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
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@@ -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());
+7 -28
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@@ -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
@@ -173,11 +164,6 @@ struct BlinnPhong : IBRDF
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; }
};
+4 -4
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@@ -98,7 +98,7 @@ 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)
@@ -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]);
+3 -3
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@@ -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]));
@@ -31,6 +30,7 @@ struct StaticMeshVertexData : IVertexData
//StructuredBuffer<float> qTangents;
StructuredBuffer<float> normals;
StructuredBuffer<float> tangents;
StructuredBuffer<float> biTangents;
StructuredBuffer<uint16_t> color;
StructuredBuffer<uint16_t> texCoords[MAX_TEXCOORDS];
};
+8 -5
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@@ -152,9 +152,10 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
aiTextureMapMode mapMode = aiTextureMapMode_Clamp;
float blend = std::numeric_limits<float>::max();
aiTextureOp op = aiTextureOp_Add;
if (material->GetTexture(type, index, &texPath, &mapping, &uvIndex, nullptr, nullptr, nullptr) != AI_SUCCESS) {
if (material->GetTexture(type, index, &texPath, &mapping, &uvIndex, &blend, &op, &mapMode) != AI_SUCCESS) {
std::cout << "fuck" << std::endl;
}
uvIndex = 1;
std::string textureKey = fmt::format("{0}Texture{1}", paramKey, index);
auto texFilename = std::filesystem::path(texPath.C_Str());
PTextureAsset texture;
@@ -536,7 +537,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
}
Array<StaticMeshVertexData::NormalType> normals(mesh->mNumVertices);
Array<StaticMeshVertexData::TangentType> tangents(mesh->mNumVertices);
//Array<StaticMeshVertexData::BiTangentType> biTangents(mesh->mNumVertices);
Array<StaticMeshVertexData::BiTangentType> biTangents(mesh->mNumVertices);
Array<StaticMeshVertexData::ColorType> colors(mesh->mNumVertices);
for (uint32 i = 0; i < mesh->mNumVertices; ++i) {
@@ -562,10 +563,12 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
// so we try to cross the two, and see what is the result, and if it is
// the same as b, the dot product is 1, and if they are inverse, the dot product is
// -1, which is the sign we need
tangents[i] = Vector4(tangent, dot(glm::cross(normal, tangent), biTangent));
tangents[i] = tangent;
biTangents[i] = biTangent;
if (mesh->HasVertexColors(0)) {
colors[i] = StaticMeshVertexData::ColorType(mesh->mColors[0][i].r * 65535, mesh->mColors[0][i].g * 65535, mesh->mColors[0][i].b * 65535);
colors[i] = StaticMeshVertexData::ColorType(mesh->mColors[0][i].r * 65535, mesh->mColors[0][i].g * 65535,
mesh->mColors[0][i].b * 65535);
} else {
colors[i] = StaticMeshVertexData::ColorType(1, 1, 1);
}
@@ -577,7 +580,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
}
vertexData->loadNormals(offset, normals);
vertexData->loadTangents(offset, tangents);
//vertexData->loadBitangents(offset, biTangents);
vertexData->loadBitangents(offset, biTangents);
vertexData->loadColors(offset, colors);
Array<uint32> indices(mesh->mNumFaces * 3);
+8 -4
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@@ -25,7 +25,7 @@ using namespace Seele::Editor;
static Gfx::OGraphics graphics;
int main() {
std::string gameName = "MinecraftClone";
std::string gameName = "MeshShadingDemo";
std::filesystem::path outputPath = fmt::format("../../{0}Game", gameName);
std::filesystem::path sourcePath = fmt::format("../../{0}", gameName);
#ifdef WIN32
@@ -57,9 +57,13 @@ int main() {
AssetImporter::importEnvironmentMap(EnvironmentImportArgs{
.filePath = sourcePath / "import" / "textures" / "newport_loft.hdr",
});
AssetImporter::importTexture(TextureImportArgs{
.filePath = sourcePath / "import" / "textures" / "grass_block_side.png",
.importPath = "",
//AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import" / "textures" / "grass_block_side.png",
// .importPath = "",
//});
AssetImporter::importMesh(MeshImportArgs{
.filePath = sourcePath / "import" / "models" / "main1_sponza" / "floor.glb",
.importPath = "sponza",
});
getThreadPool().waitIdle();
+16 -16
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@@ -40,11 +40,11 @@ void StaticMeshVertexData::loadTangents(uint64 offset, const Array<TangentType>&
