add scene render system, add proper HDR environments, try load texture from mesh file
This commit is contained in:
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Editor/assets/env/birchwood_4k.hdr
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Editor/assets/env/birchwood_4k.hdr
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Editor/assets/meshes/Sphere1m.fbx
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Editor/assets/meshes/Sphere1m.fbx
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Editor/assets/meshes/cerberus/Cerberus.blend
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Editor/assets/meshes/cerberus/Cerberus.blend1
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Editor/assets/meshes/cerberus/Cerberus.blend1
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Editor/assets/meshes/cerberus/CerberusMaterials.fbx
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Editor/assets/meshes/cerberus/CerberusMaterials.fbx
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Editor/assets/meshes/cerberus/Textures/Cerberus_A.png
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Editor/assets/meshes/cerberus/Textures/Cerberus_A.png
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Editor/assets/meshes/cerberus/Textures/Cerberus_M.png
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Editor/assets/meshes/cerberus/Textures/Cerberus_N.png
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Editor/assets/meshes/cerberus/Textures/Cerberus_N.png
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Editor/assets/meshes/cerberus/Textures/Cerberus_R.png
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Editor/assets/meshes/cerberus/Textures/Cerberus_R.png
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Editor/assets/meshes/cerberus/cerberus.fbx
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Editor/assets/meshes/cerberus/cerberus.fbx
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Editor/assets/models/m1911/M1911.blend
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Editor/assets/models/m1911/M1911.blend
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Editor/assets/models/m1911/M1911.blend1
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Editor/assets/models/m1911/M1911.blend1
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Editor/assets/models/m1911/M1911Materials.fbx
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Editor/assets/models/m1911/M1911Materials.fbx
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71
Editor/assets/models/m1911/imgui.ini
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Editor/assets/models/m1911/imgui.ini
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[Window][DockSpace Demo]
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Pos=0,0
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Size=2560,1387
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Collapsed=0
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[Window][Debug##Default]
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Pos=55,90
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Size=400,400
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Collapsed=0
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[Window][Renderer]
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Pos=2047,1141
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Size=285,134
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Collapsed=0
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[Window][Model]
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Pos=1772,24
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Size=788,577
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Collapsed=0
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DockId=0x00000001,0
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[Window][Environment]
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Pos=1772,603
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Size=788,784
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Collapsed=0
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DockId=0x00000002,0
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[Window][Viewport]
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Pos=421,24
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Size=1349,1363
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Collapsed=0
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DockId=0x00000003,0
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[Window][Mesh Debug]
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Pos=2055,471
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Size=505,916
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Collapsed=0
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DockId=0x00000002,1
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[Window][ImGui Demo]
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ViewportPos=276,66
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ViewportId=0x080FC883
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Size=1923,1168
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Collapsed=0
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[Window][Mesh Hierarchy]
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Pos=0,24
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Size=419,1363
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Collapsed=0
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DockId=0x00000005,1
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[Window][Scene Hierarchy]
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Pos=0,24
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Size=419,1363
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Collapsed=0
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DockId=0x00000005,0
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[Window][Properties]
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Pos=107,1086
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Size=188,127
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Collapsed=0
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[Docking][Data]
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DockSpace ID=0xFA06BC56 Window=0x4647B76E Pos=0,47 Size=2560,1363 Split=X
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DockNode ID=0x00000005 Parent=0xFA06BC56 SizeRef=419,1363 Selected=0x9A68760C
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DockNode ID=0x00000006 Parent=0xFA06BC56 SizeRef=2139,1363 Split=X
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DockNode ID=0x00000003 Parent=0x00000006 SizeRef=1349,876 CentralNode=1 HiddenTabBar=1 Selected=0x995B0CF8
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DockNode ID=0x00000004 Parent=0x00000006 SizeRef=788,876 Split=Y Selected=0x16545DDD
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DockNode ID=0x00000001 Parent=0x00000004 SizeRef=705,577 Selected=0x16545DDD
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DockNode ID=0x00000002 Parent=0x00000004 SizeRef=705,784 Selected=0xC0BA51F5
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103
Editor/assets/shaders/EnvironmentIrradiance.glsl
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Editor/assets/shaders/EnvironmentIrradiance.glsl
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#type compute
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#version 450 core
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// Physically Based Rendering
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// Copyright (c) 2017-2018 Michał Siejak
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// Computes diffuse irradiance cubemap convolution for image-based lighting.
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// Uses quasi Monte Carlo sampling with Hammersley sequence.
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const float PI = 3.141592;
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const float TwoPI = 2 * PI;
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const float Epsilon = 0.00001;
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const uint NumSamples = 64 * 1024;
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const float InvNumSamples = 1.0 / float(NumSamples);
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layout(binding=0) uniform samplerCube inputTexture;
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layout(binding=0, rgba16f) restrict writeonly uniform imageCube outputTexture;
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// Compute Van der Corput radical inverse
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// See: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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float radicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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// Sample i-th point from Hammersley point set of NumSamples points total.
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vec2 sampleHammersley(uint i)
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{
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return vec2(i * InvNumSamples, radicalInverse_VdC(i));
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}
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// Uniformly sample point on a hemisphere.
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// Cosine-weighted sampling would be a better fit for Lambertian BRDF but since this
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// compute shader runs only once as a pre-processing step performance is not *that* important.
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// See: "Physically Based Rendering" 2nd ed., section 13.6.1.
