| 1327 | } |
| 1328 | |
| 1329 | [[nodiscard]] glm::vec3 shadeMeshPixel(const lfs::core::MeshData& mesh, |
| 1330 | const size_t material_index, |
| 1331 | const MeshRenderOptions& options, |
| 1332 | const glm::vec3& world_position, |
| 1333 | glm::vec3 normal, |
| 1334 | const glm::vec3& tangent, |
| 1335 | const float tangent_handedness, |
| 1336 | const glm::vec2& texcoord, |
| 1337 | const glm::vec4& vertex_color, |
| 1338 | const glm::vec3& camera_position, |
| 1339 | const glm::vec3& light_dir, |
| 1340 | const SoftwareShadowMap& shadow_map) { |
| 1341 | const auto& material = meshMaterialOrDefault(mesh, material_index); |
| 1342 | |
| 1343 | glm::vec4 albedo = material.base_color; |
| 1344 | if (mesh.has_texcoords() && |
| 1345 | material.has_albedo_texture() && |
| 1346 | material.albedo_tex > 0 && |
| 1347 | material.albedo_tex <= mesh.texture_images.size()) { |
| 1348 | const auto sample = sampleTextureBilinear(mesh.texture_images[material.albedo_tex - 1u], |
| 1349 | texcoord.x, texcoord.y); |
| 1350 | albedo *= glm::vec4(srgbToLinear(glm::vec3(sample)), sample.a); |
| 1351 | } |
| 1352 | albedo *= vertex_color; |
| 1353 | |
| 1354 | float metallic = material.metallic; |
| 1355 | float roughness = material.roughness; |
| 1356 | float ao = material.ao; |
| 1357 | if (mesh.has_texcoords() && |
| 1358 | material.has_metallic_roughness_texture() && |
| 1359 | material.metallic_roughness_tex > 0 && |
| 1360 | material.metallic_roughness_tex <= mesh.texture_images.size()) { |
| 1361 | const glm::vec3 orm = glm::vec3(sampleTextureBilinear( |
| 1362 | mesh.texture_images[material.metallic_roughness_tex - 1u], |
| 1363 | texcoord.x, texcoord.y)); |
| 1364 | ao *= orm.r; |
| 1365 | roughness *= orm.g; |
| 1366 | metallic *= orm.b; |
| 1367 | } |
| 1368 | roughness = std::max(roughness, 0.04f); |
| 1369 | |
| 1370 | normal = safeNormalize(normal, glm::vec3(0.0f, 1.0f, 0.0f)); |
| 1371 | if (mesh.has_texcoords() && |
| 1372 | material.has_normal_texture() && |
| 1373 | material.normal_tex > 0 && |
| 1374 | material.normal_tex <= mesh.texture_images.size()) { |
| 1375 | const glm::vec3 normal_sample = glm::vec3(sampleTextureBilinear( |
| 1376 | mesh.texture_images[material.normal_tex - 1u], |
| 1377 | texcoord.x, texcoord.y)) * |
| 1378 | 2.0f - |
| 1379 | glm::vec3(1.0f); |
| 1380 | const glm::vec3 t = safeNormalize(tangent, glm::vec3(1.0f, 0.0f, 0.0f)); |
| 1381 | const glm::vec3 b = safeNormalize(glm::cross(normal, t) * tangent_handedness, |
| 1382 | glm::vec3(0.0f, 1.0f, 0.0f)); |
| 1383 | normal = safeNormalize(glm::mat3(t, b, normal) * normal_sample, normal); |
| 1384 | } |
| 1385 | |
| 1386 | const glm::vec3 view_dir = safeNormalize(camera_position - world_position, glm::vec3(0.0f, 0.0f, 1.0f)); |
no test coverage detected