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Vanilla normals renewed parallax mapping
Vanilla normals renewed parallax mapping










vanilla normals renewed parallax mapping

#Vanilla normals renewed parallax mapping code

And the tangent/bitangent code from your solution is incorrect. While you've replaced the shader code with correct code, your work on smoothing tangents is not actually what fixed it. a bug somewhere) or is this a common issue that other engines somehow deal with?Īll the comments, your solution and edit missed the mark. Is this problem specific to my engine (i.e. However, this now introduces another problem, which makes all the rounded objects have flat shading (after performing normal mapping): The parallax mapping now works in all directions: See the difference between ASSIMP (smooth tangents) and my (flat tangents) implementations: same tangent/bitangent for all 3 vertices of a triangle), instead of smooth ones. Now I've written code to manually calculate tangents and bitangents, however my new code generates "flat/hard" tangents (i.e. Regarding the tangent/bitangent calculation, I previously used ASSIMP to generate them for me. Vec2 newCoords = parallaxOcclusionMapping(texCoord, viewDir) Vec3 viewDir = normalize(TanViewPos - TanFragPos)

vanilla normals renewed parallax mapping

Vec3 N = normalize(mat3(modelMat) * vertexNormal) Vec3 B = normalize(mat3(modelMat) * vertexBitangent) Vec3 T = normalize(mat3(modelMat) * vertexTangent)

vanilla normals renewed parallax mapping

I have fixed the issue by changing how I calculate tangents/bitangents, moving the viewDirection calculation to the fragment shader, and by not doing the matrix inverse for TBN for just this one calculation. Also, rotation the object with a model matrix does not affect the direction at which the parallax effect works. Which suggests that there might be a problem with tangents/bitangents or the TBN matrix, but I have not found anything. For instance, inverting the X component, makes it parallax work on polygons facing upwards: Inverting different values (x,y,z) of eyeVar vector (after transforming it with TBN matrix), changes the direction at which parallax works. The code is literally copy-pasted from this tutorial Write diffuse color to the diffuse buffer Vec4 diffuse = texture(diffuseTexture, newCoords).rgba Vec2 newCoords = parallaxOcclusionMapping(texCoord, eyeVec) Vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight) get depth after and before collision for linear interpolationįloat afterDepth = currentDepthMapValue - currentLayerDepth įloat beforeDepth = texture(heightTexture, prevTexCoords).r - currentLayerDepth + layerDepth įloat weight = afterDepth / (afterDepth - beforeDepth) Vec2 prevTexCoords = currentTexCoords + deltaTexCoords get texture coordinates before collision (reverse operations) - parallax occlusion mapping interpolation from here on get depthmap value at current texture coordinatesĬurrentDepthMapValue = texture(heightTexture, currentTexCoords).r shift texture coordinates along direction of P While(currentLayerDepth < currentDepthMapValue) Vec2 P = p_viewDir.xy / p_viewDir.z * 0.025 įloat currentDepthMapValue = texture(heightTexture, currentTexCoords).r įloat previousDepth = currentDepthMapValue the amount to shift the texture coordinates per layer (from vector P) Vec2 parallaxOcclusionMapping(vec2 p_texCoords, vec3 p_viewDir) Mat3 normalMatrix = transpose(inverse(mat3(modelMat))) įragment shader: layout(location = 1) out vec4 diffuseBuffer Uniform vec3 cameraPosVec // Camera's positionįragPos = vec3(modelMat * vec4(vertexPosition, 1.0)) Layout(location = 4) in vec3 vertexBitangent Layout(location = 3) in vec3 vertexTangent Layout(location = 2) in vec2 textureCoord Layout(location = 1) in vec3 vertexNormal Vertex shader: layout(location = 0) in vec3 vertexPosition Here's a cube with Parallax mapping from different angles, as you can see Parallax effect is correct on only one side of the cube: Which leads me to believe the problem is one of the values being calculated outside of Parallax mapping. I've implemented multiple variations of Steep Parallax, Relief and Parallax Occlusion mappings, and they all have a bug of only working correctly in one direction.












Vanilla normals renewed parallax mapping