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vec3 sampleHemisphere(float u1, float u2)
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{
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const float u1p = sqrt(max(0.0, 1.0 - u1*u1));
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return vec3(cos(TwoPI*u2) * u1p, sin(TwoPI*u2) * u1p, u1);
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}
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vec3 GetCubeMapTexCoord()
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{
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vec2 st = gl_GlobalInvocationID.xy / vec2(imageSize(outputTexture));
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vec2 uv = 2.0 * vec2(st.x, 1.0 - st.y) - vec2(1.0);
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vec3 ret;
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if (gl_GlobalInvocationID.z == 0) ret = vec3( 1.0, uv.y, -uv.x);
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else if (gl_GlobalInvocationID.z == 1) ret = vec3( -1.0, uv.y, uv.x);
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else if (gl_GlobalInvocationID.z == 2) ret = vec3( uv.x, 1.0, -uv.y);
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else if (gl_GlobalInvocationID.z == 3) ret = vec3( uv.x, -1.0, uv.y);
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else if (gl_GlobalInvocationID.z == 4) ret = vec3( uv.x, uv.y, 1.0);
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else if (gl_GlobalInvocationID.z == 5) ret = vec3(-uv.x, uv.y, -1.0);
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return normalize(ret);
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}
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// Compute orthonormal basis for converting from tanget/shading space to world space.
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void computeBasisVectors(const vec3 N, out vec3 S, out vec3 T)
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{
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// Branchless select non-degenerate T.
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T = cross(N, vec3(0.0, 1.0, 0.0));
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T = mix(cross(N, vec3(1.0, 0.0, 0.0)), T, step(Epsilon, dot(T, T)));
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T = normalize(T);
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S = normalize(cross(N, T));
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}
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// Convert point from tangent/shading space to world space.
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vec3 tangentToWorld(const vec3 v, const vec3 N, const vec3 S, const vec3 T)
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{
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return S * v.x + T * v.y + N * v.z;
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}
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layout(local_size_x=32, local_size_y=32, local_size_z=1) in;
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void main(void)
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{
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vec3 N = GetCubeMapTexCoord();
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vec3 S, T;
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computeBasisVectors(N, S, T);
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// Monte Carlo integration of hemispherical irradiance.
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// As a small optimization this also includes Lambertian BRDF assuming perfectly white surface (albedo of 1.0)
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// so we don't need to normalize in PBR fragment shader (so technically it encodes exitant radiance rather than irradiance).
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vec3 irradiance = vec3(0);
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for(uint i = 0; i < NumSamples; i++)
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{
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vec2 u = sampleHammersley(i);
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vec3 Li = tangentToWorld(sampleHemisphere(u.x, u.y), N, S, T);
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float cosTheta = max(0.0, dot(Li, N));
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// PIs here cancel out because of division by pdf.
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irradiance += 2.0 * textureLod(inputTexture, Li, 0).rgb * cosTheta;
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}
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irradiance /= vec3(NumSamples);
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imageStore(outputTexture, ivec3(gl_GlobalInvocationID), vec4(irradiance, 1.0));
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}
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159
Editor/assets/shaders/EnvironmentMipFilter.glsl
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159
Editor/assets/shaders/EnvironmentMipFilter.glsl
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#type compute
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#version 450 core
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// Physically Based Rendering
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// Copyright (c) 2017-2018 Michał Siejak
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// Pre-filters environment cube map using GGX NDF importance sampling.
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// Part of specular IBL split-sum approximation.
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const float PI = 3.141592;
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const float TwoPI = 2 * PI;
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const float Epsilon = 0.00001;
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const uint NumSamples = 1024;
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const float InvNumSamples = 1.0 / float(NumSamples);
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const int NumMipLevels = 1;
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layout(binding = 0) uniform samplerCube inputTexture;
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layout(binding = 0, rgba16f) restrict writeonly uniform imageCube outputTexture[NumMipLevels];
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// Roughness value to pre-filter for.
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layout(location=0) uniform float roughness;
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#define PARAM_LEVEL 0
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#define PARAM_ROUGHNESS roughness
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// Compute Van der Corput radical inverse
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// See: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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float radicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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// Sample i-th point from Hammersley point set of NumSamples points total.
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vec2 sampleHammersley(uint i)
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{
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return vec2(i * InvNumSamples, radicalInverse_VdC(i));
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}
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// Importance sample GGX normal distribution function for a fixed roughness value.
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// This returns normalized half-vector between Li & Lo.
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// For derivation see: http://blog.tobias-franke.eu/2014/03/30/notes_on_importance_sampling.html
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vec3 sampleGGX(float u1, float u2, float roughness)
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{
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float alpha = roughness * roughness;
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float cosTheta = sqrt((1.0 - u2) / (1.0 + (alpha*alpha - 1.0) * u2));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta); // Trig. identity
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float phi = TwoPI * u1;
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// Convert to Cartesian upon return.
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return vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
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}
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// GGX/Towbridge-Reitz normal distribution function.
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// Uses Disney's reparametrization of alpha = roughness^2.
