Fix basic material and add demo
This commit is contained in:
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ccd7885213
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b2fad27618
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#include <Nazara/Core.hpp>
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#include <Nazara/Platform.hpp>
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#include <Nazara/Graphics.hpp>
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#include <Nazara/Renderer.hpp>
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#include <NZSL/SpirvConstantCache.hpp>
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#include <NZSL/SpirvPrinter.hpp>
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#include <Nazara/Utility.hpp>
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#include <array>
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#include <chrono>
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#include <iostream>
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#include <thread>
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int main()
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{
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std::filesystem::path resourceDir = "assets/examples";
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if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
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resourceDir = "../.." / resourceDir;
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Nz::Renderer::Config rendererConfig;
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std::cout << "Run using Vulkan? (y/n)" << std::endl;
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if (std::getchar() == 'y')
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rendererConfig.preferredAPI = Nz::RenderAPI::Vulkan;
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else
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rendererConfig.preferredAPI = Nz::RenderAPI::OpenGL;
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Nz::Modules<Nz::Graphics> nazara(rendererConfig);
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Nz::RenderWindow window;
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Nz::MeshParams meshParams;
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meshParams.center = true;
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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_Tangent);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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std::string windowTitle = "Physically Based Rendering Test";
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if (!window.Create(device, Nz::VideoMode(1920, 1080, 32), windowTitle))
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{
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std::cout << "Failed to create Window" << std::endl;
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return __LINE__;
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}
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std::shared_ptr<Nz::Mesh> sphereMesh = std::make_shared<Nz::Mesh>();
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sphereMesh->CreateStatic();
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sphereMesh->BuildSubMesh(Nz::Primitive::UVSphere(1.f, 50, 50));
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sphereMesh->SetMaterialCount(1);
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sphereMesh->GenerateNormalsAndTangents();
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std::shared_ptr<Nz::GraphicalMesh> gfxMesh = Nz::GraphicalMesh::BuildFromMesh(*sphereMesh);
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// Textures
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Nz::TextureParams texParams;
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texParams.renderDevice = device;
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Nz::TextureParams srgbTexParams = texParams;
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srgbTexParams.loadFormat = Nz::PixelFormat::RGBA8_SRGB;
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std::shared_ptr<Nz::Material> material = std::make_shared<Nz::Material>();
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std::shared_ptr<Nz::MaterialPass> forwardPass = std::make_shared<Nz::MaterialPass>(Nz::PhysicallyBasedMaterial::GetSettings());
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forwardPass->EnableDepthBuffer(true);
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forwardPass->EnableFaceCulling(true);
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material->AddPass("ForwardPass", forwardPass);
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std::shared_ptr<Nz::Texture> normalMap = Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_normal.png", texParams);
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Nz::PhysicallyBasedMaterial pbrMat(*forwardPass);
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pbrMat.EnableAlphaTest(false);
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pbrMat.SetAlphaMap(Nz::Texture::LoadFromFile(resourceDir / "alphatile.png", texParams));
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pbrMat.SetDiffuseMap(Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_basecolor.png", srgbTexParams));
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pbrMat.SetMetallicMap(Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_metallic.png", texParams));
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pbrMat.SetRoughnessMap(Nz::Texture::LoadFromFile(resourceDir / "Rusty/rustediron2_roughness.png", texParams));
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pbrMat.SetNormalMap(normalMap);
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Nz::Model model(std::move(gfxMesh), sphereMesh->GetAABB());
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for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
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model.SetMaterial(i, material);
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Nz::Vector2ui windowSize = window.GetSize();
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Nz::Camera camera(window.GetRenderTarget());
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//camera.UpdateClearColor(Nz::Color::Gray);
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Nz::ViewerInstance& viewerInstance = camera.GetViewerInstance();
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viewerInstance.UpdateTargetSize(Nz::Vector2f(window.GetSize()));
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viewerInstance.UpdateProjViewMatrices(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(windowSize.x) / windowSize.y, 0.1f, 1000.f), Nz::Matrix4f::Translate(Nz::Vector3f::Backward() * 1));
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Nz::WorldInstancePtr modelInstance = std::make_shared<Nz::WorldInstance>();
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modelInstance->UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Left()));
