Tangent space works again

This commit is contained in:
Dynamitos
2024-12-30 23:47:24 +01:00
parent f3b6ed31dc
commit 0fb5320a30
9 changed files with 27 additions and 27 deletions
+2 -2
View File
@@ -34,7 +34,7 @@ struct Phong : IBRDF
float3 r = 2 * (nDotL) * normal_WS - lightDir_WS;
float rDotV = dot(r, viewDir_WS);
return lightColor * (baseColor * max(nDotL, 0.0));// + specular * pow(max(rDotV, 0.0), max(shininess, 1)));
return lightColor * (baseColor * max(nDotL, 0.0)) + specular * pow(max(rDotV, 0.0), max(shininess, 1));
}
float3 evaluateAmbient()
@@ -77,7 +77,7 @@ struct BlinnPhong : IBRDF
float3 h = normalize(lightDir_WS + viewDir_WS);
float specular = pow(saturate(dot(normal_WS, h)), shininess);
return (baseColor * diffuse * lightColor) + (specularColor * specular);
return (baseColor * diffuse * lightColor);// + (specularColor * specular);
}
float3 evaluateAmbient()
+1 -1
View File
@@ -14,7 +14,7 @@ struct DirectionalLight : ILightEnv
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
float3 dir_WS = normalize(direction.xyz);
float3 dir_WS = -normalize(direction.xyz);
return brdf.evaluate(params.tangentToWorld, params.viewDir_WS, dir_WS, color.xyz);
}
};
+8 -5
View File
@@ -12,6 +12,7 @@ struct LightingParameter
float3x3 tangentToWorld;
float3 viewDir_WS;
float3 position_WS;
float3 normal_WS;
}
@@ -91,12 +92,15 @@ struct FragmentParameter
result.tangentToWorld = getTangentToWorld();
result.viewDir_WS = normalize(pViewParams.cameraPosition_WS.xyz - position_WS);
result.position_WS = position_WS;
result.normal_WS = normalize(normal_WS);
return result;
}
float3x3 getTangentToWorld()
{
return float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS));
// in theory, transposing would make this a world-to-tangent matrix, but because we are building the matrix ourselves
// and something with matrix layouts is working the opposite direction, we need to transpose here
return transpose(float3x3(tangent_WS, biTangent_WS, normal_WS));
}
#endif
static FragmentParameter interpolate(FragmentParameter f0, FragmentParameter f1, FragmentParameter f2, float3 barycentricCoords)
@@ -138,10 +142,9 @@ struct VertexAttributes
FragmentParameter result;
result.position_CS = clipPos;
#ifndef POS_ONLY
float3x3 normalMatrix = transpose(float3x3(inverseTransformMatrix));
result.tangent_WS = mul(normalMatrix, tangent_MS);
result.biTangent_WS = mul(normalMatrix, biTangent_MS);
result.normal_WS = mul(normalMatrix, normal_MS);
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]);
+3 -2
View File
@@ -1,10 +1,11 @@
import VertexData;
import Common;
import Scene;
import MaterialParameter;
struct SkinnedMeshVertexData : VertexData
struct SkinnedMeshVertexData
{
SkinnedMeshVertexAttributes getAttributes(uint index, float4x4 transform)
VertexInput getAttributes(uint index, float4x4 transform)
{
StaticMeshVertexAttributes attr;
float4x4 boneTransform = float4x4(1.0f);