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float ndfGGX(float cosLh, float roughness)
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{
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float alpha = roughness * roughness;
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float alphaSq = alpha * alpha;
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float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
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return alphaSq / (PI * denom * denom);
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}
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vec3 GetCubeMapTexCoord()
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{
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vec2 st = gl_GlobalInvocationID.xy / vec2(imageSize(outputTexture[PARAM_LEVEL]));
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vec2 uv = 2.0 * vec2(st.x, 1.0 - st.y) - vec2(1.0);
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vec3 ret;
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if (gl_GlobalInvocationID.z == 0) ret = vec3( 1.0, uv.y, -uv.x);
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else if (gl_GlobalInvocationID.z == 1) ret = vec3( -1.0, uv.y, uv.x);
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else if (gl_GlobalInvocationID.z == 2) ret = vec3( uv.x, 1.0, -uv.y);
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else if (gl_GlobalInvocationID.z == 3) ret = vec3( uv.x, -1.0, uv.y);
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else if (gl_GlobalInvocationID.z == 4) ret = vec3( uv.x, uv.y, 1.0);
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else if (gl_GlobalInvocationID.z == 5) ret = vec3(-uv.x, uv.y, -1.0);
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return normalize(ret);
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}
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// Compute orthonormal basis for converting from tanget/shading space to world space.
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void computeBasisVectors(const vec3 N, out vec3 S, out vec3 T)
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{
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// Branchless select non-degenerate T.
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T = cross(N, vec3(0.0, 1.0, 0.0));
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T = mix(cross(N, vec3(1.0, 0.0, 0.0)), T, step(Epsilon, dot(T, T)));
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T = normalize(T);
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S = normalize(cross(N, T));
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}
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// Convert point from tangent/shading space to world space.
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vec3 tangentToWorld(const vec3 v, const vec3 N, const vec3 S, const vec3 T)
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{
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return S * v.x + T * v.y + N * v.z;
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}
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layout(local_size_x=32, local_size_y=32, local_size_z=1) in;
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void main(void)
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{
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// Make sure we won't write past output when computing higher mipmap levels.
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ivec2 outputSize = imageSize(outputTexture[PARAM_LEVEL]);
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if(gl_GlobalInvocationID.x >= outputSize.x || gl_GlobalInvocationID.y >= outputSize.y) {
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return;
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}
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// Solid angle associated with a single cubemap texel at zero mipmap level.
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// This will come in handy for importance sampling below.
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vec2 inputSize = vec2(textureSize(inputTexture, 0));
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float wt = 4.0 * PI / (6 * inputSize.x * inputSize.y);
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// Approximation: Assume zero viewing angle (isotropic reflections).
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vec3 N = GetCubeMapTexCoord();
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vec3 Lo = N;
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vec3 S, T;
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computeBasisVectors(N, S, T);
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vec3 color = vec3(0);
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float weight = 0;
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// Convolve environment map using GGX NDF importance sampling.
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// Weight by cosine term since Epic claims it generally improves quality.
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for(uint i = 0; i < NumSamples; i++) {
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vec2 u = sampleHammersley(i);
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vec3 Lh = tangentToWorld(sampleGGX(u.x, u.y, PARAM_ROUGHNESS), N, S, T);
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// Compute incident direction (Li) by reflecting viewing direction (Lo) around half-vector (Lh).
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vec3 Li = 2.0 * dot(Lo, Lh) * Lh - Lo;
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float cosLi = dot(N, Li);
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if(cosLi > 0.0) {
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// Use Mipmap Filtered Importance Sampling to improve convergence.
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// See: https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html, section 20.4
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float cosLh = max(dot(N, Lh), 0.0);
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// GGX normal distribution function (D term) probability density function.
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// Scaling by 1/4 is due to change of density in terms of Lh to Li (and since N=V, rest of the scaling factor cancels out).
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float pdf = ndfGGX(cosLh, PARAM_ROUGHNESS) * 0.25;
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// Solid angle associated with this sample.
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float ws = 1.0 / (NumSamples * pdf);
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// Mip level to sample from.
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float mipLevel = max(0.5 * log2(ws / wt) + 1.0, 0.0);
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color += textureLod(inputTexture, Li, mipLevel).rgb * cosLi;
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weight += cosLi;
