add simple render, add simple pbr shader(from hazel)

This commit is contained in:
2025-11-26 17:48:04 +08:00
parent bade15a87f
commit 5bbda471bf
68 changed files with 10512 additions and 83 deletions

View File

@ -8,5 +8,5 @@ file(COPY ${ASSETS} DESTINATION ${CMAKE_BINARY_DIR}/bin)
add_executable(${PROJECT_NAME} ${SRC_SOURCE})
target_link_libraries(${PROJECT_NAME} PRIVATE Prism)
target_link_libraries(${PROJECT_NAME} PRIVATE Prism-static)
#target_compile_definitions(${PROJECT_NAME} PRIVATE ENABLE_DOCKSPACE)

View File

@ -21,6 +21,8 @@ static void ImGuiShowHelpMarker(const char* desc)
}
DemoLayer::DemoLayer()
: m_ClearColor{ 0.1f, 0.1f, 0.1f, 1.0f }, m_Scene(Scene::Spheres),
m_Camera(glm::perspectiveFov(glm::radians(45.0f), 1280.0f, 720.0f, 0.1f, 10000.0f))
{
}
@ -30,24 +32,55 @@ DemoLayer::~DemoLayer()
void DemoLayer::OnAttach()
{
static float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
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_Mesh.reset(new Prism::Mesh("assets/meshes/cerberus.fbx"));
m_SphereMesh.reset(new Prism::Mesh("assets/models/Sphere.fbx"));
static unsigned int indices[] = {
0, 1, 2
};
// Editor
m_CheckerboardTex.reset(Prism::Texture2D::Create("assets/editor/Checkerboard.tga"));
m_VertexBuffer = std::unique_ptr<Prism::VertexBuffer>(Prism::VertexBuffer::Create());
m_VertexBuffer->SetData(vertices, sizeof(vertices));
// Environment
m_EnvironmentCubeMap.reset(Prism::TextureCube::Create("assets/textures/environments/Arches_E_PineTree_Radiance.tga"));
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_IndexBuffer = std::unique_ptr<Prism::IndexBuffer>(Prism::IndexBuffer::Create());
m_IndexBuffer->SetData(indices, sizeof(indices));
m_Framebuffer.reset(Prism::FrameBuffer::Create(1280, 720, Prism::FramebufferFormat::RGBA16F));
m_FinalPresentBuffer.reset(Prism::FrameBuffer::Create(1280, 720, Prism::FramebufferFormat::RGBA8));
// Create Quad
float x = -1, y = -1;
float width = 2, height = 2;
struct QuadVertex
{
glm::vec3 Position;
glm::vec2 TexCoord;
};
m_Shader.reset(Prism::Shader::Create("assets/shaders/shader.glsl"));
QuadVertex* data = new QuadVertex[4];
data[0].Position = glm::vec3(x, y, 0);
data[0].TexCoord = glm::vec2(0, 0);
data[1].Position = glm::vec3(x + width, y, 0);
data[1].TexCoord = glm::vec2(1, 0);
data[2].Position = glm::vec3(x + width, y + height, 0);
data[2].TexCoord = glm::vec2(1, 1);
data[3].Position = glm::vec3(x, y + height, 0);
data[3].TexCoord = glm::vec2(0, 1);
m_VertexBuffer.reset(Prism::VertexBuffer::Create());
m_VertexBuffer->SetData(data, 4 * sizeof(QuadVertex));
uint32_t* indices = new uint32_t[6] { 0, 1, 2, 2, 3, 0, };
m_IndexBuffer.reset(Prism::IndexBuffer::Create());
m_IndexBuffer->SetData(indices, 6 * sizeof(unsigned int));
m_Light.Direction = { -0.5f, -0.5f, 1.0f };
m_Light.Radiance = { 1.0f, 1.0f, 1.0f };
}
void DemoLayer::OnDetach()
@ -56,28 +89,114 @@ void DemoLayer::OnDetach()
void DemoLayer::OnUpdate()
{
Prism::Renderer::Clear(m_ClearColor[0], m_ClearColor[1], m_ClearColor[2], m_ClearColor[3]);
{
// THINGS TO LOOK AT:
// - BRDF LUT
// - Cubemap mips and filtering
// - Tonemapping and proper HDR pipeline
using namespace Prism;
using namespace glm;
Prism::UniformBufferDeclaration<sizeof(glm::vec4), 1> buffer;
buffer.Push("u_Color", m_TriangleColor);
m_Shader->UploadUniformBuffer(buffer);
m_Camera.Update();
auto viewProjection = m_Camera.GetProjectionMatrix() * m_Camera.GetViewMatrix();
m_Shader->Bind();
m_VertexBuffer->Bind();
m_IndexBuffer->Bind();
Prism::Renderer::DrawIndexed(3);
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_EnvironmentIrradiance->Bind(0);
m_EnvironmentCubeMap->Bind(0);
m_VertexBuffer->Bind();
m_IndexBuffer->Bind();
Renderer::DrawIndexed(m_IndexBuffer->GetCount(), false);
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_EnvironmentCubeMap->Bind(10);
m_EnvironmentIrradiance->Bind(11);
m_BRDFLUT->Bind(15);
m_SimplePBRShader->Bind();
if (m_AlbedoInput.TextureMap)
m_AlbedoInput.TextureMap->Bind(1);
if (m_NormalInput.TextureMap)
m_NormalInput.TextureMap->Bind(2);
if (m_MetalnessInput.TextureMap)
m_MetalnessInput.TextureMap->Bind(3);
if (m_RoughnessInput.TextureMap)
m_RoughnessInput.TextureMap->Bind(4);
if (m_Scene == Scene::Spheres)
{
// Metals
float roughness = 0.0f;
float x = -88.0f;
