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zack 2024-12-29 20:27:41 -05:00
parent 9845d5717b
commit 15d3aacbb3
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GPG key ID: 5F873416BCF59F35
3 changed files with 100 additions and 26 deletions

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@ -40,35 +40,97 @@ pub fn get_uv_u(pix: UVec2, tex_size: Vec4) -> spirv_std::glam::Vec2 {
(pix.as_vec2() + Vec2::splat(0.5)) * tex_size.zw()
}
fn ray_triangle_intersect(
ray_origin: Vec3,
ray_direction: Vec3,
v0: Vec3,
v1: Vec3,
v2: Vec3,
) -> f32 {
let epsilon = 0.000001;
let edge1 = v1 - v0;
let edge2 = v2 - v0;
let h = ray_direction.cross(edge2);
let a = edge1.dot(h);
if a > -epsilon && a < epsilon {
return -1.0;
}
let f = 1.0 / a;
let s = ray_origin - v0;
let u = f * s.dot(h);
if !(0.0..=1.0).contains(&u) {
return -1.0;
}
let q = s.cross(edge1);
let v = f * ray_direction.dot(q);
if v < 0.0 || u + v > 1.0 {
return -1.0;
}
let t = f * edge2.dot(q);
if t > epsilon {
return t;
}
-1.0
}
fn material_color(
frag_world_position: Vec3,
frag_normal: Vec3,
light_pos: Vec3,
object_color: Vec3,
) -> Vec3 {
let l = (light_pos - frag_world_position).normalize();
let n = frag_normal.normalize();
let lambertian = f32::max(n.dot(l), 0.0);
object_color * lambertian
}
#[spirv(fragment)]
pub fn main_fs(
frag_world_position: Vec3,
frag_world_normal: Vec3,
frag_tex_coord: Vec2,
#[spirv(uniform, descriptor_set = 0, binding = 0)] ubo: &UniformBufferObject,
#[spirv(descriptor_set = 0, binding = 1)] texture: &Image2d,
#[spirv(descriptor_set = 0, binding = 2)] sampler: &Sampler,
#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] vertices: &[Vec4],
out_color: &mut Vec4,
) {
// Convert fragment coordinate to UV coordinate
// Sample the texture
let base_color = texture.sample(*sampler, frag_tex_coord);
// let light_pos = Vec3::new(2.0, 2.0, -2.0);
//
// // Calculate light direction
// let l = (light_pos - frag_world_position).normalize();
// let n = frag_world_normal.normalize();
//
// // Calculate lambertian lighting
// let lambertian = f32::max(n.dot(l), 0.0);
//
// // Ambient lighting
// let ambient = Vec3::splat(0.2);
//
// // Combine texture color with model color
// let color_from_texture = Vec3::new(base_color.x, base_color.y, base_color.z);
// let combined_color = color_from_texture;
//
// // Final color calculation with gamma correction
// let color = (combined_color * lambertian + ambient).powf(2.2);
*out_color = Vec4::new(base_color.x, base_color.y, base_color.z, base_color.w);
let ray_origin = ubo.view.inverse().col(3).xyz();
let ray_direction = (frag_world_position - ray_origin).normalize();
let mut closest_t = f32::MAX;
let mut closest_normal = Vec3::ZERO;
let mut hit = false;
let num_vertices = vertices.len() as u32;
for i in (0..num_vertices).step_by(3_usize) {
if i + 2 >= num_vertices {
break;
}
let v0 = vertices[i as usize].xyz();
let v1 = vertices[(i + 1) as usize].xyz();
let v2 = vertices[(i + 2) as usize].xyz();
let t = ray_triangle_intersect(ray_origin, ray_direction, v0, v1, v2);
if t > 0.0 && t < closest_t {
hit = true;
closest_t = t;
let normal = (v1 - v0).cross(v2 - v0).normalize();
closest_normal = normal;
}
}
let final_color = if hit {
let intersection_point = ray_origin + ray_direction * closest_t;
let light_pos = Vec3::new(2.0, 2.0, -2.0);
let object_color = Vec3::new(1.0, 0.8, 0.4);
material_color(intersection_point, closest_normal, light_pos, object_color)
} else {
let sampled = texture.sample(*sampler, frag_tex_coord);
Vec3::new(sampled.x, sampled.y, sampled.z)
};
*out_color = Vec4::new(final_color.x, final_color.y, final_color.z, 1.0);
}

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@ -502,7 +502,6 @@ fn process_node(
})
});
// Rest of the mesh creation code...
let reader = primitive.reader(|buffer| Some(&buffers[buffer.index()]));
if let (Some(positions), Some(normals), Some(tex_coords)) = (
@ -523,9 +522,21 @@ fn process_node(
for &index in indices.iter() {
let i = index as usize;
// Apply world transform to position
let position = world_transform.transform_point3(Vec3::new(
positions[i][0],
positions[i][1],
positions[i][2],
));
let normal = world_transform.transform_vector3(Vec3::new(
normals[i][0],
normals[i][1],
normals[i][2],
));
let vertex = Vertex {
position: Vec3::new(positions[i][0], positions[i][1], positions[i][2]),
normal: Vec3::new(normals[i][0], normals[i][1], normals[i][2]),
position,
normal,
tex_coords: Vec2::new(tex_coords[i][0], tex_coords[i][1]),
};
vertices.push(vertex);
@ -538,7 +549,8 @@ fn process_node(
vertex_buffer,
vertex_buffer_allocation: Some(vertex_buffer_allocation),
vertex_count: vertices.len() as u32,
transform: world_transform,
// Store identity matrix, it is not used here anymore
transform: Mat4::IDENTITY,
texture,
descriptor_sets: Vec::new(),
});