better lighting
This commit is contained in:
@@ -1,18 +1,25 @@
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#version 450
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform ObjectUniformData {
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mat4 view;
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mat4 projection;
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float time;
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vec3 light_position;
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vec3 camera_position;
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} ubo;
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layout(binding = 1) uniform sampler2D tex;
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layout(binding = 1) uniform sampler2D tex;
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layout(location = 0) in vec2 tex_coords;
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layout(location = 0) in vec2 tex_coords;
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layout(location = 1) in vec3 normal_cam;
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layout(location = 1) in vec3 normal_wld;
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layout(location = 2) in vec3 position_cam;
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layout(location = 2) in vec3 position_wld;
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layout(location = 3) in vec3 light_direction_cam;
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layout(location = 0) out vec4 out_color;
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layout(location = 0) out vec4 out_color;
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void main() {
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void main() {
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vec3 normal_cam_u = normalize(normal_cam);
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vec3 normal_cam_u = normalize(normal_wld);
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vec3 light_direction_cam_u = normalize(light_direction_cam);
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vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld);
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float ambient_strength = 0.1;
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float ambient_strength = 0.1;
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vec3 light_color = vec3(1.0, 1.0, 1.0);
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vec3 light_color = vec3(1.0, 1.0, 1.0);
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@@ -21,11 +28,11 @@ void main() {
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float diffuse_strength = max(0.0, dot(normal_cam_u, light_direction_cam_u));
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float diffuse_strength = max(0.0, dot(normal_cam_u, light_direction_cam_u));
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vec3 diffuse_color = diffuse_strength * light_color;
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vec3 diffuse_color = diffuse_strength * light_color;
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// float specular_value = 1.0;
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float specular_value = 1.0;
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// vec3 view_direction = normalize(position_cam);
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vec3 view_direction = normalize(ubo.camera_position - position_wld);
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// vec3 reflect_direction = reflect(-light_direction_cam_nm, normal_cam_nm);
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vec3 reflect_direction = reflect(-light_direction_cam_u, normal_cam_u);
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// float specular_strength = pow(max(dot(view_direction, reflect_direction), 0.0), 32);
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float specular_strength = pow(max(dot(view_direction, reflect_direction), 0.0), 64);
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// vec3 specular_color = specular_value * specular_strength * light_color;
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vec3 specular_color = specular_value * specular_strength * light_color;
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out_color = vec4(ambient_color + diffuse_color, 1.0) * texture(tex, tex_coords);
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out_color = vec4(ambient_color + diffuse_color + specular_color, 1.0) * texture(tex, tex_coords);
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}
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}
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@@ -10,6 +10,7 @@ layout(binding = 0) uniform ObjectUniformData {
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mat4 projection;
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mat4 projection;
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float time;
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float time;
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vec3 light_position;
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vec3 light_position;
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vec3 camera_position;
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} ubo;
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} ubo;
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layout(location = 0) in vec3 position;
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layout(location = 0) in vec3 position;
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@@ -17,9 +18,8 @@ layout(location = 1) in vec2 uv;
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layout(location = 2) in vec3 normal;
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layout(location = 2) in vec3 normal;
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layout(location = 0) out vec2 tex_coords;
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layout(location = 0) out vec2 tex_coords;
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layout(location = 1) out vec3 normal_cam;
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layout(location = 1) out vec3 normal_wld;
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layout(location = 2) out vec3 position_cam;
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layout(location = 2) out vec3 position_wld;
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layout(location = 3) out vec3 light_direction_cam;
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out gl_PerVertex {
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out gl_PerVertex {
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vec4 gl_Position;
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vec4 gl_Position;
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@@ -29,10 +29,6 @@ void main() {
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gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
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gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
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tex_coords = uv;
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tex_coords = uv;
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position_cam = vec3(ubo.view * push.model * vec4(position, 1.0));
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position_wld = vec3(push.model * vec4(position, 1.0));
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// TODO: use inverse transpose so this doesn't break when scaling
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normal_wld = vec3(mat3(transpose(inverse(push.model))) * normal);
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normal_cam = vec3(ubo.view * push.model * vec4(normal, 1.0));
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vec3 light_position_cam = vec3(ubo.view * vec4(ubo.light_position, 1.0));
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light_direction_cam = light_position_cam - position_cam;
