Added normal maapping + material preview widget

This commit is contained in:
antopilo
2025-04-25 20:22:41 -04:00
parent 30b5ccc339
commit 67916d0307
18 changed files with 1005 additions and 218 deletions

View File

@@ -13,8 +13,8 @@ struct Vertex
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
float4 tangent;
float4 bitangent;
};
[[vk::binding(0, 1)]]
@@ -86,7 +86,8 @@ struct PSInput
float3 Color : TEXCOORD0;
float2 UV : TEXCOORD1;
float3 Normal : TEXCOORD2;
//float3x3 TBN : TEXCOORD3;
float3 Tangent : TEXCOORD3;
float3 Bitangent : TEXCOORD4;
};
struct PSOutput {
@@ -107,6 +108,8 @@ struct ModelPushConstant
[[vk::push_constant]]
ModelPushConstant pushConstants;
PSOutput main(PSInput input)
{
PSOutput output;
@@ -114,13 +117,26 @@ PSOutput main(PSInput input)
Material inMaterial = material[pushConstants.materialIndex];
// NORMAL
// TODO use TBN matrix
float3 normal = float3(0.5, 0.5, 1.0);
float3 T = input.Tangent.xyz;
float3 B = input.Bitangent.xyz;
float3 N = input.Normal.xyz;
float3x3 TBN = float3x3(T, B, N);
float3 normal = float3(0.0, 0.0, 1.0);
if(inMaterial.hasNormal == 1)
{
// Sample from texture.
normal = textures[inMaterial.normalTextureId].Sample(mySampler, input.UV).rgb;
normal.xyz = normal.zxy;
normal = normal * 2.0f - 1.0f;
}
//normal = mul(input.TBN, normal);
normal = input.Normal / 2.0f + 0.5f;
else
{
normal = normal;
}
//normal = input.Normal;
normal = mul(transpose(TBN), normal);
normal = normal / 2.0f + 0.5f;
output.oNormal = float4(normal, 1.0f);
// MATERIAL

View File

@@ -13,8 +13,8 @@ struct Vertex
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
float4 tangent;
float4 bitangent;
};
[[vk::binding(0, 1)]]
@@ -98,9 +98,35 @@ struct VSOutput
float3 Color : TEXCOORD0;
float2 UV : TEXCOORD1;
float3 Normal : TEXCOORD2;
//float3x3 TBN : TEXCOORD3;
float3 Tangent : TEXCOORD3;
float3 Bitangent : TEXCOORD4;
};
float3x3 invert(float3x3 m)
{
float3 a = m[0];
float3 b = m[1];
float3 c = m[2];
float3 r0 = cross(b, c);
float3 r1 = cross(c, a);
float3 r2 = cross(a, b);
float det = dot(r2, c);
// Return identity if not invertible (optional fallback)
if (abs(det) < 1e-6)
return float3x3(1.0, 0.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, 1.0);
float invDet = 1.0 / det;
return float3x3(r0 * invDet,
r1 * invDet,
r2 * invDet);
}
// Main vertex shader
VSOutput main(uint vertexIndex : SV_VertexID)
{
@@ -116,11 +142,13 @@ VSOutput main(uint vertexIndex : SV_VertexID)
output.Position = mul(camView.Projection, mul(camView.View, mul(modelData.model, float4(v.position, 1.0f))));
output.Color = normalize(float3(v.position.xyz));
output.UV = float2(v.uv_x, v.uv_y);
output.Normal = normalize(v.normal);
float3x3 upper3x3 = (float3x3)modelData.model;
float3x3 normalMatrix = transpose(invert(upper3x3));
output.Bitangent = mul(normalMatrix, normalize(v.bitangent.xyz));
output.Normal = mul(normalMatrix, normalize(v.normal.xyz));
output.Tangent = mul(normalMatrix, normalize(v.tangent.xyz));
//float3 T = normalize(mul((float3x3)modelData.model, normalize(v.tangent.xyz)));
//float3 B = normalize(mul((float3x3)modelData.model, normalize(v.bitangent.xyz)));
//float3 N = normalize(mul((float3x3)modelData.model, normalize(v.normal)).xyz);
//output.TBN = transpose(float3x3(T, B, N));
//output.Normal = v.normal.xyz;
return output;
}