for (int i = 0; i < 8; i++)
{
m_SimplePBRShader->SetMat4("u_ModelMatrix", translate(mat4(1.0f), vec3(x, 0.0f, 0.0f)));
m_SimplePBRShader->SetFloat("u_Roughness", roughness);
m_SimplePBRShader->SetFloat("u_Metalness", 1.0f);
m_SphereMesh->Render();
roughness += 0.15f;
x += 22.0f;
}
// Dielectrics
roughness = 0.0f;
x = -88.0f;
for (int i = 0; i < 8; i++)
{
m_SimplePBRShader->SetMat4("u_ModelMatrix", translate(mat4(1.0f), vec3(x, 22.0f, 0.0f)));
m_SimplePBRShader->SetFloat("u_Roughness", roughness);
m_SimplePBRShader->SetFloat("u_Metalness", 0.0f);
m_SphereMesh->Render();
roughness += 0.15f;
x += 22.0f;
}
}
else if (m_Scene == Scene::Model)
{
m_Mesh->Render();
}
m_Framebuffer->Unbind();
m_FinalPresentBuffer->Bind();
m_HDRShader->Bind();
m_HDRShader->SetFloat("u_Exposure", m_Exposure);
m_Framebuffer->BindTexture();
m_VertexBuffer->Bind();
m_IndexBuffer->Bind();
Renderer::DrawIndexed(m_IndexBuffer->GetCount(), false);
m_FinalPresentBuffer->Unbind();
}
}
void DemoLayer::OnImGuiRender()
{
static bool show_demo_window = true;
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
ImGui::Begin("GameLayer");
ImGui::ColorEdit4("Clear Color", m_ClearColor);
ImGui::ColorEdit4("Triangle Color", glm::value_ptr(m_TriangleColor));
ImGui::End();
#define ENABLE_DOCKSPACE 1
#if ENABLE_DOCKSPACE
@ -189,10 +308,208 @@ void DemoLayer::OnImGuiRender()
ImGui::End();
#endif
// Editor Panel ------------------------------------------------------------------------------
ImGui::Begin("Settings");
if (ImGui::TreeNode("Shaders"))
{
auto& shaders = Prism::Shader::s_AllShaders;
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::RadioButton("Spheres", (int*)&m_Scene, (int)Scene::Spheres);
ImGui::SameLine();
ImGui::RadioButton("Model", (int*)&m_Scene, (int)Scene::Model);
ImGui::ColorEdit4("Clear Color", m_ClearColor);
ImGui::SliderFloat3("Light Dir", glm::value_ptr(m_Light.Direction), -1, 1);
ImGui::ColorEdit3("Light Radiance", glm::value_ptr(m_Light.Radiance));
ImGui::SliderFloat("Light Multiplier", &m_LightMultiplier, 0.0f, 5.0f);
ImGui::SliderFloat("Exposure", &m_Exposure, 0.0f, 10.0f);
auto cameraForward = m_Camera.GetForwardDirection();
ImGui::Text("Camera Forward: %.2f, %.2f, %.2f", cameraForward.x, cameraForward.y, cameraForward.z);
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"))
{
std::string filename = Prism::Application::Get().OpenFile("");
if (filename != "")
m_Mesh.reset(new Prism::Mesh(filename));
}
}
ImGui::Separator();
ImGui::Text("Shader Parameters");
ImGui::Checkbox("Radiance Prefiltering", &m_RadiancePrefilter);
ImGui::SliderFloat("Env Map Rotation", &m_EnvMapRotation, -360.0f, 360.0f);
ImGui::Separator();
// Textures ------------------------------------------------------------------------------
{
// Albedo
if (ImGui::CollapsingHeader("Albedo", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
ImGui::Image(m_AlbedoInput.TextureMap ? (void*)m_AlbedoInput.TextureMap->GetRendererID() : (void*)m_CheckerboardTex->GetRendererID(), ImVec2(64, 64));
ImGui::PopStyleVar();
if (ImGui::IsItemHovered())
{
if (m_AlbedoInput.TextureMap)
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(m_AlbedoInput.TextureMap->GetPath().c_str());
ImGui::PopTextWrapPos();
ImGui::Image((void*)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::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(m_NormalInput.TextureMap ? (void*)m_NormalInput.TextureMap->GetRendererID() : (void*)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((void*)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(m_MetalnessInput.TextureMap ? (void*)m_MetalnessInput.TextureMap->GetRendererID() : (void*)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((void*)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(m_RoughnessInput.TextureMap ? (void*)m_RoughnessInput.TextureMap->GetRendererID() : (void*)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((void*)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();
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((void*)m_FinalPresentBuffer->GetColorAttachmentRendererID(), viewportSize, { 0, 1 }, { 1, 0 });
// ImGui::Image((void*)m_Framebuffer->GetColorAttachmentRendererID(), viewportSize, { 0, 1 }, { 1, 0 });
ImGui::End();
ImGui::PopStyleVar();
}

