add directional light component and skylight component, add PCSS and hard shadow

This commit is contained in:
2026-01-02 22:46:29 +08:00
parent abf0a65bd6
commit 9e1474e643
55 changed files with 3032 additions and 1121 deletions

View File

@ -161,7 +161,7 @@ namespace Prism
}
EditorLayer::EditorLayer()
: m_SceneType(SceneType::Model), m_EditorCamera(glm::perspectiveFov(glm::radians(45.0f), 1280.0f, 720.0f, 0.1f, 10000.0f))
: m_SceneType(SceneType::Model), m_EditorCamera(glm::perspectiveFov(glm::radians(45.0f), 1280.0f, 720.0f, 0.1f, 1000.0f))
{
}
@ -175,12 +175,12 @@ namespace Prism
m_CheckerboardTex = Texture2D::Create("assets/editor/Checkerboard.tga");
m_PlayButtonTex = Texture2D::Create("assets/editor/PlayButton.png");
m_EditorScene = Ref<Scene>::Create("untitled Scene", true);
ScriptEngine::SetSceneContext(m_EditorScene);
m_SceneHierarchyPanel = CreateScope<SceneHierarchyPanel>(m_EditorScene);
m_SceneHierarchyPanel->SetSelectionChangedCallback(std::bind(&EditorLayer::SelectEntity, this, std::placeholders::_1));
m_SceneHierarchyPanel->SetEntityDeletedCallback(std::bind(&EditorLayer::OnEntityDeleted, this, std::placeholders::_1));
UpdateWindowTitle("untitled Scene");
OpenScene("assets/scenes/FPSDemo.scene");
}
void EditorLayer::OnDetach()
@ -190,6 +190,10 @@ namespace Prism
void EditorLayer::OnUpdate(const TimeStep deltaTime)
{
auto [x, y] = GetMouseViewportSpace();
SceneRenderer::SetFocusPoint({ x * 0.5f + 0.5f, y * 0.5f + 0.5f });
switch (m_SceneState)
{
case SceneState::Edit:
@ -330,9 +334,11 @@ namespace Prism
{
if (ImGui::BeginMenu("file"))
{
if (ImGui::MenuItem("New Scene"))
if (ImGui::MenuItem("New Scene", "Ctrl+N"))
{
NewScene();
}
if (ImGui::MenuItem("Open Scene...", "Ctrl+O"))
{
OpenScene();
@ -390,6 +396,8 @@ namespace Prism
m_SceneHierarchyPanel->OnImGuiRender();
PhysicsSettingsWindow::OnImGuiRender(m_ShowPhysicsSettings);
SceneRenderer::OnImGuiRender();
// m_EditorCamera.OnImGuiRender();
ImGui::Begin("Materials");
@ -475,6 +483,7 @@ namespace Prism
}
{
// Normals
if (ImGui::CollapsingHeader("Normals", nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
@ -606,13 +615,6 @@ namespace Prism
ImGui::Begin("Model");
ImGui::Begin("Environment");
if (ImGui::Button("Load Environment Map"))
{
std::string filename = Application::Get().OpenFile("*.hdr");
if (!filename.empty())
m_EditorScene->SetEnvironment(Environment::Load(filename));
}
ImGui::SliderFloat("Skybox LOD", &m_EditorScene->GetSkyboxLod(), 0.0f, 11.0f);
@ -623,7 +625,6 @@ namespace Prism
Property("Light Direction", light.Direction, PropertyFlag::SliderProperty);
Property("Light Radiance", light.Radiance, PropertyFlag::ColorProperty);
Property("Light Multiplier", light.Multiplier, 0.0f, 5.0f, PropertyFlag::SliderProperty);
Property("Exposure", m_EditorCamera.GetExposure(), 0.0f, 5.0f, PropertyFlag::SliderProperty);
Property("Radiance Prefiltering", m_RadiancePrefilter);
Property("Env Map Rotation", m_EnvMapRotation, -360.0f, 360.0f, PropertyFlag::SliderProperty);
@ -758,7 +759,7 @@ namespace Prism
m_EditorScene->SetViewportSize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
if (m_RuntimeScene)
m_RuntimeScene->SetViewportSize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
m_EditorCamera.SetProjectionMatrix(glm::perspectiveFov(glm::radians(45.0f), viewportSize.x, viewportSize.y, 0.1f, 10000.0f));
m_EditorCamera.SetProjectionMatrix(glm::perspectiveFov(glm::radians(45.0f), viewportSize.x, viewportSize.y, 0.1f, 1000.0f));
m_EditorCamera.SetViewportSize((uint32_t)viewportSize.x, (uint32_t)viewportSize.y);
ImGui::Image((ImTextureRef)SceneRenderer::GetFinalColorBufferRendererID(), viewportSize, { 0, 1 }, { 1, 0 });
@ -846,7 +847,7 @@ namespace Prism
bool EditorLayer::OnKeyPressedEvent(KeyPressedEvent& e)
{
if (m_ViewportPanelFocused)
if (m_ViewportPanelHovered)
{
switch (e.GetKeyCode())
{
@ -862,19 +863,23 @@ namespace Prism
case KeyCode::R:
