add static and animation PBR shader, improve [camera renderer material] class

This commit is contained in:
2025-11-28 23:32:07 +08:00
parent 75965135af
commit 4c7b79ec8a
29 changed files with 982 additions and 394 deletions

View File

@ -111,13 +111,24 @@ DemoLayer::~DemoLayer()
void DemoLayer::OnAttach()
{
m_SimplePBRShader.reset(Prism::Shader::Create("assets/shaders/simplepbr.glsl"));
m_QuadShader.reset(Prism::Shader::Create("assets/shaders/quad.glsl"));
m_HDRShader.reset(Prism::Shader::Create("assets/shaders/hdr.glsl"));
m_GridShader.reset(Prism::Shader::Create("assets/shaders/Grid.glsl"));
m_Mesh.reset(new Prism::Mesh("assets/models/m1911/m1911.fbx"));
m_SphereMesh.reset(new Prism::Mesh("assets/models/Sphere1m.fbx"));
m_PlaneMesh.reset(new Prism::Mesh("assets/models/Plane1m.fbx"));
m_Framebuffer.reset(Prism::FrameBuffer::Create(1280, 720, Prism::FramebufferFormat::RGBA16F));
m_FinalPresentBuffer.reset(Prism::FrameBuffer::Create(1280, 720, Prism::FramebufferFormat::RGBA8));
m_QuadShader = Prism::Shader::Create("assets/shaders/quad.glsl");
m_HDRShader= Prism::Shader::Create("assets/shaders/hdr.glsl");
m_GridShader = Prism::Shader::Create("assets/shaders/Grid.glsl");
m_Mesh = Prism::CreateRef<Prism::Mesh>("assets/models/m1911/m1911.fbx");
m_MeshMaterial = Prism::CreateRef<Prism::MaterialInstance>(m_Mesh->GetMaterial());
m_SphereMesh = Prism::CreateRef<Prism::Mesh>("assets/models/Sphere1m.fbx");
m_PlaneMesh = Prism::CreateRef<Prism::Mesh>("assets/models/Plane1m.fbx");
m_GridShader = Prism::Shader::Create("assets/shaders/Grid.glsl");
m_GridMaterial = Prism::MaterialInstance::Create(Prism::Material::Create(m_GridShader));
m_GridMaterial->Set("u_Scale", m_GridScale);
m_GridMaterial->Set("u_Res", m_GridSize);
// Editor
m_CheckerboardTex.reset(Prism::Texture2D::Create("assets/editor/Checkerboard.tga"));
@ -127,16 +138,12 @@ void DemoLayer::OnAttach()
m_EnvironmentIrradiance.reset(Prism::TextureCube::Create("assets/textures/environments/Arches_E_PineTree_Irradiance.tga"));
m_BRDFLUT.reset(Prism::Texture2D::Create("assets/textures/BRDF_LUT.tga"));
m_Framebuffer.reset(Prism::FrameBuffer::Create(1280, 720, Prism::FramebufferFormat::RGBA16F));
m_FinalPresentBuffer.reset(Prism::FrameBuffer::Create(1280, 720, Prism::FramebufferFormat::RGBA8));
m_PBRMaterial.reset(new Prism::Material(m_SimplePBRShader));
float x = -4.0f;
float roughness = 0.0f;
for (int i = 0; i < 8; i++)
{
Prism::Ref<Prism::MaterialInstance> mi(new Prism::MaterialInstance(m_PBRMaterial));
Prism::Ref<Prism::MaterialInstance> mi = Prism::CreateRef<Prism::MaterialInstance>(m_SphereMesh->GetMaterial());
mi->Set("u_Metalness", 1.0f);
mi->Set("u_Roughness", roughness);
mi->Set("u_ModelMatrix", glm::translate(glm::mat4(1.0f), glm::vec3(x, 0.0f, 0.0f)));
@ -149,7 +156,7 @@ void DemoLayer::OnAttach()
roughness = 0.0f;
for (int i = 0; i < 8; i++)
{
Prism::Ref<Prism::MaterialInstance> mi(new Prism::MaterialInstance(m_PBRMaterial));
Prism::Ref<Prism::MaterialInstance> mi = Prism::CreateRef<Prism::MaterialInstance>(m_SphereMesh->GetMaterial());
mi->Set("u_Metalness", 0.0f);
mi->Set("u_Roughness", roughness);
mi->Set("u_ModelMatrix", translate(glm::mat4(1.0f), glm::vec3(x, 1.2f, 0.0f)));
@ -212,10 +219,6 @@ void DemoLayer::OnUpdate(const Prism::TimeStep deltaTime)
m_Framebuffer->Bind();