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@ -6,6 +6,9 @@
#define DEMOLAYER_H
#include "Prism.h"
#include "Prism/Renderer/Camera.h"
#include "Prism/Renderer/FrameBuffer.h"
#include "Prism/Renderer/Mesh.h"
class DemoLayer : public Prism::Layer
{
@ -20,12 +23,80 @@ public:
virtual void OnEvent(Prism::Event& e) override;
private:
float m_ClearColor[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
glm::vec4 m_TriangleColor = { 0.4f, 0.5f, 0.6f, 1.0f };
float m_ClearColor[4];
std::unique_ptr<Prism::Shader> m_Shader;
std::unique_ptr<Prism::Shader> m_PBRShader;
std::unique_ptr<Prism::Shader> m_SimplePBRShader;
std::unique_ptr<Prism::Shader> m_QuadShader;
std::unique_ptr<Prism::Shader> m_HDRShader;
std::unique_ptr<Prism::Mesh> m_Mesh;
std::unique_ptr<Prism::Mesh> m_SphereMesh;
std::unique_ptr<Prism::Texture2D> m_BRDFLUT;
struct AlbedoInput
{
glm::vec3 Color = { 0.972f, 0.96f, 0.915f }; // Silver, from https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/PhysicallyBased
std::unique_ptr<Prism::Texture2D> TextureMap;
bool SRGB = true;
bool UseTexture = false;
};
AlbedoInput m_AlbedoInput;
struct NormalInput
{
std::unique_ptr<Prism::Texture2D> TextureMap;
bool UseTexture = false;
};
NormalInput m_NormalInput;
struct MetalnessInput
{
float Value = 1.0f;
std::unique_ptr<Prism::Texture2D> TextureMap;
bool UseTexture = false;
};
MetalnessInput m_MetalnessInput;
struct RoughnessInput
{
float Value = 0.5f;
std::unique_ptr<Prism::Texture2D> TextureMap;
bool UseTexture = false;
};
RoughnessInput m_RoughnessInput;
std::unique_ptr<Prism::FrameBuffer> m_Framebuffer, m_FinalPresentBuffer;
std::unique_ptr<Prism::VertexBuffer> m_VertexBuffer;
std::unique_ptr<Prism::IndexBuffer> m_IndexBuffer;
std::unique_ptr<Prism::Shader> m_Shader;
std::unique_ptr<Prism::TextureCube> m_EnvironmentCubeMap, m_EnvironmentIrradiance;
Prism::Camera m_Camera;
struct Light
{
glm::vec3 Direction;
glm::vec3 Radiance;
};
Light m_Light;
float m_LightMultiplier = 0.3f;
// PBR params
float m_Exposure = 1.0f;
bool m_RadiancePrefilter = false;
float m_EnvMapRotation = 0.0f;
enum class Scene : uint32_t
{
Spheres = 0, Model = 1
};
Scene m_Scene;
// Editor resources
std::unique_ptr<Prism::Texture2D> m_CheckerboardTex;
};

