I think I'm close to inserting and using the TBN correctly.

This commit is contained in:
Warwick 2022-07-27 16:31:38 +01:00
parent 5b1aba34df
commit ecf7929152
3 changed files with 50 additions and 13 deletions

View file

@ -2,6 +2,8 @@
layout (triangles) in;
layout (triangle_strip) out;
uniform mat4 Model;
in vec2 gtexCoord[];
in vec3 gnormCoord[];
in vec3 gWorldPos[];
@ -10,8 +12,48 @@ out vec2 texCoord;
out vec3 normCoord;
out vec3 WorldPos;
void main()
out mat3 TBN;
void main(void)
{
// Calculate Normal Map stuff
// Real space triangle
vec3 p1 = gl_in[0].gl_Position.xyz;
vec3 p2 = gl_in[1].gl_Position.xyz;
vec3 p3 = gl_in[2].gl_Position.xyz;
// Normal texture space triangle
vec2 uv1 = gtexCoord[0];
vec2 uv2 = gtexCoord[1];
vec2 uv3 = gtexCoord[2];
// Calculate edge translation vectors duv stands for delta uv
vec3 edge1 = p2 - p1;
vec3 edge2 = p3 - p1;
vec2 duv1 = uv2 - uv1;
vec2 duv2 = uv3 - uv1;
// Calculation of tangents and bi tangents
// [ddTxBxTyByTzBz]=1ΔU1ΔV2ΔU2ΔV1[ΔV2ΔU2ΔV1ΔU1][E1xE2xE1yE2yE1zE2z]
// https://learnopengl.com/Advanced-Lighting/Normal-Mapping
float f = 1.0 / (duv1.x * duv2.y - duv2.x * duv1.y);
float tx = f * (duv2.y * edge1.x - duv1.y * edge2.x);
float ty = f * (duv2.y * edge1.y - duv1.y * edge2.y);
float tz = f * (duv2.y * edge1.z - duv1.y * edge2.z);
vec3 tangent = vec3(tx, ty, tz);
//Calculate TBN
vec3 T = normalize(vec3(Model * vec4(tangent, 0.0)));
vec3 N = normalize(vec3(Model * vec4(gnormCoord[0], 0.0)));
vec3 B = cross(N, T);
TBN = mat3(T, B, N);
// send data to Fragment Shader
gl_Position = gl_in[0].gl_Position;
texCoord = gtexCoord[0];
normCoord = gnormCoord[0];

View file

@ -4,7 +4,7 @@ out vec4 FragColor;
in vec2 texCoord;
in vec3 normCoord;
in vec3 WorldPos;
//in mat4 TBN;
in mat3 TBN;
// TODO: make temporary hard coded world/camera pos dynamic
//uniform vec3 WorldPos ;
@ -73,12 +73,8 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
vec3 normal(){
// load and invert normal
vec3 normal = normalize(texture(texture_normal1, texCoord).rgb * 2.0 - 1.0);
//normal = (TBN * vec4(normal, 1.0)).xyz;
//TODO: Make the normal vector match the matrix of the rest of the model by
//actually calculating the TBN
vec3 normal = texture(texture_normal1, texCoord).rgb * 2.0 - 1.0;
normal = normalize(TBN * normal);
return normal;
}
@ -94,8 +90,8 @@ vec3 PBR(vec3 albedo, float roughness, float metallic, float ao)
vec3 N = normalize(normCoord);
vec3 V = normalize(CameraPos - WorldPos);
N = (N + normal()) / 2;
//N = normal(); For seeing if normal map tracks with light.
//N = (N + normal()) / 2;
//N = normal(); //For seeing if normal map tracks with light.
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
@ -143,5 +139,6 @@ void main()
float metallic = texture(texture_rma1, texCoord).g;
float ao = texture(texture_rma1, texCoord).b;
FragColor = vec4(PBR(albedo, roughness, metallic, ao), 1.0);
//FragColor = vec4(PBR(albedo, roughness, metallic, ao), 1.0);
FragColor = vec4(normal(), 1.0);
}

View file

@ -12,8 +12,6 @@ out vec3 gnormCoord;
//Pbr
out vec3 gWorldPos;
//Normals
void main()
{
gl_Position = MVP * Model * vec4(aPos, 1.0);