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}
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}
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color /= weight;
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imageStore(outputTexture[PARAM_LEVEL], ivec3(gl_GlobalInvocationID), vec4(color, 1.0));
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}
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39
Editor/assets/shaders/EquirectangularToCubeMap.glsl
Normal file
39
Editor/assets/shaders/EquirectangularToCubeMap.glsl
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@ -0,0 +1,39 @@
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#type compute
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#version 450 core
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// Converts equirectangular (lat-long) projection texture into a cubemap
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const float PI = 3.141592;
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layout(binding = 0) uniform sampler2D u_EquirectangularTex;
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layout(binding = 0, rgba16f) restrict writeonly uniform imageCube o_CubeMap;
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vec3 GetCubeMapTexCoord()
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{
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vec2 st = gl_GlobalInvocationID.xy / vec2(imageSize(o_CubeMap));
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vec2 uv = 2.0 * vec2(st.x, 1.0 - st.y) - vec2(1.0);
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vec3 ret;
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if (gl_GlobalInvocationID.z == 0) ret = vec3( 1.0, uv.y, -uv.x);
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else if (gl_GlobalInvocationID.z == 1) ret = vec3( -1.0, uv.y, uv.x);
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else if (gl_GlobalInvocationID.z == 2) ret = vec3( uv.x, 1.0, -uv.y);
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else if (gl_GlobalInvocationID.z == 3) ret = vec3( uv.x, -1.0, uv.y);
|
||||
else if (gl_GlobalInvocationID.z == 4) ret = vec3( uv.x, uv.y, 1.0);
|
||||
else if (gl_GlobalInvocationID.z == 5) ret = vec3(-uv.x, uv.y, -1.0);
|
||||
return normalize(ret);
|
||||
}
|
||||
|
||||
layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
|
||||
void main()
|
||||
{
|
||||
vec3 cubeTC = GetCubeMapTexCoord();
|
||||
|
||||
// Calculate sampling coords for equirectangular texture
|
||||
// https://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates
|
||||
float phi = atan(cubeTC.z, cubeTC.x);
|
||||
float theta = acos(cubeTC.y);
|
||||
vec2 uv = vec2(phi / (2.0 * PI) + 0.5, theta / PI);
|
||||
|
||||
vec4 color = texture(u_EquirectangularTex, uv);
|
||||
imageStore(o_CubeMap, ivec3(gl_GlobalInvocationID), color);
|
||||
}
|
||||
@ -1,18 +1,19 @@
|
||||
// Simple Texture Shader
|
||||
// Grid Shader
|
||||
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 4) in vec2 a_TexCoord;
|
||||
layout(location = 1) in vec2 a_TexCoord;
|
||||
|
||||
uniform mat4 u_MVP;
|
||||
uniform mat4 u_ViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
out vec2 v_TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = u_MVP * vec4(a_Position, 1.0);
|
||||
vec4 position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
|
||||
gl_Position = position;
|
||||
|
||||
v_TexCoord = a_TexCoord;
|
||||
@ -28,11 +29,6 @@ uniform float u_Res;
|
||||
|
||||
in vec2 v_TexCoord;
|
||||
|
||||
/*void main()
|
||||
{
|
||||
color = texture(u_Texture, v_TexCoord * 8.0);
|
||||
}*/
|
||||
|
||||
float grid(vec2 st, float res)
|
||||
{
|
||||
vec2 grid = fract(st);
|
||||
|
||||
@ -22,7 +22,7 @@ layout(location = 5) in ivec4 a_BoneIndices;
|
||||
layout(location = 6) in vec4 a_BoneWeights;
|
||||
|
||||
uniform mat4 u_ViewProjectionMatrix;
|
||||
uniform mat4 u_ModelMatrix;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
const int MAX_BONES = 100;
|
||||
uniform mat4 u_BoneTransforms[100];
|
||||
@ -38,21 +38,20 @@ out VertexOutput
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
|
||||
mat4 boneTransform = u_BoneTransforms[a_BoneIndices[0]] * a_BoneWeights[0];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[1]] * a_BoneWeights[1];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[2]] * a_BoneWeights[2];
|
||||
boneTransform += u_BoneTransforms[a_BoneIndices[3]] * a_BoneWeights[3];
|
||||
|
||||
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
|
||||
|
||||
vs_Output.WorldPosition = vec3(u_ModelMatrix * boneTransform * vec4(a_Position, 1.0));
|
||||
vs_Output.Normal = mat3(boneTransform) * a_Normal;
|
||||
vs_Output.WorldPosition = vec3(u_Transform * boneTransform * vec4(a_Position, 1.0));
|
||||
vs_Output.Normal = mat3(boneTransform) * a_Normal;
|
||||
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
|
||||
vs_Output.WorldNormals = mat3(u_ModelMatrix) * mat3(a_Tangent, a_Binormal, a_Normal);
|
||||
vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
|
||||
vs_Output.Binormal = mat3(boneTransform) * a_Binormal;
|
||||
|
||||
//gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);
|
||||
gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * localPosition;
|
||||
gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
|
||||
}
|
||||
|
||||
#type fragment
|
||||
@ -63,7 +62,6 @@ const float Epsilon = 0.00001;
|
||||
|
||||
const int LightCount = 1;
|
||||
|
||||
|
||||
// Constant normal incidence Fresnel factor for all dielectrics.
|
||||
const vec3 Fdielectric = vec3(0.04);
|
||||
|
||||
@ -290,12 +288,7 @@ vec3 IBL(vec3 F0, vec3 Lr)
|
||||
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
|
||||
float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
|
||||
vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
|
||||
vec3 specularIrradiance = vec3(0.0);
|
||||
|
||||
if (u_RadiancePrefilter > 0.5)
|
||||
specularIrradiance = PrefilterEnvMap(m_Params.Roughness * m_Params.Roughness, R) * u_RadiancePrefilter;
|
||||
else
|
||||
specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), sqrt(m_Params.Roughness) * u_EnvRadianceTexLevels).rgb * (1.0 - u_RadiancePrefilter);
|
||||
vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness * m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
|
||||
|
||||
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
|
||||
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
|
||||
@ -329,7 +322,7 @@ void main()
|
||||
// Fresnel reflectance, metals use albedo
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
|
||||
|
||||
vec3 lightContribution = Lighting(F0);
|
||||
vec3 lightContribution = vec3(0.0);//Lighting(F0);
|
||||
vec3 iblContribution = IBL(F0, Lr);
|
||||
|
||||
color = vec4(lightContribution + iblContribution, 1.0);
|
||||
319
Editor/assets/shaders/PBRShader_Static.glsl
Normal file
319
Editor/assets/shaders/PBRShader_Static.glsl
Normal file
@ -0,0 +1,319 @@
|
||||
// -----------------------------
|
||||
// -- Hazel Engine PBR shader --
|
||||
// -----------------------------
|
||||
// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
|
||||
// Currently heavily updated.
