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
+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)