Introduce normal mapping

This commit is contained in:
2021-02-21 19:54:17 +01:00
parent 194ae3abf4
commit 164c76f4a3
15 changed files with 155 additions and 77 deletions

View File

@@ -5,42 +5,39 @@ layout(location = 0) out vec4 f_color;
in vec3 v_normal;
in vec2 v_texCoord;
in vec3 v_fragmentPosition;
in vec3 v_fragmentPositionTangent;
in vec4 v_fragmentPositionDirectionalLightSpace;
in vec3 v_lightDirectionTangent;
in vec3 v_lightPositionTangent0;
//in vec3 v_lightPositionTangent1;
//in vec3 v_lightPositionTangent2;
//in vec3 v_lightPositionTangent3;
in vec3 v_viewPositionTangent;
struct Material {
sampler2D texture_diffuse0;
sampler2D texture_diffuse1;
sampler2D texture_specular0;
sampler2D texture_specular1;
sampler2D texture_normal0;
sampler2D texture_normal1;
sampler2D texture_height0;
sampler2D texture_height1;
sampler2D texture_gloss0;
sampler2D texture_gloss1;
float shininess;
};
uniform Material u_material;
struct DirectionalLight {
bool isActive;
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
bool isActive;
vec3 color;
};
uniform DirectionalLight u_directionalLight;
struct PointLight {
bool isActive;
vec3 position;
float K_q;
vec3 ambient;
vec3 diffuse;
vec3 specular;
bool isActive;
vec3 color;
};
#define NUM_POINT_LIGHTS 1
uniform PointLight u_pointLight[NUM_POINT_LIGHTS];
@@ -62,7 +59,6 @@ uniform PointLight u_pointLight[NUM_POINT_LIGHTS];
uniform SpotLight u_spotLight;*/
uniform mat3 u_normalMatrix;
uniform vec3 u_viewPosition;
uniform sampler2D u_texture_directionalShadowMap;
uniform samplerCube u_texture_pointShadowMap0;
@@ -101,17 +97,18 @@ void main() {
vec3 fragmentColor = vec3(0.0f);
vec3 normal = normalize(u_normalMatrix * v_normal);
vec3 viewDir = normalize(u_viewPosition - v_fragmentPosition);
vec3 normal = texture(u_material.texture_normal0, v_texCoord).rgb;
normal = normalize(normal * 2.0 - 1.0);
vec3 viewDir = normalize(v_viewPositionTangent - v_fragmentPositionTangent);
fragmentColor += directionalLightContribution(u_directionalLight, normal, viewDir);
for(int i = 0; i < NUM_POINT_LIGHTS; i++) {
fragmentColor += pointLightContribution(u_pointLight[i], normal, v_fragmentPosition, viewDir);
fragmentColor += pointLightContribution(u_pointLight[i], normal, v_fragmentPositionTangent, viewDir);
}
// There are currently no spotlights
//fragmentColor += spotLightContribution(u_spotLight, normal, v_fragmentPosition, viewDir);
//fragmentColor += spotLightContribution(u_spotLight, normal, v_fragmentPositionTangent, viewDir);
f_color = vec4(fragmentColor, 1.0f);
@@ -123,10 +120,15 @@ vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 view
if(!light.isActive)
return vec3(0.0f);
vec3 lightDir = normalize(-light.direction);
//vec3 lightDir = normalize(-light.direction);
vec3 lightDir = normalize(-v_lightDirectionTangent);
vec3 diffuseColor = light.color;
vec3 specularColor = light.color;
vec3 ambientColor = light.color * 0.002f;
vec3 ambient, diffuse, specular;
computeShading(light.ambient, light.diffuse, light.specular, lightDir, viewDir, normal, ambient, diffuse, specular);
computeShading(ambientColor, diffuseColor, specularColor, lightDir, viewDir, normal, ambient, diffuse, specular);
float shadows = 0.0f;
if(b_drawShadows)
@@ -141,19 +143,23 @@ vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 vi
if(!light.isActive)
return vec3(0.0f);
vec3 lightDir = normalize(light.position - fragPos);
vec3 lightDir = normalize(v_lightPositionTangent0 - fragPos);
vec3 diffuseColor = light.color;
vec3 specularColor = light.color;
vec3 ambientColor = light.color * 0.002f;
vec3 ambient, diffuse, specular;
computeShading(light.ambient, light.diffuse, light.specular, lightDir, viewDir, normal, ambient, diffuse, specular);
computeShading(ambientColor, diffuseColor, specularColor, lightDir, viewDir, normal, ambient, diffuse, specular);
float attenuation = computeAttenuation(light.position, fragPos, light.K_q);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
float attenuation = computeAttenuation(v_lightPositionTangent0, fragPos, 0.032f);
//ambient *= attenuation;
//diffuse *= attenuation;
//specular *= attenuation;
float shadows = 0.0f;
if(b_drawShadows)
shadows = computePointShadows(fragPos, light.position);
shadows = computePointShadows(v_fragmentPosition, light.position);
return (ambient + (1.0f - shadows) * (diffuse + specular));
}
@@ -240,7 +246,6 @@ float computeDirectionalShadows(vec4 fragPosLightSpace, vec3 normal, vec3 lightD
}
shadow /= 9.0f;
return shadow;
}
@@ -253,9 +258,9 @@ float computePointShadows(vec3 fragPos, vec3 lightPos) {
float currentDepth = length(fragToLight);
float shadow = 0.0;
float bias = 0.05;
int samples = 20;
float viewDistance = length(u_viewPosition - fragPos);
float bias = 0.05;
int samples = 20;
float viewDistance = length(v_viewPositionTangent - fragPos);
float diskRadius = 0.05;
for(int i = 0; i < samples; ++i) {

