Trying to fix wrong tex coord imports
This commit is contained in:
@@ -16,7 +16,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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LightingParameter lightingParams = params.getLightingParameter();
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = Material.prepare(materialParams);
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var brdf = Material.prepare(materialParams);
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uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
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uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
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uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
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@@ -25,10 +25,10 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for(uint i = 0; i < pLightEnv.numPointLights; ++i)
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for (uint i = 0; i < lightCount; ++i)
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{
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//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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}
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result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
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return float4(result, brdf.getAlpha());
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@@ -70,20 +70,15 @@ struct LightEnv
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layout(set=3)
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ParameterBlock<LightEnv> pLightEnv;
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[Differentiable]
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float polynomial(float a, float b, float c, float x) {
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return a * x * x + b * x + c;
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}
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interface IBRDF
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{
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
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[mutating] void transformNormal(float3x3 tangentToWorld);
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float3 getNormal();
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float3 getBaseColor();
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float3 evaluateAmbient(float3 viewDir_WS);
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float getAlpha();
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float3 getEmissive();
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[mutating] void setNormal(float3 n);
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};
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struct Phong : IBRDF
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@@ -116,11 +111,6 @@ struct Phong : IBRDF
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return lightColor * (baseColor * max(nDotL, 0.0)) + specular * pow(max(rDotV, 0.0), max(shininess, 1));
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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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@@ -141,6 +131,7 @@ struct Phong : IBRDF
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{
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return emissive;
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}
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[mutating] void setNormal(float3 n) { normal = n; }
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};
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struct BlinnPhong : IBRDF
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@@ -173,11 +164,6 @@ struct BlinnPhong : IBRDF
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return (baseColor * diffuse * lightColor) + (specularColor * specular);
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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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@@ -198,6 +184,7 @@ struct BlinnPhong : IBRDF
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{
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return emissive;
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}
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[mutating] void setNormal(float3 n) { normal = n; }
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};
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struct CelShading : IBRDF
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@@ -230,11 +217,6 @@ struct CelShading : IBRDF
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return darkenedBase * lightColor;
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}
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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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}
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float3 getNormal()
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{
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return normal;
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@@ -255,6 +237,7 @@ struct CelShading : IBRDF
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{
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return emissive;
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}
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[mutating] void setNormal(float3 n) { normal = n; }
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};
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// https://learnopengl.com/PBR/Theory
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@@ -315,7 +298,7 @@ struct CookTorrance : IBRDF
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float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
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{
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float3 n = normal;
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float3 n = normalize(normal);
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float3 h = normalize(lightDir_WS + viewDir_WS);
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float3 F0 = float3(0.04);
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@@ -337,12 +320,7 @@ struct CookTorrance : IBRDF
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float nDotL = max(dot(n, lightDir_WS), 0.0);
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float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
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return baseColor;
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}
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[mutating]
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void transformNormal(float3x3 tangentToWorld)
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{
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normal = normalize(mul(tangentToWorld, normal));
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return result;
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}
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float3 getNormal()
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{
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@@ -371,5 +349,6 @@ struct CookTorrance : IBRDF
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{
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return emissive;
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}
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[mutating] void setNormal(float3 n) { normal = n; }