View File

@@ -1,141 +1,321 @@
#shader vertex
#version 440 core
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 UVPosition;
out flat vec2 UV;
out mat4 InvView;
out mat4 InvProjection;
uniform mat4 u_View;
uniform mat4 u_Projection;
void main()
// Transforms
struct ModelData
{
UV = UVPosition;
InvView = inverse(u_View);
InvProjection = inverse(u_Projection);
gl_Position = vec4(VertexPosition, 1.0f);
}
float4x4 model;
};
[[vk::binding(0, 0)]]
StructuredBuffer<ModelData> model : register(t1);
#shader fragment
#version 440 core
float ditherPattern[4][4] = { { 0.0f, 0.5f, 0.125f, 0.625f},
{ 0.75f, 0.22f, 0.875f, 0.375f},
{ 0.1875f, 0.6875f, 0.0625f, 0.5625},
{ 0.9375f, 0.4375f, 0.8125f, 0.3125} };
in mat4 InvView;
in mat4 InvProjection;
uniform sampler2D u_Depth;
uniform vec3 u_CamPosition;
uniform int u_StepCount;
uniform float u_FogAmount;
uniform float u_Exponant;
const int MAX_LIGHT = 20;
uniform int u_LightCount;
struct Light {
mat4 transform;
vec3 color;
vec3 direction;
sampler2D shadowmap;
float strength;
// Vertex
struct Vertex
{
float3 position;
float uv_x;
float3 normal;
float uv_y;
float3 tangent;
float3 bitangent;
};
uniform Light u_Lights[MAX_LIGHT];
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
uniform sampler2D lightShadowmap;
in vec2 UV;
// Samplers
[[vk::binding(0, 2)]]
SamplerState mySampler : register(s0);
out vec4 FragColor;
const float PI = 3.141592653589793f;
// Materials
struct Material
{
bool hasAlbedo;
float3 albedo;
bool hasNormal;
bool hasMetalness;
bool hasRoughness;
bool hasAO;
float metalnessValue;
float roughnessValue;
float aoValue;
int albedoTextureId;
int normalTextureId;
int metalnessTextureId;
int roughnessTextureId;
int aoTextureId;
};
[[vk::binding(0, 3)]]
StructuredBuffer<Material> material;
// Textures
[[vk::binding(0, 4)]]
Texture2D textures[];
// Lights
struct Light
{
float3 position;
int type;
float4 color;
float3 direction;
float outerConeAngle;
float innerConeAngle;
bool castShadow;
int shadowMapTextureId[4];
int transformId[4];
};
[[vk::binding(0, 5)]]
StructuredBuffer<Light> lights;
// Cameras
struct CameraView {
float4x4 View;
float4x4 Projection;
float4x4 ViewProjection;
float4x4 InverseView;
float4x4 InverseProjection;
float3 Position;
float Near;
float Far;
};
[[vk::binding(0, 6)]]
StructuredBuffer<CameraView> cameras;
struct PSInput
{
float4 Position : SV_Position;
float2 UV : TEXCOORD0;
};
struct PSOutput {
float4 oColor0 : SV_TARGET;
};
struct VolumetricConstant
{
int DepthTextureID;
int StepCount;
float FogAmount;
float Exponant;
int CamViewID;
int LightCount;
float Ambient;
float Time;
float NoiseSpeed;
float NoiseScale;
float NoiseStrength;
};
[[vk::push_constant]]
VolumetricConstant pushConstants;
float2 GetTexelSize(Texture2D tex)
{
uint width, height;
tex.GetDimensions(width, height);
return 1.0 / float2(width, height);
}
float LinearizeDepth(float depth, float nearPlane, float farPlane)
{
return (2.0 * nearPlane) / (farPlane + nearPlane - (1.0 - depth) * (farPlane - nearPlane));
}
// Mie scaterring approximated with Henyey-Greenstein phase function.
float ComputeScattering(float lightDotView)
{
float result = 1.0f - u_FogAmount ;
result /= (4.0f * PI * pow(1.0f + u_FogAmount * u_FogAmount - (1.0f * u_FogAmount) * lightDotView, 1.5f));
float PI = 3.141592653589793f;
float result = 1.0f - pushConstants.FogAmount;
result /= (4.0f * PI * pow(1.0f + pushConstants.FogAmount * pushConstants.FogAmount - (1.0f * pushConstants.FogAmount) * lightDotView, 1.5f));
return result;
}
vec3 ComputeVolumetric(vec3 FragPos, Light light)
float3 WorldPosFromDepth(float depth, float2 uv, float4x4 invProj, float4x4 invView)
{
vec3 startPosition = u_CamPosition; // Camera Position