m_GizmoType = ImGuizmo::OPERATION::SCALE;
break;
case KeyCode::DELETE:
if (m_SelectionContext.size())
{
const Entity selectedEntity = m_SelectionContext[0].Entity;
m_EditorScene->DestroyEntity(selectedEntity);
m_SelectionContext.clear();
m_EditorScene->SetSelectedEntity({});
m_SceneHierarchyPanel->SetSelected({});
}
break;
}
}
switch (e.GetKeyCode())
{
case KeyCode::DELETE:
if (m_SelectionContext.size())
{
const Entity selectedEntity = m_SelectionContext[0].Entity;
m_EditorScene->DestroyEntity(selectedEntity);
m_SelectionContext.clear();
m_EditorScene->SetSelectedEntity({});
m_SceneHierarchyPanel->SetSelected({});
}
break;
}
if (Input::IsKeyPressed(KeyCode::LEFT_CONTROL))
{
const bool IsShiftPressed = Input::IsKeyPressed(KeyCode::LEFT_SHIFT);
@ -888,7 +893,9 @@ namespace Prism
case KeyCode::S:
SaveScene();
break;
case KeyCode::N:
NewScene();
break;
case KeyCode::B:
// Toggle bounding boxes
m_UIShowBoundingBoxes = !m_UIShowBoundingBoxes;
@ -998,10 +1005,8 @@ namespace Prism
SelectedSubmesh selection;
if (entity.HasComponent<MeshComponent>())
{
if (auto& meshComp = entity.GetComponent<MeshComponent>(); meshComp.Mesh)
{
selection.Mesh = &meshComp.Mesh->GetSubmeshes()[0];
}
if (auto mesh = entity.GetComponent<MeshComponent>().Mesh)
selection.Mesh = &mesh->GetSubmeshes()[0];
}
selection.Entity = entity;
m_SelectionContext.clear();
@ -1068,33 +1073,56 @@ namespace Prism
return Ray::Zero();
}
void EditorLayer::NewScene()
{
m_EditorScene = Ref<Scene>::Create("Untitled Scene", true);
m_SceneHierarchyPanel->SetContext(m_EditorScene);
ScriptEngine::SetSceneContext(m_EditorScene);
UpdateWindowTitle("Untitled Scene");
m_SceneFilePath = std::string();
m_EditorCamera = EditorCamera(glm::perspectiveFov(glm::radians(45.0f), 1280.0f, 720.0f, 0.1f, 1000.0f));
m_SelectionContext.clear();
}
void EditorLayer::OpenScene()
{
const auto& app = Application::Get();
const std::string filepath = app.OpenFile("Prism Scene (*.hsc)\0*.hsc\0");
const std::string filepath = app.OpenFile("Hazel Scene (*.hsc)\0*.hsc\0");
if (!filepath.empty())
{
const Ref<Scene> newScene = Ref<Scene>::Create("EditorScene", true);
SceneSerializer serializer(newScene);
serializer.Deserialize(filepath);
m_EditorScene = newScene;
const std::filesystem::path path = filepath;
UpdateWindowTitle(path.filename().string());
m_SceneHierarchyPanel->SetContext(m_EditorScene);
ScriptEngine::SetSceneContext(m_EditorScene);
OpenScene(filepath);
}
m_EditorScene->SetSelectedEntity({});
m_SelectionContext.clear();
void EditorLayer::OpenScene(const std::string& filepath)
{
const std::string fileName = std::filesystem::path(filepath).filename().string();
UpdateWindowTitle(fileName);
m_SceneFilePath = filepath;
}
const Ref<Scene> newScene = Ref<Scene>::Create(fileName, true);
SceneSerializer serializer(newScene);
serializer.Deserialize(filepath);
m_EditorScene = newScene;
m_SceneFilePath = filepath;
m_SceneHierarchyPanel->SetContext(m_EditorScene);
ScriptEngine::SetSceneContext(m_EditorScene);
m_EditorScene->SetSelectedEntity({});
m_SelectionContext.clear();
}
void EditorLayer::SaveScene()
{
PM_CLIENT_INFO("Saving scene to: {0}", m_SceneFilePath);
SceneSerializer serializer(m_EditorScene);
serializer.Serialize(m_SceneFilePath);
if (!m_SceneFilePath.empty())
{
PM_CLIENT_INFO("Saving scene to: {0}", m_SceneFilePath);
SceneSerializer serializer(m_EditorScene);
serializer.Serialize(m_SceneFilePath);
}
else
{
SaveSceneAs();
}
}
void EditorLayer::SaveSceneAs()
@ -1110,6 +1138,9 @@ namespace Prism
std::filesystem::path path = filepath;
UpdateWindowTitle(path.filename().string());
m_SceneFilePath = filepath;
}else
{
PM_CLIENT_INFO("cancelled");
}
}
@ -1140,8 +1171,6 @@ namespace Prism
m_SelectionContext.clear();
ScriptEngine::SetSceneContext(m_EditorScene);
m_SceneHierarchyPanel->SetContext(m_EditorScene);
Input::SetCursorMode(CursorMode::Normal);
}
float EditorLayer::GetSnapValue()

View File

@ -44,7 +44,9 @@ namespace Prism
void OnEntityDeleted(Entity e);
Ray CastMouseRay();
void NewScene();
void OpenScene();
void OpenScene(const std::string& filepath);
void SaveScene();
void SaveSceneAs();

View File

@ -1,155 +0,0 @@
Scene: Scene Name
Environment:
AssetPath: assets/env/pink_sunrise_4k.hdr
Light:
Direction: [-0.787, -0.73299998, 1]
Radiance: [1, 1, 1]
Multiplier: 0.514999986
Entities:
- Entity: 12498244675852797835
TagComponent:
Tag: Box
TransformComponent:
Position: [-12.0348625, 6.59647179, 9.60061925e-07]
Rotation: [1, 0, 0, 0]
Scale: [3.00000024, 0.300000012, 1]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [1.5, 0.150000006]
Density: 1
Friction: 1
- Entity: 5178862374589434728
TagComponent:
Tag: Camera
TransformComponent:
Position: [-21.7406311, 9.70659542, 15]
Rotation: [0.999910355, -0.0133911213, 0, 0]
Scale: [1, 1, 1]
ScriptComponent:
ModuleName: Example.BasicController
StoredFields:
- Name: Speed
Type: 1
Data: 12
CameraComponent:
Camera: some camera data...
Primary: true
- Entity: 1289165777996378215
TagComponent:
Tag: Cube
TransformComponent:
Position: [500, 0, 0]
Rotation: [1, 0, 0, 0]
Scale: [1200, 1, 5]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [600, 0.5]
Density: 1
Friction: 2
- Entity: 14057422478420564497
TagComponent:
Tag: Player
TransformComponent:
Position: [-23.6932545, 1.59184527, -1.96369365e-06]
Rotation: [1, 0, 0, 0]
Scale: [1, 1, 1]
ScriptComponent:
ModuleName: Example.PlayerCube
StoredFields:
- Name: HorizontalForce
Type: 1
Data: 0.5
- Name: MaxSpeed
Type: 5
Data: [7, 10]
- Name: JumpForce
Type: 1
Data: 3
MeshComponent:
AssetPath: assets/meshes/Sphere1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 29.2000008
CircleCollider2DComponent:
Offset: [0, 0]
Radius: 0.5
Density: 1
Friction: 1
- Entity: 1352995477042327524
TagComponent:
Tag: Box
TransformComponent:
Position: [-29.6808929, 29.7597198, 0]
Rotation: [0.707106769, 0, 0, 0.707106769]
Scale: [58.4179001, 4.47999144, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 3
BoxCollider2DComponent:
Offset: [0, 0]
Size: [29.7000008, 2.24000001]
Density: 1
Friction: 1
- Entity: 15223077898852293773
TagComponent:
Tag: Box
TransformComponent:
Position: [6.12674046, 45.5617676, 0]
Rotation: [0.977883637, 0, 0, -0.209149584]
Scale: [4.47999668, 4.47999668, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
Density: 1
Friction: 1
- Entity: 5421735812495444456
TagComponent:
Tag: Box
TransformComponent:
Position: [-20.766222, 2.29431438, 0]
Rotation: [1, 0, 0, 0]
Scale: [3.00000024, 0.300000012, 1]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [1.5, 0.150000006]
Density: 1
Friction: 1
- Entity: 2842299641876190180
TagComponent:
Tag: Box
TransformComponent:
Position: [-16.6143265, 4.39151001, 6.43359499e-09]
Rotation: [1, 0, 0, 0]
Scale: [3.00000024, 0.300000012, 1]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [1.5, 0.150000006]
Density: 1
Friction: 1

View File

@ -1,6 +1,6 @@
Scene: Scene Name
Environment:
AssetPath: assets/env/pink_sunrise_4k.hdr
AssetPath: assets\env\birchwood_4k.hdr
Light:
Direction: [-0.787, -0.733, 1]
Radiance: [1, 1, 1]
@ -51,6 +51,7 @@ Entities:
Bounciness: 0.1
MeshColliderComponent:
AssetPath: assets/meshes/Capsule.fbx
IsConvex: true
IsTrigger: false
- Entity: 11149966982516343187
TagComponent:
@ -79,6 +80,7 @@ Entities:
Bounciness: 0.1
MeshColliderComponent:
AssetPath: assets/meshes/Sphere1m.fbx
IsConvex: true
IsTrigger: false
- Entity: 10169503531257462571
TagComponent:
@ -176,6 +178,17 @@ Entities:
Offset: [0, 0, 0]
Size: [1, 1, 1]
IsTrigger: false
- Entity: 2025484417758554619
TagComponent:
Tag: Sky Light
TransformComponent:
Position: [0, 0, 0]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]
SkyLightComponent:
EnvironmentAssetPath: assets\env\birchwood_4k.hdr
Intensity: 1
Angle: 0
PhysicsLayers:
- Name: Box
CollidesWith:

