improved normal map sampling

This commit is contained in:
devZoGok
2021-11-20 09:54:09 +02:00
parent 041c676a43
commit f4e8a1a71e
3 changed files with 17 additions and 37 deletions
+4 -6
View File
@@ -49,7 +49,7 @@ float trowbridgeReitz(vec3 n, vec3 h, float a){
float schlickGGX(vec3 vec1, vec3 vec2, float k){
float dotProd = max(dot(vec1, vec2), 0);
return dotProd / (dotProd * (1 - k) + k);
return dotProd / max(dotProd * (1 - k) + k, .000001);
}
float geoSmith(vec3 n, vec3 v, vec3 l, float k){
@@ -72,7 +72,7 @@ void main() {
if(normalMapEnabled) {
mat3 normMat = mat3(tan, biTan, norm);
vec3 n = texture(textures[1].pastTexture, texCoords).rgb;
vec3 n = normalize(texture(textures[1].pastTexture, texCoords).rgb * 2 - 1);
normal = normMat * n;
}
@@ -83,8 +83,6 @@ void main() {
if(albedoMapEnabled)
albedo = texture(textures[0].pastTexture, texCoords);
albedo.rgb = pow(albedo.rgb, vec3(1 / 2.2));
float roughness = roughnessVal;
if(roughnessMapEnabled)
@@ -116,12 +114,12 @@ void main() {
vec3 halfVec = normalize(lightDir + normal);
float D = trowbridgeReitz(normal, halfVec, roughness * roughness);
float k = pow(roughness + 1, 2) / 8.0;
float k = pow(roughness * roughness + 1, 2) / 8.0;
float G = geoSmith(normal, viewDir, lightDir, k);
vec3 F = fresnelSchlick(viewDir, halfVec, f0);
float nDotV = max(dot(viewDir, normal), 0);
float nDotL = max(dot(lightDir, normal), 0);
vec3 cookTor = D * G * F / max(4 * nDotV * nDotL, .001);
vec3 cookTor = D * G * F / max(4 * nDotV * nDotL, .000001);
vec3 fDiff = lambertDiffuse(albedo);
vec3 kDiff = (vec3(1) - F) * (1 - metalness);
+11 -29
View File
@@ -30,8 +30,8 @@ int main() {
root->createSkybox(skyboxTextures);
Camera *cam = root->getCamera();
cam->setPosition(Vector3(1, 1, 0) * 5);
cam->lookAt(Vector3(-1, -1, 0).norm(), Vector3(-1, 1, 0).norm());
cam->setPosition(Vector3(0, 1, 1) * 7);
cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
Node *rootNode = root->getRootNode();
@@ -41,37 +41,22 @@ int main() {
mat->addBoolUniform("normalMapEnabled", true);
mat->addBoolUniform("roughnessMapEnabled", true);
mat->addBoolUniform("metallnessMapEnabled", true);
string fr0[]{TEX_PATH + "rustediron2_albedo.jpg"};
string fr1[]{TEX_PATH + "rustediron2_normal.jpg"};
string fr2[]{TEX_PATH + "rustediron2_roughness.jpg"};
string fr3[]{TEX_PATH + "rustediron2_metallic.jpg"};
string fr4[]{TEX_PATH + "rustediron2_ao.jpg"};
string fr0[]{TEX_PATH + "geyser-rock1_albedo.jpg"};
string fr1[]{TEX_PATH + "geyser-rock1_normal.jpg"};
string fr2[]{TEX_PATH + "geyser-rock1_roughness.jpg"};
string fr3[]{TEX_PATH + "geyser-rock1_metallic.jpg"};
string fr4[]{TEX_PATH + "geyser-rock1_ao.jpg"};
mat->addTexUniform("textures[0]", new Texture(fr0, 1), true);
mat->addTexUniform("textures[1]", new Texture(fr1, 1), true);
mat->addTexUniform("textures[2]", new Texture(fr2, 1), true);
mat->addTexUniform("textures[3]", new Texture(fr3, 1), true);
/*
mat->addVec4Uniform("albedoColor", Vector4(1, 0, 1, 1));
mat->addFloatUniform("roughnessVal", .09);
mat->addFloatUniform("metalnessVal", .1);
mat->addFloatUniform("ambientOcclusion", 0);
*/
/*
mat = new Material(PATH + "texture");
mat->addBoolUniform("texturingEnabled", true);
mat->addBoolUniform("lightingEnabled", true);
string fr[]{TEX_PATH + "bricks.jpg"};
mat->addTexUniform("textures[0]", new Texture(fr, 1), true);
*/
mat->addTexUniform("textures[4]", new Texture(fr4, 1), true);
model->setMaterial(mat);
rootNode->attachChild(model);
{
Light *light = new Light(Light::POINT);
light->setAttenuationValues(.00001, .00001, 1);
light->setColor(Vector3(1, 1, 1));
light->setInnerAngle(.1);
light->setOuterAngle(.1);
light->setColor(Vector3(10, 0, 0));
Node *lightNode = new Node();
Box *b = new Box(Vector3(1, 1, 1) * .1);
Material *m = new Material(PATH + "texture");
@@ -82,15 +67,12 @@ int main() {
lightNode->attachMesh(b);
lightNode->addLight(light);
rootNode->attachChild(lightNode);
lightNode->setPosition(Vector3(2, 3, 0));
lightNode->setPosition(Vector3(2, 3, 2));
lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
}
{
Light *light = new Light(Light::POINT);
light->setAttenuationValues(.00001, .00001, 1);
light->setColor(Vector3(0, 0, 1));
light->setInnerAngle(.1);
light->setOuterAngle(.1);
light->setColor(Vector3(0, 0, 10));
Node *lightNode = new Node();
Box *b = new Box(Vector3(1, 1, 1) * .1);
Material *m = new Material(PATH + "texture");
+2 -2
View File
@@ -80,10 +80,10 @@ void main(){
if(lightingEnabled){
if(normalMapEnabled){
vec3 n = vec3(texture(textures[1].pastTexture, texCoords));
vec3 n = normalize(vec3(texture(textures[1].pastTexture, texCoords)) * 2 - 1);
if(textures[1].animated)
n = mix(n, texture(textures[1].nextTexture, texCoords).rgb, textures[1].mixRatio);
n = mix(n, normalize(texture(textures[1].nextTexture, texCoords).rgb * 2 - 1), textures[1].mixRatio);
normal = mat3(tan, biTan, norm) * n;
}