vec3 rayVector = FragPos - startPosition; // Ray Direction
float rayLength = length(rayVector); // Length of the raymarched
if(rayLength > 1000.0)
return vec3(0.0);
float stepLength = rayLength / u_StepCount; // Step length
vec3 rayDirection = rayVector / rayLength;
vec3 step = rayDirection * stepLength; // Normalized to step length direction
vec3 accumFog = vec3(0.0f, 0.0f, 0.0f); // accumulative color
// Raymarching
vec3 currentPosition = startPosition;
for (int i = 0; i < u_StepCount; i++)
{
vec4 fragPosLightSpace = light.transform * vec4(currentPosition, 1.0f);
// perform perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// transform to [0,1] range
projCoords = projCoords * 0.5 + 0.5;
float currentDepth = projCoords.z;
float closestDepth = texture(light.shadowmap, projCoords.xy).r;
if (closestDepth > currentDepth && closestDepth < 999)
{
//accumFog = vec3(light.color);
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).xxx * light.color);
//accumFog = vec3(projCoords.x, projCoords.y, 1.0);
}
currentPosition += step * ditherPattern[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4];
//accumFog = vec3(projCoords);
}
accumFog /= u_StepCount;
return accumFog;
}
// Converts depth to World space coords.
vec3 WorldPosFromDepth(float depth) {
float z = depth * 2.0 - 1.0;
vec4 clipSpacePosition = vec4(UV * 2.0 - 1.0, z, 1.0);
vec4 viewSpacePosition = InvProjection * clipSpacePosition;
// Perspective division
float z = depth;
float4 clipSpacePosition = float4(uv.x * 2.0 - 1.0, (uv.y * 2.0 - 1.0), z, 1.0f);
float4 viewSpacePosition = mul(invProj, clipSpacePosition);
viewSpacePosition /= viewSpacePosition.w;
vec4 worldSpacePosition = InvView * viewSpacePosition;
float4 worldSpacePosition = mul(invView, viewSpacePosition);
return worldSpacePosition.xyz;
}
void main()
{
float depth = texture(u_Depth, UV).r;
vec3 globalFragmentPosition = WorldPosFromDepth(depth);
// Simplex 3D Noise
float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec3 fog = vec3(0, 0, 0);
for (int i = 0; i < u_LightCount; i++)
float4 permute(float4 x) { return mod289(((x*34.0)+1.0)*x); }
float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(float3 v)
{
const float2 C = float2(1.0/6.0, 1.0/3.0) ;
const float4 D = float4(0.0, 0.5, 1.0, 2.0);
// First corner
float3 i = floor(v + dot(v, C.yyy));
float3 x0 = v - i + dot(i, C.xxx);
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0 - g;
float3 i1 = min(g.xyz, l.zxy);
float3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0.0 + 0.0 * C.xxx;
float3 x1 = x0 - i1 + C.xxx;
float3 x2 = x0 - i2 + C.yyy;
float3 x3 = x0 - 1.0 + 3.0 * C.xxx;
// Permutations
i = mod289(i);
float4 p = permute(permute(permute(
i.z + float4(0.0, i1.z, i2.z, 1.0))
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
// Gradients: 7x7 points over a cube, mapped onto a unit sphere
float4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // mod(p,7*7)
float4 x_ = floor(j * (1.0 / 7.0));
float4 y_ = floor(j - 7.0 * x_); // mod(j,7)
float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4(x.xy, y.xy);
float4 b1 = float4(x.zw, y.zw);
float4 s0 = floor(b0) * 2.0 + 1.0;
float4 s1 = floor(b1) * 2.0 + 1.0;
float4 sh = -step(h, 0.0);
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
float3 g0 = float3(a0.xy, h.x);
float3 g1 = float3(a0.zw, h.y);
float3 g2 = float3(a1.xy, h.z);
float3 g3 = float3(a1.zw, h.w);
// Normalize gradients
float4 norm = taylorInvSqrt(float4(dot(g0,g0), dot(g1,g1), dot(g2,g2), dot(g3,g3)));
g0 *= norm.x;
g1 *= norm.y;
g2 *= norm.z;
g3 *= norm.w;
// Mix final noise value
float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, float4(dot(g0,x0), dot(g1,x1), dot(g2,x2), dot(g3,x3)));
}
