Normal mapping doesnt work

This commit is contained in:
Dynamitos
2024-05-15 15:27:13 +02:00
parent 2762f9e729
commit 7690434f2b
33 changed files with 761 additions and 661 deletions
+22 -19
View File
@@ -2,7 +2,7 @@ import Common;
interface IBRDF
{
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 normal_WS, float3 lightColor);
float3 evaluateAmbient();
};
@@ -19,14 +19,15 @@ struct Phong : IBRDF
normal = float3(0, 0, 1);
}
float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 n, float3 lightColor)
{
float3 normal_TS = normalize(normal);
float3 nDotL = dot(normal_TS, lightDir_TS);
float3 r = 2 * (nDotL) * normal_TS - lightDir_TS;
float rDotV = dot(r, viewDir_TS);
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);
return baseColor * max(nDotL, 0.0) * lightColor + specular * pow(max(rDotV, 0.0), shininess);
return lightColor * (baseColor * max(nDotL, 0.0));// + specular * pow(max(rDotV, 0.0), max(shininess, 1)));
}
float3 evaluateAmbient()
@@ -48,11 +49,12 @@ struct BlinnPhong : IBRDF
normal = float3(0, 0, 1);
}
float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 normal_WS, float3 lightColor)
{
float3 normal_TS = normalize(normal);
float diffuse = max(dot(normal_TS, lightDir_TS), 0);
float3 h = normalize(lightDir_TS + viewDir_TS);
//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 specular = pow(saturate(dot(normal_TS, h)), shininess);
return (baseColor * diffuse * lightColor) + (specularColor * specular);
@@ -74,10 +76,11 @@ struct CelShading : IBRDF
normal = float3(0, 0, 1);
}
float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 n, float3 lightColor)
{
float3 normal_TS = normalize(normal);
float nDotL = dot(normal_TS, lightDir_TS);
float3 normal_WS = normalize(mul(tbn, normal_TS));
float nDotL = dot(normal_WS, lightDir_WS);
float diffuse = max(nDotL, 0);
float3 darkenedBase = baseColor * 0.8;
@@ -145,21 +148,21 @@ 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_TS, float3 lightDir_TS, float3 lightColor)
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 normal_WS, float3 lightColor)
{
float3 n = normalize(normal);
float3 h = normalize(lightDir_TS + viewDir_TS);
float3 n = normal_WS;//normalize(mul(tbn, normal));
float3 h = normalize(lightDir_WS + viewDir_WS);
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float3 F = FresnelSchlick(max(dot(h, viewDir_TS), 0.0), F0);
float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0);
float NDF = TrowbridgeReitzGGX(n, h);
float G = Smith(n, viewDir_TS, lightDir_TS);
float G = Smith(n, viewDir_WS, lightDir_WS);
float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_TS), 0.0) * max(dot(n, lightDir_TS), 0.0) + 0.000001;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
float3 specular = num / denom;
float3 k_s = F;
@@ -167,7 +170,7 @@ struct CookTorrance : IBRDF
k_d *= 1.0 - metallic;
float nDotL = max(dot(n, lightDir_TS), 0.0);
float nDotL = max(dot(n, lightDir_WS), 0.0);
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
return result * ambientOcclusion;
+4 -6
View File
@@ -14,8 +14,7 @@ struct DirectionalLight : ILightEnv
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
float3 lightDir_TS = mul(params.tbn, direction.xyz);
return brdf.evaluate(params.tbn, params.viewDir_TS, -normalize(lightDir_TS), color.xyz);
return brdf.evaluate(params.tbn, params.viewDir_WS, -normalize(direction.xyz), params.normal_WS, color.xyz);
}
};
@@ -26,11 +25,10 @@ struct PointLight : ILightEnv
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
float3 lightDir_WS = params.position_WS - position_WS.xyz;
float3 lightDir_TS = mul(params.tbn, lightDir_WS);
float d = length(lightDir_TS);
float3 lightDir_WS = position_WS.xyz - params.position_WS;
float d = length(lightDir_WS);
float illuminance = max(1 - d / colorRange.w, 0);
return illuminance * brdf.evaluate(params.tbn, params.viewDir_TS, -normalize(lightDir_TS), colorRange.xyz);
return illuminance * brdf.evaluate(params.tbn, params.viewDir_WS, normalize(lightDir_WS), normalize(params.normal_WS), colorRange.xyz);
}
bool insidePlane(Plane plane, float3 position)
+16 -13
View File
@@ -10,16 +10,17 @@ struct MaterialParameter
// data used by light environment
struct LightingParameter
{
float3x3 tbn;
float3x3 tbn;
float3 normal_WS;
float3 position_WS;
float3 viewDir_TS;
float3 viewDir_WS;
};
// data passed to fragment shader
struct FragmentParameter
{
float4 position_CS : SV_Position;
float3 viewDir_WS : POSITION1;
float4 position_CS : SV_Position;
float3 cameraPos_WS: POSITION0;
float3 normal_WS : NORMAL0;
float3 tangent_WS : TANGENT0;
float3 biTangent_WS : TANGENT1;
@@ -43,7 +44,8 @@ struct FragmentParameter
LightingParameter result;
result.tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS));
result.position_WS = position_WS;
result.viewDir_TS = normalize(mul(result.tbn, viewDir_WS));
result.viewDir_WS = normalize(cameraPos_WS - position_WS);
result.normal_WS = normal_WS;
return result;
}
};
@@ -64,16 +66,17 @@ struct VertexAttributes
float4 worldPos = mul(transformMatrix, modelPos);
float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
float3 tangent_WS = normalize(mul(transformMatrix, float4(tangent_MS, 0.0)).xyz);
float3 biTangent_WS = normalize(mul(transformMatrix, float4(biTangent_MS, 0.0)).xyz);
float3 normal_WS = normalize(mul(transformMatrix, float4(normal_MS, 0.0)).xyz);
float3x3 normalMatrix = float3x3(transformMatrix);
float3 T = mul(normalMatrix, tangent_MS);
float3 N = mul(normalMatrix, normal_MS);
float3 B = mul(normalMatrix, biTangent_MS);
FragmentParameter result;
result.viewDir_WS = pViewParams.cameraPos_WS.xyz - worldPos.xyz;
result.normal_WS = normal_WS;
result.tangent_WS = tangent_WS;
result.biTangent_WS = biTangent_WS;
result.position_WS = worldPos.xyz;
result.position_CS = clipPos;
result.cameraPos_WS = pViewParams.cameraPos_WS.xyz;
result.normal_WS = N;
result.tangent_WS = T;
result.biTangent_WS = B;
result.position_WS = worldPos.xyz;
result.vertexColor = vertexColor;
result.meshletId = meshletId;
for(uint i = 0; i < MAX_TEXCOORDS; ++i)