Visually upgraded deferred rendering example with moving lights, multiple meshes and normal mapping

This commit is contained in:
saschawillems 2016-07-03 21:32:35 +02:00
parent f06ffae58e
commit 18013c44e0
12 changed files with 247 additions and 196 deletions

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@ -17,6 +17,7 @@ void main()
components[0] = texture(samplerPosition, inUV.st).rgb;
components[1] = texture(samplerNormal, inUV.st).rgb;
components[2] = texture(samplerAlbedo, inUV.st).rgb;
// Uncomment to display specular component
//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
// Select component depending on z coordinate of quad

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@ -12,12 +12,9 @@ layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragcolor;
struct Light {
vec4 position;
vec4 color;
vec4 position;
vec3 color;
float radius;
float quadraticFalloff;
float linearFalloff;
float _pad;
};
layout (binding = 4) uniform UBO
@ -29,40 +26,50 @@ layout (binding = 4) uniform UBO
void main()
{
// Get G-Buffer values
vec3 fragPos = texture(samplerposition, inUV).rgb;
vec3 normal = texture(samplerNormal, inUV).rgb;
vec4 albedo = texture(samplerAlbedo, inUV);
#define lightCount 5
#define ambient 0.05
#define specularStrength 0.15
// Get G-Buffer values
vec3 fragPos = texture(samplerposition, inUV).rgb;
vec3 normal = texture(samplerNormal, inUV).rgb;
vec4 albedo = texture(samplerAlbedo, inUV);
#define lightCount 6
#define ambient 0.0
// Ambient part
vec3 fragcolor = albedo.rgb * ambient;
vec3 fragcolor = albedo.rgb * ambient;
vec3 viewVec = normalize(ubo.viewPos.xyz - fragPos);
for(int i = 0; i < lightCount; ++i)
{
// Distance from light to fragment position
float dist = length(ubo.lights[i].position.xyz - fragPos);
for(int i = 0; i < lightCount; ++i)
{
// Vector to light
vec3 L = ubo.lights[i].position.xyz - fragPos;
// Distance from light to fragment position
float dist = length(L);
// Viewer to fragment
vec3 V = ubo.viewPos.xyz - fragPos;
V = normalize(V);
if(dist < ubo.lights[i].radius)
{
// Get vector from current light source to fragment position
vec3 lightVec = normalize(ubo.lights[i].position.xyz - fragPos);
// Diffuse part
vec3 diffuse = max(dot(normal, lightVec), 0.0) * albedo.rgb * ubo.lights[i].color.rgb;
// Specular part (specular texture part stored in albedo alpha channel)
vec3 halfVec = normalize(lightVec + viewVec);
vec3 specular = ubo.lights[i].color.rgb * pow(max(dot(normal, halfVec), 0.0), 16.0) * albedo.a * specularStrength;
// Attenuation with linearFalloff and quadraticFalloff falloff
float attenuation = 1.0 / (1.0 + ubo.lights[i].linearFalloff * dist + ubo.lights[i].quadraticFalloff * dist * dist);
fragcolor += (diffuse + specular) * attenuation;
}
}
//if(dist < ubo.lights[i].radius)
{
// Light to fragment
L = normalize(L);
// Attenuation
float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
// Diffuse part
vec3 N = normalize(normal);
float NdotL = max(0.0, dot(N, L));
vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
// Specular part
// Specular map values are stored in alpha of albedo mrt
vec3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 16.0) * atten;
fragcolor += diff + spec;
}
}
outFragcolor = vec4(fragcolor, 1.0);
}

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@ -4,11 +4,13 @@
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform sampler2D samplerNormalMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inWorldPos;
layout (location = 4) in vec3 inTangent;
layout (location = 0) out vec4 outPosition;
layout (location = 1) out vec4 outNormal;
@ -17,6 +19,14 @@ layout (location = 2) out vec4 outAlbedo;
void main()
{
outPosition = vec4(inWorldPos, 1.0);
outNormal = vec4(inNormal, 1.0);
// Calculate normal in tangent space
vec3 N = normalize(inNormal);
vec3 T = normalize(inTangent);
vec3 B = cross(N, T);
mat3 TBN = mat3(T, B, N);
vec3 tnorm = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
outNormal = vec4(tnorm, 1.0);
outAlbedo = texture(samplerColor, inUV);
}

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@ -7,18 +7,21 @@ layout (location = 0) in vec4 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in vec3 inTangent;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
vec4 instancePos[3];
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outColor;
layout (location = 3) out vec3 outWorldPos;
layout (location = 4) out vec3 outTangent;
out gl_PerVertex
{
@ -27,13 +30,14 @@ out gl_PerVertex
void main()
{
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
vec4 tmpPos = inPos + ubo.instancePos[gl_InstanceIndex];
gl_Position = ubo.projection * ubo.view * ubo.model * tmpPos;
outUV = inUV;
outUV.t = 1.0 - outUV.t;
// Vertex position in world space
vec4 tmpPos = inPos;
outWorldPos = vec3(ubo.model * tmpPos);
// GL to Vulkan coord space
outWorldPos.y = -outWorldPos.y;
@ -41,6 +45,7 @@ void main()
// Normal in world space
mat3 mNormal = transpose(inverse(mat3(ubo.model)));
outNormal = mNormal * normalize(inNormal);
outTangent = mNormal * normalize(inTangent);
// Currently just vertex color
outColor = inColor;

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