Renderer::Clear(m_ClearColor[0], m_ClearColor[1], m_ClearColor[2], m_ClearColor[3]);
Prism::UniformBufferDeclaration<sizeof(mat4), 1> quadShaderUB;
quadShaderUB.Push("u_InverseVP", inverse(viewProjection));
m_QuadShader->UploadUniformBuffer(quadShaderUB);
m_QuadShader->Bind();
m_QuadShader->SetMat4("u_InverseVP", inverse(viewProjection));
m_EnvironmentCubeMap->Bind(0);
@ -224,72 +227,72 @@ void DemoLayer::OnUpdate(const Prism::TimeStep deltaTime)
Renderer::DrawIndexed(m_IndexBuffer->GetCount(), false);
m_PBRMaterial->Set("u_AlbedoColor", m_AlbedoInput.Color);
m_PBRMaterial->Set("u_Metalness", m_MetalnessInput.Value);
m_PBRMaterial->Set("u_Roughness", m_RoughnessInput.Value);
m_PBRMaterial->Set("u_ViewProjectionMatrix", viewProjection);
m_PBRMaterial->Set("u_ModelMatrix", scale(mat4(1.0f), vec3(m_MeshScale)));
m_PBRMaterial->Set("lights", m_Light);
m_PBRMaterial->Set("u_CameraPosition", m_Camera.GetPosition());
m_PBRMaterial->Set("u_RadiancePrefilter", m_RadiancePrefilter ? 1.0f : 0.0f);
m_PBRMaterial->Set("u_AlbedoTexToggle", m_AlbedoInput.UseTexture ? 1.0f : 0.0f);
m_PBRMaterial->Set("u_NormalTexToggle", m_NormalInput.UseTexture ? 1.0f : 0.0f);
m_PBRMaterial->Set("u_MetalnessTexToggle", m_MetalnessInput.UseTexture ? 1.0f : 0.0f);
m_PBRMaterial->Set("u_RoughnessTexToggle", m_RoughnessInput.UseTexture ? 1.0f : 0.0f);
m_PBRMaterial->Set("u_EnvMapRotation", m_EnvMapRotation);
m_MeshMaterial->Set("u_AlbedoColor", m_AlbedoInput.Color);
m_MeshMaterial->Set("u_Metalness", m_MetalnessInput.Value);
m_MeshMaterial->Set("u_Roughness", m_RoughnessInput.Value);
m_MeshMaterial->Set("u_ViewProjectionMatrix", viewProjection);
m_MeshMaterial->Set("u_ModelMatrix", scale(mat4(1.0f), vec3(m_MeshScale)));
m_MeshMaterial->Set("lights", m_Light);
m_MeshMaterial->Set("u_CameraPosition", m_Camera.GetPosition());
m_MeshMaterial->Set("u_RadiancePrefilter", m_RadiancePrefilter ? 1.0f : 0.0f);
m_MeshMaterial->Set("u_AlbedoTexToggle", m_AlbedoInput.UseTexture ? 1.0f : 0.0f);
m_MeshMaterial->Set("u_NormalTexToggle", m_NormalInput.UseTexture ? 1.0f : 0.0f);
m_MeshMaterial->Set("u_MetalnessTexToggle", m_MetalnessInput.UseTexture ? 1.0f : 0.0f);
m_MeshMaterial->Set("u_RoughnessTexToggle", m_RoughnessInput.UseTexture ? 1.0f : 0.0f);
m_MeshMaterial->Set("u_EnvMapRotation", m_EnvMapRotation);
m_PBRMaterial->Set("u_EnvRadianceTex", m_EnvironmentCubeMap);
m_PBRMaterial->Set("u_EnvIrradianceTex", m_EnvironmentIrradiance);
m_PBRMaterial->Set("u_BRDFLUTTexture", m_BRDFLUT);
/*
Prism::UniformBufferDeclaration<sizeof(mat4) * 2 + sizeof(vec3) * 4 + sizeof(float) * 8, 14> simplePbrShaderUB;
simplePbrShaderUB.Push("u_ViewProjectionMatrix", viewProjection);
simplePbrShaderUB.Push("u_ModelMatrix", mat4(1.0f));
simplePbrShaderUB.Push("u_AlbedoColor", m_AlbedoInput.Color);
simplePbrShaderUB.Push("u_Metalness", m_MetalnessInput.Value);
simplePbrShaderUB.Push("u_Roughness", m_RoughnessInput.Value);
simplePbrShaderUB.Push("lights.Direction", m_Light.Direction);
simplePbrShaderUB.Push("lights.Radiance", m_Light.Radiance * m_LightMultiplier);
simplePbrShaderUB.Push("u_CameraPosition", m_Camera.GetPosition());
simplePbrShaderUB.Push("u_RadiancePrefilter", m_RadiancePrefilter ? 1.0f : 0.0f);
simplePbrShaderUB.Push("u_AlbedoTexToggle", m_AlbedoInput.UseTexture ? 1.0f : 0.0f);
simplePbrShaderUB.Push("u_NormalTexToggle", m_NormalInput.UseTexture ? 1.0f : 0.0f);
