broken lighting

This commit is contained in:
2020-06-28 21:20:26 +02:00
parent 419a329fc8
commit f868a8e45a
7 changed files with 68 additions and 15 deletions

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@@ -8,6 +8,9 @@
<option name="backtrace" value="FULL" /> <option name="backtrace" value="FULL" />
<option name="workingDirectory" value="file://$PROJECT_DIR$" /> <option name="workingDirectory" value="file://$PROJECT_DIR$" />
<envs /> <envs />
<method v="2" /> <method v="2">
<option name="RunConfigurationTask" enabled="true" run_configuration_name="D:\Code\rust-engine\build\quick-clean.ps1" run_configuration_type="PowerShellRunType" />
<option name="CARGO.BUILD_TASK_PROVIDER" enabled="true" />
</method>
</configuration> </configuration>
</component> </component>

2
build/quick-clean.ps1 Normal file
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@@ -0,0 +1,2 @@
rm ..\target\debug\deps\rust-engine*
rm ..\target\debug\deps\rust_engine*

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@@ -4,9 +4,28 @@
layout(binding = 1) uniform sampler2D tex; layout(binding = 1) uniform sampler2D tex;
layout(location = 0) in vec2 tex_coords; layout(location = 0) in vec2 tex_coords;
layout(location = 1) in vec3 normal_cam;
layout(location = 2) in vec3 position_cam;
layout(location = 3) in vec3 light_direction_cam;
layout(location = 0) out vec4 out_color; layout(location = 0) out vec4 out_color;
void main() { void main() {
out_color = texture(tex, tex_coords); vec3 normal_cam_u = normalize(normal_cam);
vec3 light_direction_cam_u = normalize(light_direction_cam);
float ambient_strength = 0.1;
vec3 light_color = vec3(1.0, 1.0, 1.0);
vec3 ambient_color = ambient_strength * light_color;
float diffuse_strength = max(0.0, dot(normal_cam_u, light_direction_cam_u));
vec3 diffuse_color = diffuse_strength * light_color;
// float specular_value = 1.0;
// vec3 view_direction = normalize(position_cam);
// vec3 reflect_direction = reflect(-light_direction_cam_nm, normal_cam_nm);
// float specular_strength = pow(max(dot(view_direction, reflect_direction), 0.0), 32);
// vec3 specular_color = specular_value * specular_strength * light_color;
out_color = vec4(ambient_color + diffuse_color, 1.0) * texture(tex, tex_coords);
} }

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@@ -1,20 +1,25 @@
#version 450 #version 450
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
layout(push_constant) uniform PushConstants {
mat4 model;
} push;
layout(binding = 0) uniform ObjectUniformData { layout(binding = 0) uniform ObjectUniformData {
mat4 view; mat4 view;
mat4 projection; mat4 projection;
float time; float time;
vec3 light_position;
} ubo; } ubo;
layout(location = 0) in vec3 position; layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv; layout(location = 1) in vec2 uv;
layout(location = 2) in vec3 normal;
layout(location = 0) out vec2 tex_coords; layout(location = 0) out vec2 tex_coords;
layout(location = 1) out vec3 normal_cam;
layout(push_constant) uniform PushConstants { layout(location = 2) out vec3 position_cam;
mat4 model; layout(location = 3) out vec3 light_direction_cam;
} push;
out gl_PerVertex { out gl_PerVertex {
vec4 gl_Position; vec4 gl_Position;
@@ -23,4 +28,11 @@ out gl_PerVertex {
void main() { void main() {
gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0); gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
tex_coords = uv; tex_coords = uv;
position_cam = vec3(ubo.view * push.model * vec4(position, 1.0));
// TODO: use inverse transpose so this doesn't break when scaling
normal_cam = vec3(ubo.view * push.model * vec4(normal, 1.0));
vec3 light_position_cam = vec3(ubo.view * vec4(ubo.light_position, 1.0));
light_direction_cam = light_position_cam - position_cam;
} }

