Mercurial > games > semicongine
diff tests/test_gltf.nim @ 1258:5442d0e9d8ff
did: improve testing lighting, try new glb model (need to add jpeg support first)
author | sam <sam@basx.dev> |
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date | Sun, 28 Jul 2024 20:42:51 +0700 |
parents | e9b8d87b9883 |
children | a13509ede62a |
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--- a/tests/test_gltf.nim Sun Jul 28 18:55:46 2024 +0700 +++ b/tests/test_gltf.nim Sun Jul 28 20:42:51 2024 +0700 @@ -15,7 +15,9 @@ transform: Mat4 materialId: int32 Camera = object - viewPerspective: Mat4 + view: Mat4 + normal: Mat4 + projection: Mat4 Material = object color: Vec4f = NewVec4f(1, 1, 1, 1) # colorTexture: int32 = -1 @@ -34,6 +36,7 @@ position {.VertexAttribute.}: Vec3f color {.VertexAttribute.}: Vec4f normal {.VertexAttribute.}: Vec3f + fragmentPosition {.Pass.}: Vec3f fragmentColor {.Pass.}: Vec4f fragmentNormal {.Pass.}: Vec3f outColor {.ShaderOutput.}: Vec4f @@ -41,14 +44,44 @@ # code vertexCode: string = """ void main() { + mat4 modelView = objectData.transform * camera.view; + mat3 normalMat = mat3(transpose(inverse(objectData.transform))); + vec4 posTransformed = vec4(position, 1) * modelView; + fragmentPosition = posTransformed.xyz / posTransformed.w; fragmentColor = color * materials[objectData.materialId].color; - fragmentNormal = normal; - gl_Position = vec4(position, 1) * (objectData.transform * camera.viewPerspective); + fragmentNormal = normal * normalMat; + gl_Position = vec4(position, 1) * (modelView * camera.projection); }""" fragmentCode: string = """ -const vec3 lightDir = normalize(vec3(1, -1, 1)); +const vec3 lightPosition = vec3(7, 9, -12); +const float shininess = 40; +const vec3 ambientColor = vec3(0, 0, 0); +const vec3 lightColor = vec3(1, 1, 1); +// const vec3 specColor = vec3(1, 1, 1); +const float lightPower = 20; void main() { - outColor = vec4(fragmentColor.rgb * (1 - abs(dot(fragmentNormal, lightDir))), fragmentColor.a); + // some setup + vec3 normal = normalize(fragmentNormal); + vec3 lightDir = lightPosition - fragmentPosition; + float dist = length(lightDir); + lightDir = normalize(lightDir); + + float lambertian = max(dot(lightDir, normal), 0); + float specular = 0; + + // blinn-phong + if (lambertian > 0) { + vec3 viewDir = normalize(-fragmentPosition); + vec3 halfDir = normalize(lightDir + viewDir); + float specAngle = max(dot(halfDir, normal), 0.0); + specular = pow(specAngle, shininess); + } + + vec3 diffuseColor = fragmentColor.rgb; + vec3 specColor = diffuseColor; + vec3 color = ambientColor + diffuseColor * lambertian * lightColor * lightPower / dist + specColor * specular * lightColor * lightPower / dist; + + outColor = vec4(color, fragmentColor.a); }""" Mesh = object position: GPUArray[Vec3f, VertexBuffer] @@ -58,7 +91,8 @@ material: int32 var gltfData = LoadMeshes[Mesh, Material]( - "town.glb", + # "town.glb", + "forest.glb", MeshAttributeNames( POSITION: "position", COLOR: @["color"], @@ -81,7 +115,9 @@ var descriptors = asDescriptorSet( MainDescriptors( camera: asGPUValue(Camera( - viewPerspective: Unit4, + view: Unit4, + normal: Unit4, + projection: Unit4, ), UniformBufferMapped) ) ) @@ -138,12 +174,10 @@ camPos += camDir * forward * dt camPos += camDirSide * sideward * dt - let fovH = PI / 2 - let fovV = 2 * arctan(tan(fovH / 2) * 1 / GetAspectRatio()) - descriptors.data.camera.data.viewPerspective = ( - Perspective(fovV, aspect = GetAspectRatio(), zNear = 0.01, zFar = 20) * - Rotate(-camPitch, X) * Rotate(-camYaw, Y) * Translate(-camPos) - ) + let view = Rotate(-camPitch, X) * Rotate(-camYaw, Y) * Translate(-camPos) + descriptors.data.camera.data.view = view + descriptors.data.camera.data.normal = view + descriptors.data.camera.data.projection = Perspective(PI / 2, aspect = GetAspectRatio(), zNear = 0.01, zFar = 20) UpdateGPUBuffer(descriptors.data.camera)