simplePbrShaderUB.Push("u_MetalnessTexToggle", m_MetalnessInput.UseTexture ? 1.0f : 0.0f);
simplePbrShaderUB.Push("u_RoughnessTexToggle", m_RoughnessInput.UseTexture ? 1.0f : 0.0f);
simplePbrShaderUB.Push("u_EnvMapRotation", m_EnvMapRotation);
m_SimplePBRShader->UploadUniformBuffer(simplePbrShaderUB);
m_MeshMaterial->Set("u_EnvRadianceTex", m_EnvironmentCubeMap);
m_MeshMaterial->Set("u_EnvIrradianceTex", m_EnvironmentIrradiance);
m_MeshMaterial->Set("u_BRDFLUTTexture", m_BRDFLUT);
m_SphereMesh->GetMaterial()->Set("u_AlbedoColor", m_AlbedoInput.Color);
m_SphereMesh->GetMaterial()->Set("u_Metalness", m_MetalnessInput.Value);
m_SphereMesh->GetMaterial()->Set("u_Roughness", m_RoughnessInput.Value);
m_SphereMesh->GetMaterial()->Set("u_ViewProjectionMatrix", viewProjection);
m_SphereMesh->GetMaterial()->Set("u_ModelMatrix", scale(mat4(1.0f), vec3(m_MeshScale)));
m_SphereMesh->GetMaterial()->Set("lights", m_Light);
m_SphereMesh->GetMaterial()->Set("u_CameraPosition", m_Camera.GetPosition());
m_SphereMesh->GetMaterial()->Set("u_RadiancePrefilter", m_RadiancePrefilter ? 1.0f : 0.0f);
m_SphereMesh->GetMaterial()->Set("u_AlbedoTexToggle", m_AlbedoInput.UseTexture ? 1.0f : 0.0f);
m_SphereMesh->GetMaterial()->Set("u_NormalTexToggle", m_NormalInput.UseTexture ? 1.0f : 0.0f);
m_SphereMesh->GetMaterial()->Set("u_MetalnessTexToggle", m_MetalnessInput.UseTexture ? 1.0f : 0.0f);
m_SphereMesh->GetMaterial()->Set("u_RoughnessTexToggle", m_RoughnessInput.UseTexture ? 1.0f : 0.0f);
m_SphereMesh->GetMaterial()->Set("u_EnvMapRotation", m_EnvMapRotation);
m_SphereMesh->GetMaterial()->Set("u_EnvRadianceTex", m_EnvironmentCubeMap);
m_SphereMesh->GetMaterial()->Set("u_EnvIrradianceTex", m_EnvironmentIrradiance);
m_SphereMesh->GetMaterial()->Set("u_BRDFLUTTexture", m_BRDFLUT);
m_EnvironmentCubeMap->Bind(10);
m_EnvironmentIrradiance->Bind(11);
m_BRDFLUT->Bind(15);
m_SimplePBRShader->Bind();
*/
if (m_AlbedoInput.TextureMap)
m_PBRMaterial->Set("u_AlbedoTexture", m_AlbedoInput.TextureMap);
m_MeshMaterial->Set("u_AlbedoTexture", m_AlbedoInput.TextureMap);
if (m_NormalInput.TextureMap)
m_PBRMaterial->Set("u_NormalTexture", m_NormalInput.TextureMap);
m_MeshMaterial->Set("u_NormalTexture", m_NormalInput.TextureMap);
if (m_MetalnessInput.TextureMap)
m_PBRMaterial->Set("u_MetalnessTexture", m_MetalnessInput.TextureMap);
m_MeshMaterial->Set("u_MetalnessTexture", m_MetalnessInput.TextureMap);
if (m_RoughnessInput.TextureMap)
m_PBRMaterial->Set("u_RoughnessTexture", m_RoughnessInput.TextureMap);
m_MeshMaterial->Set("u_RoughnessTexture", m_RoughnessInput.TextureMap);
if (m_Scene == Scene::Spheres)
{
// Metals
for (int i = 0; i < 8; i++)
{
m_SphereMesh->Render(deltaTime, glm::mat4(1.0f), m_MetalSphereMaterialInstances[i]);
/*
m_MetalSphereMaterialInstances[i]->Bind();
m_SphereMesh->Render(deltaTime, m_SimplePBRShader.get());
*/
}
// Dielectrics
for (int i = 0; i < 8; i++)
{
m_SphereMesh->Render(deltaTime, glm::mat4(1.0f), m_DielectricSphereMaterialInstances[i]);
/*
m_DielectricSphereMaterialInstances[i]->Bind();
m_SphereMesh->Render(deltaTime, m_SimplePBRShader.get());
*/
}
}
@ -297,16 +300,13 @@ void DemoLayer::OnUpdate(const Prism::TimeStep deltaTime)
{
if (m_Mesh)
{
m_PBRMaterial->Bind();
m_Mesh->Render(deltaTime, m_SimplePBRShader.get());
m_Mesh->Render(deltaTime, scale(mat4(1.0f), vec3(m_MeshScale)), m_MeshMaterial);
}
}
m_GridShader->Bind();
m_GridShader->SetMat4("u_MVP", viewProjection * glm::scale(glm::mat4(1.0f), glm::vec3(16.0f)));
m_GridShader->SetFloat("u_Scale", m_GridScale);
m_GridShader->SetFloat("u_Res", m_GridSize);
m_PlaneMesh->Render(deltaTime, m_GridShader.get());
m_GridMaterial->Set("u_MVP", viewProjection * glm::scale(glm::mat4(1.0f), glm::vec3(16.0f)));
m_PlaneMesh->Render(deltaTime, m_GridMaterial);
m_Framebuffer->Unbind();
m_FinalPresentBuffer->Bind();
@ -436,206 +436,216 @@ void DemoLayer::OnImGuiRender()
#endif
// Editor Panel ------------------------------------------------------------------------------
ImGui::Begin("Model");
ImGui::RadioButton("Spheres", (int*)&m_Scene, (int)Scene::Spheres);
ImGui::SameLine();
ImGui::RadioButton("Model", (int*)&m_Scene, (int)Scene::Model);
// Editor Panel ------------------------------------------------------------------------------
ImGui::Begin("Model");
ImGui::RadioButton("Spheres", (int*)&m_Scene, (int)Scene::Spheres);
ImGui::SameLine();
ImGui::RadioButton("Model", (int*)&m_Scene, (int)Scene::Model);
ImGui::Begin("Environment");
ImGui::Begin("Environment");
ImGui::Columns(2);
ImGui::AlignTextToFramePadding();
ImGui::Columns(2);
ImGui::AlignTextToFramePadding();
Property("Light Direction", m_Light.Direction);
Property("Light Radiance", m_Light.Radiance, PropertyFlag::ColorProperty);
Property("Light Multiplier", m_LightMultiplier, 0.0f, 5.0f);
Property("Exposure", m_Exposure, 0.0f, 5.0f);
Property("Light Direction", m_Light.Direction);
Property("Light Radiance", m_Light.Radiance, PropertyFlag::ColorProperty);
Property("Light Multiplier", m_LightMultiplier, 0.0f, 5.0f);
Property("Exposure", m_Exposure, 0.0f, 5.0f);
Property("Radiance Prefiltering", m_RadiancePrefilter);
Property("Env Map Rotation", m_EnvMapRotation, -360.0f, 360.0f);
Property("Radiance Prefiltering", m_RadiancePrefilter);
Property("Env Map Rotation", m_EnvMapRotation, -360.0f, 360.0f);
ImGui::Columns(1);
ImGui::Columns(1);
ImGui::End();
ImGui::End();
ImGui::Separator();
ImGui::Separator();
{
ImGui::Text("Mesh");
std::string fullpath = m_Mesh ? m_Mesh->GetFilePath() : "None";
size_t found = fullpath.find_last_of("/\\");
std::string path = found != std::string::npos ? fullpath.substr(found + 1) : fullpath;
ImGui::Text(path.c_str()); ImGui::SameLine();
if (ImGui::Button("...##Mesh"))
{
ImGui::Text("Mesh");
std::string fullpath = m_Mesh ? m_Mesh->GetFilePath() : "None";
size_t found = fullpath.find_last_of("/\\");
std::string path = found != std::string::npos ? fullpath.substr(found + 1) : fullpath;
ImGui::Text(path.c_str()); ImGui::SameLine();
if (ImGui::Button("...##Mesh"))
{
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_Mesh.reset(new Prism::Mesh(filename));
}
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_Mesh.reset(new Prism::Mesh(filename));
}
ImGui::Separator();
}
ImGui::Separator();
// Textures ------------------------------------------------------------------------------
// Textures ------------------------------------------------------------------------------
{
// Albedo
if (ImGui::CollapsingHeader("Albedo", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
// Albedo
if (ImGui::CollapsingHeader("Albedo", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
ImGui::Image((ImTextureRef)(m_AlbedoInput.TextureMap ? m_AlbedoInput.TextureMap->GetRendererID() : m_CheckerboardTex->GetRendererID()), ImVec2(64, 64));
ImGui::PopStyleVar();
if (ImGui::IsItemHovered())
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
ImGui::Image((ImTextureRef)(m_AlbedoInput.TextureMap ? m_AlbedoInput.TextureMap->GetRendererID() : m_CheckerboardTex->GetRendererID()), ImVec2(64, 64));
ImGui::PopStyleVar();
if (ImGui::IsItemHovered())
if (m_AlbedoInput.TextureMap)
{
if (m_AlbedoInput.TextureMap)
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(m_AlbedoInput.TextureMap->GetPath().c_str());
ImGui::PopTextWrapPos();
ImGui::Image((ImTextureRef)m_AlbedoInput.TextureMap->GetRendererID(), ImVec2(384, 384));
ImGui::EndTooltip();
}
if (ImGui::IsItemClicked())
{
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_AlbedoInput.TextureMap.reset(Prism::Texture2D::Create(filename, m_AlbedoInput.SRGB));
}
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(m_AlbedoInput.TextureMap->GetPath().c_str());
ImGui::PopTextWrapPos();
ImGui::Image((ImTextureRef)m_AlbedoInput.TextureMap->GetRendererID(), ImVec2(384, 384));
ImGui::EndTooltip();
}
ImGui::SameLine();
ImGui::BeginGroup();
ImGui::Checkbox("Use##AlbedoMap", &m_AlbedoInput.UseTexture);
if (ImGui::Checkbox("sRGB##AlbedoMap", &m_AlbedoInput.SRGB))
if (ImGui::IsItemClicked())
{
if (m_AlbedoInput.TextureMap)
m_AlbedoInput.TextureMap.reset(Prism::Texture2D::Create(m_AlbedoInput.TextureMap->GetPath(), m_AlbedoInput.SRGB));
}
ImGui::EndGroup();
ImGui::SameLine();
ImGui::ColorEdit3("Color##Albedo", glm::value_ptr(m_AlbedoInput.Color), ImGuiColorEditFlags_NoInputs);
}
}
{
// Normals
if (ImGui::CollapsingHeader("Normals", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
ImGui::Image((ImTextureRef)(m_NormalInput.TextureMap ? m_NormalInput.TextureMap->GetRendererID() : m_CheckerboardTex->GetRendererID()), ImVec2(64, 64));
ImGui::PopStyleVar();
if (ImGui::IsItemHovered())
{
if (m_NormalInput.TextureMap)
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(m_NormalInput.TextureMap->GetPath().c_str());
ImGui::PopTextWrapPos();
ImGui::Image((ImTextureRef)m_NormalInput.TextureMap->GetRendererID(), ImVec2(384, 384));
ImGui::EndTooltip();
}
if (ImGui::IsItemClicked())
{
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_NormalInput.TextureMap.reset(Prism::Texture2D::Create(filename));
}
}
ImGui::SameLine();
ImGui::Checkbox("Use##NormalMap", &m_NormalInput.UseTexture);
}
}
{
// Metalness
if (ImGui::CollapsingHeader("Metalness", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
ImGui::Image((ImTextureRef)(m_MetalnessInput.TextureMap ? m_MetalnessInput.TextureMap->GetRendererID() : m_CheckerboardTex->GetRendererID()), ImVec2(64, 64));
ImGui::PopStyleVar();
if (ImGui::IsItemHovered())
{
if (m_MetalnessInput.TextureMap)
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(m_MetalnessInput.TextureMap->GetPath().c_str());
ImGui::PopTextWrapPos();
ImGui::Image((ImTextureRef)m_MetalnessInput.TextureMap->GetRendererID(), ImVec2(384, 384));
ImGui::EndTooltip();
}
if (ImGui::IsItemClicked())
{
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_MetalnessInput.TextureMap.reset(Prism::Texture2D::Create(filename));
}
}
ImGui::SameLine();
ImGui::Checkbox("Use##MetalnessMap", &m_MetalnessInput.UseTexture);
ImGui::SameLine();
ImGui::SliderFloat("Value##MetalnessInput", &m_MetalnessInput.Value, 0.0f, 1.0f);
}
}
{
// Roughness
if (ImGui::CollapsingHeader("Roughness", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
ImGui::Image((ImTextureRef)(m_RoughnessInput.TextureMap ? m_RoughnessInput.TextureMap->GetRendererID() : m_CheckerboardTex->GetRendererID()), ImVec2(64, 64));
ImGui::PopStyleVar();
if (ImGui::IsItemHovered())
{
if (m_RoughnessInput.TextureMap)
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(m_RoughnessInput.TextureMap->GetPath().c_str());
ImGui::PopTextWrapPos();
ImGui::Image((ImTextureRef)m_RoughnessInput.TextureMap->GetRendererID(), ImVec2(384, 384));
ImGui::EndTooltip();
}
if (ImGui::IsItemClicked())
{
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_RoughnessInput.TextureMap.reset(Prism::Texture2D::Create(filename));
}
}
ImGui::SameLine();
ImGui::Checkbox("Use##RoughnessMap", &m_RoughnessInput.UseTexture);
ImGui::SameLine();
ImGui::SliderFloat("Value##RoughnessInput", &m_RoughnessInput.Value, 0.0f, 1.0f);
}
}
if (ImGui::TreeNode("Shaders"))
{
auto& shaders = Prism::Shader::GetAllShaders();
for (auto& shader : shaders)
{
if (ImGui::TreeNode(shader->GetName().c_str()))
{
std::string buttonName = "Reload##" + shader->GetName();
if (ImGui::Button(buttonName.c_str()))
shader->Reload();
ImGui::TreePop();
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_AlbedoInput.TextureMap.reset(Prism::Texture2D::Create(filename, m_AlbedoInput.SRGB));
}
}
ImGui::TreePop();
ImGui::SameLine();
ImGui::BeginGroup();
ImGui::Checkbox("Use##AlbedoMap", &m_AlbedoInput.UseTexture);
if (ImGui::Checkbox("sRGB##AlbedoMap", &m_AlbedoInput.SRGB))
{
if (m_AlbedoInput.TextureMap)
m_AlbedoInput.TextureMap.reset(Prism::Texture2D::Create(m_AlbedoInput.TextureMap->GetPath(), m_AlbedoInput.SRGB));
}
ImGui::EndGroup();
ImGui::SameLine();
ImGui::ColorEdit3("Color##Albedo", glm::value_ptr(m_AlbedoInput.Color), ImGuiColorEditFlags_NoInputs);
}
}
{
// Normals
if (ImGui::CollapsingHeader("Normals", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
ImGui::Image((ImTextureRef)(m_NormalInput.TextureMap ? m_NormalInput.TextureMap->GetRendererID() : m_CheckerboardTex->GetRendererID()), ImVec2(64, 64));
ImGui::PopStyleVar();
if (ImGui::IsItemHovered())
{
if (m_NormalInput.TextureMap)
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(m_NormalInput.TextureMap->GetPath().c_str());
ImGui::PopTextWrapPos();
ImGui::Image((ImTextureRef)m_NormalInput.TextureMap->GetRendererID(), ImVec2(384, 384));
ImGui::EndTooltip();
}
if (ImGui::IsItemClicked())
{
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_NormalInput.TextureMap.reset(Prism::Texture2D::Create(filename));
}
}
ImGui::SameLine();
ImGui::Checkbox("Use##NormalMap", &m_NormalInput.UseTexture);
}
}
{
// Metalness
if (ImGui::CollapsingHeader("Metalness", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
ImGui::Image((ImTextureRef)(m_MetalnessInput.TextureMap ? m_MetalnessInput.TextureMap->GetRendererID() : m_CheckerboardTex->GetRendererID()), ImVec2(64, 64));
ImGui::PopStyleVar();
if (ImGui::IsItemHovered())
{
if (m_MetalnessInput.TextureMap)
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(m_MetalnessInput.TextureMap->GetPath().c_str());
ImGui::PopTextWrapPos();
ImGui::Image((ImTextureRef)m_MetalnessInput.TextureMap->GetRendererID(), ImVec2(384, 384));
ImGui::EndTooltip();
}
if (ImGui::IsItemClicked())
{
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_MetalnessInput.TextureMap.reset(Prism::Texture2D::Create(filename));
}
}
ImGui::SameLine();
ImGui::Checkbox("Use##MetalnessMap", &m_MetalnessInput.UseTexture);
ImGui::SameLine();
ImGui::SliderFloat("Value##MetalnessInput", &m_MetalnessInput.Value, 0.0f, 1.0f);
}
}
{
// Roughness
if (ImGui::CollapsingHeader("Roughness", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
ImGui::Image((ImTextureRef)(m_RoughnessInput.TextureMap ? m_RoughnessInput.TextureMap->GetRendererID() : m_CheckerboardTex->GetRendererID()), ImVec2(64, 64));
ImGui::PopStyleVar();
if (ImGui::IsItemHovered())
{
if (m_RoughnessInput.TextureMap)
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(m_RoughnessInput.TextureMap->GetPath().c_str());
ImGui::PopTextWrapPos();
ImGui::Image((ImTextureRef)m_RoughnessInput.TextureMap->GetRendererID(), ImVec2(384, 384));
ImGui::EndTooltip();
}
if (ImGui::IsItemClicked())
{
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_RoughnessInput.TextureMap.reset(Prism::Texture2D::Create(filename));
}
}
ImGui::SameLine();
ImGui::Checkbox("Use##RoughnessMap", &m_RoughnessInput.UseTexture);
ImGui::SameLine();
ImGui::SliderFloat("Value##RoughnessInput", &m_RoughnessInput.Value, 0.0f, 1.0f);
}
}
ImGui::Separator();
if (ImGui::TreeNode("Shaders"))
{
auto& shaders = Prism::Shader::GetAllShaders();
for (auto& shader : shaders)
{
if (ImGui::TreeNode(shader->GetName().c_str()))
{
std::string buttonName = "Reload##" + shader->GetName();
if (ImGui::Button(buttonName.c_str()))
shader->Reload();
ImGui::TreePop();
}
}
ImGui::TreePop();
}
ImGui::End();
ImGui::Separator();
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::Begin("Viewport");
auto viewportSize = ImGui::GetContentRegionAvail();
m_Framebuffer->Resize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
m_FinalPresentBuffer->Resize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
m_Camera.SetProjectionMatrix(glm::perspectiveFov(glm::radians(45.0f), viewportSize.x, viewportSize.y, 0.1f, 10000.0f));
ImGui::Image((ImTextureRef)m_FinalPresentBuffer->GetColorAttachmentRendererID(), viewportSize, { 0, 1 }, { 1, 0 });
// ImGui::Image((void*)m_Framebuffer->GetColorAttachmentRendererID(), viewportSize, { 0, 1 }, { 1, 0 });
ImGui::End();
ImGui::PopStyleVar();
ImGui::End();
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::Begin("Viewport");
auto viewportSize = ImGui::GetContentRegionAvail();
m_Framebuffer->Resize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
m_FinalPresentBuffer->Resize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
m_Camera.SetProjectionMatrix(glm::perspectiveFov(glm::radians(45.0f), viewportSize.x, viewportSize.y, 0.1f, 10000.0f));
ImGui::Image((ImTextureRef)m_FinalPresentBuffer->GetColorAttachmentRendererID(), viewportSize, { 0, 1 }, { 1, 0 });
ImGui::End();
ImGui::PopStyleVar();
ImGui::Begin("Log");
const auto& cameraPos = m_Camera.GetPosition();
ImGui::Text("cameraPos: (%.2f, %.2f, %.2f)", cameraPos.x, cameraPos.y, cameraPos.z);
const auto& Direct = m_Camera.GetForwardDirection();
ImGui::Text("forward Vec: (%.2f, %.2f, %.2f)", Direct.x, Direct.y, Direct.z);
const auto& distance = m_Camera.GetDistance();
ImGui::Text("distance: %.3f", distance);
ImGui::End();
if (m_Mesh)
m_Mesh->OnImGuiRender();

View File

@ -26,15 +26,16 @@ public:
private:
float m_ClearColor[4];
Prism::Ref<Prism::Shader> m_SimplePBRShader;
Prism::Scope<Prism::Shader> m_QuadShader;
Prism::Scope<Prism::Shader> m_HDRShader;
Prism::Scope<Prism::Shader> m_GridShader;
Prism::Scope<Prism::Mesh> m_Mesh;
Prism::Scope<Prism::Mesh> m_SphereMesh, m_PlaneMesh;
Prism::Ref<Prism::Shader> m_QuadShader;
Prism::Ref<Prism::Shader> m_HDRShader;
Prism::Ref<Prism::Shader> m_GridShader;
Prism::Ref<Prism::Mesh> m_Mesh;
Prism::Ref<Prism::Mesh> m_SphereMesh, m_PlaneMesh;
Prism::Ref<Prism::Texture2D> m_BRDFLUT;
Prism::Ref<Prism::Material> m_PBRMaterial;
Prism::Ref<Prism::MaterialInstance> m_MeshMaterial;
Prism::Ref<Prism::MaterialInstance> m_GridMaterial;
std::vector<Prism::Ref<Prism::MaterialInstance>> m_MetalSphereMaterialInstances;
std::vector<Prism::Ref<Prism::MaterialInstance>> m_DielectricSphereMaterialInstances;

View File

@ -174,9 +174,9 @@ void TestLayer::OnAttach()
m_SkyBoxTextureCube.reset(Prism::TextureCube::Create("assets/textures/environments/Arches_E_PineTree_Radiance.tga"));
m_SkyboxShader.reset(Prism::Shader::Create("assets/shaders/quad.glsl"));
m_Shader.reset(Prism::Shader::Create("assets/shaders/demo.glsl"));
m_HDRShader.reset(Prism::Shader::Create("assets/shaders/hdr.glsl"));
m_SkyboxShader = Prism::Shader::Create("assets/shaders/quad.glsl");
m_Shader = Prism::Shader::Create("assets/shaders/demo.glsl");
m_HDRShader = Prism::Shader::Create("assets/shaders/hdr.glsl");
m_Mesh = std::make_unique<Prism::Mesh>("assets/meshes/cerberus.fbx");
}
@ -210,7 +210,7 @@ void TestLayer::OnUpdate(Prism::TimeStep deltaTime)
m_Shader->Bind();
m_Mesh->Render(deltaTime, m_Shader.get());
// m_Mesh->Render(deltaTime, m_Shader);
// m_VertexBuffer->Bind();
// m_IndexBuffer->Bind();

View File

@ -28,17 +28,17 @@ private:
glm::vec4 m_clearColor = glm::vec4(0.1f, 0.1f, 0.1f, 1.0f);
glm::vec4 m_TriangleColor = glm::vec4(1.0f);
std::unique_ptr<Prism::FrameBuffer> m_FrameBuffer, m_FinalPresentBuffer;
std::unique_ptr<Prism::VertexBuffer> m_VertexBuffer;
std::unique_ptr<Prism::IndexBuffer> m_IndexBuffer;
Prism::Ref<Prism::FrameBuffer> m_FrameBuffer, m_FinalPresentBuffer;
Prism::Ref<Prism::VertexBuffer> m_VertexBuffer;
Prism::Ref<Prism::IndexBuffer> m_IndexBuffer;
std::unique_ptr<Prism::TextureCube> m_SkyBoxTextureCube;
Prism::Ref<Prism::TextureCube> m_SkyBoxTextureCube;
std::unique_ptr<Prism::Shader> m_SkyboxShader;
std::unique_ptr<Prism::Shader> m_Shader;
std::unique_ptr<Prism::Shader> m_HDRShader;
std::unique_ptr<Prism::Mesh> m_Mesh;
Prism::Ref<Prism::Shader> m_SkyboxShader;
Prism::Ref<Prism::Shader> m_Shader;
Prism::Ref<Prism::Shader> m_HDRShader;
Prism::Ref<Prism::Mesh> m_Mesh;
Prism::Camera m_Camera;

View File

@ -18,8 +18,8 @@ public:
virtual void OnInit() override
{
PushLayer(new TestLayer());
// PushLayer(new DemoLayer());
// PushLayer(new TestLayer());
PushLayer(new DemoLayer());
}
};

View File

@ -23,7 +23,6 @@ void main()
layout(location = 0) out vec4 color;
uniform sampler2D u_Texture;
uniform float u_Scale;
uniform float u_Res;

View File

@ -0,0 +1,321 @@
// -----------------------------
// -- 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);
}