broken normal maps
This commit is contained in:
parent
89789d5f4a
commit
19c5434d0f
7 changed files with 193 additions and 60 deletions
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@ -49,7 +49,7 @@ impl Camera {
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}
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pub fn get_view_matrix(&self) -> cgmath::Matrix4<f32> {
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let (forward, _right, up) = self.get_vecs();
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let (_right, up, forward) = self.get_vecs();
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return cgmath::Matrix4::look_to_rh(self.position, forward, up);
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}
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@ -67,7 +67,7 @@ impl Camera {
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cgmath::Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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let right = cgmath::Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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let up = right.cross(forward);
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return (forward, right, up);
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return (right, up, forward);
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}
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pub fn update(&mut self, dt: Duration, controller: &CameraController) {
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@ -83,7 +83,7 @@ impl Camera {
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self.yaw = 360.0 + self.yaw;
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}
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let (forward, right, up) = self.get_vecs();
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let (right, up, forward) = self.get_vecs();
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self.position +=
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forward * (controller.move_forward - controller.move_backward) * controller.speed * dt;
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self.position +=
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@ -1,3 +1,5 @@
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use super::model::Vertex;
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pub struct Instance {
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pub position: cgmath::Vector3<f32>,
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pub rotation: cgmath::Quaternion<f32>,
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@ -19,8 +21,8 @@ impl Instance {
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}
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}
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impl InstanceRaw {
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pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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impl Vertex for InstanceRaw {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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@ -31,14 +33,9 @@ impl InstanceRaw {
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
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// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x4,
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},
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// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
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// for each vec4. We'll have to reassemble the mat4 in
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// the shader.
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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shader_location: 6,
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@ -5,9 +5,52 @@ use crate::core::texture::Texture;
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pub struct Material {
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pub name: String,
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pub diffuse_texture: Texture,
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pub normal_texture: Texture,
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pub bind_group: wgpu::BindGroup,
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}
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impl Material {
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pub fn new(
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device: &wgpu::Device,
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name: &str,
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diffuse_texture: Texture,
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normal_texture: Texture,
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layout: &wgpu::BindGroupLayout,
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) -> Self {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout,
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entries: &[
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// diffuse
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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// normal
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&normal_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::Sampler(&normal_texture.sampler),
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},
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],
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label: None,
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});
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return Self {
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name: String::from(name),
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diffuse_texture: diffuse_texture,
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normal_texture: normal_texture,
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bind_group: bind_group,
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};
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}
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}
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pub struct Mesh {
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pub name: String,
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pub vertex_buffer: wgpu::Buffer,
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@ -31,6 +74,8 @@ pub struct ModelVertex {
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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pub normal: [f32; 3],
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pub tangent: [f32; 3],
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pub bitangent: [f32; 3],
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}
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impl Vertex for ModelVertex {
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@ -40,21 +85,36 @@ impl Vertex for ModelVertex {
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array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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// position
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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// tex_coords
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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// normal
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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// tangent
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32x3,
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},
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// bitangent
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 11]>() as wgpu::BufferAddress,
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shader_location: 4,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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@ -24,11 +24,12 @@ pub async fn load_binary(file_name: &str) -> anyhow::Result<Vec<u8>> {
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pub async fn load_texture(
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file_name: &str,
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is_normal_map: bool,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> anyhow::Result<Texture> {
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let data = load_binary(file_name).await?;
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Texture::from_bytes(device, queue, &data, file_name)
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return Texture::from_bytes(device, queue, &data, file_name, is_normal_map);
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}
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pub async fn load_model(
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@ -57,33 +58,22 @@ pub async fn load_model(
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let mut materials = Vec::new();
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for m in obj_materials? {
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let diffuse_texture = load_texture(&m.diffuse_texture, device, queue).await?;
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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],
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label: None,
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});
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let diffuse_texture = load_texture(&m.diffuse_texture, true, device, queue).await?;
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let normal_texture = load_texture(&m.normal_texture, false, device, queue).await?;
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materials.push(Material {
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name: m.name,
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materials.push(Material::new(
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device,
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&m.name,
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diffuse_texture,
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bind_group,
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})
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normal_texture,
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layout,
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));
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}
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let meshes = models
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.into_iter()
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.map(|m| {
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let vertices = (0..m.mesh.positions.len() / 3)
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let mut vertices = (0..m.mesh.positions.len() / 3)
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.map(|i| ModelVertex {
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position: [
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m.mesh.positions[i * 3],
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@ -96,9 +86,56 @@ pub async fn load_model(
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m.mesh.normals[i * 3 + 1],
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m.mesh.normals[i * 3 + 2],
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],
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tangent: [0.0; 3],
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bitangent: [0.0; 3],
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})
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.collect::<Vec<_>>();
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let indices = &m.mesh.indices;
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let mut triangles_included = vec![0; vertices.len()];
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// tangents and bitangents from triangles
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for chunk in indices.chunks(3) {
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let v0 = vertices[chunk[0] as usize];
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let v1 = vertices[chunk[1] as usize];
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let v2 = vertices[chunk[2] as usize];
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let pos0: cgmath::Vector3<f32> = v0.position.into();
