Reworking tangent lighting
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@@ -452,7 +452,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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}
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}
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void findMeshRoots(aiNode* node, List<aiNode*>& meshNodes) {
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void MeshLoader::findMeshRoots(aiNode* node, List<aiNode*>& meshNodes) {
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if (node->mNumMeshes > 0) {
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meshNodes.add(node);
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return;
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@@ -462,6 +462,40 @@ void findMeshRoots(aiNode* node, List<aiNode*>& meshNodes) {
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}
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}
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uint32 MeshLoader::encodeQTangent(Matrix3 m) {
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float r = (glm::determinant(m) ? -1.0 : 1.0);
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m[2] *= r;
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float t = m[0][0] + (m[1][1] + m[2][2]);
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Vector4 q;
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if (t > 2.9999999) {
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q = Vector4(0.0, 0.0, 0.0, 1.0);
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} else if (t > 0.0000001) {
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float s = sqrt(1.0 + t) * 2.0;
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q = Vector4(Vector(m[1][2] - m[2][1], m[2][0] - m[0][2], m[0][1] - m[1][0]) / s, s * 0.25);
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} else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {
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float s = sqrt(1.0 + (m[0][0] - (m[1][1] + m[2][2]))) * 2.0;
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q = Vector4(s * 0.25, Vector(m[1][0] + m[0][1], m[2][0] + m[0][2], m[1][2] - m[2][1]) / s);
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} else if (m[1][1] > m[2][2]) {
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float s = sqrt(1.0 + (m[1][1] - (m[0][0] + m[2][2]))) * 2.0;
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q = Vector4(Vector(m[1][0] + m[0][1], m[2][1] + m[1][2], m[2][0] - m[0][2]) / s, s * 0.25);
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q = Vector4(q.x, q.w, q.y, q.z);
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} else {
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float s = sqrt(1.0 + (m[2][2] - (m[0][0] + m[1][1]))) * 2.0;
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q = Vector4(Vector(m[2][0] + m[0][2], m[2][1] + m[1][2], m[0][1] - m[1][0]) / s, s * 0.25);
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q = Vector4(q.x, q.y, q.w, q.z);
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}
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Vector4 qAbs = abs(q = glm::normalize(q));
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int maxComponentIndex = (qAbs.x > qAbs.y) ? ((qAbs.x > qAbs.z) ? ((qAbs.x > qAbs.w) ? 0 : 3) : ((qAbs.z > qAbs.w) ? 2 : 3))
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: ((qAbs.y > qAbs.z) ? ((qAbs.y > qAbs.w) ? 1 : 3) : ((qAbs.z > qAbs.w) ? 2 : 3));
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Vector components[4] = {Vector(q.y, q.z, q.w), Vector(q.x, q.z, q.w), Vector(q.x, q.y, q.w), Vector(q.x, q.y, q.z)};
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q = Vector4(components[maxComponentIndex] * float(((q[maxComponentIndex] < 0.0) ? -1.0 : 1.0) * 1.4142135623730951), q.w);
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return ((uint32(round(glm::clamp(q.x * 511.0, -511.0, 511.0) + 512.0)) & 0x3ffu) << 0u) |
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((uint32(round(glm::clamp(q.y * 511.0, -511.0, 511.0) + 512.0)) & 0x3ffu) << 10u) |
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((uint32(round(glm::clamp(q.z * 255.0, -255.0, 255.0) + 256.0)) & 0x1ffu) << 20u) |
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((uint32(((dot(cross(m[0], m[2]), m[1]) * r) < 0.0) ? 1u : 0u) & 0x1u) << 29u) | ((uint32(maxComponentIndex) & 0x3u) << 30u);
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}
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialInstanceAsset>& materials, Array<OMesh>& globalMeshes,
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Component::Collider& collider) {
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List<std::function<void()>> work;
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@@ -483,7 +517,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
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texCoords[i].resize(mesh->mNumVertices);
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}
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Array<Quaternion> normals(mesh->mNumVertices);
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Array<uint32> normals(mesh->mNumVertices);
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Array<U16Vector> colors(mesh->mNumVertices);
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for (int32 i = 0; i < mesh->mNumVertices; ++i) {
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@@ -504,25 +538,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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}
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Matrix3 tbn = {normal, biTangent, tangent};
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Quaternion qTangent(tbn);
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qTangent = glm::normalize(qTangent);
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if (qTangent.w < 0)
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qTangent = -qTangent;
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const float bias = 1.0f / 32767.0f;
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if (qTangent.w < bias) {
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double normFactor = sqrt(1 - bias * bias);
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qTangent.w = bias;
