Trying to fix wrong tex coord imports

This commit is contained in:
Dynamitos
2025-05-04 21:30:01 +02:00
parent 91c31bc219
commit ee412201e6
13 changed files with 78 additions and 83 deletions
+4 -4
View File
@@ -16,7 +16,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
{
LightingParameter lightingParams = params.getLightingParameter();
MaterialParameter materialParams = params.getMaterialParameter();
let brdf = Material.prepare(materialParams);
var brdf = Material.prepare(materialParams);
uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
@@ -25,10 +25,10 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
{
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for(uint i = 0; i < pLightEnv.numPointLights; ++i)
for (uint i = 0; i < lightCount; ++i)
{
//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
}
result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
return float4(result, brdf.getAlpha());
+8 -29
View File
@@ -70,20 +70,15 @@ struct LightEnv
layout(set=3)
ParameterBlock<LightEnv> pLightEnv;
[Differentiable]
float polynomial(float a, float b, float c, float x) {
return a * x * x + b * x + c;
}
interface IBRDF
{
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
[mutating] void transformNormal(float3x3 tangentToWorld);
float3 getNormal();
float3 getBaseColor();
float3 evaluateAmbient(float3 viewDir_WS);
float getAlpha();
float3 getEmissive();
[mutating] void setNormal(float3 n);
};
struct Phong : IBRDF
@@ -116,11 +111,6 @@ struct Phong : IBRDF
return lightColor * (baseColor * max(nDotL, 0.0)) + specular * pow(max(rDotV, 0.0), max(shininess, 1));
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
@@ -141,6 +131,7 @@ struct Phong : IBRDF
{
return emissive;
}
[mutating] void setNormal(float3 n) { normal = n; }
};
struct BlinnPhong : IBRDF
@@ -170,14 +161,9 @@ struct BlinnPhong : IBRDF
float diffuse = max(dot(normal_WS, lightDir_WS), 0);
float3 h = normalize(lightDir_WS + viewDir_WS);
float specular = pow(saturate(dot(normal_WS, h)), shininess);
return (baseColor * diffuse * lightColor) + (specularColor * specular);
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
@@ -198,6 +184,7 @@ struct BlinnPhong : IBRDF
{
return emissive;
}
[mutating] void setNormal(float3 n) { normal = n; }
};
struct CelShading : IBRDF
@@ -230,11 +217,6 @@ struct CelShading : IBRDF
return darkenedBase * lightColor;
}
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
@@ -255,6 +237,7 @@ struct CelShading : IBRDF
{
return emissive;
}
[mutating] void setNormal(float3 n) { normal = n; }
};
// https://learnopengl.com/PBR/Theory
@@ -315,7 +298,7 @@ struct CookTorrance : IBRDF
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 n = normal;
float3 n = normalize(normal);
float3 h = normalize(lightDir_WS + viewDir_WS);
float3 F0 = float3(0.04);
@@ -337,12 +320,7 @@ struct CookTorrance : IBRDF
float nDotL = max(dot(n, lightDir_WS), 0.0);
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
return baseColor;
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
return result;
}
float3 getNormal()
{
@@ -371,5 +349,6 @@ struct CookTorrance : IBRDF
{
return emissive;
}
[mutating] void setNormal(float3 n) { normal = n; }
};
+5 -5
View File
@@ -98,13 +98,13 @@ struct FragmentParameter
{
// 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));
return transpose(float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)));
}
#endif
static FragmentParameter interpolate(FragmentParameter f0, FragmentParameter f1, FragmentParameter f2, float3 barycentricCoords)
{
FragmentParameter result;
result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z;
result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z;
#ifndef POS_ONLY
result.normal_WS = f0.normal_WS * barycentricCoords.x + f1.normal_WS * barycentricCoords.y + f2.normal_WS * barycentricCoords.z;
result.tangent_WS = f0.tangent_WS * barycentricCoords.x + f1.tangent_WS * barycentricCoords.y + f2.tangent_WS * barycentricCoords.z;
@@ -142,9 +142,9 @@ struct VertexAttributes
result.position_CS = clipPos;
#ifndef POS_ONLY
//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.tangent_WS = mul(transformMatrix, float4(tangent_MS, 0)).xyz;
result.biTangent_WS = mul(transformMatrix, float4(biTangent_MS, 0)).xyz;
result.normal_WS = mul(transformMatrix, float4(normal_MS, 0)).xyz;
result.vertexColor = vertexColor;
result.position_WS = worldPos.xyz;
result.texCoords0 = float4(texCoords[0], texCoords[1]);
+4 -4
View File
@@ -16,9 +16,8 @@ struct StaticMeshVertexData : IVertexData
#ifndef POS_ONLY
//attributes.qTangent = qTangent[index];
attributes.normal_MS = float3(normals[index * 3 + 0], normals[index * 3 + 1], normals[index * 3 + 2]);
float4 tangentSign = float4(tangents[index * 4 + 0], tangents[index * 4 + 1], tangents[index * 4 + 2], tangents[index * 4 + 3]);
attributes.tangent_MS = tangentSign.xyz;
attributes.biTangent_MS = cross(attributes.normal_MS, attributes.tangent_MS) * -tangentSign.w;
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]));
@@ -30,7 +29,8 @@ struct StaticMeshVertexData : IVertexData
StructuredBuffer<float> positions;
//StructuredBuffer<float> qTangents;
StructuredBuffer<float> normals;
StructuredBuffer<float> tangents;
StructuredBuffer<float> tangents;
StructuredBuffer<float> biTangents;
StructuredBuffer<uint16_t> color;
StructuredBuffer<uint16_t> texCoords[MAX_TEXCOORDS];
};