normal compression makes shading look terrible
This commit is contained in:
@@ -125,7 +125,10 @@ struct VertexAttributes
|
||||
{
|
||||
float3 position_MS;
|
||||
#ifndef POS_ONLY
|
||||
float4 qTangent;
|
||||
//float4 qTangent;
|
||||
float3 normal_MS;
|
||||
float3 tangent_MS;
|
||||
float3 biTangent_MS;
|
||||
float3 vertexColor;
|
||||
float2 texCoords[MAX_TEXCOORDS];
|
||||
#endif
|
||||
@@ -138,10 +141,10 @@ struct VertexAttributes
|
||||
FragmentParameter result;
|
||||
result.position_CS = clipPos;
|
||||
#ifndef POS_ONLY
|
||||
float3x3 tbn = qTangentToMatrix(qTangent);
|
||||
result.tangent_WS = normalize(mul(transformMatrix, float4(tbn[0], 0)).xyz);
|
||||
result.biTangent_WS = normalize(mul(transformMatrix, float4(tbn[1], 0)).xyz);
|
||||
result.normal_WS = normalize(mul(transformMatrix, float4(tbn[2], 0)).xyz);
|
||||
//float3x3 tbn = qTangentToMatrix(qTangent);
|
||||
result.tangent_WS = normalize(mul(transformMatrix, float4(tangent_MS, 0)).xyz);
|
||||
result.biTangent_WS = normalize(mul(transformMatrix, float4(biTangent_MS, 0)).xyz);
|
||||
result.normal_WS = normalize(mul(transformMatrix, float4(normal_MS, 0)).xyz);
|
||||
result.vertexColor = vertexColor;
|
||||
result.position_WS = worldPos.xyz;
|
||||
result.texCoords0 = float4(texCoords[0], texCoords[1]);
|
||||
|
||||
@@ -14,9 +14,10 @@ struct StaticMeshVertexData
|
||||
VertexAttributes attributes;
|
||||
attributes.position_MS = float3(positions[index * 3 + 0], positions[index * 3 + 1], positions[index * 3 + 2]);
|
||||
#ifndef POS_ONLY
|
||||
attributes.qTangent = qTangent[index];
|
||||
//attributes.tangent_MS = float3(tangents[index * 3 + 0], tangents[index * 3 + 1], tangents[index * 3 + 2]);
|
||||
//attributes.biTangent_MS = float3(biTangents[index * 3 + 0], biTangents[index * 3 + 1], biTangents[index * 3 + 2]);
|
||||
//attributes.qTangent = qTangent[index];
|
||||
attributes.normal_MS = float3(normals[index * 3 + 0], normals[index * 3 + 1], normals[index * 3 + 2]);
|
||||
attributes.tangent_MS = float3(tangents[index * 3 + 0], tangents[index * 3 + 1], tangents[index * 3 + 2]);
|
||||
attributes.biTangent_MS = float3(biTangents[index * 3 + 0], biTangents[index * 3 + 1], biTangents[index * 3 + 2]);
|
||||
for(uint i = 0; i < MAX_TEXCOORDS; ++i)
|
||||
{
|
||||
attributes.texCoords[i] = float2(uint16ToFloat(texCoords[i][index * 2 + 0]), uint16ToFloat(texCoords[i][index * 2 + 1]));
|
||||
@@ -26,9 +27,9 @@ struct StaticMeshVertexData
|
||||
return attributes;
|
||||
}
|
||||
StructuredBuffer<float> positions;
|
||||
StructuredBuffer<float4> qTangent;
|
||||
//StructuredBuffer<float> tangents;
|
||||
//StructuredBuffer<float> biTangents;
|
||||
StructuredBuffer<float> normals;
|
||||
StructuredBuffer<float> tangents;
|
||||
StructuredBuffer<float> biTangents;
|
||||
StructuredBuffer<uint16_t> color;
|
||||
StructuredBuffer<uint16_t> texCoords[MAX_TEXCOORDS];
|
||||
};
|
||||
|
||||
@@ -71,7 +71,7 @@ import MATERIAL_FILE_NAME;
|
||||
|
||||
*/
|
||||
|
||||
const float eps = 1e-5;
|
||||
static const float eps = 1e-5;
|
||||
[shader("closesthit")]
|
||||
void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
|
||||
{
|
||||
|
||||
@@ -535,8 +535,8 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
texCoords[i].resize(mesh->mNumVertices);
|
||||
}
|
||||
Array<StaticMeshVertexData::NormalType> normals(mesh->mNumVertices);
|
||||
//Array<StaticMeshVertexData::TangentType> tangents(mesh->mNumVertices);
|
||||
//Array<StaticMeshVertexData::BiTangentType> biTangents(mesh->mNumVertices);
|
||||
Array<StaticMeshVertexData::TangentType> tangents(mesh->mNumVertices);
|
||||