dirty = true;
}
/*void StaticMeshVertexData::loadBitangents(uint64 offset, const Array<BiTangentType>& data) {
void StaticMeshVertexData::loadBitangents(uint64 offset, const Array<BiTangentType>& data) {
assert(offset + data.size() <= head);
std::memcpy(bitData.data() + offset, data.data(), data.size() * sizeof(BiTangentType));
dirty = true;
}*/
}
void StaticMeshVertexData::loadColors(uint64 offset, const Array<ColorType>& data) {
assert(offset + data.size() <= head);
@@ -70,17 +70,17 @@ void StaticMeshVertexData::serializeMesh(MeshId id, ArchiveBuffer& buffer) {
Array<PositionType> pos(numVertices);
Array<NormalType> nor(numVertices);
Array<TangentType> tan(numVertices);
//Array<BiTangentType> bit(numVertices);
Array<BiTangentType> bit(numVertices);
Array<ColorType> col(numVertices);
std::memcpy(pos.data(), posData.data() + offset, numVertices * sizeof(PositionType));
std::memcpy(nor.data(), norData.data() + offset, numVertices * sizeof(NormalType));
std::memcpy(tan.data(), tanData.data() + offset, numVertices * sizeof(TangentType));
//std::memcpy(bit.data(), bitData.data() + offset, numVertices * sizeof(BiTangentType));
std::memcpy(bit.data(), bitData.data() + offset, numVertices * sizeof(BiTangentType));
std::memcpy(col.data(), colData.data() + offset, numVertices * sizeof(ColorType));
Serialization::save(buffer, pos);
Serialization::save(buffer, nor);
Serialization::save(buffer, tan);
//Serialization::save(buffer, bit);
Serialization::save(buffer, bit);
Serialization::save(buffer, col);
}
@@ -100,22 +100,22 @@ uint64 StaticMeshVertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
Array<PositionType> pos;
Array<NormalType> nor;
Array<TangentType> tan;
//Array<BiTangentType> bit;
Array<BiTangentType> bit;
Array<ColorType> col;
Serialization::load(buffer, pos);
Serialization::load(buffer, nor);
Serialization::load(buffer, tan);
//Serialization::load(buffer, bit);
Serialization::load(buffer, bit);
Serialization::load(buffer, col);
loadPositions(offset, pos);
loadNormals(offset, nor);
loadTangents(offset, tan);
//loadBitangents(offset, bit);
loadBitangents(offset, bit);
loadColors(offset, col);
result += pos.size() * sizeof(PositionType);
result += nor.size() * sizeof(NormalType);
result += tan.size() * sizeof(TangentType);
//result += bit.size() * sizeof(BiTangentType);
result += bit.size() * sizeof(BiTangentType);
result += col.size() * sizeof(ColorType);
return result;
}
@@ -135,10 +135,10 @@ void StaticMeshVertexData::init(Gfx::PGraphics _graphics) {
.name = TANGENTS_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
/*descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = BITANGENTS_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});*/
});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = COLORS_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
@@ -160,7 +160,7 @@ void StaticMeshVertexData::destroy() {
positions = nullptr;
normals = nullptr;
tangents = nullptr;
//biTangents = nullptr;
biTangents = nullptr;
colors = nullptr;
descriptorSet = nullptr;
descriptorLayout = nullptr;
@@ -170,7 +170,7 @@ void StaticMeshVertexData::resizeBuffers() {
posData.resize(verticesAllocated);
norData.resize(verticesAllocated);
tanData.resize(verticesAllocated);
//bitData.resize(verticesAllocated);
bitData.resize(verticesAllocated);
colData.resize(verticesAllocated);
for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
texData[i].resize(verticesAllocated);
@@ -203,14 +203,14 @@ void StaticMeshVertexData::updateBuffers() {
},
.name = "Tangents",
});
/*biTangents = graphics->createShaderBuffer(ShaderBufferCreateInfo{
biTangents = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = verticesAllocated * sizeof(BiTangentType),
.data = (uint8*)bitData.data(),
},
.name = "BiTangents",
});*/
});
colors = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
@@ -234,7 +234,7 @@ void StaticMeshVertexData::updateBuffers() {
descriptorSet->updateBuffer(POSITIONS_NAME, 0, positions);
descriptorSet->updateBuffer(NORMALS_NAME, 0, normals);
descriptorSet->updateBuffer(TANGENTS_NAME, 0, tangents);
//descriptorSet->updateBuffer(BITANGENTS_NAME, 0, biTangents);
descriptorSet->updateBuffer(BITANGENTS_NAME, 0, biTangents);
descriptorSet->updateBuffer(COLORS_NAME, 0, colors);
for (uint32 i = 0; i < MAX_TEXCOORDS; ++i) {
