Ajout du Normal Shader

This commit is contained in:
GolfOcean334
2024-03-31 18:59:07 +02:00
parent b3148d9dfa
commit abc0f158ae
11 changed files with 845 additions and 20 deletions

View File

@@ -31,6 +31,9 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
return false;
}
// Calculate the tangent and binormal vectors for the model.
CalculateModelVectors();
// Initialize the vertex and index buffers.
result = InitializeBuffers(device);
if (!result)
@@ -104,6 +107,8 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z);
vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv);
vertices[i].normal = XMFLOAT3(m_model[i].nx, m_model[i].ny, m_model[i].nz);
vertices[i].tangent = XMFLOAT3(m_model[i].tx, m_model[i].ty, m_model[i].tz);
vertices[i].binormal = XMFLOAT3(m_model[i].bx, m_model[i].by, m_model[i].bz);
indices[i] = i;
}
@@ -201,6 +206,7 @@ void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
return;
}
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename1, char* filename2, char* filename3)
{
bool result;
@@ -302,6 +308,128 @@ bool ModelClass::LoadModel(char* filename)
return true;
}
void ModelClass::CalculateModelVectors()
{
int faceCount, i, index;
TempVertexType vertex1, vertex2, vertex3;
VectorType tangent, binormal;
// Calculate the number of faces in the model.
faceCount = m_vertexCount / 3;
// Initialize the index to the model data.
index = 0;
// Go through all the faces and calculate the the tangent and binormal vectors.
for (i = 0; i < faceCount; i++)
{
// Get the three vertices for this face from the model.
vertex1.x = m_model[index].x;
vertex1.y = m_model[index].y;
vertex1.z = m_model[index].z;
vertex1.tu = m_model[index].tu;
vertex1.tv = m_model[index].tv;
index++;
vertex2.x = m_model[index].x;
vertex2.y = m_model[index].y;
vertex2.z = m_model[index].z;
vertex2.tu = m_model[index].tu;
vertex2.tv = m_model[index].tv;
index++;
vertex3.x = m_model[index].x;
vertex3.y = m_model[index].y;
vertex3.z = m_model[index].z;
vertex3.tu = m_model[index].tu;
vertex3.tv = m_model[index].tv;
index++;
// Calculate the tangent and binormal of that face.
CalculateTangentBinormal(vertex1, vertex2, vertex3, tangent, binormal);
// Store the tangent and binormal for this face back in the model structure.
m_model[index - 1].tx = tangent.x;
m_model[index - 1].ty = tangent.y;
m_model[index - 1].tz = tangent.z;
m_model[index - 1].bx = binormal.x;
m_model[index - 1].by = binormal.y;
m_model[index - 1].bz = binormal.z;
m_model[index - 2].tx = tangent.x;
m_model[index - 2].ty = tangent.y;
m_model[index - 2].tz = tangent.z;
m_model[index - 2].bx = binormal.x;
m_model[index - 2].by = binormal.y;
m_model[index - 2].bz = binormal.z;
m_model[index - 3].tx = tangent.x;
m_model[index - 3].ty = tangent.y;
m_model[index - 3].tz = tangent.z;
m_model[index - 3].bx = binormal.x;
m_model[index - 3].by = binormal.y;
m_model[index - 3].bz = binormal.z;
}
return;
}
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
{
float vector1[3], vector2[3];
float tuVector[2], tvVector[2];
float den;
float length;
// Calculate the two vectors for this face.
vector1[0] = vertex2.x - vertex1.x;
vector1[1] = vertex2.y - vertex1.y;
vector1[2] = vertex2.z - vertex1.z;
vector2[0] = vertex3.x - vertex1.x;
vector2[1] = vertex3.y - vertex1.y;
vector2[2] = vertex3.z - vertex1.z;
// Calculate the tu and tv texture space vectors.
tuVector[0] = vertex2.tu - vertex1.tu;
tvVector[0] = vertex2.tv - vertex1.tv;
tuVector[1] = vertex3.tu - vertex1.tu;
tvVector[1] = vertex3.tv - vertex1.tv;
// Calculate the denominator of the tangent/binormal equation.
den = 1.0f / (tuVector[0] * tvVector[1] - tuVector[1] * tvVector[0]);
// Calculate the cross products and multiply by the coefficient to get the tangent and binormal.
tangent.x = (tvVector[1] * vector1[0] - tvVector[0] * vector2[0]) * den;
tangent.y = (tvVector[1] * vector1[1] - tvVector[0] * vector2[1]) * den;
tangent.z = (tvVector[1] * vector1[2] - tvVector[0] * vector2[2]) * den;
binormal.x = (tuVector[0] * vector2[0] - tuVector[1] * vector1[0]) * den;
binormal.y = (tuVector[0] * vector2[1] - tuVector[1] * vector1[1]) * den;
binormal.z = (tuVector[0] * vector2[2] - tuVector[1] * vector1[2]) * den;
// Calculate the length of this normal.
length = sqrt((tangent.x * tangent.x) + (tangent.y * tangent.y) + (tangent.z * tangent.z));
// Normalize the normal and then store it
tangent.x = tangent.x / length;
tangent.y = tangent.y / length;
tangent.z = tangent.z / length;
// Calculate the length of this normal.
length = sqrt((binormal.x * binormal.x) + (binormal.y * binormal.y) + (binormal.z * binormal.z));
// Normalize the normal and then store it
binormal.x = binormal.x / length;
binormal.y = binormal.y / length;
binormal.z = binormal.z / length;
return;
}
void ModelClass::ReleaseModel()
{
if (m_model)