Fixed normal generation (forgot to properly bump scale).

This commit is contained in:
connellpaxton 2024-02-06 08:50:16 -05:00
parent eeb923067f
commit 90d04c2d9f
8 changed files with 18 additions and 7 deletions

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@ -93,7 +93,7 @@ GraphicsPipeline::GraphicsPipeline(vk::Device dev, const std::vector<Shader>& sh
const auto raster_info = vk::PipelineRasterizationStateCreateInfo { const auto raster_info = vk::PipelineRasterizationStateCreateInfo {
.depthClampEnable = vk::False, .depthClampEnable = vk::False,
.polygonMode = type == Type::eGLTF? vk::PolygonMode::eFill : vk::PolygonMode::eLine, .polygonMode = type == Type::eGLTF? vk::PolygonMode::eFill : vk::PolygonMode::eFill,
.cullMode = vk::CullModeFlagBits::eNone, .cullMode = vk::CullModeFlagBits::eNone,
.frontFace = Type::eGLTF ? vk::FrontFace::eClockwise : vk::FrontFace::eCounterClockwise, .frontFace = Type::eGLTF ? vk::FrontFace::eClockwise : vk::FrontFace::eCounterClockwise,
.depthBiasEnable = vk::False, .depthBiasEnable = vk::False,

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@ -230,7 +230,7 @@ Renderer::Renderer(Window& win) : win(win) {
{ dev, "assets/shaders/terrain.vert.spv", vk::ShaderStageFlagBits::eVertex }, { dev, "assets/shaders/terrain.vert.spv", vk::ShaderStageFlagBits::eVertex },
{ dev, "assets/shaders/terrain.tesc.spv", vk::ShaderStageFlagBits::eTessellationControl }, { dev, "assets/shaders/terrain.tesc.spv", vk::ShaderStageFlagBits::eTessellationControl },
{ dev, "assets/shaders/terrain.tese.spv", vk::ShaderStageFlagBits::eTessellationEvaluation }, { dev, "assets/shaders/terrain.tese.spv", vk::ShaderStageFlagBits::eTessellationEvaluation },
{ dev, "assets/shaders/terrain.frag.spv", vk::ShaderStageFlagBits::eFragment }, { dev, "assets/shaders/gooch.frag.spv", vk::ShaderStageFlagBits::eFragment },
}; };
terrain_pipeline = std::make_unique<GraphicsPipeline>(dev, terrain_shaders, swapchain->extent, *render_pass, bindings, *terrain->vertex_buffer, GraphicsPipeline::eTERRAIN); terrain_pipeline = std::make_unique<GraphicsPipeline>(dev, terrain_shaders, swapchain->extent, *render_pass, bindings, *terrain->vertex_buffer, GraphicsPipeline::eTERRAIN);

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@ -73,7 +73,7 @@ Terrain::Terrain(vk::PhysicalDevice phys_dev, vk::Device dev, Texture& tex) : ph
- moores_heights[0][2] - 2.0f * moores_heights[1][2] - moores_heights[2][2] - moores_heights[0][2] - 2.0f * moores_heights[1][2] - moores_heights[2][2]
); );
/* fill in missing component, first scalar scales bump */ /* fill in missing component, first scalar scales bump */
normal.y = 0.25 * glm::sqrt(glm::abs(1.0 - normal.x*normal.x - normal.z*normal.z)); normal.y = 15.0 * glm::sqrt(glm::abs(1.0 - normal.x*normal.x - normal.z*normal.z));
vertices[x + y * patch_size].norm = glm::normalize(normal * glm::vec3(2.0f, 1.0f, 2.0f)); vertices[x + y * patch_size].norm = glm::normalize(normal * glm::vec3(2.0f, 1.0f, 2.0f));

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@ -92,7 +92,7 @@ void UI::newFrame() {
ImGui::Text("FPS: %f", info.fps); ImGui::Text("FPS: %f", info.fps);
ImGui::Text("Time: %f", info.time); ImGui::Text("Time: %f", info.time);
ImGui::Checkbox("Fly Camera", &info.flycam); ImGui::Checkbox("Fly Camera", &info.flycam);
ImGui::SliderFloat("Tessellation Factor", &info.tess_factor, 0.0, 100.0); ImGui::SliderFloat("Tessellation Factor", &info.tess_factor, 0.1, 10.0);
ImGui::SliderFloat("Edge Size", &info.tess_edge_size, 0.0, 40.0); ImGui::SliderFloat("Edge Size", &info.tess_edge_size, 0.0, 40.0);
ImGui::End(); ImGui::End();

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@ -6,9 +6,14 @@ layout (location = 2) in vec3 pos;
layout (location = 0) out vec4 FragColor; layout (location = 0) out vec4 FragColor;
layout (set = 0, binding = 0) uniform Matrices { layout (set = 0, binding = 0) uniform Matrices {
mat4 mvp; mat4 view;
mat4 proj;
float time; float time;
vec3 cam_pos; vec3 cam_pos;
vec4 frustum[6];
vec2 viewport;
float tess_factor;
float tess_edge_size;
}; };
layout (set = 0, binding = 1) uniform sampler2D tex; layout (set = 0, binding = 1) uniform sampler2D tex;

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@ -16,13 +16,19 @@ layout (set = 0, binding = 0) uniform Matrices {
float tess_edge_size; float tess_edge_size;
}; };
layout (set = 0, binding = 1) uniform sampler2D tex; layout (set = 0, binding = 1) uniform sampler2D heightmap;
float height(vec2 uv) {
return 15.0 * texture(heightmap, uv).r;
}
void main() { void main() {
vec3 N = norm;
vec3 light_pos = normalize(vec3(cos(time), sin(time), 0.0))*10.0; vec3 light_pos = normalize(vec3(cos(time), sin(time), 0.0))*10.0;
vec3 L = normalize(light_pos-pos); vec3 L = normalize(light_pos-pos);
float r = length(light_pos-pos); float r = length(light_pos-pos);
float t = clamp(dot(L, norm), 0.0, 1.0) * 20.0/(r*r); float t = clamp(dot(L, N), 0.0, 1.0) * 20.0/(r*r);
FragColor = vec4(1.0); FragColor = vec4(1.0);
} }

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