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Nz::Recti scissorBox(Nz::Vector2i(window.GetSize()));
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Nz::ForwardFramePipeline framePipeline;
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std::size_t cameraIndex = framePipeline.RegisterViewer(&camera, 0);
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std::size_t worldInstanceIndex1 = framePipeline.RegisterWorldInstance(modelInstance);
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framePipeline.RegisterRenderable(worldInstanceIndex1, &model, 0xFFFFFFFF, scissorBox);
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std::shared_ptr<Nz::DirectionalLight> light = std::make_shared<Nz::DirectionalLight>();
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light->UpdateRotation(Nz::EulerAnglesf(-45.f, 0.f, 0.f));
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framePipeline.RegisterLight(light, 0xFFFFFFFF);
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Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
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Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
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Nz::Quaternionf camQuat(camAngles);
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window.EnableEventPolling(true);
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Nz::Clock updateClock;
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Nz::Clock secondClock;
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unsigned int fps = 0;
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Nz::Mouse::SetRelativeMouseMode(true);
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while (window.IsOpen())
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{
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Nz::WindowEvent event;
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while (window.PollEvent(&event))
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{
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switch (event.type)
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{
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case Nz::WindowEventType::Quit:
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window.Close();
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break;
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case Nz::WindowEventType::KeyPressed:
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if (event.key.virtualKey == Nz::Keyboard::VKey::N)
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{
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if (pbrMat.GetNormalMap())
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pbrMat.SetNormalMap({});
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else
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pbrMat.SetNormalMap(normalMap);
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}
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break;
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case Nz::WindowEventType::MouseMoved: // La souris a bougé
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{
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// Gestion de la caméra free-fly (Rotation)
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float sensitivity = 0.3f; // Sensibilité de la souris
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// On modifie l'angle de la caméra grâce au déplacement relatif sur X de la souris
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camAngles.yaw = camAngles.yaw - event.mouseMove.deltaX * sensitivity;
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camAngles.yaw.Normalize();
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// Idem, mais pour éviter les problèmes de calcul de la matrice de vue, on restreint les angles
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camAngles.pitch = Nz::Clamp(camAngles.pitch - event.mouseMove.deltaY*sensitivity, -89.f, 89.f);
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camQuat = camAngles;
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//light->UpdateRotation(camQuat);
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break;
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}
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case Nz::WindowEventType::Resized:
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{
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Nz::Vector2ui newWindowSize = window.GetSize();
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viewerInstance.UpdateProjectionMatrix(Nz::Matrix4f::Perspective(Nz::DegreeAnglef(70.f), float(newWindowSize.x) / newWindowSize.y, 0.1f, 1000.f));
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viewerInstance.UpdateTargetSize(Nz::Vector2f(newWindowSize));
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break;
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}
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default:
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break;
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}
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}
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if (updateClock.GetMilliseconds() > 1000 / 60)
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{
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float cameraSpeed = 2.f * updateClock.GetSeconds();
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updateClock.Restart();
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Up) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z))
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viewerPos += camQuat * Nz::Vector3f::Forward() * cameraSpeed;
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// Si la flèche du bas ou la touche S est pressée, on recule
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Down) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S))
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viewerPos += camQuat * Nz::Vector3f::Backward() * cameraSpeed;
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// Etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Left) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q))
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viewerPos += camQuat * Nz::Vector3f::Left() * cameraSpeed;
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// Etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Right) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D))
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viewerPos += camQuat * Nz::Vector3f::Right() * cameraSpeed;
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// Majuscule pour monter, notez l'utilisation d'une direction globale (Non-affectée par la rotation)
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LShift) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RShift))
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viewerPos += Nz::Vector3f::Up() * cameraSpeed;
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// Contrôle (Gauche ou droite) pour descendre dans l'espace global, etc...