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}
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}
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@@ -19,10 +19,20 @@ impl GameObject {
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self.model_matrix.w.z = pos.2;
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self.model_matrix.w.z = pos.2;
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}
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}
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pub fn get_position(&self) -> Vector3<f32> {
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pub fn _get_position(&self) -> Vector3<f32> {
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vec3(self.model_matrix.w.x, self.model_matrix.w.y, self.model_matrix.w.z)
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vec3(self.model_matrix.w.x, self.model_matrix.w.y, self.model_matrix.w.z)
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}
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}
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pub fn set_scale(&mut self, scale: (f32, f32, f32)) {
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self.model_matrix.x.x = scale.0;
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self.model_matrix.y.y = scale.1;
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self.model_matrix.z.z = scale.2;
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}
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pub fn _get_scale(&mut self) -> Vector3<f32> {
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vec3(self.model_matrix.x.x, self.model_matrix.y.y, self.model_matrix.z.z)
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}
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pub fn translate(&mut self, x: f32, y: f32, z: f32) {
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pub fn translate(&mut self, x: f32, y: f32, z: f32) {
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self.model_matrix.w.x += x;
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self.model_matrix.w.x += x;
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self.model_matrix.w.y += y;
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self.model_matrix.w.y += y;
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29
src/main.rs
29
src/main.rs
@@ -53,8 +53,9 @@ impl Game for TestGame {
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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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}
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}
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let light_pos = vec3(f32::sin(time) * 10.0, f32::cos(time) * 10.0, 0.0);
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let light_pos = vec3(f32::sin(time) * 2.0 + 2.0, f32::cos(time) * 2.0 + 2.0, 2.0);
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self.game_objects[0].get_game_object(renderer).unwrap().set_position(light_pos.into());
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self.game_objects[2].get_game_object(renderer).unwrap().set_position(light_pos.into());
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self.cam_rotation = self.cam_rotation * Quaternion::from_angle_y(Deg(self.input.get_axis("look_horizontal") * 0.05));
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self.cam_rotation = self.cam_rotation * Quaternion::from_angle_y(Deg(self.input.get_axis("look_horizontal") * 0.05));
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self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
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self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
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@@ -63,7 +64,6 @@ impl Game for TestGame {
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0.0,
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0.0,
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self.input.get_axis("move_forward") * 0.05));
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self.input.get_axis("move_forward") * 0.05));
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// Move game objects
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let view = Matrix4::from(self.cam_rotation) * Matrix4::from_translation(self.cam_position);
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let view = Matrix4::from(self.cam_rotation) * Matrix4::from_translation(self.cam_position);
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let mut proj = cgmath::perspective(
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let mut proj = cgmath::perspective(
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@@ -72,7 +72,6 @@ impl Game for TestGame {
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0.1,
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0.1,
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100.0
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100.0
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);
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);
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proj.y.y *= -1.0;
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proj.y.y *= -1.0;
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renderer.game_data.line_push_constants.view = view.into();
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renderer.game_data.line_push_constants.view = view.into();
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@@ -86,12 +85,14 @@ impl Game for TestGame {
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projection: proj.into(),
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projection: proj.into(),
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time,
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time,
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light_position: light_pos.into(),
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light_position: light_pos.into(),
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camera_position: self.cam_position.into(),
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_dummy0: [0; 12],
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_dummy0: [0; 12],
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_dummy1: [0; 4],
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}
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}
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}
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}
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}
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}
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fn matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f32> {
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fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f32> {
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let v4 = Vector4::new(vector.x, vector.y, vector.z, 1.0);
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let v4 = Vector4::new(vector.x, vector.y, vector.z, 1.0);
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let out = matrix * v4;
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let out = matrix * v4;
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Vector3::new(out.x, out.y, out.z)
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Vector3::new(out.x, out.y, out.z)
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@@ -99,17 +100,20 @@ fn matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f3
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impl TestGame {
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impl TestGame {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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self.load_gltf(renderer, "models/box.gltf.glb");
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let cube_meshes = self.load_gltf(renderer, "models/box.gltf.glb");
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self.load_gltf(renderer, "models/sphere.glb");
