Smaller matrices in uniforms, texcoord transform to rotate voxel faces

This commit is contained in:
2026-09-23 15:42:31 +02:00
parent a6d2538352
commit ea94b65f06
11 changed files with 127 additions and 45 deletions

View File

@@ -1,5 +1,5 @@
struct GlobalUniforms {
float4x4 matrixWStoVS;
float3x4 matrixWStoVS;
float4x4 matrixVStoCS;
float2x3 matrixSSPXtoCS;
@@ -12,10 +12,10 @@ struct PointLight {
float3 positionWS;
float3 color;
IncomingLight getIncoming(float4x4 matrixWStoVS, float3 positionVS) {
IncomingLight getIncoming(float3x4 matrixWStoVS, float3 positionVS) {
IncomingLight light;
let lightPositionVS = mul(matrixWStoVS, float4(positionWS, 1.0)).xyz;
let lightPositionVS = mul(matrixWStoVS, float4(positionWS, 1.0));
let lightDirectionVS = normalize(lightPositionVS - positionVS);
let lightDistance = distance(positionVS, lightPositionVS);
let lightAttenuation = 1.0 / (lightDistance * lightDistance);
@@ -31,11 +31,11 @@ struct DirectionalLight {
float3 directionWS;
float3 color;
IncomingLight getIncoming(float4x4 matrixWStoVS) {
IncomingLight getIncoming(float3x4 matrixWStoVS) {
IncomingLight light;
light.radiance = color;
light.directionVS = normalize(mul(matrixWStoVS, float4(-directionWS, 0.0)).xyz);
light.directionVS = normalize(mul(matrixWStoVS, float4(-directionWS, 0.0)));
return light;
}
}
@@ -56,8 +56,9 @@ struct Material {
}
struct ObjectUniforms {
float4x4 matrixOStoWS;
float4x4 matrixOStoWSNormal;
// Limited to a composition of translation and rotation
float3x4 matrixOStoWS;
float2x3 texCoordTransform;
uint16_t material;
}

View File

@@ -33,22 +33,24 @@ Varyings vertexMain(Vertex vert, uint instanceID : SV_VulkanInstanceID) {
let object = _Objects[instanceID];
let positionWS = mul(object.matrixOStoWS, float4(vert.positionOS, 1.0)).xyz;
let positionVS = mul(_Global.matrixWStoVS, float4(positionWS, 1.0)).xyz;
let positionWS = mul(object.matrixOStoWS, float4(vert.positionOS, 1.0));
let positionVS = mul(_Global.matrixWStoVS, float4(positionWS, 1.0));
let positionCS = mul(_Global.matrixVStoCS, float4(positionVS, 1.0));
let normalWS = normalize(mul(object.matrixOStoWSNormal, float4(vert.normalOS, 0.0)).xyz);
let normalVS = normalize(mul(_Global.matrixWStoVS, float4(normalWS, 0.0)).xyz);
let texCoord = mul(object.texCoordTransform, float3(vert.texCoord, 1.0));
let tangentWS = normalize(mul(object.matrixOStoWSNormal, float4(vert.tangentOS.xyz, 0.0)).xyz);
let tangentVS = normalize(mul(_Global.matrixWStoVS, float4(tangentWS, 0.0)).xyz);
let normalWS = normalize(mul(object.matrixOStoWS, float4(vert.normalOS, 0.0)));
let normalVS = normalize(mul(_Global.matrixWStoVS, float4(normalWS, 0.0)));
let tangentWS = normalize(mul(object.matrixOStoWS, float4(vert.tangentOS.xyz, 0.0)));
let tangentVS = normalize(mul(_Global.matrixWStoVS, float4(tangentWS, 0.0)));
let bitangentVS = vert.tangentOS.w * normalize(cross(normalVS, tangentVS));
out.positionCS = positionCS;
out.instance = instanceID;
out.positionVS = positionVS;
out.texCoord = vert.texCoord;
out.texCoord = texCoord;
out.normalVS = normalVS;
out.tangentVS = tangentVS;
out.bitangentVS = bitangentVS;

View File

@@ -18,7 +18,7 @@ struct Varyings {
Varyings vertexMain(Vertex vert) {
Varyings out;
let directionVS = mul(_Global.matrixWStoVS, float4(vert.directionWS, 0.0)).xyz;
let directionVS = mul(_Global.matrixWStoVS, float4(vert.directionWS, 0.0));
let directionCS = mul(_Global.matrixVStoCS, float4(directionVS, 0.0));
out.positionCS = float4(directionCS.xy, 0.0, directionCS.w);