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::LControl) || Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::RControl))
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viewerPos += Nz::Vector3f::Down() * cameraSpeed;
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//light->UpdatePosition(viewerPos);
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}
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Nz::RenderFrame frame = window.AcquireFrame();
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if (!frame)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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continue;
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}
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viewerInstance.UpdateViewMatrix(Nz::Matrix4f::TransformInverse(viewerPos, camAngles));
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viewerInstance.UpdateEyePosition(viewerPos);
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framePipeline.InvalidateViewer(cameraIndex);
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framePipeline.Render(frame);
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frame.Present();
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// On incrémente le compteur de FPS improvisé
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fps++;
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if (secondClock.GetMilliseconds() >= 1000) // Toutes les secondes
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{
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// Et on insère ces données dans le titre de la fenêtre
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window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS");
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/*
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Note: En C++11 il est possible d'insérer de l'Unicode de façon standard, quel que soit l'encodage du fichier,
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via quelque chose de similaire à u8"Cha\u00CEne de caract\u00E8res".
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Cependant, si le code source est encodé en UTF-8 (Comme c'est le cas dans ce fichier),
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cela fonctionnera aussi comme ceci : "Chaîne de caractères".
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*/
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// Et on réinitialise le compteur de FPS
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fps = 0;
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// Et on relance l'horloge pour refaire ça dans une seconde
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secondClock.Restart();
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}
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}
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return EXIT_SUCCESS;
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}
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@ -0,0 +1,5 @@
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target("PBR")
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set_group("Examples")
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set_kind("binary")
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add_deps("NazaraGraphics")
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add_files("main.cpp")
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@ -0,0 +1,5 @@
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[nzsl_version("1.0")]
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module Engine.Constants;
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[export]
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const Pi: f32 = 3.1415926535897932384626433832795;
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@ -79,12 +79,12 @@ struct VertToFrag
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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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[location(4), cond(HasNormalMapping)] tangent: vec3[f32],
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[builtin(position)] position: vec4[f32],
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}
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// Fragment stage
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const PI: f32 = 3.1415926535897932384626433832795;
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import Pi from Engine.Constants;
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fn DistributionGGX(N: vec3[f32], H: vec3[f32], roughness: f32) -> f32
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{
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@ -96,7 +96,7 @@ fn DistributionGGX(N: vec3[f32], H: vec3[f32], roughness: f32) -> f32
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let num = a2;
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let denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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denom = Pi * denom * denom;
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return num / denom;
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}
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@ -158,15 +158,20 @@ fn main(input: VertToFrag) -> FragOut
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const if (HasNormal)
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{
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let lightAmbient = vec3[f32](0.0, 0.0, 0.0);
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let lightDiffuse = vec3[f32](0.0, 0.0, 0.0);
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let lightSpecular = vec3[f32](0.0, 0.0, 0.0);
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let lightRadiance = vec3[f32](0.0, 0.0, 0.0);
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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 && false)
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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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const if (HasNormalMapping)
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{
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let N = normalize(input.normal);
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let T = normalize(input.tangent);
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let B = cross(N, T);
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let tbnMatrix = mat3[f32](T, B, N);
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normal = normalize(tbnMatrix * (MaterialNormalMap.Sample(input.uv).xyz * 2.0 - vec3[f32](1.0, 1.0, 1.0)));
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}
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else
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normal = normalize(input.normal);
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@ -187,101 +192,72 @@ fn main(input: VertToFrag) -> FragOut
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let F0 = vec3[f32](0.04, 0.04, 0.04);
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F0 = albedo * metallic + F0 * (1.0 - metallic);