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let sphere_meshes = self.load_gltf(renderer, "models/sphere.glb");
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let cube = self.add_game_object(renderer, 0, 0);
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let cube = self.add_game_object(renderer, *cube_meshes.first().unwrap(), 0);
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cube.get_game_object(renderer).unwrap().set_position((3.0, 4.0, 5.0));
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cube.get_game_object(renderer).unwrap().set_position((3.0, 4.0, 5.0));
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let sphere = self.add_game_object(renderer, 1, 0);
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let sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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sphere.get_game_object(renderer).unwrap().set_position((0.0, 0.0, 0.0));
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sphere.get_game_object(renderer).unwrap().set_position((0.0, 0.0, 0.0));
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let light_sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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light_sphere.get_game_object(renderer).unwrap().set_scale((0.1, 0.1, 0.1));
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println!("Game loaded!");
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println!("Game loaded!");
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}
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}
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fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) {
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fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) -> Vec<MeshHandle> {
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let mut mesh_handles = Vec::new();
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let (meshes, textures) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap();
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let (meshes, textures) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap();
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for cpu_mesh in meshes.into_iter() {
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for cpu_mesh in meshes.into_iter() {
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let id = match cpu_mesh.texture_index {
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let id = match cpu_mesh.texture_index {
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@@ -117,9 +121,12 @@ impl TestGame {
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None => 0,
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None => 0,
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};
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};
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self.texture_index_counter += 1;
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self.texture_index_counter += 1;
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self.meshes.push((renderer.upload_mesh(cpu_mesh), id));
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let mesh_handle = renderer.upload_mesh(cpu_mesh);
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self.meshes.push((mesh_handle, id));
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mesh_handles.push(mesh_handle);
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}
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}
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textures.iter().for_each(|tex| renderer.upload_texture(tex));
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textures.iter().for_each(|tex| renderer.upload_texture(tex));
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mesh_handles
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}
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}
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fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle, texture_index: usize) -> &mut GameObjectHandle {
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fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle, texture_index: usize) -> &mut GameObjectHandle {
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@@ -1,7 +1,7 @@
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use std::sync::Arc;
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use std::sync::Arc;
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use std::time::SystemTime;
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use std::time::SystemTime;
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use cgmath::{Matrix4, SquareMatrix, vec3};
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use cgmath::{Matrix4, SquareMatrix};
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use image::{ImageBuffer, ImageFormat, Rgb, Rgba};
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use image::{ImageBuffer, ImageFormat, Rgb, Rgba};
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use image::buffer::ConvertBuffer;
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use image::buffer::ConvertBuffer;
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
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@@ -280,8 +280,10 @@ impl VulkanRenderer {
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view: Matrix4::identity().into(),
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view: Matrix4::identity().into(),
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projection: Matrix4::identity().into(),
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projection: Matrix4::identity().into(),
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time: 0.0,
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time: 0.0,
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light_position: vec3(0.0, 0.0, 0.0).into(),
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light_position: [0.0, 0.0, 0.0],
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camera_position: [0.0, 0.0, 0.0],
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_dummy0: [0; 12],
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_dummy0: [0; 12],
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_dummy1: [0; 4],
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};
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};
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for _ in 0..swapchain.num_images() {
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for _ in 0..swapchain.num_images() {
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@@ -434,7 +436,7 @@ impl VulkanRenderer {
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};
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};
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}
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}
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pub fn upload_mesh(self: &mut Self, mesh: CPUMesh) -> usize {
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pub fn upload_mesh(self: &mut Self, mesh: CPUMesh) -> MeshHandle {
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let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, mesh.vertices.into_iter()).unwrap();
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let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, mesh.vertices.into_iter()).unwrap();
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let index_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::index_buffer(), false, mesh.indices.into_iter()).unwrap();
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let index_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::index_buffer(), false, mesh.indices.into_iter()).unwrap();
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self.game_data.meshes.push(Mesh { vertex_buffer, index_buffer });
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self.game_data.meshes.push(Mesh { vertex_buffer, index_buffer });
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