View File

@ -1,174 +0,0 @@
Scene: Scene Name
Environment:
AssetPath: assets/env/pink_sunrise_4k.hdr
Light:
Direction: [-0.787, -0.73299998, 1]
Radiance: [1, 1, 1]
Multiplier: 0.514999986
Entities:
- Entity: 15861629587505754
TagComponent:
Tag: Box
TransformComponent:
Position: [-18.2095661, 39.2518234, 0]
Rotation: [0.967056513, 0, 0, -0.254561812]
Scale: [4.47999525, 4.47999525, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
- Entity: 15223077898852293773
TagComponent:
Tag: Box
TransformComponent:
Position: [5.37119865, 43.8762894, 0]
Rotation: [0.977883637, 0, 0, -0.209149718]
Scale: [4.47999668, 4.47999668, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
- Entity: 2157107598622182863
TagComponent:
Tag: Box
TransformComponent:
Position: [-7.60411549, 44.1442184, 0]
Rotation: [0.989285827, 0, 0, 0.145991713]
Scale: [4.47999287, 4.47999287, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 0.5
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
- Entity: 8080964283681139153
TagComponent:
Tag: Box
TransformComponent:
Position: [-0.739211679, 37.7653275, 0]
Rotation: [0.956475914, 0, 0, -0.291811317]
Scale: [5, 2, 2]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 0.25
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.5, 1]
- Entity: 1352995477042327524
TagComponent:
Tag: Box
TransformComponent:
Position: [-8.32969856, 30.4078159, 0]
Rotation: [0.781595349, 0, 0, 0.623785794]
Scale: [14.000001, 4.47999334, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 3
BoxCollider2DComponent:
Offset: [0, 0]
Size: [7, 2.24000001]
- Entity: 935615878363259513
TagComponent:
Tag: Box
TransformComponent:
Position: [6.88031197, 31.942337, 0]
Rotation: [0.986578286, 0, 0, 0.163288936]
Scale: [4.47999954, 4.47999954, 4.48000002]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [2.24000001, 2.24000001]
- Entity: 14057422478420564497
TagComponent:
Tag: Player
TransformComponent:
Position: [0, 22.774044, 0]
Rotation: [0.942591429, 0, 0, -0.333948225]
Scale: [6.00000048, 6.00000048, 4.48000002]
ScriptComponent:
ModuleName: Example.PlayerCube
StoredFields:
- Name: HorizontalForce
Type: 1
Data: 10
- Name: VerticalForce
Type: 1
Data: 10
MeshComponent:
AssetPath: assets/meshes/Sphere1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
CircleCollider2DComponent:
Offset: [0, 0]
Radius: 3
- Entity: 1289165777996378215
TagComponent:
Tag: Cube
TransformComponent:
Position: [0, 0, 0]
Rotation: [1, 0, 0, 0]
Scale: [50, 1, 50]
ScriptComponent:
ModuleName: Example.Sink
StoredFields:
- Name: SinkSpeed
Type: 1
Data: 0
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 0
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [25, 0.5]
- Entity: 5178862374589434728
TagComponent:
Tag: Camera
TransformComponent:
Position: [0, 25, 79.75]
Rotation: [0.995602965, -0.0936739072, 0, 0]
Scale: [1, 0.999999821, 0.999999821]
ScriptComponent:
ModuleName: Example.BasicController
StoredFields:
- Name: Speed
Type: 1
Data: 12
CameraComponent:
Camera: some camera data...
Primary: true
- Entity: 3948844418381294888
TagComponent:
Tag: Box
TransformComponent:
Position: [-1.48028564, 49.5945244, -2.38418579e-07]
Rotation: [0.977883637, 0, 0, -0.209149733]
Scale: [1.99999976, 1.99999976, 2]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBody2DComponent:
BodyType: 1
Mass: 1
BoxCollider2DComponent:
Offset: [0, 0]
Size: [1, 1]

View File

@ -1,119 +0,0 @@
Scene: Scene Name
Environment:
AssetPath: assets/env/pink_sunrise_4k.hdr
Light:
Direction: [-0.787, -0.73299998, 1]
Radiance: [1, 1, 1]
Multiplier: 0.514999986
Entities:
- Entity: 10169503531257462571
TagComponent:
Tag: Box
TransformComponent:
Position: [0, 1.5, 0]
Rotation: [1, 0, 0, 0]
Scale: [2, 2, 2]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBodyComponent:
BodyType: 1
Mass: 0.5
IsKinematic: false
Constraints:
LockPositionX: false
LockPositionY: false
LockPositionZ: false
LockRotationX: true
LockRotationY: true
LockRotationZ: true
PhysicsMaterialComponent:
StaticFriction: 1
DynamicFriction: 1
Bounciness: 0
BoxColliderComponent:
Offset: [0, 0, 0]
Size: [2, 2, 2]
- Entity: 14057422478420564497
TagComponent:
Tag: Player
TransformComponent:
Position: [-19.43363, 4.50874043, -1.96695328e-06]
Rotation: [1, 0, 0, 0]
Scale: [1, 1, 1]
ScriptComponent:
ModuleName: Example.PlayerSphere
StoredFields:
- Name: HorizontalForce
Type: 1
Data: 10
- Name: MaxSpeed
Type: 6
Data: [10, 10, 10]
- Name: JumpForce
Type: 1
Data: 200
MeshComponent:
AssetPath: assets/meshes/Sphere1m.fbx
RigidBodyComponent:
BodyType: 1
Mass: 1
IsKinematic: false
Constraints:
LockPositionX: false
LockPositionY: false
LockPositionZ: false
LockRotationX: true
LockRotationY: true
LockRotationZ: true
PhysicsMaterialComponent:
StaticFriction: 1
DynamicFriction: 1
Bounciness: 0
SphereColliderComponent:
Radius: 0.5
- Entity: 5178862374589434728
TagComponent:
Tag: Camera
TransformComponent:
Position: [-21.7406311, 9.70659542, 15]
Rotation: [0.999910355, -0.0133911213, 0, 0]
Scale: [1, 1, 1]
ScriptComponent:
ModuleName: Example.BasicController
StoredFields:
- Name: Speed
Type: 1
Data: 12
- Name: DistanceFromPlayer
Type: 1
Data: 15
CameraComponent:
Camera: some camera data...
Primary: true
- Entity: 18306113171518048249
TagComponent:
Tag: Box
TransformComponent:
Position: [0, 0, 0]
Rotation: [1, 0, 0, 0]
Scale: [50, 1, 50]
MeshComponent:
AssetPath: assets/meshes/Cube1m.fbx
RigidBodyComponent:
BodyType: 0
Mass: 1
IsKinematic: false
Constraints:
LockPositionX: false
LockPositionY: false
LockPositionZ: false
LockRotationX: true
LockRotationY: true
LockRotationZ: true
PhysicsMaterialComponent:
StaticFriction: 1
DynamicFriction: 1
Bounciness: 0
BoxColliderComponent:
Offset: [0, 0, 0]
Size: [50, 1, 50]