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let albedoFactor = albedo / Pi;
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for i in u32(0) -> lightData.lightCount
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{
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let light = lightData.lights[i];
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let lightAmbientFactor = light.factor.x;
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let lightDiffuseFactor = light.factor.y;
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let attenuation = 1.0;
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// TODO: Add switch instruction
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let lightToPosNorm: vec3[f32];
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if (light.type == DirectionalLight)
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lightToPosNorm = -light.parameter1.xyz;
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else
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{
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let lightDir = -light.parameter1.xyz;
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let H = normalize(lightDir + eyeVec);
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// cook-torrance brdf
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let NDF = DistributionGGX(normal, H, roughness);
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let G = GeometrySmith(normal, eyeVec, lightDir, roughness);
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let F = FresnelSchlick(max(dot(H, eyeVec), 0.0), F0);
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let kS = F;
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let kD = vec3[f32](1.0, 1.0, 1.0) - kS;
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kD *= 1.0 - metallic;
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let numerator = NDF * G * F;
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let denominator = 4.0 * max(dot(normal, eyeVec), 0.0) * max(dot(normal, lightDir), 0.0);
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let specular = numerator / max(denominator, 0.0001);
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let NdotL = max(dot(normal, -lightDir), 0.0);
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lightDiffuse += (kD * albedo / PI + specular) * light.color.rgb * NdotL;
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//lightDiffuse = specular;
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}
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else if (light.type == PointLight)
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{
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// PointLight | SpotLight
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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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attenuation = max(1.0 - dist * lightInvRadius, 0.0);
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lightToPosNorm = lightToPos / max(dist, 0.0001);
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lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
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if (light.type == SpotLight)
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{
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let lightDir = light.parameter2.xyz;
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let lightInnerAngle = light.parameter3.x;
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let lightOuterAngle = light.parameter3.y;
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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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let curAngle = dot(lightDir, lightToPosNorm);
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let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
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attenuation *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
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}
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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 radiance = light.color.rgb * attenuation;
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let curAngle = dot(lightDir, lightToPosNorm);
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let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
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let halfDir = normalize(lightToPosNorm + eyeVec);
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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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// cook-torrance brdf
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let NDF = DistributionGGX(normal, halfDir, roughness);
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let G = GeometrySmith(normal, eyeVec, lightToPosNorm, roughness);
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let F = FresnelSchlick(max(dot(halfDir, eyeVec), 0.0), F0);
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lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
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let kS = F;
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let diffuse = vec3[f32](1.0, 1.0, 1.0) - kS;
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diffuse *= 1.0 - metallic;
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let lambert = max(dot(normal, -lightToPosNorm), 0.0);
|
||||
let numerator = NDF * G * F;
|
||||
let denominator = 4.0 * max(dot(normal, eyeVec), 0.0) * max(dot(normal, lightToPosNorm), 0.0);
|
||||
let specular = numerator / max(denominator, 0.0001);
|
||||
|
||||
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;
|
||||
}
|
||||
let NdotL = max(dot(normal, lightToPosNorm), 0.0);
|
||||
lightRadiance += (diffuse * albedoFactor + specular) * radiance * NdotL;
|
||||
}
|
||||
|
||||
lightSpecular *= settings.SpecularColor;
|
||||
let ambient = (0.03).rrr * albedo;
|
||||
|
||||
const if (HasSpecularTexture)
|
||||
lightSpecular *= MaterialSpecularMap.Sample(input.uv).rgb;
|
||||
|
||||
let lightColor = lightAmbient + lightDiffuse + lightSpecular;
|
||||
let color = ambient + lightRadiance * diffuseColor.rgb;
|
||||
color = color / (color + vec3[f32](1.0, 1.0, 1.0));
|
||||
color = pow(color, (1.0 / 2.2).xxx);
|
||||
|
||||
let output: FragOut;
|
||||
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * diffuseColor;
|
||||
output.RenderTarget0 = vec4[f32](color, 1.0);
|
||||
return output;
|
||||
}
|
||||
else
|
||||
|
|
@ -360,7 +336,7 @@ fn main(input: VertIn) -> VertToFrag
|
|||
output.worldPos = worldPosition.xyz;
|
||||
output.position = viewerData.viewProjMatrix * worldPosition;
|
||||
|
||||
let rotationMatrix = mat3[f32](instanceData.worldMatrix);
|
||||
let rotationMatrix = transpose(inverse(mat3[f32](instanceData.worldMatrix)));
|
||||
|
||||
const if (HasColor)
|
||||
output.color = input.color;
|
||||
|
|
@ -372,12 +348,7 @@ fn main(input: VertIn) -> VertToFrag
|
|||
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);
|
||||
}
|
||||
output.tangent = rotationMatrix * input.tangent;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue