Use another normal encoding method from a crytek slide.

This commit is contained in:
Vincent Lejeune 2014-01-27 23:29:46 +01:00
parent 1c98cf0b61
commit f50e6f817d
9 changed files with 49 additions and 17 deletions

View File

@ -4,7 +4,13 @@ uniform sampler2D normalMap;
noperspective in vec3 tangent; noperspective in vec3 tangent;
noperspective in vec3 bitangent; noperspective in vec3 bitangent;
in vec2 uv; in vec2 uv;
out vec3 Normal; out vec2 EncodedNormal;
// from Crytek "a bit more deferred CryEngine"
vec2 EncodeNormal(vec3 n)
{
return normalize(n.xy) * sqrt(n.z * 0.5 + 0.5);
}
void main() void main()
{ {
@ -16,5 +22,5 @@ void main()
vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent); vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent);
vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal; vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal;
Normal = 0.5 * FragmentNormal + 0.5; EncodedNormal = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5;
} }

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@ -1,8 +1,14 @@
#version 130 #version 130
noperspective in vec3 nor; noperspective in vec3 nor;
out vec3 Normal; out vec2 EncodedNormal;
// from Crytek "a bit more deferred CryEngine"
vec2 EncodeNormal(vec3 n)
{
return normalize(n.xy) * sqrt(n.z * 0.5 + 0.5);
}
void main(void) void main(void)
{ {
Normal = 0.5 * nor + 0.5; EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
} }

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@ -3,12 +3,18 @@ uniform sampler2D tex;
noperspective in vec3 nor; noperspective in vec3 nor;
in vec2 uv; in vec2 uv;
out vec3 Normal; out vec2 EncodedNormal;
// from Crytek "a bit more deferred CryEngine"
vec2 EncodeNormal(vec3 n)
{
return normalize(n.xy) * sqrt(n.z * 0.5 + 0.5);
}
void main() { void main() {
vec4 col = texture(tex, uv); vec4 col = texture(tex, uv);
if (col.a < 0.5) if (col.a < 0.5)
discard; discard;
Normal = 0.5 * nor + 0.5; EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
} }

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@ -13,10 +13,17 @@ in vec2 uv;
out vec4 Diffuse; out vec4 Diffuse;
out vec4 Specular; out vec4 Specular;
vec3 DecodeNormal(vec2 n)
{
float z = dot(n, n) * 2. - 1.;
vec2 xy = normalize(n) * sqrt(1. - z * z);
return vec3(xy,z);
}
void main() { void main() {
vec2 texc = uv; vec2 texc = uv;
float z = texture(dtex, texc).x; float z = texture(dtex, texc).x;
vec3 norm = normalize(2. * texture(ntex, texc).xyz - 1.); vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f; vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
xpos = invproj * xpos; xpos = invproj * xpos;

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@ -21,6 +21,13 @@ vec3 rand(vec2 co)
return texture(noise_texture, co*20.16).xyz; return texture(noise_texture, co*20.16).xyz;
} }
vec3 DecodeNormal(vec2 n)
{
float z = dot(n, n) * 2. - 1.;
vec2 xy = normalize(n) * sqrt(1. - z * z);
return vec3(xy,z);
}
void main(void) void main(void)
{ {
vec4 cur = texture(ntex, uv); vec4 cur = texture(ntex, uv);
@ -29,7 +36,7 @@ void main(void)
FragPos /= FragPos.w; FragPos /= FragPos.w;
// get the normal of current fragment // get the normal of current fragment
vec3 norm = normalize(cur.xyz * vec3(2.0) - vec3(1.0)); vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
// Workaround for nvidia and skyboxes // Workaround for nvidia and skyboxes
float len = dot(vec3(1.0), abs(cur.xyz)); float len = dot(vec3(1.0), abs(cur.xyz));
if (len < 0.2 || curdepth > 0.999) discard; if (len < 0.2 || curdepth > 0.999) discard;

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@ -14,6 +14,13 @@ out vec4 Diff;
out vec4 Spec; out vec4 Spec;
out vec4 SpecularMap; out vec4 SpecularMap;
vec3 DecodeNormal(vec2 n)
{
float z = dot(n, n) * 2. - 1.;
vec2 xy = normalize(n) * sqrt(1. - z * z);
return vec3(xy,z);
}
void main() { void main() {
float z = texture(dtex, uv).x; float z = texture(dtex, uv).x;
vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0; vec4 xpos = 2.0 * vec4(uv, z, 1.0) - 1.0;
@ -28,7 +35,7 @@ void main() {
return; return;
} }
vec3 norm = normalize(2. * texture(ntex, uv).xyz - 1.); vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
// Normalized on the cpu // Normalized on the cpu
vec3 L = direction; vec3 L = direction;

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@ -34,7 +34,6 @@ namespace video
//! The normalized non-float formats from the _rg extension //! The normalized non-float formats from the _rg extension
ECF_R8, ECF_R8,
ECF_R8G8, ECF_R8G8,
ECF_R11G11B10F,
ECF_R16, ECF_R16,
ECF_R16G16, ECF_R16G16,

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@ -238,12 +238,6 @@ GLint COpenGLTexture::getOpenGLFormatAndParametersFromColorFormat(ECOLOR_FORMAT
#endif #endif
} }
break; break;
case ECF_R11G11B10F:
filtering = GL_NEAREST;
colorformat = GL_RGB;
type = GL_FLOAT;
internalformat = GL_R11F_G11F_B10F;
break;
case ECF_G32R32F: case ECF_G32R32F:
{ {
#ifdef GL_ARB_texture_rg #ifdef GL_ARB_texture_rg

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@ -67,7 +67,7 @@ RTT::RTT()
rtts[RTT_TMP2] = drv->addRenderTargetTexture(res, "rtt.tmp2", ECF_A8R8G8B8, stencil); rtts[RTT_TMP2] = drv->addRenderTargetTexture(res, "rtt.tmp2", ECF_A8R8G8B8, stencil);
rtts[RTT_TMP3] = drv->addRenderTargetTexture(res, "rtt.tmp3", ECF_A8R8G8B8, stencil); rtts[RTT_TMP3] = drv->addRenderTargetTexture(res, "rtt.tmp3", ECF_A8R8G8B8, stencil);
rtts[RTT_TMP4] = drv->addRenderTargetTexture(res, "rtt.tmp4", ECF_R8, stencil); rtts[RTT_TMP4] = drv->addRenderTargetTexture(res, "rtt.tmp4", ECF_R8, stencil);
rtts[RTT_NORMAL_AND_DEPTH] = drv->addRenderTargetTexture(res, "rtt.normal_and_depth", ECF_R11G11B10F, stencil); rtts[RTT_NORMAL_AND_DEPTH] = drv->addRenderTargetTexture(res, "rtt.normal_and_depth", ECF_G16R16F, stencil);
rtts[RTT_COLOR] = drv->addRenderTargetTexture(res, "rtt.color", ECF_A16B16G16R16F, stencil); rtts[RTT_COLOR] = drv->addRenderTargetTexture(res, "rtt.color", ECF_A16B16G16R16F, stencil);
rtts[RTT_SPECULARMAP] = drv->addRenderTargetTexture(res, "rtt.specularmap", ECF_R8, stencil); rtts[RTT_SPECULARMAP] = drv->addRenderTargetTexture(res, "rtt.specularmap", ECF_R8, stencil);