|
||||
//
|
||||
// References upon which this is based:
|
||||
// - Unreal Engine 4 PBR notes (https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf)
|
||||
// - Frostbite's SIGGRAPH 2014 paper (https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/)
|
||||
// - Michał Siejak's PBR project (https://github.com/Nadrin)
|
||||
// - My implementation from years ago in the Sparky engine (https://github.com/TheCherno/Sparky)
|
||||
#type vertex
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 1) in vec3 a_Normal;
|
||||
layout(location = 2) in vec3 a_Tangent;
|
||||
layout(location = 3) in vec3 a_Binormal;
|
||||
layout(location = 4) in vec2 a_TexCoord;
|
||||
|
||||
uniform mat4 u_ViewProjectionMatrix;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
out VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
mat3 WorldTransform;
|
||||
vec3 Binormal;
|
||||
} vs_Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
vs_Output.WorldPosition = vec3(u_Transform * vec4(a_Position, 1.0));
|
||||
vs_Output.Normal = a_Normal;
|
||||
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
|
||||
vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
|
||||
vs_Output.WorldTransform = mat3(u_Transform);
|
||||
vs_Output.Binormal = a_Binormal;
|
||||
|
||||
gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430 core
|
||||
|
||||
const float PI = 3.141592;
|
||||
const float Epsilon = 0.00001;
|
||||
|
||||
const int LightCount = 1;
|
||||
|
||||
// Constant normal incidence Fresnel factor for all dielectrics.
|
||||
const vec3 Fdielectric = vec3(0.04);
|
||||
|
||||
struct Light {
|
||||
vec3 Direction;
|
||||
vec3 Radiance;
|
||||
};
|
||||
|
||||
in VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
mat3 WorldTransform;
|
||||
vec3 Binormal;
|
||||
} vs_Input;
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
uniform Light lights;
|
||||
uniform vec3 u_CameraPosition;
|
||||
|
||||
// PBR texture inputs
|
||||
uniform sampler2D u_AlbedoTexture;
|
||||
uniform sampler2D u_NormalTexture;
|
||||
uniform sampler2D u_MetalnessTexture;
|
||||
uniform sampler2D u_RoughnessTexture;
|
||||
|
||||
// Environment maps
|
||||
uniform samplerCube u_EnvRadianceTex;
|
||||
uniform samplerCube u_EnvIrradianceTex;
|
||||
|
||||
// BRDF LUT
|
||||
uniform sampler2D u_BRDFLUTTexture;
|
||||
|
||||
uniform vec3 u_AlbedoColor;
|
||||
uniform float u_Metalness;
|
||||
uniform float u_Roughness;
|
||||
|
||||
uniform float u_EnvMapRotation;
|
||||
|
||||
// Toggles
|
||||
uniform float u_RadiancePrefilter;
|
||||
uniform float u_AlbedoTexToggle;
|
||||
uniform float u_NormalTexToggle;
|
||||
uniform float u_MetalnessTexToggle;
|
||||
uniform float u_RoughnessTexToggle;
|
||||
|
||||
struct PBRParameters
|
||||
{
|
||||
vec3 Albedo;
|
||||
float Roughness;
|
||||
float Metalness;
|
||||
|
||||
vec3 Normal;
|
||||
vec3 View;
|
||||
float NdotV;
|
||||
};
|
||||
|
||||
PBRParameters m_Params;
|
||||
|
||||
// GGX/Towbridge-Reitz normal distribution function.
|
||||
// Uses Disney's reparametrization of alpha = roughness^2
|
||||
float ndfGGX(float cosLh, float roughness)
|
||||
{
|
||||
float alpha = roughness * roughness;
|
||||
float alphaSq = alpha * alpha;
|
||||
|
||||
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
|
||||
return alphaSq / (PI * denom * denom);
|
||||
}
|
||||
|
||||
// Single term for separable Schlick-GGX below.
|
||||
float gaSchlickG1(float cosTheta, float k)
|
||||
{
|
||||
return cosTheta / (cosTheta * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
// Schlick-GGX approximation of geometric attenuation function using Smith's method.
|
||||
float gaSchlickGGX(float cosLi, float NdotV, float roughness)
|
||||
{
|
||||
float r = roughness + 1.0;
|
||||
float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights.
|
||||
return gaSchlickG1(cosLi, k) * gaSchlickG1(NdotV, k);
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r*r) / 8.0;
|
||||
|
||||
float nom = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return nom / denom;
|
||||
}
|
||||
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
// Shlick's approximation of the Fresnel factor.
