Add support for loading normals from a map
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@@ -46,7 +46,8 @@ V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
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}
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FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
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const Colour *colour, const Image *texture) {
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const Colour *colour, const Image *texture,
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const Image *normal_map) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
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return DISCARDED_FRAGMENT;
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}
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@@ -58,5 +59,6 @@ FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
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return DISCARDED_FRAGMENT;
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}
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return fragment_func(shader_obj, normal, tex_coords, colour, texture);
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return fragment_func(shader_obj, normal, tex_coords, colour, texture,
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normal_map);
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}
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@@ -25,13 +25,15 @@ typedef V3f(VertexShader)(void *shader, const V3f *vertex,
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const Buffer *out_buf);
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typedef FragmentResult(FragmentShader)(void *shader, V3f normal, V2f tex_coords,
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const Colour *colour,
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const Image *texture);
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const Image *texture,
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const Image *normal_map);
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ShaderID create_shader(void *shader, VertexShader *vertex,
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FragmentShader *fragment);
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V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
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const Buffer *out_buf);
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FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
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const Colour *colour, const Image *texture);
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const Colour *colour, const Image *texture,
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const Image *normal_map);
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#endif // SHADER_H
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@@ -1,7 +1,6 @@
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#include "img.h"
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#include "obj.h"
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#include "shader.h"
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#include "utils.h"
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#include "vec.h"
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typedef struct shader Shader;
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@@ -13,12 +12,13 @@ struct shader {
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Shader perspective = {0};
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Shader orthographic = {0};
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ShaderID perspective_lit_textured_id = {0};
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ShaderID perspective_lit_coloured_id = {0};
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ShaderID perspective_albedo_id = {0};
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ShaderID orthographic_lit_textured_id = {0};
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ShaderID orthographic_lit_coloured_id = {0};
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ShaderID orthographic_albedo_id = {0};
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ShaderID phong = {0};
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ShaderID perspective_lit_textured = {0};
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ShaderID perspective_lit_coloured = {0};
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ShaderID perspective_albedo = {0};
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ShaderID orthographic_lit_textured = {0};
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ShaderID orthographic_lit_coloured = {0};
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ShaderID orthographic_albedo = {0};
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V3f g_light_dir = {0.0f, 0.0f, 1.0f};
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V3f g_eye = {0.2f, 0.1f, 0.75f};
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@@ -28,18 +28,26 @@ M4x4f g_cam_matrix = mat4x4_identity;
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internal V3f general_shader_vertex(void *shader, const V3f *vertex,
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const Buffer *out_buf);
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internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map);
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internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture);
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const Image *texture,
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const Image *normal_map);
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internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture);
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const Image *texture,
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const Image *normal_map);
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internal FragmentResult albedo_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture);
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const Image *texture,
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const Image *normal_map);
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internal M4x4f get_projection_matrix(ProjectionType projection_type);
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internal f32 get_intensity(const V3f *normal);
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@@ -54,18 +62,20 @@ void load_shaders(void) {
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perspective.projection = perspective_projection;
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orthographic.projection = orthographic_projection;
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perspective_lit_textured_id = create_shader(
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&perspective, general_shader_vertex, lit_textured_shader_fragment);
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perspective_lit_coloured_id = create_shader(
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&perspective, general_shader_vertex, lit_coloured_shader_fragment);
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perspective_albedo_id = create_shader(&perspective, general_shader_vertex,
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albedo_shader_fragment);
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orthographic_lit_textured_id = create_shader(
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phong =
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create_shader(&perspective, general_shader_vertex, phong_shader_fragment);
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perspective_lit_textured = create_shader(&perspective, general_shader_vertex,
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lit_textured_shader_fragment);
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perspective_lit_coloured = create_shader(&perspective, general_shader_vertex,
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lit_coloured_shader_fragment);
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perspective_albedo = create_shader(&perspective, general_shader_vertex,
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albedo_shader_fragment);
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orthographic_lit_textured = create_shader(
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&orthographic, general_shader_vertex, lit_textured_shader_fragment);
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orthographic_lit_coloured_id = create_shader(
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orthographic_lit_coloured = create_shader(
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&orthographic, general_shader_vertex, lit_coloured_shader_fragment);
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orthographic_albedo_id = create_shader(&orthographic, general_shader_vertex,
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albedo_shader_fragment);
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orthographic_albedo = create_shader(&orthographic, general_shader_vertex,
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albedo_shader_fragment);
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}
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internal V3f general_shader_vertex(void *shader, const V3f *vertex,
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@@ -82,10 +92,46 @@ internal V3f general_shader_vertex(void *shader, const V3f *vertex,
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return project_vec4(vh);
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}
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internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map) {
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f32 intensity = get_intensity(&normal);
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if (normal_map) {
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u64 nm_x = tex_coords.u * normal_map->width;
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u64 nm_y = (1.0f - tex_coords.v) * normal_map->height;
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Colour pixel = get_pixel(Colour, normal_map, nm_x, nm_y);
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V3f norm = {.x = pixel.r, .y = pixel.g, .z = pixel.b};
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normalise_v3(norm);
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intensity = get_intensity(&norm);
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} else {
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intensity = get_intensity(&normal);
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}
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Colour output;
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if (texture) {
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u64 tx_x = tex_coords.u * texture->width;
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u64 tx_y = (1.0f - tex_coords.v) * texture->height;
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output = get_pixel(Colour, texture, tx_x, tx_y);
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} else {
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output = *colour;
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}
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output.r *= intensity;
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output.g *= intensity;
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output.b *= intensity;
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return (FragmentResult){.colour = output};
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}
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internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture) {
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const Image *texture,
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const Image *normal_map) {
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if (!texture) {
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return DISCARDED_FRAGMENT;
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}
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@@ -107,7 +153,8 @@ internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal,
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internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture) {
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const Image *texture,
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const Image *normal_map) {
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f32 intensity = get_intensity(&normal);
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Colour output = *colour;
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@@ -121,7 +168,8 @@ internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal,
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internal FragmentResult albedo_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture) {
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const Image *texture,
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const Image *normal_map) {
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return (FragmentResult){.colour = *colour};
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}
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@@ -141,7 +189,7 @@ internal M4x4f get_projection_matrix(ProjectionType projection_type) {
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internal f32 get_intensity(const V3f *normal) {
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f32 intensity = dot_v3((*normal), g_light_dir);
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if (intensity < 0.0f) {
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intensity = 0.01f;
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intensity = 0.001f;
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}
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return intensity;
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