Add normal mapping support for gltf

This commit is contained in:
2022-10-12 22:54:37 +02:00
parent 91a34e28c5
commit a7433de274
20 changed files with 124 additions and 192 deletions

View File

@@ -4,9 +4,7 @@ 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;
@@ -62,6 +60,7 @@ 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);
fragmentColor += directionalLightContribution(u_directionalLight, normal, viewDir);
@@ -69,10 +68,7 @@ void main()
for (int i = 0; i < NUM_POINT_LIGHTS; i++) {
fragmentColor += pointLightContribution(u_pointLight[i], normal, v_fragmentPositionTangent, viewDir);
}
// fragmentColor = (v_normal + 1.0f) * 0.5f;
fragmentColor = vec3(texture(u_material.texture_diffuse, v_texCoord));
f_color = vec4(fragmentColor, 1.0f);
}
@@ -132,8 +128,7 @@ void computeShading(vec3 light_ambient, vec3 light_diffuse, vec3 light_specular,
ambient = light_ambient * vec3(diffuseTex);
diffuse = light_diffuse * diffuseShading * vec3(diffuseTex);
// specular = light_specular * specularShading * vec3(specularTex);
specular = vec3(0.0f);
specular = light_specular * specularShading * vec3(1.0f);//vec3(specularTex);
}
float computeAttenuation(vec3 lightPos, vec3 fragPos, float K_q)

View File

@@ -3,19 +3,18 @@
layout(location = 0) in vec3 a_position;
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;
layout(location = 3) in vec4 a_tangent;
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 {
struct DirectionalLight
{
vec3 direction;
bool isActive;
vec3 color;
@@ -23,7 +22,8 @@ struct DirectionalLight {
uniform DirectionalLight u_directionalLight;
out vec3 v_lightDirectionTangent;
struct PointLight {
struct PointLight
{
vec3 position;
bool isActive;
vec3 color;
@@ -31,37 +31,27 @@ struct PointLight {
#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;
uniform mat4 u_directionalLightViewProjMatrix;
void main() {
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 T = normalize(vec3(u_modelMatrix * vec4(a_tangent.xyz, 0.0f)));
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));
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, 1.0f);
v_viewPositionTangent = TBN_transposed * u_viewPosition;
v_viewPositionTangent = TBN_transposed * u_viewPosition; // seems like this is always 0 ?
v_normal = a_normal;
v_texCoord = a_texCoord;

View File

@@ -1,9 +0,0 @@
#version 330 core
layout(location = 0) out vec4 f_color;
uniform vec3 v_lightColor;
void main() {
f_color = vec4(v_lightColor, 1.0f);
}

View File

@@ -1,9 +0,0 @@
#version 330 core
layout(location = 0) in vec3 a_position;
uniform mat4 u_modelViewProjMatrix;
void main() {
gl_Position = u_modelViewProjMatrix * vec4(a_position, 1.0f);
}