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Add normal mapping and parallax occlusion mapping for character models
Extends the WMO normal mapping/POM system to character M2 models with bone-skinned tangents. Auto-generates normal/height maps from diffuse textures using luminance→height, Sobel→normals (same algorithm as WMO). - Expand vertex buffer from M2Vertex (48B) to CharVertexGPU (56B) with tangent vec4 computed via Lengyel's method in setupModelBuffers() - Tangents are bone-transformed and Gram-Schmidt orthogonalized in the vertex shader, output as TBN for fragment shader consumption - Fragment shader gains POM ray marching, normal map blending, and LOD crossfade via dFdx/dFdy (identical to WMO shader) - Descriptor set 1 extended with binding 2 for normal/height sampler - Settings (enable, strength, POM quality) wired from game_screen.cpp to both WMO and character renderers via shared UI controls
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7 changed files with 420 additions and 40 deletions
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@ -23,18 +23,96 @@ layout(set = 1, binding = 1) uniform CharMaterial {
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float emissiveBoost;
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vec3 emissiveTint;
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float specularIntensity;
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int enableNormalMap;
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int enablePOM;
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float pomScale;
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int pomMaxSamples;
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float heightMapVariance;
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float normalMapStrength;
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};
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layout(set = 1, binding = 2) uniform sampler2D uNormalHeightMap;
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layout(set = 0, binding = 1) uniform sampler2DShadow uShadowMap;
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layout(location = 0) in vec3 FragPos;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec2 TexCoord;
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layout(location = 3) in vec3 Tangent;
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layout(location = 4) in vec3 Bitangent;
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layout(location = 0) out vec4 outColor;
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// LOD factor from screen-space UV derivatives
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float computeLodFactor() {
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vec2 dx = dFdx(TexCoord);
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vec2 dy = dFdy(TexCoord);
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float texelDensity = max(dot(dx, dx), dot(dy, dy));
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return smoothstep(0.0001, 0.005, texelDensity);
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}
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// Parallax Occlusion Mapping with angle-adaptive sampling
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vec2 parallaxOcclusionMap(vec2 uv, vec3 viewDirTS, float lodFactor) {
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float VdotN = abs(viewDirTS.z);
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if (VdotN < 0.15) return uv;
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float angleFactor = clamp(VdotN, 0.15, 1.0);
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int maxS = pomMaxSamples;
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int minS = max(maxS / 4, 4);
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int numSamples = int(mix(float(minS), float(maxS), angleFactor));
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numSamples = int(mix(float(minS), float(numSamples), 1.0 - lodFactor));
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float layerDepth = 1.0 / float(numSamples);
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float currentLayerDepth = 0.0;
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vec2 P = viewDirTS.xy / max(VdotN, 0.15) * pomScale;
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float maxOffset = pomScale * 3.0;
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P = clamp(P, vec2(-maxOffset), vec2(maxOffset));
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vec2 deltaUV = P / float(numSamples);
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vec2 currentUV = uv;
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float currentDepthMapValue = 1.0 - texture(uNormalHeightMap, currentUV).a;
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for (int i = 0; i < 64; i++) {
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if (i >= numSamples || currentLayerDepth >= currentDepthMapValue) break;
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currentUV -= deltaUV;
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currentDepthMapValue = 1.0 - texture(uNormalHeightMap, currentUV).a;
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currentLayerDepth += layerDepth;
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}
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vec2 prevUV = currentUV + deltaUV;
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float afterDepth = currentDepthMapValue - currentLayerDepth;
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float beforeDepth = (1.0 - texture(uNormalHeightMap, prevUV).a) - currentLayerDepth + layerDepth;
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float weight = afterDepth / (afterDepth - beforeDepth + 0.0001);
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vec2 result = mix(currentUV, prevUV, weight);
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float fadeFactor = smoothstep(0.15, 0.35, VdotN);
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return mix(uv, result, fadeFactor);
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}
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void main() {
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vec4 texColor = texture(uTexture, TexCoord);
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float lodFactor = computeLodFactor();
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vec3 vertexNormal = normalize(Normal);
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if (!gl_FrontFacing) vertexNormal = -vertexNormal;
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vec2 finalUV = TexCoord;
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// Build TBN matrix
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vec3 T = normalize(Tangent);
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vec3 B = normalize(Bitangent);
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vec3 N = vertexNormal;
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mat3 TBN = mat3(T, B, N);
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if (enablePOM != 0 && heightMapVariance > 0.001 && lodFactor < 0.99) {
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mat3 TBN_inv = transpose(TBN);
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vec3 viewDirWorld = normalize(viewPos.xyz - FragPos);
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vec3 viewDirTS = TBN_inv * viewDirWorld;
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finalUV = parallaxOcclusionMap(TexCoord, viewDirTS, lodFactor);
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}
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vec4 texColor = texture(uTexture, finalUV);
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if (alphaTest != 0 && texColor.a < 0.5) discard;
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if (colorKeyBlack != 0) {
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@ -44,8 +122,17 @@ void main() {
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if (texColor.a < 0.01) discard;
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}
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vec3 norm = normalize(Normal);
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if (!gl_FrontFacing) norm = -norm;
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// Compute normal (with normal mapping if enabled)
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vec3 norm = vertexNormal;
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if (enableNormalMap != 0 && lodFactor < 0.99 && normalMapStrength > 0.001) {
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vec3 mapNormal = texture(uNormalHeightMap, finalUV).rgb * 2.0 - 1.0;
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mapNormal.xy *= normalMapStrength;
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mapNormal = normalize(mapNormal);
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vec3 worldNormal = normalize(TBN * mapNormal);
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if (!gl_FrontFacing) worldNormal = -worldNormal;
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float blendFactor = max(lodFactor, 1.0 - normalMapStrength);
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norm = normalize(mix(worldNormal, vertexNormal, blendFactor));
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}
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vec3 result;
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