add mouse picking, add more hdr environment maps

This commit is contained in:
2025-12-02 12:04:12 +08:00
parent c96eb34af5
commit 5251ae22fb
35 changed files with 488 additions and 269 deletions

View File

@ -57,6 +57,7 @@ const vec3 Fdielectric = vec3(0.04);
struct Light {
vec3 Direction;
vec3 Radiance;
float Multiplier;
};
in VertexOutput
@ -246,7 +247,7 @@ vec3 Lighting(vec3 F0)
for(int i = 0; i < LightCount; i++)
{
vec3 Li = -lights.Direction;
vec3 Lradiance = lights.Radiance;
vec3 Lradiance = lights.Radiance * lights.Multiplier;
vec3 Lh = normalize(Li + m_Params.View);
// Calculate angles between surface normal and various light vectors.
@ -271,15 +272,15 @@ vec3 Lighting(vec3 F0)
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 F = fresnelSchlick(F0, m_Params.NdotV);
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
// vec3 F = fresnelSchlickR(F0, m_Params.NdotV);
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;
vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (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;
@ -317,5 +318,5 @@ void main()
vec3 iblContribution = IBL(F0, Lr);
color = vec4(lightContribution + iblContribution, 1.0);
color = vec4(iblContribution, 1.0);
// color = vec4(iblContribution, 1.0);
}