|
||||
vec3 fresnelSchlick(vec3 F0, float cosTheta)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
|
||||
{
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------
|
||||
// The following code (from Unreal Engine 4's paper) shows how to filter the environment map
|
||||
// for different roughnesses. This is mean to be computed offline and stored in cube map mips,
|
||||
// so turning this on online will cause poor performance
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N)
|
||||
{
|
||||
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
|
||||
{
|
||||
float a = Roughness * Roughness;
|
||||
float Phi = 2 * PI * Xi.x;
|
||||
float CosTheta = sqrt( (1 - Xi.y) / ( 1 + (a*a - 1) * Xi.y ) );
|
||||
float SinTheta = sqrt( 1 - CosTheta * CosTheta );
|
||||
vec3 H;
|
||||
H.x = SinTheta * cos( Phi );
|
||||
H.y = SinTheta * sin( Phi );
|
||||
H.z = CosTheta;
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0,0,1) : vec3(1,0,0);
|
||||
vec3 TangentX = normalize( cross( UpVector, N ) );
|
||||
vec3 TangentY = cross( N, TangentX );
|
||||
// Tangent to world space
|
||||
return TangentX * H.x + TangentY * H.y + N * H.z;
|
||||
}
|
||||
|
||||
float TotalWeight = 0.0;
|
||||
|
||||
vec3 PrefilterEnvMap(float Roughness, vec3 R)
|
||||
{
|
||||
vec3 N = R;
|
||||
vec3 V = R;
|
||||
vec3 PrefilteredColor = vec3(0.0);
|
||||
int NumSamples = 1024;
|
||||
for(int i = 0; i < NumSamples; i++)
|
||||
{
|
||||
vec2 Xi = Hammersley(i, NumSamples);
|
||||
vec3 H = ImportanceSampleGGX(Xi, Roughness, N);
|
||||
vec3 L = 2 * dot(V, H) * H - V;
|
||||
float NoL = clamp(dot(N, L), 0.0, 1.0);
|
||||
if (NoL > 0)
|
||||
{
|
||||
PrefilteredColor += texture(u_EnvRadianceTex, L).rgb * NoL;
|
||||
TotalWeight += NoL;
|
||||
}
|
||||
}
|
||||
return PrefilteredColor / TotalWeight;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------
|
||||
|
||||
vec3 RotateVectorAboutY(float angle, vec3 vec)
|
||||
{
|
||||
angle = radians(angle);
|
||||
mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
|
||||
vec3(0.0,1.0,0.0),
|
||||
vec3(-sin(angle),0.0,cos(angle))};
|
||||
return rotationMatrix * vec;
|
||||
}
|
||||
|
||||
vec3 Lighting(vec3 F0)
|
||||
{
|
||||
vec3 result = vec3(0.0);
|
||||
for(int i = 0; i < LightCount; i++)
|
||||
{
|
||||
vec3 Li = -lights.Direction;
|
||||
vec3 Lradiance = lights.Radiance;
|
||||
vec3 Lh = normalize(Li + m_Params.View);
|
||||
|
||||
// Calculate angles between surface normal and various light vectors.
|
||||
float cosLi = max(0.0, dot(m_Params.Normal, Li));
|
||||
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
|
||||
float D = ndfGGX(cosLh, m_Params.Roughness);
|
||||
float G = gaSchlickGGX(cosLi, m_Params.NdotV, m_Params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseBRDF = kd * m_Params.Albedo;
|
||||
|
||||
// Cook-Torrance
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
|
||||
|
||||
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
vec3 IBL(vec3 F0, vec3 Lr)
|
||||
{
|
||||
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
|
||||
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseIBL = m_Params.Albedo * irradiance;
|
||||
|
||||
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
|
||||
float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
|
||||
vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
|
||||
vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness * m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
|
||||
|
||||
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
|
||||
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
|
||||
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
|
||||
|
||||
return kd * diffuseIBL + specularIBL;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Standard PBR inputs
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
|
||||
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05); // Minimum roughness of 0.05 to keep specular highlight
|
||||
|
||||
// Normals (either from vertex or map)
|
||||
m_Params.Normal = normalize(vs_Input.Normal);
|
||||
if (u_NormalTexToggle > 0.5)
|
||||
{
|
||||
m_Params.Normal = normalize(2.0 * texture(u_NormalTexture, vs_Input.TexCoord).rgb - 1.0);
|
||||
m_Params.Normal = normalize(vs_Input.WorldNormals * m_Params.Normal);
|
||||
}
|
||||
|
||||
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
|
||||
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
|
||||
|
||||
// Specular reflection vector
|
||||
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
|
||||
|
||||
// Fresnel reflectance, metals use albedo
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
|
||||
|
||||
vec3 lightContribution = Lighting(F0);
|
||||
vec3 iblContribution = IBL(F0, Lr);
|
||||
|
||||
color = vec4(lightContribution + iblContribution, 1.0);
|
||||
}
|
||||
33
Editor/assets/shaders/Skybox.glsl
Normal file
33
Editor/assets/shaders/Skybox.glsl
Normal file
@ -0,0 +1,33 @@
|
||||
// Skybox shader
|
||||
|
||||
#type vertex
|
||||
#version 430
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
|
||||
uniform mat4 u_InverseVP;
|
||||
|
||||
out vec3 v_Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = vec4(a_Position.xy, 1.0, 1.0);
|
||||
gl_Position = position;
|
||||
|
||||
v_Position = (u_InverseVP * position).xyz;
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430
|
||||
|
||||
layout(location = 0) out vec4 finalColor;
|
||||
|
||||
uniform samplerCube u_Texture;
|
||||
uniform float u_TextureLod;
|
||||
|
||||
in vec3 v_Position;
|
||||
|
||||
void main()
|
||||
{
|
||||
finalColor = textureLod(u_Texture, v_Position, u_TextureLod);
|
||||
}
|
||||
@ -8,7 +8,7 @@ out vec2 v_TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = vec4(a_Position.xy, 1.0, 1.0);
|
||||
vec4 position = vec4(a_Position.xy, 0.0, 1.0);
|
||||
v_TexCoord = a_TexCoord;
|
||||
gl_Position = position;
|
||||
}
|
||||
|
||||
@ -22,11 +22,14 @@ void main()
|
||||
|
||||
layout(location = 0) out vec4 finalColor;
|
||||
|
||||
//uniform vec4 u_Color;
|
||||
uniform vec4 u_Color;
|
||||
|
||||
in vec3 v_Normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
finalColor = vec4(0.8, 0.0, 0.8, 1.0);
|
||||
|
||||
|
||||
finalColor = vec4((v_Normal * 0.5 + 0.5), 1.0);// * u_Color.xyz, 1.0);
|
||||
}
|
||||
@ -1,321 +0,0 @@
|
||||
// -----------------------------
|
||||
// -- Hazel Engine PBR shader --
|
||||
// -----------------------------
|
||||
// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
|
||||
// Currently heavily updated.