Array<StaticMeshVertexData::BiTangentType> biTangents(mesh->mNumVertices);
|
||||
Array<StaticMeshVertexData::ColorType> colors(mesh->mNumVertices);
|
||||
|
||||
for (int32 i = 0; i < mesh->mNumVertices; ++i) {
|
||||
@@ -555,9 +555,9 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
tangent = Vector(mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z);
|
||||
biTangent = Vector(mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z);
|
||||
}
|
||||
normals[i] = encodeQTangent(Matrix3(tangent, biTangent, normal));
|
||||
//tangents[i] = tangent;
|
||||
//biTangents[i] = biTangent;
|
||||
normals[i] = normal; // encodeQTangent(Matrix3(tangent, biTangent, normal));
|
||||
tangents[i] = tangent;
|
||||
biTangents[i] = biTangent;
|
||||
|
||||
if (mesh->HasVertexColors(0)) {
|
||||
colors[i] = StaticMeshVertexData::ColorType(mesh->mColors[0][i].r * 65535, mesh->mColors[0][i].g * 65535, mesh->mColors[0][i].b * 65535);
|
||||
@@ -571,8 +571,8 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
|
||||
vertexData->loadTexCoords(offset, i, texCoords[i]);
|
||||
}
|
||||
vertexData->loadNormals(offset, normals);
|
||||
// vertexData->loadTangents(offset, tangents);
|
||||
// vertexData->loadBitangents(offset, biTangents);
|
||||
vertexData->loadTangents(offset, tangents);
|
||||
vertexData->loadBitangents(offset, biTangents);
|
||||
vertexData->loadColors(offset, colors);
|
||||
|
||||
Array<uint32> indices(mesh->mNumFaces * 3);
|
||||
|
||||
@@ -36,16 +36,16 @@ void StaticMeshVertexData::loadNormals(uint64 offset, const Array<NormalType>& d
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
//void StaticMeshVertexData::loadTangents(uint64 offset, const Array<TangentType>& data) {
|
||||
// assert(offset + data.size() <= head);
|
||||
// std::memcpy(tanData.data() + offset, data.data(), data.size() * sizeof(TangentType));
|
||||
// dirty = true;
|
||||
//}
|
||||
//void StaticMeshVertexData::loadBitangents(uint64 offset, const Array<BiTangentType>& data) {
|
||||
// assert(offset + data.size() <= head);
|
||||
// std::memcpy(bitData.data() + offset, data.data(), data.size() * sizeof(BiTangentType));
|
||||
// dirty = true;
|
||||
//}
|
||||
void StaticMeshVertexData::loadTangents(uint64 offset, const Array<TangentType>& data) {
|
||||
assert(offset + data.size() <= head);
|
||||
std::memcpy(tanData.data() + offset, data.data(), data.size() * sizeof(TangentType));
|
||||
dirty = true;
|
||||
}
|
||||
void StaticMeshVertexData::loadBitangents(uint64 offset, const Array<BiTangentType>& data) {
|
||||
assert(offset + data.size() <= head);
|
||||
std::memcpy(bitData.data() + offset, data.data(), data.size() * sizeof(BiTangentType));
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
void StaticMeshVertexData::loadColors(uint64 offset, const Array<ColorType>& data) {
|
||||
assert(offset + data.size() <= head);
|
||||
@@ -68,18 +68,18 @@ void StaticMeshVertexData::serializeMesh(MeshId id, uint64 numVertices, ArchiveB
|
||||
}
|
||||
Array<PositionType> pos(numVertices);
|
||||
Array<NormalType> nor(numVertices);
|
||||
//Array<TangentType> tan(numVertices);
|
||||
//Array<BiTangentType> bit(numVertices);
|
||||
Array<TangentType> tan(numVertices);
|
||||
Array<BiTangentType> bit(numVertices);
|
||||
Array<ColorType> col(numVertices);
|
||||
std::memcpy(pos.data(), posData.data() + offset, numVertices * sizeof(PositionType));
|
||||
std::memcpy(nor.data(), norData.data() + offset, numVertices * sizeof(NormalType));
|
||||
//std::memcpy(tan.data(), tanData.data() + offset, numVertices * sizeof(TangentType));
|
||||
//std::memcpy(bit.data(), bitData.data() + offset, numVertices * sizeof(BiTangentType));