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@ -0,0 +1,256 @@
//
// Created by sfd on 25-11-23.
//
#include "TestLayer.h"
#include "imgui.h"
#include "glm/gtc/type_ptr.hpp"
#include "Prism/Renderer/Renderer.h"
#include "Prism/Renderer/Shader.h"
static void EnableDockSpace(const bool enable)
{
if (enable)
{
static bool p_open = true;
static bool opt_fullscreen = true;
static bool opt_padding = false;
static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None;
// We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into,
// because it would be confusing to have two docking targets within each others.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
if (opt_fullscreen)
{
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
}
else
{
dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode;
}
// When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background
// and handle the pass-thru hole, so we ask Begin() to not render a background.
if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
window_flags |= ImGuiWindowFlags_NoBackground;
// Important: note that we proceed even if Begin() returns false (aka window is collapsed).
// This is because we want to keep our DockSpace() active. If a DockSpace() is inactive,
// all active windows docked into it will lose their parent and become undocked.
// We cannot preserve the docking relationship between an active window and an inactive docking, otherwise
// any change of dockspace/settings would lead to windows being stuck in limbo and never being visible.
if (!opt_padding)
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::Begin("DockSpace Demo", &p_open, window_flags);
if (!opt_padding)
ImGui::PopStyleVar();
if (opt_fullscreen)
ImGui::PopStyleVar(2);
// Submit the DockSpace
// REMINDER: THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace()!
// MOST REGULAR APPLICATIONS WILL SIMPLY WANT TO CALL DockSpaceOverViewport(). READ COMMENTS ABOVE.
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
}
// Show demo options and help
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Options"))
{
// Disabling fullscreen would allow the window to be moved to the front of other windows,
// which we can't undo at the moment without finer window depth/z control.
ImGui::MenuItem("Fullscreen", NULL, &opt_fullscreen);
ImGui::MenuItem("Padding", NULL, &opt_padding);
ImGui::Separator();
if (ImGui::MenuItem("Flag: NoDockingOverCentralNode", "",
(dockspace_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) != 0))
{
dockspace_flags ^= ImGuiDockNodeFlags_NoDockingOverCentralNode;
}
if (ImGui::MenuItem("Flag: NoDockingSplit", "",
(dockspace_flags & ImGuiDockNodeFlags_NoDockingSplit) != 0))
{
dockspace_flags ^= ImGuiDockNodeFlags_NoDockingSplit;
}
if (ImGui::MenuItem("Flag: NoUndocking", "", (dockspace_flags & ImGuiDockNodeFlags_NoUndocking) != 0))
{
dockspace_flags ^= ImGuiDockNodeFlags_NoUndocking;
}
if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0))
{
dockspace_flags ^= ImGuiDockNodeFlags_NoResize;
}
if (ImGui::MenuItem("Flag: AutoHideTabBar", "",
(dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0))
{
dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar;
}
if (ImGui::MenuItem("Flag: PassthruCentralNode", "",
(dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen))
{
dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode;
}
ImGui::Separator();
if (ImGui::MenuItem("Close", NULL, false, p_open != false))
p_open = false;
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Help"))
{
ImGui::TextUnformatted(
"This demo has nothing to do with enabling docking!" "\n"
"This demo only demonstrate the use of ImGui::DockSpace() which allows you to manually\ncreate a docking node _within_ another window."