View File

@ -1,66 +0,0 @@
Scene: Scene Name
Environment:
AssetPath: assets/env/birchwood_4k.hdr
Light:
Direction: [-0.5, -0.5, 1]
Radiance: [1, 1, 1]
Multiplier: 1
Entities:
- Entity: 1289165777996378215
TagComponent:
Tag: Sphere
TransformComponent:
Position: [0, 21.9805069, -1.64006281]
Rotation: [1, 0, 0, 0]
Scale: [0.100000024, 0.100000024, 0.100000024]
ScriptComponent:
ModuleName: Example.Sink
StoredFields:
- Name: SinkSpeed
Type: 1
Data: 5
MeshComponent:
AssetPath: assets/meshes/Sphere1m.fbx
- Entity: 5178862374589434728
TagComponent:
Tag: Camera
TransformComponent:
Position: [0, 14.75, 79.75]
Rotation: [0.995602965, -0.0936739072, 0, 0]
Scale: [1, 0.999999821, 0.999999821]
ScriptComponent:
ModuleName: Example.BasicController
StoredFields:
- Name: Speed
Type: 1
Data: 12
CameraComponent:
Camera: some camera data...
Primary: true
- Entity: 9095450049242347594
TagComponent:
Tag: Test Entity
TransformComponent:
Position: [0.248109579, -1.90734863e-06, -0.268640995]
Rotation: [1, 0, 0, 0]
Scale: [1, 1, 1]
ScriptComponent:
ModuleName: Example.Script
StoredFields:
- Name: VerticalSpeed
Type: 1
Data: 0
- Name: SinkRate
Type: 1
Data: 0
- Name: Speed
Type: 1
Data: 1
- Name: Rotation
Type: 1
Data: 0
- Name: Velocity
Type: 6
Data: [0, 0, 0]
MeshComponent:
AssetPath: assets/meshes/TestScene.fbx

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@ -0,0 +1,63 @@
#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, 0.0, 1.0);
v_TexCoord = a_TexCoord;
gl_Position = position;
}
#type fragment
#version 430
layout(location = 0) out vec4 o_Color;
in vec2 v_TexCoord;
uniform sampler2D u_SceneTexture;
uniform sampler2D u_BloomTexture;
uniform float u_Exposure;
uniform bool u_EnableBloom;
void main()
{
#if 1
const float gamma = 2.2;
const float pureWhite = 1.0;
// Tonemapping
vec3 color = texture(u_SceneTexture, v_TexCoord).rgb;
if (u_EnableBloom)
{
vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
color += bloomColor;
}
// Reinhard tonemapping
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* u_Exposure;
// Gamma correction.
o_Color = vec4(color, 1.0);
#else
const float gamma = 2.2;
vec3 hdrColor = texture(u_SceneTexture, v_TexCoord).rgb;
vec3 bloomColor = texture(u_BloomTexture, v_TexCoord).rgb;
hdrColor += bloomColor; // additive blending
// tone mapping
vec3 result = vec3(1.0) - exp(-hdrColor * u_Exposure);
// also gamma correct while we're at it
result = pow(result, vec3(1.0 / gamma));
o_Color = vec4(result, 1.0);
#endif
}

