Port from tinygltf to fx-gltf

This commit is contained in:
2022-10-14 23:55:55 +02:00
parent 5bdeae8dad
commit 7a53bac2c9
25 changed files with 8189 additions and 546 deletions

View File

@@ -4,12 +4,12 @@ layout(location = 0) out vec4 f_color;
in vec3 v_normal;
in vec2 v_texCoord;
in vec3 v_fragmentPositionTangent;
in vec3 v_fragmentPosition;
in vec3 v_lightDirectionTangent;
in vec3 v_lightPositionTangent0;
in vec3 v_lightDirection;
in vec3 v_lightPosition0;
in vec3 v_viewPositionTangent;
in vec3 v_viewPosition;
struct Material
{
@@ -61,12 +61,12 @@ void main()
vec3 normal = texture(u_material.texture_normal, v_texCoord).rgb;
normal = normalize(normal * 2.0 - 1.0);
vec3 viewDir = normalize(v_viewPositionTangent - v_fragmentPositionTangent);
vec3 viewDir = normalize(v_viewPosition - v_fragmentPosition);
fragmentColor += directionalLightContribution(u_directionalLight, normal, viewDir);
for (int i = 0; i < NUM_POINT_LIGHTS; i++) {
fragmentColor += pointLightContribution(u_pointLight[i], normal, v_fragmentPositionTangent, viewDir);
fragmentColor += pointLightContribution(u_pointLight[i], normal, v_fragmentPosition, viewDir);
}
f_color = vec4(fragmentColor, 1.0f);
@@ -78,7 +78,7 @@ vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 view
if (!light.isActive)
return vec3(0.0f);
vec3 lightDir = normalize(-v_lightDirectionTangent);
vec3 lightDir = normalize(-v_lightDirection);
vec3 diffuseColor = light.color;
vec3 specularColor = light.color * 0.5f;
@@ -96,7 +96,7 @@ vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 vi
if (!light.isActive)
return vec3(0.0f);
vec3 lightDir = normalize(v_lightPositionTangent0 - fragPos);
vec3 lightDir = normalize(v_lightPosition0 - fragPos);
vec3 diffuseColor = light.color;
vec3 specularColor = light.color * 0.5f;
@@ -105,10 +105,10 @@ vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 vi
vec3 ambient, diffuse, specular;
computeShading(ambientColor, diffuseColor, specularColor, lightDir, viewDir, normal, ambient, diffuse, specular);
float attenuation = computeAttenuation(v_lightPositionTangent0, fragPos, 0.032f);
// ambient *= attenuation;
// diffuse *= attenuation;
// specular *= attenuation;
float attenuation = computeAttenuation(v_lightPosition0, fragPos, 0.032f);
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return ambient + diffuse + specular;
}

View File

@@ -8,10 +8,10 @@ layout(location = 3) in vec4 a_tangent;
out vec3 v_normal;
out vec2 v_texCoord;
out vec3 v_fragmentPositionTangent;
out vec3 v_fragmentPosition;
out vec4 v_fragmentPositionDirectionalLightSpace;
out vec3 v_viewPositionTangent;
out vec3 v_viewPosition;
struct DirectionalLight
{
@@ -20,7 +20,7 @@ struct DirectionalLight
vec3 color;
};
uniform DirectionalLight u_directionalLight;
out vec3 v_lightDirectionTangent;
out vec3 v_lightDirection;
struct PointLight
{
@@ -30,7 +30,7 @@ struct PointLight
};
#define NUM_POINT_LIGHTS 1
uniform PointLight u_pointLight[NUM_POINT_LIGHTS];
out vec3 v_lightPositionTangent0;
out vec3 v_lightPosition0;
uniform vec3 u_viewPosition;
@@ -45,14 +45,14 @@ void main()
vec3 N = normalize(vec3(u_modelMatrix * vec4(a_normal, 0.0f)));
T = normalize(T - dot(T, N) * N);
vec3 B = cross(N, T) * a_tangent.w;
mat3 TBN_transposed = transpose(mat3(T, B, N));
mat3 TBN = transpose(mat3(T, B, N));
v_lightDirectionTangent = TBN_transposed * u_directionalLight.direction;
v_lightPositionTangent0 = TBN_transposed * u_pointLight[0].position;
v_lightDirection = TBN * u_directionalLight.direction;
v_lightPosition0 = TBN * u_pointLight[0].position;
v_fragmentPositionTangent = TBN_transposed * vec3(u_modelMatrix * vec4(a_position, 1.0f));
v_viewPositionTangent = TBN_transposed * u_viewPosition; // seems like this is always 0 ?
v_fragmentPosition = TBN * vec3(u_modelMatrix * vec4(a_position, 1.0f));
v_viewPosition = TBN * u_viewPosition;
v_normal = a_normal;
v_normal = N;
v_texCoord = a_texCoord;
}