tangent space light for texture rendering

This commit is contained in:
Eikthyrnir 2024-01-12 01:34:37 +01:00
parent 0a702e155d
commit 72fbf03ed2
2 changed files with 47 additions and 39 deletions

View File

@ -3,11 +3,12 @@
uniform sampler2D colorTexture;
uniform sampler2D normalSampler;
uniform vec3 cameraPos;
uniform vec3 sunPos;
uniform vec3 sunColor;
uniform float sunLightExp;
uniform vec3 cameraPos;
uniform float time;
uniform vec3 reflectorPos;
@ -19,52 +20,40 @@ uniform float reflectorLightExp;
vec3 normalizedVertexNormal;
mat3 TBN;
in vec3 vertexNormalOut;
in vec3 vertexTangentOut;
in vec3 vertexBitangentOut;
in vec3 vertexPosOut;
in vec3 vertexPosWld;
in vec2 vertexTexCoordOut;
in vec3 viewDirTS;
in vec3 sunLightDirTS;
in vec3 reflectorLightDirTS;
out vec4 outColor;
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 lightDir = normalize(vertexPosOut - lightPos);
vec3 viewDir = normalize(cameraPos - vertexPosOut);
// tangent space
vec3 viewDirTS = TBN * viewDir;
vec3 lightDirTS = TBN * lightDir;
//tmp solution
viewDir = normalize(viewDirTS);
lightDir = normalize(lightDirTS);
float lightDistance = length(vertexPosOut - lightPos);
vec4 calcPointLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
float lightDistance = length(vertexPosWld - lightPos);
vec3 newLightColor = lightColor / pow(lightDistance, 2);
float intensity = dot(normalizedVertexNormal, -lightDir);
float intensity = dot(normalizedVertexNormal, -lightDirTS);
intensity = max(intensity, 0.0);
vec3 reflectDir = reflect(lightDir, normalizedVertexNormal);
vec3 reflectDir = reflect(lightDirTS, normalizedVertexNormal);
float glossPow = 8;
float specular = pow(max(dot(viewDir, reflectDir), 0.0), glossPow);
float specular = pow(max(dot(viewDirTS, reflectDir), 0.0), glossPow);
float diffuse = intensity;
vec3 resultColor = newLightColor * (fragColor * diffuse + specular );
return vec4(1 - exp(-resultColor * lightExp), 1.0);
}
vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightExp) {
vec3 reflectorLightDir = normalize(vertexPosOut - lightPos);
vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightDirTS, vec3 lightColor, float lightExp) {
vec3 reflectorLightDir = normalize(vertexPosWld - lightPos);
float angleCos = dot(reflectorLightDir, reflectorDir);
float reflectorOutAngle = reflectorAngle + radians(10);
float epsilon = cos(reflectorAngle) - cos(reflectorOutAngle);
vec4 res = vec4(0, 0, 0, 1);
if (angleCos > cos(reflectorOutAngle)) {
float intensity = clamp((angleCos - cos(reflectorOutAngle)) / epsilon, 0.0, 1.0);
res = calcPointLight(fragColor, lightPos, lightColor, lightExp * intensity);
res = calcPointLight(fragColor, lightPos, lightDirTS, lightColor, lightExp * intensity);
}
return res;
}
@ -72,22 +61,19 @@ vec4 calcSpotLight(vec3 fragColor, vec3 lightPos, vec3 lightColor, float lightEx
void main()
{
TBN = transpose(mat3(vertexTangentOut, vertexBitangentOut, vertexNormalOut));
vec3 textureColor = texture2D(colorTexture, vertexTexCoordOut).rgb;
normalizedVertexNormal = normalize(vertexNormalOut);
//get normal from normal sampler
vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
normalizedVertexNormal = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
//tmp solution
//Debug
//normalizedVertexNormal = vec3(0, 0, 1);
outColor = calcPointLight(textureColor, sunPos, sunColor, sunLightExp);
outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorColor, reflectorLightExp);
outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
//Debug
//outColor = vec4(textureColor, 1);

View File

@ -9,19 +9,41 @@ layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMat;
out vec3 vertexNormalOut;
out vec3 vertexTangentOut;
out vec3 vertexBitangentOut;
out vec3 vertexPosOut;
uniform vec3 cameraPos;
uniform vec3 sunPos;
uniform vec3 reflectorPos;
out vec3 vertexPosWld;
out vec2 vertexTexCoordOut;
out vec3 viewDirTS;
out vec3 sunLightDirTS;
out vec3 reflectorLightDirTS;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
vertexNormalOut = (modelMat * vec4(vertexNormal, 0.0)).xyz;
vertexTangentOut = (modelMat * vec4(vertexTangent, 0.0)).xyz;
vertexBitangentOut = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
vertexPosOut = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vec3 normal = (modelMat * vec4(vertexNormal, 0.0)).xyz;
vec3 tangent = (modelMat * vec4(vertexTangent, 0.0)).xyz;
vec3 bitangent = (modelMat * vec4(vertexBitangent, 0.0)).xyz;
vertexPosWld = (modelMat * vec4(vertexPosition, 1.0)).xyz;
vertexTexCoordOut = vertexTexCoord;
mat3 TBN = transpose(mat3(tangent, bitangent, normal));
//`lightPos - vertexPos` from tutorial is wrong?
//TODO why should we normalize here if we would normalize Tangent Space vectors later?
vec3 sunLightDir = normalize(vertexPosWld - sunPos);
vec3 reflectorLightDir = normalize(vertexPosWld - reflectorPos);
vec3 viewDir = normalize(cameraPos - vertexPosWld);
// tangent space
viewDirTS = TBN * viewDir;
sunLightDirTS = TBN * sunLightDir;
reflectorLightDirTS = TBN * reflectorLightDir;
//TODO should normilize here or in the fragment shader?
viewDirTS = normalize(viewDirTS);
sunLightDirTS = normalize(sunLightDirTS);
reflectorLightDirTS = normalize(reflectorLightDirTS);
}