|
||||
//
|
||||
// References upon which this is based:
|
||||
// - Unreal Engine 4 PBR notes (https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf)
|
||||
// - Frostbite's SIGGRAPH 2014 paper (https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/)
|
||||
// - Michał Siejak's PBR project (https://github.com/Nadrin)
|
||||
// - My implementation from years ago in the Sparky engine (https://github.com/TheCherno/Sparky)
|
||||
#type vertex
|
||||
#version 430 core
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 1) in vec3 a_Normal;
|
||||
layout(location = 2) in vec3 a_Tangent;
|
||||
layout(location = 3) in vec3 a_Binormal;
|
||||
layout(location = 4) in vec2 a_TexCoord;
|
||||
|
||||
uniform mat4 u_ViewProjectionMatrix;
|
||||
uniform mat4 u_ModelMatrix;
|
||||
|
||||
out VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
vec3 Binormal;
|
||||
} vs_Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
vs_Output.WorldPosition = vec3(u_ModelMatrix * vec4(a_Position, 1.0));
|
||||
vs_Output.Normal = a_Normal;
|
||||
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
|
||||
vs_Output.WorldNormals = mat3(u_ModelMatrix) * mat3(a_Tangent, a_Binormal, a_Normal);
|
||||
vs_Output.Binormal = a_Binormal;
|
||||
|
||||
gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 430 core
|
||||
|
||||
const float PI = 3.141592;
|
||||
const float Epsilon = 0.00001;
|
||||
|
||||
const int LightCount = 1;
|
||||
|
||||
// Constant normal incidence Fresnel factor for all dielectrics.
|
||||
const vec3 Fdielectric = vec3(0.04);
|
||||
|
||||
struct Light {
|
||||
vec3 Direction;
|
||||
vec3 Radiance;
|
||||
};
|
||||
|
||||
in VertexOutput
|
||||
{
|
||||
vec3 WorldPosition;
|
||||
vec3 Normal;
|
||||
vec2 TexCoord;
|
||||
mat3 WorldNormals;
|
||||
vec3 Binormal;
|
||||
} vs_Input;
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
uniform Light lights;
|
||||
uniform vec3 u_CameraPosition;
|
||||
|
||||
// PBR texture inputs
|
||||
uniform sampler2D u_AlbedoTexture;
|
||||
uniform sampler2D u_NormalTexture;
|
||||
uniform sampler2D u_MetalnessTexture;
|
||||
uniform sampler2D u_RoughnessTexture;
|
||||
|
||||
// Environment maps
|
||||
uniform samplerCube u_EnvRadianceTex;
|
||||
uniform samplerCube u_EnvIrradianceTex;
|
||||
|
||||
// BRDF LUT
|
||||
uniform sampler2D u_BRDFLUTTexture;
|
||||
|
||||
uniform vec3 u_AlbedoColor;
|
||||
uniform float u_Metalness;
|
||||
uniform float u_Roughness;
|
||||
|
||||
uniform float u_EnvMapRotation;
|
||||
|
||||
// Toggles
|
||||
uniform float u_RadiancePrefilter;
|
||||
uniform float u_AlbedoTexToggle;
|
||||
uniform float u_NormalTexToggle;
|
||||
uniform float u_MetalnessTexToggle;
|
||||
uniform float u_RoughnessTexToggle;
|
||||
|
||||
struct PBRParameters
|
||||
{
|
||||
vec3 Albedo;
|
||||
float Roughness;
|
||||
float Metalness;
|
||||
|
||||
vec3 Normal;
|
||||
vec3 View;
|
||||
float NdotV;
|
||||
};
|
||||
|
||||
PBRParameters m_Params;
|
||||
|
||||
// GGX/Towbridge-Reitz normal distribution function.
|
||||
// Uses Disney's reparametrization of alpha = roughness^2
|
||||
float ndfGGX(float cosLh, float roughness)
|
||||
{
|
||||
float alpha = roughness * roughness;
|
||||
float alphaSq = alpha * alpha;
|
||||
|
||||
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
|
||||
return alphaSq / (PI * denom * denom);
|
||||
}
|
||||
|
||||
// Single term for separable Schlick-GGX below.
|
||||
float gaSchlickG1(float cosTheta, float k)
|
||||
{
|
||||
return cosTheta / (cosTheta * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
// Schlick-GGX approximation of geometric attenuation function using Smith's method.
|
||||
float gaSchlickGGX(float cosLi, float NdotV, float roughness)
|
||||
{
|
||||
float r = roughness + 1.0;
|
||||
float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights.
|
||||
return gaSchlickG1(cosLi, k) * gaSchlickG1(NdotV, k);
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = (roughness + 1.0);
|
||||
float k = (r*r) / 8.0;
|
||||
|
||||
float nom = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
|
||||
return nom / denom;
|
||||
}
|
||||
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
// Shlick's approximation of the Fresnel factor.