|
||||
std::memcpy(tan.data(), tanData.data() + offset, numVertices * sizeof(TangentType));
|
||||
std::memcpy(bit.data(), bitData.data() + offset, numVertices * sizeof(BiTangentType));
|
||||
std::memcpy(col.data(), colData.data() + offset, numVertices * sizeof(ColorType));
|
||||
Serialization::save(buffer, pos);
|
||||
Serialization::save(buffer, nor);
|
||||
//Serialization::save(buffer, tan);
|
||||
//Serialization::save(buffer, bit);
|
||||
Serialization::save(buffer, tan);
|
||||
Serialization::save(buffer, bit);
|
||||
Serialization::save(buffer, col);
|
||||
}
|
||||
|
||||
@@ -98,23 +98,23 @@ uint64 StaticMeshVertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
|
||||
}
|
||||
Array<PositionType> pos;
|
||||
Array<NormalType> nor;
|
||||
//Array<TangentType> tan;
|
||||
//Array<BiTangentType> bit;
|
||||
Array<TangentType> tan;
|
||||
Array<BiTangentType> bit;
|
||||
Array<ColorType> col;
|
||||
Serialization::load(buffer, pos);
|
||||
Serialization::load(buffer, nor);
|
||||
//Serialization::load(buffer, tan);
|
||||
//Serialization::load(buffer, bit);
|
||||
Serialization::load(buffer, tan);
|
||||
Serialization::load(buffer, bit);
|
||||
Serialization::load(buffer, col);
|
||||
loadPositions(offset, pos);
|
||||
loadNormals(offset, nor);
|
||||
//loadTangents(offset, tan);
|
||||
//loadBitangents(offset, bit);
|
||||
loadTangents(offset, tan);
|
||||
loadBitangents(offset, bit);
|
||||
loadColors(offset, col);
|
||||
result += pos.size() * sizeof(PositionType);
|
||||
result += nor.size() * sizeof(NormalType);
|
||||
//result += tan.size() * sizeof(TangentType);
|
||||
//result += bit.size() * sizeof(BiTangentType);
|
||||
result += tan.size() * sizeof(TangentType);
|
||||
result += bit.size() * sizeof(BiTangentType);
|
||||
result += col.size() * sizeof(ColorType);
|
||||
return result;
|
||||
}
|
||||
@@ -134,17 +134,17 @@ void StaticMeshVertexData::init(Gfx::PGraphics _graphics) {
|
||||
.binding = 2,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
});
|
||||
//descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
// .binding = 3,
|
||||
// .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
//});
|
||||
//descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
// .binding = 4,
|
||||
// .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
//});
|
||||
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.binding = 3,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
});
|
||||
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.binding = 4,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
});
|
||||
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
|
||||
.binding = 5,
|
||||
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
||||
.descriptorCount = MAX_TEXCOORDS,
|
||||
});
|
||||
descriptorLayout->create();
|
||||
@@ -176,8 +176,8 @@ Gfx::PDescriptorSet StaticMeshVertexData::getVertexDataSet() { return descriptor
|
||||
void StaticMeshVertexData::resizeBuffers() {
|
||||
posData.resize(verticesAllocated);
|
||||
norData.resize(verticesAllocated);
|
||||
// tanData.resize(verticesAllocated);
|
||||
// bitData.resize(verticesAllocated);
|
||||
tanData.resize(verticesAllocated);
|
||||
bitData.resize(verticesAllocated);
|
||||
colData.resize(verticesAllocated);
|
||||
for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
|
||||
texData[i].resize(verticesAllocated);
|
||||
@@ -202,22 +202,22 @@ void StaticMeshVertexData::updateBuffers() {
|
||||
},
|
||||
.name = "Normals",
|
||||
});
|
||||
//tangents = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
// .sourceData =
