learn-wgpu/assets/js/4.1a5062fd.js
2020-12-13 03:05:43 +00:00

1 line
173 KiB
JavaScript

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Let's compare our results with the last tutorial.")]),t._v(" "),n("p",[n("img",{attrs:{src:a(229),alt:""}}),t._v(" "),n("img",{attrs:{src:a(230),alt:""}})]),t._v(" "),n("p",[t._v("Parts of the scene are dark when they should be lit up, and vice versa.")]),t._v(" "),n("h2",{attrs:{id:"tangent-space-to-world-space"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#tangent-space-to-world-space"}},[t._v("#")]),t._v(" Tangent Space to World Space")]),t._v(" "),n("p",[t._v("I mentioned it briefly in the "),n("RouterLink",{attrs:{to:"/intermediate/tutorial10-lighting/#the-normal-matrix"}},[t._v("lighting tutorial")]),t._v(', that we were doing our lighting calculation in "world space". This meant that the entire scene was oriented with respect to the '),n("em",[t._v("world's")]),t._v(" coordinate system. When we pull the normal data from our normal texture, all the normals are in what's known as pointing roughly in the positive z direction. 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The fragment shader gets run for "),n("strong",[t._v("every pixel")]),t._v(". To say this is inefficient is an understatement. Even so, we can't do the transformation in the vertex shader since we need to sample the normal map in the pixel shader. If want to use the "),n("code",[t._v("tangent_matrix")]),t._v(" out of the fragment shader, we're going to have to think outside the box.")]),t._v(" "),n("h2",{attrs:{id:"world-space-to-tangent-space"}},[n("a",{staticClass:"header-anchor",attrs:{href:"#world-space-to-tangent-space"}},[t._v("#")]),t._v(" World Space to Tangent Space")]),t._v(" "),n("p",[t._v("The variables we're using in the lighting calculation are "),n("code",[t._v("v_position")]),t._v(", "),n("code",[t._v("light_position")]),t._v(", and "),n("code",[t._v("u_view_position")]),t._v(". These are in "),n("code",[t._v("world space")]),t._v(" while our normals are in "),n("code",[t._v("tangent space")]),t._v(". We can convert from "),n("code",[t._v("world space")]),t._v(" to "),n("code",[t._v("tangent space")]),t._v(" by multiplying by the inverse of the "),n("code",[t._v("tangent_matrix")]),t._v(". 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We can avoid these issues by using "),n("code",[t._v("Rgba8Unorm")]),t._v(" when we create the texture. 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