Add inverseModelView UBO to fix texturecubemap sample

This commit is contained in:
Ben Clayton 2020-05-21 15:34:09 +01:00
parent 13c081664e
commit e3234db041
11 changed files with 42 additions and 25 deletions

View file

@ -78,7 +78,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
| texture | ☑ | ☑ | ☑ | ☑
| texture3d | ☑ | ☑ | ☑ | ☑
| texturearray | ☑ | ☑ | ☑ | ☑
| texturecubemap | ☑ | ❌ | ☑ | ❌
| texturecubemap | ☑ | ❌ | ☑ | ☑
| texturemipmapgen | ☑ | ☑ | ☑ | ☑
| texturesparseresidency | ☑ | ☑ | ☑ | ☑
| triangle | ☑ | ☑ | ☑ | ☑

View file

@ -3,6 +3,16 @@
TextureCube textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 invModel;
float lodBias;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
[[vk::location(0)]] float3 Pos : POSITION0;
@ -16,7 +26,9 @@ float4 main(VSOutput input) : SV_TARGET
{
float3 cI = normalize (input.ViewVec);
float3 cR = reflect (cI, normalize(input.Normal));
cR.x *= -1;
cR = mul(ubo.invModel, float4(cR, 0.0)).xyz;
cR.x *= -1.0;
float4 color = textureColor.SampleLevel(samplerColor, cR, input.LodBias);

View file

@ -9,9 +9,8 @@ struct VSInput
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float3 camPos;
float4x4 invModel;
float lodBias;
};
@ -30,14 +29,14 @@ struct VSOutput
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Normal = -mul((float3x3)ubo.model, input.Normal);
output.Normal = mul((float3x3)ubo.model, input.Normal);
output.LodBias = ubo.lodBias;
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
output.LightVec = lightPos.xyz - output.WorldPos.xyz;
output.ViewVec = output.WorldPos - ubo.camPos;
output.ViewVec = -output.WorldPos;
return output;
}

View file

@ -3,7 +3,6 @@
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
@ -20,6 +19,6 @@ VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
VSOutput output = (VSOutput)0;
output.UVW = Pos;
output.UVW.x *= -1.0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(Pos.xyz, 1.0))));
output.Pos = mul(ubo.projection, mul(ubo.model, float4(Pos.xyz, 1.0)));
return output;
}

View file

@ -2,12 +2,19 @@
layout (binding = 1) uniform samplerCube samplerColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
} ubo;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in float inLodBias;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in mat4 inInvModelView;
layout (location = 0) out vec4 outFragColor;
@ -16,7 +23,7 @@ void main()
vec3 cI = normalize (inPos);
vec3 cR = reflect (cI, normalize(inNormal));
cR = vec3(inInvModelView * vec4(cR, 0.0));
cR = vec3(ubo.invModel * vec4(cR, 0.0));
cR.x *= -1.0;
vec4 color = texture(samplerColor, cR, inLodBias);

View file

@ -7,6 +7,7 @@ layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
} ubo;
@ -15,7 +16,6 @@ layout (location = 1) out vec3 outNormal;
layout (location = 2) out float outLodBias;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out mat4 outInvModelView;
out gl_PerVertex
{
@ -30,8 +30,6 @@ void main()
outNormal = mat3(ubo.model) * inNormal;
outLodBias = ubo.lodBias;
outInvModelView = inverse(ubo.model);
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;

View file

@ -55,6 +55,7 @@ public:
struct UBOVS {
glm::mat4 projection;
glm::mat4 modelView;
glm::mat4 inverseModelview;
float lodBias = 0.0f;
} uboVS;
@ -440,10 +441,10 @@ public:
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Vertex shader uniform buffer
// Binding 0 : Uniform buffer
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0),
// Binding 1 : Fragment shader image sampler
vks::initializers::descriptorSetLayoutBinding(
@ -620,7 +621,7 @@ public:
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Objact vertex shader uniform buffer
// Object vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
@ -646,6 +647,7 @@ public:
// 3D object
uboVS.projection = camera.matrices.perspective;
uboVS.modelView = camera.matrices.view;
uboVS.inverseModelview = glm::inverse(camera.matrices.view);
memcpy(uniformBuffers.object.mapped, &uboVS, sizeof(uboVS));
// Skybox
uboVS.modelView = camera.matrices.view;