add Preetham sky; add point light and spot light;

This commit is contained in:
2026-03-16 01:44:23 +08:00
parent 3f56a6878d
commit 28d9a7dfb6
18 changed files with 723 additions and 129 deletions

View File

@ -61,13 +61,33 @@ const float Epsilon = 0.00001;
const int LightCount = 1;
const vec3 Fdielectric = vec3(0.04);
struct DirectionalLight
{
struct DirectionalLight {
vec3 Direction;
vec3 Radiance;
float Multiplier;
float Intensity;
bool CastShadows;
};
struct PointLight {
vec3 Position;
vec3 Radiance;
float Intensity;
float Range;
bool CastShadows;
};
struct SpotLight {
vec3 Position;
vec3 Direction;
vec3 Radiance;
float Intensity;
float Range;
float InnerConeCos;
float OuterConeCos;
bool CastShadows;
};
in VertexOutput
{
vec3 WorldPosition;
@ -84,6 +104,14 @@ layout(location = 0) out vec4 color;
layout(location = 1) out vec4 o_BloomColor;
uniform DirectionalLight u_DirectionalLights;
uniform int u_PointLightCount;
uniform PointLight u_PointLights;
uniform int u_SpotLightCount;
uniform SpotLight u_SpotLights;
uniform vec3 u_CameraPosition;
// PBR
@ -171,13 +199,102 @@ vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
}
// ---------- direction light ----------
vec3 ComputeDirectionalLight(DirectionalLight light, vec3 F0, PBRParameters params)
{
vec3 L = normalize(-light.Direction);
vec3 Lradiance = light.Radiance * light.Intensity;
vec3 Lh = normalize(L + params.View);
float cosLi = max(0.0, dot(params.Normal, L));
float cosLh = max(0.0, dot(params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
float D = ndfGGX(cosLh, params.Roughness);
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
vec3 diffuseBRDF = kd * params.Albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
vec3 ComputePointLight(PointLight light, vec3 F0, PBRParameters params, vec3 worldPos)
{
vec3 lightVec = light.Position - worldPos;
float dist = length(lightVec);
if (dist > light.Range) return vec3(0.0);
vec3 L = lightVec / dist;
vec3 Lradiance = light.Radiance * light.Intensity;
// 距离衰减:通常使用平方衰减,但为避免分母为零,加一个小值
float attenuation = 1.0 / (dist * dist + 0.0001);
// 可选:范围平滑衰减
float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
rangeFactor = rangeFactor * rangeFactor; // 平滑
attenuation *= rangeFactor;
vec3 Lh = normalize(L + params.View);
float cosLi = max(0.0, dot(params.Normal, L));
float cosLh = max(0.0, dot(params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
float D = ndfGGX(cosLh, params.Roughness);
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
vec3 diffuseBRDF = kd * params.Albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
}
vec3 ComputeSpotLight(SpotLight light, vec3 F0, PBRParameters params, vec3 worldPos)
{
vec3 lightVec = light.Position - worldPos;
float dist = length(lightVec);
if (dist > light.Range) return vec3(0.0);
vec3 L = lightVec / dist;
vec3 Lradiance = light.Radiance * light.Intensity;
// 距离衰减
float attenuation = 1.0 / (dist * dist + 0.0001);
float rangeFactor = clamp(1.0 - (dist / light.Range), 0.0, 1.0);
rangeFactor = rangeFactor * rangeFactor;
attenuation *= rangeFactor;
// 角度衰减(聚光锥)
float cosAngle = dot(-L, normalize(light.Direction)); // 光方向指向外,所以用 -L
if (cosAngle < light.OuterConeCos) return vec3(0.0);
float angleFalloff = (cosAngle - light.OuterConeCos) / (light.InnerConeCos - light.OuterConeCos);
angleFalloff = clamp(angleFalloff, 0.0, 1.0);
attenuation *= angleFalloff;
vec3 Lh = normalize(L + params.View);
float cosLi = max(0.0, dot(params.Normal, L));
float cosLh = max(0.0, dot(params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, params.View)));
float D = ndfGGX(cosLh, params.Roughness);
float G = GeometrySmith(params.Normal, params.View, L, params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - params.Metalness);
vec3 diffuseBRDF = kd * params.Albedo;
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * params.NdotV);
return (diffuseBRDF + specularBRDF) * Lradiance * cosLi * attenuation;
}
vec3 Lighting(vec3 F0)
{
vec3 result = vec3(0.0);
for(int i = 0; i < LightCount; i++)
{
vec3 Li = u_DirectionalLights.Direction;
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Multiplier;
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Intensity;
vec3 Lh = normalize(Li + m_Params.View);
float cosLi = max(0.0, dot(m_Params.Normal, Li));
@ -202,9 +319,9 @@ vec3 RotateVectorAboutY(float angle, vec3 vec)
{
angle = radians(angle);
mat3 rotationMatrix = mat3(
vec3(cos(angle), 0.0, sin(angle)),
vec3(0.0, 1.0, 0.0),
vec3(-sin(angle), 0.0, cos(angle))
vec3(cos(angle), 0.0, sin(angle)),
vec3(0.0, 1.0, 0.0),
vec3(-sin(angle), 0.0, cos(angle))
);
return rotationMatrix * vec;
}
@ -218,9 +335,9 @@ vec3 IBL(vec3 F0, vec3 Lr)
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
vec3 specularIrradiance = textureLod(
u_EnvRadianceTex,
RotateVectorAboutY(u_EnvMapRotation, Lr),
m_Params.Roughness * u_EnvRadianceTexLevels
u_EnvRadianceTex,
RotateVectorAboutY(u_EnvMapRotation, Lr),
m_Params.Roughness * u_EnvRadianceTexLevels
).rgb;
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
@ -314,6 +431,7 @@ void main()
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
// Shadow
float shadowFactor = 1.0;
if (u_ShadowEnabled > 0.5) {
float shadow = calculateShadow(vs_Input.FragPosLightSpace, m_Params.Normal, u_DirectionalLights.Direction);
@ -321,7 +439,13 @@ void main()
}
// directional light with with shadow
vec3 lightContribution = u_DirectionalLights.Multiplier > 0.0 ? Lighting(F0) * shadowFactor : vec3(0.0);
vec3 lightContribution = u_DirectionalLights.Intensity > 0.0 ? Lighting(F0) * shadowFactor : vec3(0.0);
if(u_PointLightCount > 0)
lightContribution += ComputePointLight(u_PointLights, F0, m_Params, vs_Input.WorldPosition);
if(u_SpotLightCount > 0)
lightContribution += ComputeSpotLight(u_SpotLights, F0, m_Params, vs_Input.WorldPosition);
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;