|
||||
// {
|
||||
// .size = verticesAllocated * sizeof(TangentType),
|
||||
// .data = (uint8*)tanData.data(),
|
||||
// },
|
||||
// .name = "Tangents",
|
||||
//});
|
||||
//biTangents = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
// .sourceData =
|
||||
// {
|
||||
// .size = verticesAllocated * sizeof(BiTangentType),
|
||||
// .data = (uint8*)bitData.data(),
|
||||
// },
|
||||
// .name = "BiTangents",
|
||||
//});
|
||||
tangents = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData =
|
||||
{
|
||||
.size = verticesAllocated * sizeof(TangentType),
|
||||
.data = (uint8*)tanData.data(),
|
||||
},
|
||||
.name = "Tangents",
|
||||
});
|
||||
biTangents = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData =
|
||||
{
|
||||
.size = verticesAllocated * sizeof(BiTangentType),
|
||||
.data = (uint8*)bitData.data(),
|
||||
},
|
||||
.name = "BiTangents",
|
||||
});
|
||||
colors = graphics->createShaderBuffer(ShaderBufferCreateInfo{
|
||||
.sourceData =
|
||||
{
|
||||
@@ -240,11 +240,11 @@ void StaticMeshVertexData::updateBuffers() {
|
||||
descriptorSet = descriptorLayout->allocateDescriptorSet();
|
||||
descriptorSet->updateBuffer(0, 0, positions);
|
||||
descriptorSet->updateBuffer(1, 0, normals);
|
||||
// descriptorSet->updateBuffer(2, 0, tangents);
|
||||
// descriptorSet->updateBuffer(3, 0, biTangents);
|
||||
descriptorSet->updateBuffer(2, 0, colors);
|
||||
descriptorSet->updateBuffer(2, 0, tangents);
|
||||
descriptorSet->updateBuffer(3, 0, biTangents);
|
||||
descriptorSet->updateBuffer(4, 0, colors);
|
||||
for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
|
||||
descriptorSet->updateBuffer(3, i, texCoords[i]);
|
||||
descriptorSet->updateBuffer(5, i, texCoords[i]);
|
||||
}
|
||||
descriptorSet->writeChanges();
|
||||
}
|
||||
|
||||
@@ -10,9 +10,9 @@ namespace Seele {
|
||||
class StaticMeshVertexData : public VertexData {
|
||||
public:
|
||||
using PositionType = Vector;
|
||||
using NormalType = Vector4;
|
||||
//using TangentType = Vector;
|
||||
//using BiTangentType = Vector;
|
||||
using NormalType = Vector;
|
||||
using TangentType = Vector;
|
||||
using BiTangentType = Vector;
|
||||
using TexCoordType = U16Vector2;
|
||||
using ColorType = U16Vector;
|
||||
|
||||
@@ -22,8 +22,8 @@ class StaticMeshVertexData : public VertexData {
|
||||
void loadPositions(uint64 offset, const Array<PositionType>& data);
|
||||
void loadTexCoords(uint64 offset, uint64 index, const Array<TexCoordType>& data);
|
||||
void loadNormals(uint64 offset, const Array<NormalType>& data);
|
||||
//void loadTangents(uint64 offset, const Array<TangentType>& data);
|
||||
//void loadBitangents(uint64 offset, const Array<BiTangentType>& data);
|
||||
void loadTangents(uint64 offset, const Array<TangentType>& data);
|
||||
void loadBitangents(uint64 offset, const Array<BiTangentType>& data);
|
||||
void loadColors(uint64 offset, const Array<ColorType>& data);
|
||||
virtual void serializeMesh(MeshId id, uint64 numVertices, ArchiveBuffer& buffer) override;
|
||||
virtual uint64 deserializeMesh(MeshId id, ArchiveBuffer& buffer) override;
|
||||
@@ -49,8 +49,8 @@ class StaticMeshVertexData : public VertexData {
|
||||
Array<PositionType> posData;
|
||||
Array<TexCoordType> texData[MAX_TEXCOORDS];
|
||||
Array<NormalType> norData;
|
||||
// Array<TangentType> tanData;
|
||||
// Array<BiTangentType> bitData;
|
||||
Array<TangentType> tanData;
|
||||
Array<BiTangentType> bitData;
|
||||
Array<ColorType> colData;
|
||||
Gfx::ODescriptorLayout descriptorLayout;
|
||||
Gfx::PDescriptorSet descriptorSet;
|
||||
|
||||
Reference in New Issue
Block a user