View File

@@ -1,15 +1,42 @@
#version 330 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_texCoord;
layout(location = 1) in vec2 a_texCoord;
layout(location = 2) in vec3 a_normal;
layout(location = 3) in vec3 a_tangent;
layout(location = 4) in vec3 a_bitangent;
out vec3 v_normal;
out vec2 v_texCoord;
out vec3 v_fragmentPosition;
out vec3 v_fragmentPositionTangent;
out vec4 v_fragmentPositionDirectionalLightSpace;
out vec3 v_viewPositionTangent;
struct DirectionalLight {
vec3 direction;
bool isActive;
vec3 color;
};
uniform DirectionalLight u_directionalLight;
out vec3 v_lightDirectionTangent;
struct PointLight {
vec3 position;
bool isActive;
vec3 color;
};
#define NUM_POINT_LIGHTS 1
uniform PointLight u_pointLight[NUM_POINT_LIGHTS];
out vec3 v_lightPositionTangent0;
//out vec3 v_lightPositionTangent1;
//out vec3 v_lightPositionTangent2;
//out vec3 v_lightPositionTangent3;
uniform vec3 u_viewPosition;
uniform mat4 u_modelViewProjMatrix;
uniform mat4 u_modelMatrix;
@@ -18,9 +45,24 @@ uniform mat4 u_directionalLightViewProjMatrix;
void main() {
gl_Position = u_modelViewProjMatrix * vec4(a_position, 1.0f);
vec3 T = normalize(vec3(u_modelMatrix * vec4(a_tangent, 0.0f)));
vec3 B = normalize(vec3(u_modelMatrix * vec4(a_bitangent, 0.0f)));
vec3 N = normalize(vec3(u_modelMatrix * vec4(a_normal, 0.0f)));
mat3 TBN_transposed = transpose(mat3(T, B, N));
v_lightDirectionTangent = TBN_transposed * u_directionalLight.direction;
v_lightPositionTangent0 = TBN_transposed * u_pointLight[0].position;
//v_lightPositionTangent1 = vec3(0.0f);
//v_lightPositionTangent2 = vec3(0.0f);
//v_lightPositionTangent3 = vec3(0.0f);
v_fragmentPositionTangent = TBN_transposed * vec3(u_modelMatrix * vec4(a_position, 1.0f));
v_fragmentPosition = vec3(u_modelMatrix * vec4(a_position, 1.0f));
v_fragmentPositionDirectionalLightSpace = u_directionalLightViewProjMatrix * vec4(v_fragmentPosition, 1.0);
v_fragmentPositionDirectionalLightSpace = u_directionalLightViewProjMatrix * vec4(v_fragmentPosition, 1.0f);
v_viewPositionTangent = TBN_transposed * u_viewPosition;
v_normal = a_normal;
v_texCoord = a_texCoord;
}

View File

@@ -1,7 +1,7 @@
#version 330 core
layout(location = 0) in vec3 a_position;
layout(location = 2) in vec2 a_texCoord;
layout(location = 1) in vec2 a_texCoord;
out vec2 v_texCoord;