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let pos1: cgmath::Vector3<f32> = v1.position.into();
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let pos2: cgmath::Vector3<f32> = v2.position.into();
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let uv0: cgmath::Vector2<f32> = v0.tex_coords.into();
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let uv1: cgmath::Vector2<f32> = v1.tex_coords.into();
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let uv2: cgmath::Vector2<f32> = v2.tex_coords.into();
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let delta_pos1 = pos1 - pos0;
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let delta_pos2 = pos2 - pos0;
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let delta_uv1 = uv1 - uv0;
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let delta_uv2 = uv2 - uv0;
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let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
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let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
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let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * -r;
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for i in 0..3 {
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let sz = chunk[i] as usize;
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vertices[sz].tangent =
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(tangent + cgmath::Vector3::from(vertices[sz].tangent)).into();
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vertices[sz].bitangent =
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(bitangent + cgmath::Vector3::from(vertices[sz].bitangent)).into();
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triangles_included[sz] += 1;
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}
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}
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// Average the tangents/bitangents
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for (i, n) in triangles_included.into_iter().enumerate() {
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let denom = 1.0 / n as f32;
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let mut v = &mut vertices[i];
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v.tangent = (cgmath::Vector3::from(v.tangent) * denom).into();
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v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom).into();
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Vertex Buffer", file_name)),
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contents: bytemuck::cast_slice(&vertices),
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@ -110,13 +147,13 @@ pub async fn load_model(
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usage: wgpu::BufferUsages::INDEX,
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});
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Mesh {
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return Mesh {
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name: file_name.to_string(),
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vertex_buffer,
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index_buffer,
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num_elements: m.mesh.indices.len() as u32,
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material: m.mesh.material_id.unwrap_or(0),
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}
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};
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})
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.collect::<Vec<_>>();
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@ -154,6 +154,7 @@ impl State {
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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// diffuse
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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@ -167,8 +168,23 @@ impl State {
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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// normal
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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@ -57,9 +57,10 @@ impl Texture {
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queue: &wgpu::Queue,
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bytes: &[u8],
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label: &str,
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is_normal_map: bool,
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) -> Result<Self> {
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let img = image::load_from_memory(bytes)?;
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Self::from_image(device, queue, &img, Some(label))
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return Self::from_image(device, queue, &img, Some(label), is_normal_map);
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}
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pub fn from_image(
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@ -67,6 +68,7 @@ impl Texture {
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queue: &wgpu::Queue,
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img: &image::DynamicImage,
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label: Option<&str>,
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is_normal_map: bool,
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) -> Result<Self> {
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let rgba = img.to_rgba8();
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let dimensions = img.dimensions();
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@ -82,7 +84,11 @@ impl Texture {
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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format: if is_normal_map {
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wgpu::TextureFormat::Rgba8Unorm
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} else {
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wgpu::TextureFormat::Rgba8UnormSrgb
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},
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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});
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@ -1,10 +1,3 @@
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struct InstanceInput {
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@location(5) model_matrix_0: vec4<f32>,
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@location(6) model_matrix_1: vec4<f32>,
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@location(7) model_matrix_2: vec4<f32>,
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@location(8) model_matrix_3: vec4<f32>,
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}
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// Vertex shader
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struct CameraUniform {
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@ -26,13 +19,23 @@ struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) tangent: vec3<f32>,
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@location(4) bitangent: vec3<f32>,
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}
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struct InstanceInput {
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@location(5) model_matrix_0: vec4<f32>,
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@location(6) model_matrix_1: vec4<f32>,
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@location(7) model_matrix_2: vec4<f32>,
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@location(8) model_matrix_3: vec4<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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@location(1) world_normal: vec3<f32>,
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@location(2) world_position: vec3<f32>,
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@location(1) tangent_position: vec3<f32>,
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@location(2) tangent_light_position: vec3<f32>,
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@location(3) tangent_view_position: vec3<f32>,
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}
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@vertex
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@ -47,17 +50,23 @@ fn vs_main(
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instance.model_matrix_3,
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);
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let world_normal = normalize((model_matrix * vec4<f32>(model.normal, 0.0)).xyz);
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let world_tangent = normalize((model_matrix * vec4<f32>(model.tangent, 0.0)).xyz);
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let world_bitangent = normalize((model_matrix * vec4<f32>(model.bitangent, 0.0)).xyz);
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let world_position = model_matrix * vec4<f32>(model.position, 1.0);
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let tangent_matrix = transpose(mat3x3<f32>(
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world_tangent,
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world_bitangent,
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world_normal,
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));
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.world_normal = normalize((model_matrix * vec4<f32>(model.normal, 0.0)).xyz);
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var world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
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out.world_position = world_position.xyz;
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out.clip_position = camera.proj * camera.view * world_position;
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out.tex_coords = model.tex_coords;
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out.tangent_position = tangent_matrix * world_position.xyz;
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out.tangent_light_position = tangent_matrix * light.position;
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out.tangent_view_position = tangent_matrix * camera.position.xyz;
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return out;
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}
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@ -68,24 +77,32 @@ var t_diffuse: texture_2d<f32>;
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@group(0)@binding(1)
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var s_diffuse: sampler;
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@group(0)@binding(2)
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var t_normal: texture_2d<f32>;
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@group(0) @binding(3)
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var s_normal: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
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let light_dir = normalize(light.position - in.world_position);
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// lighting vecs
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let tangent_normal = object_normal.xyz * 2.0 - 1.0;
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let light_dir = normalize(in.tangent_light_position - in.tangent_position);
|
||||
let view_dir = normalize(in.tangent_view_position - in.tangent_position);
|
||||
let half_dir = normalize(view_dir + light_dir);
|
||||
|
||||
// ambient
|
||||
let ambient_strength = 0.05;
|
||||
let ambient_color = light.color * ambient_strength;
|
||||
|
||||
// diffuse
|
||||
let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0);
|
||||
let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
|
||||
let diffuse_color = light.color * diffuse_strength;
|
||||
|
||||
// specular
|
||||
let view_dir = normalize(camera.position.xyz - in.world_position);
|
||||
let half_dir = normalize(view_dir + light_dir);
|
||||
let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0);
|
||||
let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
|
||||
let specular_color = specular_strength * light.color;
|
||||
|
||||
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue