Nazara/Math/Frustum.hpp> #include <Nazara/Math/Frustum.hpp>
#include <Nazara/Renderer/CommandBufferBuilder.hpp> #include <Nazara/Renderer/CommandBufferBuilder.hpp>
#include <Nazara/Renderer/Framebuffer.hpp> #include <Nazara/Renderer/Framebuffer.hpp>
@ -44,13 +45,29 @@ namespace Nz
throw std::runtime_error("failed to create light data buffer"); throw std::runtime_error("failed to create light data buffer");
std::vector<UInt8> staticLightData(lightOffset.totalSize); std::vector<UInt8> staticLightData(lightOffset.totalSize);
AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightCountOffset) = 1; /*AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightCountOffset) = 1;
AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.type) = 0; AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.type) = 0;
AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.color) = Vector4f(1.f, 1.f, 1.f, 1.f); AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.color) = Vector4f(1.f, 1.f, 1.f, 1.f);
AccessByOffset<Vector2f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.factor) = Vector2f(0.2f, 1.f); AccessByOffset<Vector2f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.factor) = Vector2f(0.2f, 1.f);
AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter1) = Vector4f(0.f, 0.f, -1.f, 1.f); AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter1) = Vector4f(0.f, 0.f, -1.f, 1.f);
AccessByOffset<UInt8&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;*/
AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightCountOffset) = 1;
AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.type) = 1;
AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.color) = Vector4f(1.f, 1.f, 1.f, 1.f);
AccessByOffset<Vector2f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.factor) = Vector2f(0.2f, 1.f);
AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter1) = Vector4f(0.f, 0.f, 0.f, 1.f / 3.f);
AccessByOffset<UInt8&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.shadowMappingFlag) = 0; AccessByOffset<UInt8&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;
/*AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightCountOffset) = 1;
AccessByOffset<UInt32&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.type) = 2;
AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.color) = Vector4f(1.f, 1.f, 1.f, 1.f);
AccessByOffset<Vector2f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.factor) = Vector2f(0.2f, 1.f);
AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter1) = Vector4f(0.f, 0.f, 0.f, 1.f / 3.f);
AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter2) = Vector4f(0.f, 0.f, -1.f, 0.f);
AccessByOffset<Vector4f&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.parameter3) = Vector4f(DegreeAnglef(15.f).GetCos(), DegreeAnglef(20.f).GetCos(), 0.f, 0.f);
AccessByOffset<UInt8&>(staticLightData.data(), lightOffset.lightsOffset + lightOffset.lightMemberOffsets.shadowMappingFlag) = 0;*/
if (!m_lightDataBuffer->Fill(staticLightData.data(), 0, staticLightData.size())) if (!m_lightDataBuffer->Fill(staticLightData.data(), 0, staticLightData.size()))
throw std::runtime_error("failed to fill light data buffer"); throw std::runtime_error("failed to fill light data buffer");
} }

View File

@ -12,6 +12,7 @@
#include <Nazara/Utility/FieldOffsets.hpp> #include <Nazara/Utility/FieldOffsets.hpp>
#include <Nazara/Utility/MaterialData.hpp> #include <Nazara/Utility/MaterialData.hpp>
#include <cassert> #include <cassert>
#include <filesystem>
#include <Nazara/Graphics/Debug.hpp> #include <Nazara/Graphics/Debug.hpp>
namespace Nz namespace Nz
@ -259,6 +260,7 @@ namespace Nz
std::size_t positionLocationIndex = FetchLocationOption("PosLocation"); std::size_t positionLocationIndex = FetchLocationOption("PosLocation");
std::size_t colorLocationIndex = FetchLocationOption("ColorLocation"); std::size_t colorLocationIndex = FetchLocationOption("ColorLocation");
std::size_t normalLocationIndex = FetchLocationOption("NormalLocation"); std::size_t normalLocationIndex = FetchLocationOption("NormalLocation");
std::size_t tangentLocationIndex = FetchLocationOption("TangentLocation");
std::size_t uvLocationIndex = FetchLocationOption("UvLocation"); std::size_t uvLocationIndex = FetchLocationOption("UvLocation");
uberShader->UpdateConfigCallback([=](UberShader::Config& config, const std::vector<RenderPipelineInfo::VertexBufferData>& vertexBuffers) uberShader->UpdateConfigCallback([=](UberShader::Config& config, const std::vector<RenderPipelineInfo::VertexBufferData>& vertexBuffers)
@ -292,6 +294,12 @@ namespace Nz
break; break;
case VertexComponent::Tangent:
if (tangentLocationIndex != InvalidOption)
config.optionValues[tangentLocationIndex] = static_cast<Int32>(locationIndex);
break;
case VertexComponent::TexCoord: case VertexComponent::TexCoord:
if (uvLocationIndex != InvalidOption) if (uvLocationIndex != InvalidOption)
config.optionValues[uvLocationIndex] = static_cast<Int32>(locationIndex); config.optionValues[uvLocationIndex] = static_cast<Int32>(locationIndex);
@ -339,7 +347,26 @@ namespace Nz
std::vector<std::shared_ptr<UberShader>> PhongLightingMaterial::BuildShaders() std::vector<std::shared_ptr<UberShader>> PhongLightingMaterial::BuildShaders()
{ {
ShaderAst::StatementPtr shaderAst = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_shader), sizeof(r_shader))); ShaderAst::StatementPtr shaderAst;
#ifdef NAZARA_DEBUG
std::filesystem::path shaderPath = "../../src/Nazara/Graphics/Resources/Shaders/phong_material.nzsl";
if (std::filesystem::exists(shaderPath))
{
try
{
shaderAst = ShaderLang::ParseFromFile(shaderPath);
}
catch (const std::exception& e)
{
NazaraError(std::string("failed to load shader from engine folder: ") + e.what());
}
}
#endif
if (!shaderAst)
shaderAst = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_shader), sizeof(r_shader)));
auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, shaderAst); auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, shaderAst);
return { std::move(shader) }; return { std::move(shader) };

View File

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