gltf loading; world space lighting for now

This commit is contained in:
Lauri Räsänen 2023-01-23 00:24:05 +02:00
parent db95acf998
commit 1a7a6707d9
10 changed files with 546 additions and 56 deletions

View file

@ -10,7 +10,7 @@ var<uniform> camera: CameraUniform;
struct Light {
position: vec3<f32>,
color: vec3<f32>,
color: vec4<f32>,
}
@group(2) @binding(0)
var<uniform> light: Light;
@ -36,6 +36,8 @@ struct VertexOutput {
@location(1) tangent_position: vec3<f32>,
@location(2) tangent_light_position: vec3<f32>,
@location(3) tangent_view_position: vec3<f32>,
@location(4) world_position: vec3<f32>,
@location(5) world_normal: vec3<f32>,
}
@vertex
@ -67,6 +69,10 @@ fn vs_main(
out.tangent_position = tangent_matrix * world_position.xyz;
out.tangent_light_position = tangent_matrix * light.position;
out.tangent_view_position = tangent_matrix * camera.position.xyz;
out.world_normal = world_normal.xyz;
out.world_position = world_position.xyz;
return out;
}
@ -82,6 +88,7 @@ var t_normal: texture_2d<f32>;
@group(0) @binding(3)
var s_normal: sampler;
// TODO: fix using tangent space and normal texture instead of world
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
@ -89,21 +96,30 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// lighting vecs
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
let light_dir = normalize(in.tangent_light_position - in.tangent_position);
let view_dir = normalize(in.tangent_view_position - in.tangent_position);
// let light_dir = normalize(in.tangent_light_position - in.tangent_position);
var light_dir = light.position - in.world_position;
let light_dist = length(light_dir);
light_dir = normalize(light_dir);
let coef_a = 0.0;
let coef_b = 1.25;
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
// let view_dir = normalize(in.tangent_view_position - in.tangent_position);
let view_dir = normalize(camera.position.xyz - in.world_position);
let half_dir = normalize(view_dir + light_dir);
// ambient
let ambient_strength = 0.025;
let ambient_color = light.color * ambient_strength;
let ambient_color = vec3(1.0) * ambient_strength;
// diffuse
let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
let diffuse_color = light.color * diffuse_strength;
// let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0);
let diffuse_color = diffuse_strength * light.color.xyz * light.color.w * light_attenuation;
// specular
let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
let specular_color = specular_strength * light.color;
// let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0);
let specular_color = specular_strength * light.color.xyz * light.color.w * light_attenuation;
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;