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};
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@@ -98,7 +98,7 @@ struct FragmentParameter
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{
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// in theory, transposing would make this a world-to-tangent matrix, but because we are building the matrix ourselves
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// and something with matrix layouts is working the opposite direction, we need to transpose here
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return transpose(float3x3(tangent_WS, biTangent_WS, normal_WS));
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return transpose(float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)));
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}
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#endif
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static FragmentParameter interpolate(FragmentParameter f0, FragmentParameter f1, FragmentParameter f2, float3 barycentricCoords)
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@@ -142,9 +142,9 @@ struct VertexAttributes
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result.position_CS = clipPos;
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#ifndef POS_ONLY
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//float3x3 tbn = qTangentToMatrix(qTangent);
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result.tangent_WS = normalize(mul(transformMatrix, float4(tangent_MS, 0)).xyz);
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result.biTangent_WS = normalize(mul(transformMatrix, float4(biTangent_MS, 0)).xyz);
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result.normal_WS = normalize(mul(transformMatrix, float4(normal_MS, 0)).xyz);
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result.tangent_WS = mul(transformMatrix, float4(tangent_MS, 0)).xyz;
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result.biTangent_WS = mul(transformMatrix, float4(biTangent_MS, 0)).xyz;
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result.normal_WS = mul(transformMatrix, float4(normal_MS, 0)).xyz;
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result.vertexColor = vertexColor;
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result.position_WS = worldPos.xyz;
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result.texCoords0 = float4(texCoords[0], texCoords[1]);
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@@ -16,9 +16,8 @@ struct StaticMeshVertexData : IVertexData
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#ifndef POS_ONLY
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//attributes.qTangent = qTangent[index];
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attributes.normal_MS = float3(normals[index * 3 + 0], normals[index * 3 + 1], normals[index * 3 + 2]);
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float4 tangentSign = float4(tangents[index * 4 + 0], tangents[index * 4 + 1], tangents[index * 4 + 2], tangents[index * 4 + 3]);
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attributes.tangent_MS = tangentSign.xyz;
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attributes.biTangent_MS = cross(attributes.normal_MS, attributes.tangent_MS) * -tangentSign.w;
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attributes.tangent_MS = float3(tangents[index * 3 + 0], tangents[index * 3 + 1], tangents[index * 3 + 2]);
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attributes.biTangent_MS = float3(biTangents[index * 3 + 0], biTangents[index * 3 + 1], biTangents[index * 3 + 2]);;
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for(uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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attributes.texCoords[i] = float2(uint16ToFloat(texCoords[i][index * 2 + 0]), uint16ToFloat(texCoords[i][index * 2 + 1]));
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@@ -31,6 +30,7 @@ struct StaticMeshVertexData : IVertexData
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//StructuredBuffer<float> qTangents;
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StructuredBuffer<float> normals;
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StructuredBuffer<float> tangents;
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StructuredBuffer<float> biTangents;
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StructuredBuffer<uint16_t> color;
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StructuredBuffer<uint16_t> texCoords[MAX_TEXCOORDS];
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};
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@@ -152,9 +152,10 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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aiTextureMapMode mapMode = aiTextureMapMode_Clamp;
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float blend = std::numeric_limits<float>::max();
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aiTextureOp op = aiTextureOp_Add;
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if (material->GetTexture(type, index, &texPath, &mapping, &uvIndex, nullptr, nullptr, nullptr) != AI_SUCCESS) {
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if (material->GetTexture(type, index, &texPath, &mapping, &uvIndex, &blend, &op, &mapMode) != AI_SUCCESS) {
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std::cout << "fuck" << std::endl;
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}
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uvIndex = 1;
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std::string textureKey = fmt::format("{0}Texture{1}", paramKey, index);
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auto texFilename = std::filesystem::path(texPath.C_Str());
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PTextureAsset texture;
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@@ -357,7 +358,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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}
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// Emissive
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//addScalarParameter(KEY_EMISSIVE_INTENSITY, AI_MATKEY_EMISSIVE_INTENSITY);
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// addScalarParameter(KEY_EMISSIVE_INTENSITY, AI_MATKEY_EMISSIVE_INTENSITY);
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addVectorParameter(KEY_EMISSIVE_COLOR, AI_MATKEY_COLOR_EMISSIVE);
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std::string outputEmissive = KEY_EMISSIVE_COLOR;
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uint32 numEmissive = material->GetTextureCount(aiTextureType_EMISSION_COLOR);
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@@ -536,7 +537,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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}
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Array<StaticMeshVertexData::NormalType> normals(mesh->mNumVertices);
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Array<StaticMeshVertexData::TangentType> tangents(mesh->mNumVertices);
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//Array<StaticMeshVertexData::BiTangentType> biTangents(mesh->mNumVertices);
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Array<StaticMeshVertexData::BiTangentType> biTangents(mesh->mNumVertices);
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Array<StaticMeshVertexData::ColorType> colors(mesh->mNumVertices);
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for (uint32 i = 0; i < mesh->mNumVertices; ++i) {
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@@ -562,10 +563,12 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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// so we try to cross the two, and see what is the result, and if it is
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// the same as b, the dot product is 1, and if they are inverse, the dot product is
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// -1, which is the sign we need
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tangents[i] = Vector4(tangent, dot(glm::cross(normal, tangent), biTangent));
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tangents[i] = tangent;
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biTangents[i] = biTangent;
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if (mesh->HasVertexColors(0)) {
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colors[i] = StaticMeshVertexData::ColorType(mesh->mColors[0][i].r * 65535, mesh->mColors[0][i].g * 65535, mesh->mColors[0][i].b * 65535);
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colors[i] = StaticMeshVertexData::ColorType(mesh->mColors[0][i].r * 65535, mesh->mColors[0][i].g * 65535,
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mesh->mColors[0][i].b * 65535);
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} else {
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colors[i] = StaticMeshVertexData::ColorType(1, 1, 1);
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}
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@@ -577,7 +580,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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}
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vertexData->loadNormals(offset, normals);
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vertexData->loadTangents(offset, tangents);
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//vertexData->loadBitangents(offset, biTangents);
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vertexData->loadBitangents(offset, biTangents);
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vertexData->loadColors(offset, colors);
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Array<uint32> indices(mesh->mNumFaces * 3);
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+8
-4
@@ -25,7 +25,7 @@ using namespace Seele::Editor;
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static Gfx::OGraphics graphics;
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int main() {
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std::string gameName = "MinecraftClone";
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std::string gameName = "MeshShadingDemo";
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std::filesystem::path outputPath = fmt::format("../../{0}Game", gameName);
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std::filesystem::path sourcePath = fmt::format("../../{0}", gameName);
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#ifdef WIN32
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@@ -57,9 +57,13 @@ int main() {
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AssetImporter::importEnvironmentMap(EnvironmentImportArgs{
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.filePath = sourcePath / "import" / "textures" / "newport_loft.hdr",
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});
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = sourcePath / "import" / "textures" / "grass_block_side.png",
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.importPath = "",
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//AssetImporter::importTexture(TextureImportArgs{
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// .filePath = sourcePath / "import" / "textures" / "grass_block_side.png",
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// .importPath = "",
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//});
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import" / "models" / "main1_sponza" / "floor.glb",
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.importPath = "sponza",
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});
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getThreadPool().waitIdle();
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@@ -40,11 +40,11 @@ void StaticMeshVertexData::loadTangents(uint64 offset, const Array<TangentType>&
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dirty = true;
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}
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/*void StaticMeshVertexData::loadBitangents(uint64 offset, const Array<BiTangentType>& data) {
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void StaticMeshVertexData::loadBitangents(uint64 offset, const Array<BiTangentType>& data) {
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assert(offset + data.size() <= head);
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std::memcpy(bitData.data() + offset, data.data(), data.size() * sizeof(BiTangentType));
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dirty = true;
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}*/
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}
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void StaticMeshVertexData::loadColors(uint64 offset, const Array<ColorType>& data) {
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assert(offset + data.size() <= head);
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@@ -70,17 +70,17 @@ void StaticMeshVertexData::serializeMesh(MeshId id, ArchiveBuffer& buffer) {
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Array<PositionType> pos(numVertices);
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Array<NormalType> nor(numVertices);
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Array<TangentType> tan(numVertices);
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//Array<BiTangentType> bit(numVertices);
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Array<BiTangentType> bit(numVertices);
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Array<ColorType> col(numVertices);
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std::memcpy(pos.data(), posData.data() + offset, numVertices * sizeof(PositionType));
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std::memcpy(nor.data(), norData.data() + offset, numVertices * sizeof(NormalType));
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std::memcpy(tan.data(), tanData.data() + offset, numVertices * sizeof(TangentType));
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//std::memcpy(bit.data(), bitData.data() + offset, numVertices * sizeof(BiTangentType));
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std::memcpy(bit.data(), bitData.data() + offset, numVertices * sizeof(BiTangentType));
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std::memcpy(col.data(), colData.data() + offset, numVertices * sizeof(ColorType));
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Serialization::save(buffer, pos);
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Serialization::save(buffer, nor);
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Serialization::save(buffer, tan);
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//Serialization::save(buffer, bit);
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Serialization::save(buffer, bit);
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Serialization::save(buffer, col);
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}
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@@ -100,22 +100,22 @@ uint64 StaticMeshVertexData::deserializeMesh(MeshId id, ArchiveBuffer& buffer) {
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Array<PositionType> pos;
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Array<NormalType> nor;