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qTangent.x *= normFactor;
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qTangent.y *= normFactor;
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qTangent.z *= normFactor;
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}
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Vector naturalBinormal = glm::cross(tangent, normal);
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if (glm::dot(naturalBinormal, biTangent) <= 0)
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qTangent = -qTangent;
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normals[i] = qTangent;
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normals[i] = encodeQTangent(tbn);
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if (mesh->HasVertexColors(0)) {
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colors[i] = U16Vector(mesh->mColors[0][i].r * 65535, mesh->mColors[0][i].g * 65535, mesh->mColors[0][i].b * 65535);
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@@ -559,7 +575,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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globalMeshes[meshIndex]->blas = graphics->createBottomLevelAccelerationStructure(Gfx::BottomLevelASCreateInfo{
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.mesh = globalMeshes[meshIndex],
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});
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//vertexData->registerBottomLevelAccelerationStructure(globalMeshes[meshIndex]->blas);
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// vertexData->registerBottomLevelAccelerationStructure(globalMeshes[meshIndex]->blas);
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});
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}
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getThreadPool().runAndWait(std::move(work));
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@@ -5,7 +5,6 @@
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#include "MinimalEngine.h"
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#include <filesystem>
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struct aiScene;
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struct aiTexel;
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struct aiNode;
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@@ -26,6 +25,9 @@ class MeshLoader {
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void importAsset(MeshImportArgs args);
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private:
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void findMeshRoots(aiNode* node, List<aiNode*>& meshNodes);
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uint32 encodeQTangent(Matrix3 m);
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void loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath,
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Array<PTextureAsset>& textures);
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void loadMaterials(const aiScene* scene, const Array<PTextureAsset>& textures, const std::string& baseName,
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@@ -42,7 +42,7 @@ void TextureLoader::importAsset(TextureImportArgs args) {
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PTextureAsset ref = asset;
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asset->setStatus(Asset::Status::Loading);
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AssetRegistry::get().registerTexture(std::move(asset));
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getThreadPool().runAsync([=](){import(args, ref);});
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import(args, ref);
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}
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PTextureAsset TextureLoader::getPlaceholderTexture() { return placeholderAsset; }
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@@ -112,11 +112,11 @@ void TextureLoader::import(TextureImportArgs args, PTextureAsset textureAsset) {
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.structSize = sizeof(ktxBasisParams),
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.uastc = true,
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.threadCount = 14,
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.uastcFlags = KTX_PACK_UASTC_LEVEL_FASTER,
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.uastcFlags = KTX_PACK_UASTC_LEVEL_FASTEST,
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.uastcRDO = true,
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};
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KTX_ASSERT(ktxTexture2_CompressBasisEx(kTexture, &basisParams));
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KTX_ASSERT(ktxTexture2_DeflateZstd(kTexture, 20));
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//KTX_ASSERT(ktxTexture2_CompressBasisEx(kTexture, &basisParams));
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//KTX_ASSERT(ktxTexture2_DeflateZstd(kTexture, 20));
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char writer[100];
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snprintf(writer, sizeof(writer), "%s version %s", "SeeleEngine", "0.0.1");
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+4
-4
@@ -109,10 +109,10 @@ int main() {
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//AssetImporter::importTexture(TextureImportArgs{
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// .filePath = sourcePath / "import/textures/wgen.png",
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//});
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//AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
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// .importPath = "Whitechapel",
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//});
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.glb",
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.importPath = "Whitechapel",
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});
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// AssetImporter::importMesh(MeshImportArgs{521
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// .filePath = sourcePath / "import/models/city-suburbs/source/city-suburbs.obj",
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// .importPath = "suburbs",
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