From db41d43345ea73cf7c1bbb29448e52ffb822e3e0 Mon Sep 17 00:00:00 2001 From: vimene Date: Tue, 13 Jan 2026 02:04:52 +0100 Subject: added textures for the hardware renderer - removed "using" directive in .hpp - reverse order of arguments for quaternion rotation, i.e. q.rot(v) instead of v.rot(q), where q is a quaterinon and v a vector - pass the inverse of the view matrix to render_and_present_frame, to allow light calculation in shaders (we used to just pass the matrix of the quaternion of the transformation, i.e. discard scaling and translations) - added another mesh and texture (viking_room) for testing purposes - added transparent background option - added Quaternion::look_towards(), which is the equivalent of Matrix4::look_at() but only for rotations - various improvement to .obj parsing - load texture coordinates from .obj file - merged duplicate vertices in Mesh::linearize_indices() --- src/shaders/shader.slang | 34 ++++++++++++++++++---------------- 1 file changed, 18 insertions(+), 16 deletions(-) (limited to 'src/shaders/shader.slang') diff --git a/src/shaders/shader.slang b/src/shaders/shader.slang index e92f5aa..245df4b 100644 --- a/src/shaders/shader.slang +++ b/src/shaders/shader.slang @@ -1,12 +1,11 @@ struct VertexInput { float3 pos; float3 normal; + float2 uv; }; struct UniformBuffer { - float4x4 model, view, proj; - float4x4 camera_rot; - float3 camera_loc; + float4x4 model, view, proj, inv_view; }; ConstantBuffer ubo; @@ -15,6 +14,7 @@ struct VertexOutput { float4 pos : SV_Position; float3 world_loc; float3 normal; + float2 uv; }; [shader("vertex")] @@ -23,7 +23,8 @@ VertexOutput vert_main(VertexInput vi) { float4 world_loc = mul(ubo.model, float4(vi.pos, 1.)); vo.pos = mul(ubo.proj, mul(ubo.view, world_loc)); vo.world_loc = world_loc.xyz; - vo.normal = vi.normal; + vo.normal = mul(ubo.model, float4(vi.normal, 0.)).xyz; + vo.uv = vi.uv; return vo; } @@ -31,16 +32,17 @@ Sampler2D texture; [shader("fragment")] float4 frag_main(VertexOutput vo) : SV_Target { - float3 u = vo.world_loc - ubo.camera_loc; - float u_len_sq = dot(u, u); - u = normalize(u); - float attenuation = dot(mul(ubo.camera_rot, float4(0., 0., -1., 0.)).xyz, u); - if (attenuation < .7) attenuation = 0.f; - else if (attenuation > .8) attenuation = 1.; - else attenuation = (attenuation - .7) / .1; - float light = -dot(vo.normal, u) / u_len_sq; - if (light < 0.) light = 0.; - float final_light = .003 + light * attenuation * .8 * .997; - if (final_light > 1.) final_light = 1.; - return float4(final_light, final_light, final_light, 1.); + // float3 u = vo.world_loc - (ubo.inv_view * float4(0., 0., 0., 1.)).xyz; + // float u_len_sq = dot(u, u); + // u = normalize(u); + // float attenuation = dot(mul(ubo.inv_view, float4(0., 0., -1., 0.)).xyz, u); + // if (attenuation < .7) attenuation = 0.f; + // else if (attenuation > .8) attenuation = 1.; + // else attenuation = (attenuation - .7) / .1; + // float light = -dot(vo.normal, u) / u_len_sq; + // if (light < 0.) light = 0.; + // float final_light = .003 + light * attenuation * .8 * .997; + // if (final_light > 1.) final_light = 1.; + // return float4(final_light, final_light, final_light, 1.); + return float4(texture.Sample(vo.uv).rgb, 1.f); } -- cgit v1.2.3