feat: directional lighting with per-face normals

- Add Normal to Vertex struct and vertex input pipeline.
- Update vertex/fragment shaders with push-constant light data (direction, color, ambient).
- Compute per-face normals in ObjLoader and GltfLoader for flat shading.
- Add Transform.TransformNormal() using inverse-transpose of the model matrix.
- MeshRenderer builds world-space normals and pushes light constants each frame.
- Recompile SPIR-V shaders.
This commit is contained in:
emil28092005
2026-06-16 20:18:20 +03:00
parent 9312810f0c
commit 98a429710a
10 changed files with 198 additions and 48 deletions
+49 -13
View File
@@ -10,6 +10,7 @@ namespace Engine.Graphics.Loaders;
/// <summary>
/// glTF/glTF binary loader using SharpGLTF.Core.
/// Loads the first primitive of the first mesh and converts it to a colored Mesh component.
/// Creates per-face normals for flat shading if the glTF does not provide normals.
/// </summary>
public static class GltfLoader
{
@@ -31,28 +32,63 @@ public static class GltfLoader
throw new InvalidOperationException($"glTF primitive has no POSITION accessor: {path}");
var positions = positionAccessor.AsVector3Array();
var vertices = new Vertex[positions.Count];
for (var i = 0; i < positions.Count; i++)
var indices = GetIndices(primitive, positions.Count);
var vertices = new List<Vertex>();
var newIndices = new List<uint>();
for (var i = 0; i < indices.Length; i += 3)
{
vertices[i] = new Vertex(positions[i], color);
var i0 = (int)indices[i];
var i1 = (int)indices[i + 1];
var i2 = (int)indices[i + 2];
var v0 = new Vector3(positions[i0].X, positions[i0].Y, positions[i0].Z);
var v1 = new Vector3(positions[i1].X, positions[i1].Y, positions[i1].Z);
var v2 = new Vector3(positions[i2].X, positions[i2].Y, positions[i2].Z);
var normal = ComputeFaceNormal(v0, v1, v2);
var vertexBase = (uint)vertices.Count;
newIndices.Add(vertexBase);
newIndices.Add(vertexBase + 1);
newIndices.Add(vertexBase + 2);
vertices.Add(new Vertex(v0, color, normal));
vertices.Add(new Vertex(v1, color, normal));
vertices.Add(new Vertex(v2, color, normal));
}
uint[] indices;
return new Engine.Core.Components.Mesh(vertices.ToArray(), newIndices.ToArray());
}
private static uint[] GetIndices(MeshPrimitive primitive, int positionCount)
{
if (primitive.IndexAccessor != null)
{
var idx = primitive.IndexAccessor.AsIndexArray();
indices = new uint[idx.Count];
var indices = new uint[idx.Count];
for (var i = 0; i < idx.Count; i++)
indices[i] = idx[i];
}
else
{
// Non-indexed primitive
indices = new uint[positions.Count];
for (var i = 0; i < positions.Count; i++)
indices[i] = (uint)i;
return indices;
}
return new Engine.Core.Components.Mesh(vertices, indices);
// Non-indexed primitive
var auto = new uint[positionCount];
for (var i = 0; i < positionCount; i++)
auto[i] = (uint)i;
return auto;
}
private static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
{
var ab = b - a;
var ac = c - a;
var normal = Vector3.Cross(ab, ac);
if (normal.LengthSquared() > 0.00001f)
normal = Vector3.Normalize(normal);
else
normal = Vector3.UnitY;
return normal;
}
}
+34 -13
View File
@@ -9,7 +9,7 @@ namespace Engine.Graphics.Loaders;
/// <summary>
/// Minimal .obj loader.
/// Supports vertices (v) and faces (f). Ignores normals/UVs for now.
/// Supports vertices (v) and faces (f). Creates per-face normals for flat shading.
/// Produces a colored Mesh component.
/// </summary>
public static class ObjLoader
@@ -19,6 +19,7 @@ public static class ObjLoader
var color = defaultColor ?? new Vector3(0.7f, 0.7f, 0.7f);
var positions = new List<Vector3>();
var vertices = new List<Vertex>();
var indices = new List<uint>();
foreach (var rawLine in File.ReadLines(path))
@@ -41,28 +42,36 @@ public static class ObjLoader
break;
case "f" when parts.Length >= 4:
// Triangulate the face as a fan. Only the position index is used.
// Triangulate the face as a fan.
var baseIndex = ParseFaceIndex(parts[1]);
for (var i = 2; i < parts.Length - 1; i++)
{
indices.Add(baseIndex);
indices.Add(ParseFaceIndex(parts[i]));
indices.Add(ParseFaceIndex(parts[i + 1]));
var i0 = baseIndex;
var i1 = ParseFaceIndex(parts[i]);
var i2 = ParseFaceIndex(parts[i + 1]);
var v0 = positions[(int)i0];
var v1 = positions[(int)i1];
var v2 = positions[(int)i2];
var normal = ComputeFaceNormal(v0, v1, v2);
var vertexBase = (uint)vertices.Count;
indices.Add(vertexBase);
indices.Add(vertexBase + 1);
indices.Add(vertexBase + 2);
vertices.Add(new Vertex(v0, color, normal));
vertices.Add(new Vertex(v1, color, normal));
vertices.Add(new Vertex(v2, color, normal));
}
break;
}
}
if (positions.Count == 0)
if (vertices.Count == 0)
throw new InvalidOperationException($"OBJ file has no vertices: {path}");
var vertices = new Vertex[positions.Count];
for (var i = 0; i < positions.Count; i++)
{
vertices[i] = new Vertex(positions[i], color);
}
return new Mesh(vertices, indices.ToArray());
return new Mesh(vertices.ToArray(), indices.ToArray());
}
private static uint ParseFaceIndex(string part)
@@ -73,4 +82,16 @@ public static class ObjLoader
var index = int.Parse(indexStr);
return (uint)(index - 1); // OBJ indices are 1-based
}
private static Vector3 ComputeFaceNormal(Vector3 a, Vector3 b, Vector3 c)
{
var ab = b - a;
var ac = c - a;
var normal = Vector3.Cross(ab, ac);
if (normal.LengthSquared() > 0.00001f)
normal = Vector3.Normalize(normal);
else
normal = Vector3.UnitY;
return normal;
}
}