descriptorSet->updateBuffer(TEXCOORDS_NAME, i, texCoords[i]);
+6 -6
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@@ -10,8 +10,8 @@ class StaticMeshVertexData : public VertexData {
public:
using PositionType = Vector;
using NormalType = Vector;
using TangentType = Vector4;
//using BiTangentType = Vector;
using TangentType = Vector;
using BiTangentType = Vector;
using TexCoordType = U16Vector2;
using ColorType = U16Vector;
@@ -22,7 +22,7 @@ class StaticMeshVertexData : public VertexData {
void loadTexCoords(uint64 offset, uint64 index, const Array<TexCoordType>& data);
void loadNormals(uint64 offset, const Array<NormalType>& data);
void loadTangents(uint64 offset, const Array<TangentType>& data);
//void loadBitangents(uint64 offset, const Array<BiTangentType>& data);
void loadBitangents(uint64 offset, const Array<BiTangentType>& data);
void loadColors(uint64 offset, const Array<ColorType>& data);
virtual void serializeMesh(MeshId id, ArchiveBuffer& buffer) override;
virtual uint64 deserializeMesh(MeshId id, ArchiveBuffer& buffer) override;
@@ -45,15 +45,15 @@ class StaticMeshVertexData : public VertexData {
constexpr static const char* NORMALS_NAME = "normals";
Gfx::OShaderBuffer tangents;
constexpr static const char* TANGENTS_NAME = "tangents";
//Gfx::OShaderBuffer biTangents;
//constexpr static const char* BITANGENTS_NAME = "biTangents";
Gfx::OShaderBuffer biTangents;
constexpr static const char* BITANGENTS_NAME = "biTangents";
Gfx::OShaderBuffer colors;
constexpr static const char* COLORS_NAME = "colors";
Array<PositionType> posData;
Array<TexCoordType> texData[MAX_TEXCOORDS];
Array<NormalType> norData;
Array<TangentType> tanData;
//Array<BiTangentType> bitData;
Array<BiTangentType> bitData;
Array<ColorType> colData;
Gfx::ODescriptorLayout descriptorLayout;
Gfx::PDescriptorSet descriptorSet;
+2 -4
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@@ -170,12 +170,10 @@ void Material::compile() {
for (const auto& expr : codeExpressions) {
codeStream << "\t\t" << expr->evaluate(varState);
}
//for (const auto& [name, exp] : brdf.variables) {
for(auto it = brdf.variables.begin(); it != brdf.variables.end(); ++it){
auto [name, exp] = *it;
for (const auto& [name, exp] : brdf.variables) {
codeStream << "\t\tresult." << name << " = " << varState[exp] << ";" << std::endl;
}
codeStream << "\t\tresult.transformNormal(input.tangentToWorld);" << std::endl;
codeStream << "\t\tresult.normal = mul(input.tangentToWorld, result.normal);" << std::endl;
codeStream << "\t\treturn result;\n";
codeStream << "\t}\n";
codeStream << "};\n";
+4
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@@ -312,6 +312,10 @@ std::string MulExpression::evaluate(Map<std::string, std::string>& varState) con
if (varState.contains(rhs)) {
rhs = varState[rhs];
}
if (inputs.at("lhs").type == ExpressionType::MATRIX2 || inputs.at("lhs").type == ExpressionType::MATRIX3 ||
inputs.at("lhs").type == ExpressionType::MATRIX4) { // TODO
return fmt::format("let {} = mul({}, {});\n", varName, lhs, rhs);
}
return fmt::format("let {} = {} * {};\n", varName, lhs, rhs);
}
+3
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@@ -11,6 +11,9 @@ enum class ExpressionType {
FLOAT2,
FLOAT3,
FLOAT4,
MATRIX2,
MATRIX3,
MATRIX4,
TEXTURE,
SAMPLER,
};
@@ -14,7 +14,11 @@ void GameInterface::reload() {
destroyInstance(game);
FreeLibrary(lib);
}
std::filesystem::copy(dllPath.parent_path().parent_path() / "res" / "shaders", "./shaders/game", std::filesystem::copy_options::overwrite_existing);
auto shaderPath = dllPath.parent_path().parent_path() / "res" / "shaders";
if (std::filesystem::exists(shaderPath))
{
std::filesystem::copy(shaderPath, "./shaders/game", std::filesystem::copy_options::overwrite_existing);
}
lib = LoadLibraryA(dllPath.string().c_str());
createInstance = (decltype(createInstance))GetProcAddress(lib, "createInstance");
destroyInstance = (decltype(destroyInstance))GetProcAddress(lib, "destroyInstance");
+1 -1
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@@ -9,6 +9,6 @@ CameraUpdater::~CameraUpdater() {}
void CameraUpdater::update(Component::Camera& camera, Component::Transform& transform) {
Vector eyePos = transform.getPosition();
Vector lookAt = eyePos - transform.getForward();
Vector lookAt = eyePos + transform.getForward();
camera.viewMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0));
}