|
||||
vec3 fresnelSchlick(vec3 F0, float cosTheta)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
|
||||
{
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------
|
||||
// The following code (from Unreal Engine 4's paper) shows how to filter the environment map
|
||||
// for different roughnesses. This is mean to be computed offline and stored in cube map mips,
|
||||
// so turning this on online will cause poor performance
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N)
|
||||
{
|
||||
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
|
||||
{
|
||||
float a = Roughness * Roughness;
|
||||
float Phi = 2 * PI * Xi.x;
|
||||
float CosTheta = sqrt( (1 - Xi.y) / ( 1 + (a*a - 1) * Xi.y ) );
|
||||
float SinTheta = sqrt( 1 - CosTheta * CosTheta );
|
||||
vec3 H;
|
||||
H.x = SinTheta * cos( Phi );
|
||||
H.y = SinTheta * sin( Phi );
|
||||
H.z = CosTheta;
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0,0,1) : vec3(1,0,0);
|
||||
vec3 TangentX = normalize( cross( UpVector, N ) );
|
||||
vec3 TangentY = cross( N, TangentX );
|
||||
// Tangent to world space
|
||||
return TangentX * H.x + TangentY * H.y + N * H.z;
|
||||
}
|
||||
|
||||
float TotalWeight = 0.0;
|
||||
|
||||
vec3 PrefilterEnvMap(float Roughness, vec3 R)
|
||||
{
|
||||
vec3 N = R;
|
||||
vec3 V = R;
|
||||
vec3 PrefilteredColor = vec3(0.0);
|
||||
int NumSamples = 1024;
|
||||
for(int i = 0; i < NumSamples; i++)
|
||||
{
|
||||
vec2 Xi = Hammersley(i, NumSamples);
|
||||
vec3 H = ImportanceSampleGGX(Xi, Roughness, N);
|
||||
vec3 L = 2 * dot(V, H) * H - V;
|
||||
float NoL = clamp(dot(N, L), 0.0, 1.0);
|
||||
if (NoL > 0)
|
||||
{
|
||||
PrefilteredColor += texture(u_EnvRadianceTex, L).rgb * NoL;
|
||||
TotalWeight += NoL;
|
||||
}
|
||||
}
|
||||
return PrefilteredColor / TotalWeight;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------------
|
||||
|
||||
vec3 RotateVectorAboutY(float angle, vec3 vec)
|
||||
{
|
||||
angle = radians(angle);
|
||||
mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
|
||||
vec3(0.0,1.0,0.0),
|
||||
vec3(-sin(angle),0.0,cos(angle))};
|
||||
return rotationMatrix * vec;
|
||||
}
|
||||
|
||||
vec3 Lighting(vec3 F0)
|
||||
{
|
||||
vec3 result = vec3(0.0);
|
||||
for(int i = 0; i < LightCount; i++)
|
||||
{
|
||||
vec3 Li = -lights.Direction;
|
||||
vec3 Lradiance = lights.Radiance;
|
||||
vec3 Lh = normalize(Li + m_Params.View);
|
||||
|
||||
// Calculate angles between surface normal and various light vectors.
|
||||
float cosLi = max(0.0, dot(m_Params.Normal, Li));
|
||||
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
|
||||
|
||||
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
|
||||
float D = ndfGGX(cosLh, m_Params.Roughness);
|
||||
float G = gaSchlickGGX(cosLi, m_Params.NdotV, m_Params.Roughness);
|
||||
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseBRDF = kd * m_Params.Albedo;
|
||||
|
||||
// Cook-Torrance
|
||||
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
|
||||
|
||||
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
vec3 IBL(vec3 F0, vec3 Lr)
|
||||
{
|
||||
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
|
||||
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
|
||||
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
|
||||
vec3 diffuseIBL = m_Params.Albedo * irradiance;
|
||||
|
||||
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
|
||||
float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
|
||||
vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
|
||||
vec3 specularIrradiance = vec3(0.0);
|
||||
|
||||
if (u_RadiancePrefilter > 0.5)
|
||||
specularIrradiance = PrefilterEnvMap(m_Params.Roughness * m_Params.Roughness, R) * u_RadiancePrefilter;
|
||||
else
|
||||
specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), sqrt(m_Params.Roughness) * u_EnvRadianceTexLevels).rgb * (1.0 - u_RadiancePrefilter);
|
||||
|
||||
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
|
||||
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
|
||||
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
|
||||
|
||||
return kd * diffuseIBL + specularIBL;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Standard PBR inputs
|
||||
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
|
||||
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
|
||||
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
|
||||
m_Params.Roughness = max(m_Params.Roughness, 0.05); // Minimum roughness of 0.05 to keep specular highlight
|
||||
|
||||
// Normals (either from vertex or map)
|
||||
m_Params.Normal = normalize(vs_Input.Normal);
|
||||
if (u_NormalTexToggle > 0.5)
|
||||
{
|
||||
m_Params.Normal = normalize(2.0 * texture(u_NormalTexture, vs_Input.TexCoord).rgb - 1.0);
|
||||
m_Params.Normal = normalize(vs_Input.WorldNormals * m_Params.Normal);
|
||||
}
|
||||
|
||||
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
|
||||
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
|
||||
|
||||
// Specular reflection vector
|
||||
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
|
||||
|
||||
// Fresnel reflectance, metals use albedo
|
||||
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
|
||||
|
||||
vec3 lightContribution = Lighting(F0);
|
||||
vec3 iblContribution = IBL(F0, Lr);
|
||||
|
||||
color = vec4(lightContribution + iblContribution, 1.0);
|
||||
}
|
||||
BIN
Editor/assets/textures/debug/DebugCubeMap.tga
Normal file
BIN
Editor/assets/textures/debug/DebugCubeMap.tga
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 9.0 MiB |
Reference in New Issue
Block a user