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Array<TangentType> tan;
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//Array<BiTangentType> bit;
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Array<BiTangentType> bit;
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Array<ColorType> col;
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Serialization::load(buffer, pos);
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Serialization::load(buffer, nor);
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Serialization::load(buffer, tan);
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//Serialization::load(buffer, bit);
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Serialization::load(buffer, bit);
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Serialization::load(buffer, col);
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loadPositions(offset, pos);
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loadNormals(offset, nor);
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loadTangents(offset, tan);
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//loadBitangents(offset, bit);
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loadBitangents(offset, bit);
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loadColors(offset, col);
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result += pos.size() * sizeof(PositionType);
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result += nor.size() * sizeof(NormalType);
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result += tan.size() * sizeof(TangentType);
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//result += bit.size() * sizeof(BiTangentType);
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result += bit.size() * sizeof(BiTangentType);
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result += col.size() * sizeof(ColorType);
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return result;
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}
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@@ -135,10 +135,10 @@ void StaticMeshVertexData::init(Gfx::PGraphics _graphics) {
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.name = TANGENTS_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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});
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/*descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = BITANGENTS_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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});*/
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});
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descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = COLORS_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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@@ -160,7 +160,7 @@ void StaticMeshVertexData::destroy() {
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positions = nullptr;
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normals = nullptr;
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tangents = nullptr;
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//biTangents = nullptr;
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biTangents = nullptr;
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colors = nullptr;
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descriptorSet = nullptr;
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descriptorLayout = nullptr;
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@@ -170,7 +170,7 @@ void StaticMeshVertexData::resizeBuffers() {
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posData.resize(verticesAllocated);
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norData.resize(verticesAllocated);
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tanData.resize(verticesAllocated);
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//bitData.resize(verticesAllocated);
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bitData.resize(verticesAllocated);
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colData.resize(verticesAllocated);
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
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texData[i].resize(verticesAllocated);
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@@ -203,14 +203,14 @@ void StaticMeshVertexData::updateBuffers() {
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},
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.name = "Tangents",
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});
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/*biTangents = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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biTangents = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData =
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{
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.size = verticesAllocated * sizeof(BiTangentType),
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.data = (uint8*)bitData.data(),
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},
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.name = "BiTangents",
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});*/
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});
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colors = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData =
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{
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@@ -234,7 +234,7 @@ void StaticMeshVertexData::updateBuffers() {
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descriptorSet->updateBuffer(POSITIONS_NAME, 0, positions);
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descriptorSet->updateBuffer(NORMALS_NAME, 0, normals);
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descriptorSet->updateBuffer(TANGENTS_NAME, 0, tangents);
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//descriptorSet->updateBuffer(BITANGENTS_NAME, 0, biTangents);
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descriptorSet->updateBuffer(BITANGENTS_NAME, 0, biTangents);
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descriptorSet->updateBuffer(COLORS_NAME, 0, colors);
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for (uint32 i = 0; i < MAX_TEXCOORDS; ++i) {
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descriptorSet->updateBuffer(TEXCOORDS_NAME, i, texCoords[i]);
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@@ -10,8 +10,8 @@ class StaticMeshVertexData : public VertexData {
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public:
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using PositionType = Vector;
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using NormalType = Vector;
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using TangentType = Vector4;
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//using BiTangentType = Vector;
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using TangentType = Vector;
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using BiTangentType = Vector;
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using TexCoordType = U16Vector2;
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using ColorType = U16Vector;
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||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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";
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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");
|
||||
|
||||
@@ -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));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user