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@@ -13,10 +13,10 @@ impl GameObject {
GameObject { mesh_index: mesh, texture_index, model_matrix: Matrix4::identity() } GameObject { mesh_index: mesh, texture_index, model_matrix: Matrix4::identity() }
} }
pub fn set_position(&mut self, x: f32, y: f32, z: f32) { pub fn set_position(&mut self, pos: (f32, f32, f32)) {
self.model_matrix.w.x = x; self.model_matrix.w.x = pos.0;
self.model_matrix.w.y = y; self.model_matrix.w.y = pos.1;
self.model_matrix.w.z = z; self.model_matrix.w.z = pos.2;
} }
pub fn get_position(&self) -> Vector3<f32> { pub fn get_position(&self) -> Vector3<f32> {

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@@ -1,4 +1,4 @@
use cgmath::{Deg, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, Vector3}; use cgmath::{Deg, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, Vector3, vec3, Vector4};
use winit::event::Event; use winit::event::Event;
use crate::config::LogConfig; use crate::config::LogConfig;
@@ -53,6 +53,9 @@ impl Game for TestGame {
println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time); println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
} }
let light_pos = vec3(f32::sin(time) * 10.0, f32::cos(time) * 10.0, 0.0);
self.game_objects[0].get_game_object(renderer).unwrap().set_position(light_pos.into());
self.cam_rotation = self.cam_rotation * Quaternion::from_angle_y(Deg(self.input.get_axis("look_horizontal") * 0.05)); self.cam_rotation = self.cam_rotation * Quaternion::from_angle_y(Deg(self.input.get_axis("look_horizontal") * 0.05));
self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation; self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new( self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new(
@@ -82,19 +85,27 @@ impl Game for TestGame {
view: view.into(), view: view.into(),
projection: proj.into(), projection: proj.into(),
time, time,
light_position: light_pos.into(),
_dummy0: [0; 12],
} }
} }
} }
fn matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f32> {
let v4 = Vector4::new(vector.x, vector.y, vector.z, 1.0);
let out = matrix * v4;
Vector3::new(out.x, out.y, out.z)
}
impl TestGame { impl TestGame {
fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) { fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
self.load_gltf(renderer, "models/box.gltf.glb"); self.load_gltf(renderer, "models/box.gltf.glb");
self.load_gltf(renderer, "models/sphere.glb"); self.load_gltf(renderer, "models/sphere.glb");
let cube = self.add_game_object(renderer, 0, 0); let cube = self.add_game_object(renderer, 0, 0);
cube.get_game_object(renderer).unwrap().set_position(0.0, 2.0, 0.0); cube.get_game_object(renderer).unwrap().set_position((3.0, 4.0, 5.0));
let sphere = self.add_game_object(renderer, 1, 0); let sphere = self.add_game_object(renderer, 1, 0);
sphere.get_game_object(renderer).unwrap().set_position(2.0, 0.0, 0.0); sphere.get_game_object(renderer).unwrap().set_position((0.0, 0.0, 0.0));
println!("Game loaded!"); println!("Game loaded!");
} }

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@@ -1,7 +1,7 @@
use std::sync::Arc; use std::sync::Arc;
use std::time::SystemTime; use std::time::SystemTime;
use cgmath::{Matrix4, SquareMatrix}; use cgmath::{Matrix4, SquareMatrix, vec3};
use image::{ImageBuffer, ImageFormat, Rgb, Rgba}; use image::{ImageBuffer, ImageFormat, Rgb, Rgba};
use image::buffer::ConvertBuffer; use image::buffer::ConvertBuffer;
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer}; use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
@@ -276,7 +276,13 @@ impl VulkanRenderer {
let framebuffers = window_size_dependent_setup(device.clone(), &images, render_pass.clone(), &mut dynamic_state); let framebuffers = window_size_dependent_setup(device.clone(), &images, render_pass.clone(), &mut dynamic_state);
let mut uniform_buffers = Vec::new(); let mut uniform_buffers = Vec::new();
let uniform_buffer = vs::ty::ObjectUniformData { view: Matrix4::identity().into(), projection: Matrix4::identity().into(), time: 0.0 }; let uniform_buffer = vs::ty::ObjectUniformData {
view: Matrix4::identity().into(),
projection: Matrix4::identity().into(),
time: 0.0,
light_position: vec3(0.0, 0.0, 0.0).into(),
_dummy0: [0; 12],
};
for _ in 0..swapchain.num_images() { for _ in 0..swapchain.num_images() {
uniform_buffers.push(CpuAccessibleBuffer::from_data( uniform_buffers.push(CpuAccessibleBuffer::from_data(