"\n"
"Most application can simply call ImGui::DockSpaceOverViewport() and be done with it.");
ImGui::Separator();
ImGui::TextUnformatted(
"When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n"
"- Drag from window title bar or their tab to dock/undock." "\n"
"- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n"
"- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n"
"- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)");
ImGui::Separator();
ImGui::TextUnformatted("More details:");
ImGui::Bullet();
ImGui::SameLine();
ImGui::TextLinkOpenURL("Docking Wiki page", "https://github.com/ocornut/imgui/wiki/Docking");
ImGui::BulletText("Read comments in ShowExampleAppDockSpace()");
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::End();
}
}
TestLayer::TestLayer()
:m_Camera(glm::perspectiveFov(glm::radians(45.0f), 1280.0f, 720.0f, 0.1f, 1000.0f))
{
}
void TestLayer::OnAttach()
{
m_FrameBuffer.reset(Prism::FrameBuffer::Create(1280, 720, Prism::FramebufferFormat::RGBA16F));
m_FinalPresentBuffer.reset(Prism::FrameBuffer::Create(1280, 720, Prism::FramebufferFormat::RGBA8));
static float QuadVertex[] = {
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
static unsigned int QuadIndices[] = {
0, 1, 2, 2, 3, 0
};
m_VertexBuffer = std::unique_ptr<Prism::VertexBuffer>(Prism::VertexBuffer::Create());
m_VertexBuffer->SetData(QuadVertex, sizeof(QuadVertex));
m_IndexBuffer = std::unique_ptr<Prism::IndexBuffer>(Prism::IndexBuffer::Create());
m_IndexBuffer->SetData(QuadIndices, sizeof(QuadIndices));
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_Mesh.reset(new Prism::Mesh("assets/meshes/cerberus.fbx"));
}
void TestLayer::OnDetach()
{
}
void TestLayer::OnUpdate()
{
m_Camera.Update();
auto viewProjection = m_Camera.GetProjectionMatrix() * m_Camera.GetViewMatrix();
m_FrameBuffer->Bind();
Prism::Renderer::Clear(m_clearColor[0], m_clearColor[1], m_clearColor[2], m_clearColor[3]);
Prism::UniformBufferDeclaration<sizeof(glm::mat4), 1> skyboxShaderUB;
skyboxShaderUB.Push("u_InverseVP", inverse(viewProjection));
m_SkyboxShader->UploadUniformBuffer(skyboxShaderUB);
m_SkyboxShader->Bind();
m_SkyBoxTextureCube->Bind(0);
m_VertexBuffer->Bind();
m_IndexBuffer->Bind();
Prism::Renderer::DrawIndexed(m_IndexBuffer->GetCount(), false);
Prism::UniformBufferDeclaration<sizeof(glm::vec4) + sizeof(glm::mat4), 2> uniformbuffer;
uniformbuffer.Push("u_Color", m_TriangleColor);
uniformbuffer.Push("u_MVP", viewProjection);
m_Shader->UploadUniformBuffer(uniformbuffer);
m_Shader->Bind();
m_Mesh->Render();
// m_VertexBuffer->Bind();
// m_IndexBuffer->Bind();
// m_Mesh->Render();
// Prism::Renderer::DrawIndexed(3, false);
m_FrameBuffer->Unbind();
// HDR
m_FinalPresentBuffer->Bind();
m_HDRShader->Bind();
m_HDRShader->SetFloat("u_Exposure", m_Exposure);
m_FrameBuffer->BindTexture();
m_VertexBuffer->Bind();
m_IndexBuffer->Bind();
Prism::Renderer::DrawIndexed(m_IndexBuffer->GetCount(), false);
m_FinalPresentBuffer->Unbind();
}
void TestLayer::OnImGuiRender()
{
EnableDockSpace(true);
ImGui::Begin("Settings");
ImGui::ColorEdit4("ClearColor", glm::value_ptr(m_clearColor));
ImGui::ColorEdit4("TriangleClearColor", glm::value_ptr(m_TriangleColor));
ImGui::DragFloat("Exposure", &m_Exposure, 0.01f, 0.0f);
const auto& position = m_Camera.GetPosition();
ImGui::Text("Camera: (%.2f, %.2f, %.2f)", position.x, position.y, position.z);
ImGui::End();
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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((void*)m_FinalPresentBuffer->GetColorAttachmentRendererID(), viewportSize, {0, 1}, {1, 0});
ImGui::End();
ImGui::PopStyleVar();
}
void TestLayer::OnEvent(Prism::Event& e)
{
}

