Adding normal mapping

This commit is contained in:
Dynamitos
2024-07-15 17:55:22 +02:00
parent 38986f4bfc
commit 064ba22391
15 changed files with 151 additions and 210 deletions
+17 -20
View File
@@ -2,7 +2,7 @@ import Common;
interface IBRDF
{
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 normal_WS, float3 lightColor);
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor);
float3 evaluateAmbient();
};
@@ -19,13 +19,12 @@ struct Phong : IBRDF
normal = float3(0, 0, 1);
}
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 n, float3 lightColor)
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
{
float3 normal_TS = normal;
float3 normal_WS = n;//normalize(mul(tbn, normal_TS));
float3 nDotL = dot(normal_WS, lightDir_WS);
float3 r = 2 * (nDotL) * normal_WS - lightDir_WS;
float rDotV = dot(r, viewDir_WS);
float3 nDotL = dot(normal_TS, lightDir_TS);
float3 r = 2 * (nDotL) * normal_TS - lightDir_TS;
float rDotV = dot(r, viewDir_TS);
return lightColor * (baseColor * max(nDotL, 0.0));// + specular * pow(max(rDotV, 0.0), max(shininess, 1)));
}
@@ -49,12 +48,11 @@ struct BlinnPhong : IBRDF
normal = float3(0, 0, 1);
}
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 normal_WS, float3 lightColor)
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
{
float3 normal_TS = normalize(normal);
//float3 normal_WS = normalize(mul(tbn, normal_TS));
float diffuse = max(dot(normal_WS, lightDir_WS), 0);
float3 h = normalize(lightDir_WS + viewDir_WS);
float diffuse = max(dot(normal_TS, lightDir_TS), 0);
float3 h = normalize(lightDir_TS + viewDir_TS);
float specular = pow(saturate(dot(normal_TS, h)), shininess);
return (baseColor * diffuse * lightColor) + (specularColor * specular);
@@ -76,11 +74,10 @@ struct CelShading : IBRDF
normal = float3(0, 0, 1);
}
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 n, float3 lightColor)
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
{
float3 normal_TS = normalize(normal);
float3 normal_WS = normalize(mul(tbn, normal_TS));
float nDotL = dot(normal_WS, lightDir_WS);
float nDotL = dot(normal_TS, lightDir_TS);
float diffuse = max(nDotL, 0);
float3 darkenedBase = baseColor * 0.8;
@@ -148,21 +145,21 @@ struct CookTorrance : IBRDF
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 normal_WS, float3 lightColor)
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
{
float3 n = normal_WS;//normalize(mul(tbn, normal));
float3 h = normalize(lightDir_WS + viewDir_WS);
float3 n = normal;//normalize(mul(tbn, normal));
float3 h = normalize(lightDir_TS + viewDir_TS);
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0);
float3 F = FresnelSchlick(max(dot(h, viewDir_TS), 0.0), F0);
float NDF = TrowbridgeReitzGGX(n, h);
float G = Smith(n, viewDir_WS, lightDir_WS);
float G = Smith(n, viewDir_TS, lightDir_TS);
float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
float denom = 4.0 * max(dot(n, viewDir_TS), 0.0) * max(dot(n, lightDir_TS), 0.0) + 0.000001;
float3 specular = num / denom;
float3 k_s = F;
@@ -170,7 +167,7 @@ struct CookTorrance : IBRDF
k_d *= 1.0 - metallic;
float nDotL = max(dot(n, lightDir_WS), 0.0);
float nDotL = max(dot(n, lightDir_TS), 0.0);
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
return result * ambientOcclusion;