PSOutput main(PSInput input)
{
float ditherPattern[4][4] = { { 0.0f, 0.5f, 0.125f, 0.625f},
{ 0.75f, 0.22f, 0.875f, 0.375f},
{ 0.1875f, 0.6875f, 0.0625f, 0.5625},
{ 0.9375f, 0.4375f, 0.8125f, 0.3125} };
CameraView camView = cameras[pushConstants.CamViewID];
float3 startPosition = camView.Position;
int depthTexture = pushConstants.DepthTextureID;
float depth = textures[depthTexture].Sample(mySampler, input.UV).r;
float3 worldPos = WorldPosFromDepth(depth, input.UV, camView.InverseProjection, camView.InverseView);
float3 rayVector = worldPos - startPosition;
float rayLength = length(rayVector);
PSOutput output;
if(rayLength > 1000.0)
{
fog += ComputeVolumetric(globalFragmentPosition, u_Lights[i]) * u_Exponant;
output.oColor0 = float4(0.0f, 0.0f, 0, 0.0f);
return output;
}
FragColor = vec4(fog, 1.0);
//FragColor = vec4(mix(fog, ComputeVolumetric(globalFragmentPosition, u_Lights[0]), 0.9f), 0.01);
//FragColor = vec4(globalFragmentPosition * 10.0, 1.0f);
//FragColor = vec4(globalFragmentPosition.xyz * 100.0, 1.0f);
//FragColor = vec4(worldSpacePosition.x, worldSpacePosition.y, worldSpacePosition.z, 1);
//FragColor = vec4(ComputeVolumetric(globalFragmentPosition, u_Lights[0]), 1.0);
float stepLength = rayLength / pushConstants.StepCount;
float3 rayDirection = rayVector / rayLength;
float3 step = rayDirection * stepLength;
float3 accumFog = float3(0, 0, 0);
float3 currentPosition = startPosition;
for(int i = 0; i < pushConstants.StepCount; i++)
{
for(int l = 0; l < pushConstants.LightCount; l++)
{
Light light = lights[l];
if(light.type == 0)
{
CameraView lightView = cameras[light.transformId[0]];
float4 fragPosLightSpace = mul(lightView.Projection, mul(lightView.View, float4(currentPosition, 1.0)));
float3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
projCoords.xy = projCoords.xy * 0.5 + 0.5;
float currentDepth = projCoords.z;
float closestDepth = textures[light.shadowMapTextureId[0]].Sample(mySampler, projCoords.xy).r;
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
if(closestDepth < currentDepth)
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Exponant * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
else
{
accumFog += (ComputeScattering(dot(rayDirection, light.direction)).rrr * light.color.xyz) * pushConstants.Ambient * ((snoise(noiseSamplePos.xyz) + 1.0) / 2.0);
}
}
else if(light.type == 1)
{
float3 lightToFrag = currentPosition - light.position;
float distance = length(lightToFrag);
float3 lightDir = normalize(-lightToFrag);
float attenuation = 1.0 / (distance * distance);
attenuation = 1.0 - smoothstep(0.0, 3.0f, distance);
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation;
}
else if(light.type == 2)
{
float3 lightToFrag = currentPosition - light.position;
float distance = length(lightToFrag);
float3 lightDir = normalize(-lightToFrag);
float attenuation = 1.0 / (distance * distance);
attenuation = 1.0 - smoothstep(0.0, 6.0f, distance);
float3 noiseOffset = float3(pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time, pushConstants.NoiseSpeed * pushConstants.Time);
float3 noiseSamplePos = (currentPosition + noiseOffset) * pushConstants.NoiseScale;
float lightScatter = (snoise(noiseSamplePos.xyz) + 1.0) * 0.5;
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.innerConeAngle - light.outerConeAngle;
float intensity = clamp((theta - light.outerConeAngle) / epsilon, 0.0, 1.0);
float3 scatterTerm = ComputeScattering(dot(rayDirection, lightDir)).rrr * light.color.xyz;
accumFog += scatterTerm * lightScatter * pushConstants.Exponant * attenuation * intensity;
}
}
currentPosition += step ;
}
accumFog /= pushConstants.StepCount;
output.oColor0 = float4(accumFog.x, accumFog.y, accumFog.z, 1.0f);
return output;
}