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@ -0,0 +1,49 @@
//
// Created by sfd on 25-11-23.
//
#ifndef TESTLAYER_H
#define TESTLAYER_H
#include "glm/vec4.hpp"
#include "Prism/Core/Layer.h"
#include "Prism/Renderer/Buffer.h"
#include "Prism/Renderer/Camera.h"
#include "Prism/Renderer/FrameBuffer.h"
#include "Prism/Renderer/Mesh.h"
#include "Prism/Renderer/Shader.h"
#include "Prism/Renderer/Texture.h"
class TestLayer : public Prism::Layer
{
public:
TestLayer();
void OnAttach() override;
void OnDetach() override;
void OnUpdate() override;
void OnImGuiRender() override;
void OnEvent(Prism::Event& e) override;
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;
std::unique_ptr<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::Camera m_Camera;
float m_Exposure = 1.0f;
};
#endif //TESTLAYER_H

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@ -7,6 +7,7 @@
#include "Prism/Core/EntryPoint.h"
#include "Layer/DemoLayer.h"
#include "Layer/TestLayer.h"
class Sandbox : public Prism::Application
{
@ -17,7 +18,8 @@ public:
virtual void OnInit() override
{
PushLayer(new DemoLayer());
PushLayer(new TestLayer());
// PushLayer(new DemoLayer());
}
};

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# Blender v2.78 (sub 0) OBJ File: ''
# www.blender.org
v 10.000000 -10.000000 -9.999999
v 10.000000 -10.000000 10.000000
v -10.000001 -10.000000 9.999998
v -9.999996 -10.000000 -10.000004
v 10.000005 10.000000 -9.999994
v 9.999993 10.000000 10.000006
v -10.000004 10.000000 9.999996
v -9.999999 10.000000 -10.000000
vn 0.0000 1.0000 -0.0000
vn 0.0000 -1.0000 0.0000
vn -1.0000 -0.0000 -0.0000
vn 0.0000 0.0000 -1.0000
vn 1.0000 0.0000 0.0000
vn -0.0000 -0.0000 1.0000
s off
f 1//1 4//1 3//1 2//1
f 5//2 6//2 7//2 8//2
f 1//3 2//3 6//3 5//3
f 2//4 3//4 7//4 6//4
f 3//5 4//5 8//5 7//5
f 5//6 8//6 4//6 1//6

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#type vertex
#version 430 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec3 a_Normal;
uniform mat4 u_MVP;
out vec3 v_Normal;
void main()
{
gl_Position = u_MVP * vec4(a_Position, 1.0);
v_Normal = a_Normal;
}
#type fragment
#version 430 core
layout(location = 0) out vec4 o_Color;
uniform vec4 u_Color;
in vec3 v_Normal;
void main()
{
o_Color = u_Color * vec4(v_Normal * 0.5 + 0.5, 1.0f);
// o_Color = vec4(0.6, 0.7, 0.8, 1.0);
}

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@ -0,0 +1,43 @@
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
out vec2 v_TexCoord;
void main()
{
vec4 position = vec4(a_Position.xy, 1.0, 1.0);
v_TexCoord = a_TexCoord;
gl_Position = position;
}
#type fragment
#version 430
in vec2 v_TexCoord;
uniform sampler2D u_Texture;
layout(location=0) out vec4 outColor;
uniform float u_Exposure;
void main()
{
const float gamma = 2.2;
const float pureWhite = 1.0;
vec3 color = texture(u_Texture, v_TexCoord).rgb * u_Exposure;
// Reinhard tonemapping operator.
// see: "Photographic Tone Reproduction for Digital Images", eq. 4
float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
float mappedLuminance = (luminance * (1.0 + luminance / (pureWhite * pureWhite))) / (1.0 + luminance);
// Scale color by ratio of average luminances.
vec3 mappedColor = (mappedLuminance / luminance) * color;
// Gamma correction.
outColor = vec4(pow(mappedColor, vec3(1.0/gamma)), 1.0);
}

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// Simple Textured Quad Shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
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;
in vec3 v_Position;
void main()
{
finalColor = textureLod(u_Texture, v_Position, 0.0);
}

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@ -1,21 +1,32 @@
#type vertex
#version 430 core
#version 430
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_Bitangent;
layout(location = 4) in vec2 a_TexCoord;
uniform mat4 u_MVP;
out vec3 v_Normal;
void main()
{
gl_Position = vec4(a_Position, 1.0);
gl_Position = u_MVP * vec4(a_Position, 1.0);
v_Normal = a_Normal;
}
#type fragment
#version 430 core
#version 430
layout(location = 0) out vec4 o_Color;
layout(location = 0) out vec4 finalColor;
uniform vec4 u_Color;
//uniform vec4 u_Color;
in vec3 v_Normal;
void main()
{
o_Color = u_Color;
}
finalColor = vec4((v_Normal * 0.5 + 0.5), 1.0);// * u_Color.xyz, 1.0);
}

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@ -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_ModelMatrix;
out VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
} vs_Output;
void main()
{
vs_Output.WorldPosition = vec3(mat4(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);
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;
} 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);
}

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