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@ -0,0 +1,79 @@
#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, 0.0, 1.0);
v_TexCoord = a_TexCoord;
gl_Position = position;
}
#type fragment
#version 430
layout(location = 0) out vec4 o_Color;
in vec2 v_TexCoord;
uniform sampler2D u_Texture;
uniform bool u_Horizontal;
void main()
{
#if 1
// From learnopengl.com
float weight[5] = float[] (0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);
vec2 tex_offset = 1.0 / textureSize(u_Texture, 0); // gets size of single texel
vec3 result = texture(u_Texture, v_TexCoord).rgb * weight[0]; // current fragment's contribution
if (u_Horizontal)
{
for(int i = 1; i < 5; ++i)
{
result += texture(u_Texture, v_TexCoord + vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
result += texture(u_Texture, v_TexCoord - vec2(tex_offset.x * i, 0.0)).rgb * weight[i];
}
}
else
{
for(int i = 1; i < 5; ++i)
{
result += texture(u_Texture, v_TexCoord + vec2(0.0, tex_offset.y * i)).rgb * weight[i];
result += texture(u_Texture, v_TexCoord - vec2(0.0, tex_offset.y * i)).rgb * weight[i];
}
}
o_Color = vec4(result, 1.0);
#else
// From https://www.shadertoy.com/view/Xltfzj
float Pi = 6.28318530718; // Pi*2
// GAUSSIAN BLUR SETTINGS {{{
float Directions =32.0; // BLUR DIRECTIONS (Default 16.0 - More is better but slower)
float Quality = 6.0; // BLUR QUALITY (Default 4.0 - More is better but slower)
float Size = 16.0; // BLUR SIZE (Radius)
// GAUSSIAN BLUR SETTINGS }}}
vec2 Radius = Size/textureSize(u_Texture, 0);
vec3 result = texture(u_Texture, v_TexCoord).rgb;
vec2 uv = v_TexCoord;
// Blur calculations
for( float d=0.0; d<Pi; d+=Pi/Directions)
{
for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality)
{
result += texture( u_Texture, uv+vec2(cos(d),sin(d))*Radius*i).rgb;
}
}
// Output to screen
result /= Quality * Directions - 15.0;
o_Color = vec4(result, 1.0);
#endif
}

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@ -4,13 +4,10 @@
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
out vec2 v_TexCoord;
void main()
{
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);

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@ -0,0 +1,36 @@
// Outline Shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 5) in ivec4 a_BoneIndices;
layout(location = 6) in vec4 a_BoneWeights;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
const int MAX_BONES = 100;
uniform mat4 u_BoneTransforms[100];
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];
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
gl_Position = u_ViewProjection * u_Transform * localPosition;
}
#type fragment
#version 430
layout(location = 0) out vec4 color;
void main()
{
color = vec4(1.0, 0.5, 0.0, 1.0);
}

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@ -1,8 +1,8 @@
// -----------------------------
// -- From Hazel Engine PBR shader --
// -- 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.
// 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)
@ -22,34 +22,50 @@ layout(location = 5) in ivec4 a_BoneIndices;
layout(location = 6) in vec4 a_BoneWeights;
uniform mat4 u_ViewProjectionMatrix;
uniform mat4 u_ViewMatrix;
uniform mat4 u_Transform;
uniform mat4 u_LightMatrixCascade0;
uniform mat4 u_LightMatrixCascade1;
uniform mat4 u_LightMatrixCascade2;
uniform mat4 u_LightMatrixCascade3;
const int MAX_BONES = 100;
uniform mat4 u_BoneTransforms[100];
out VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec4 ShadowMapCoords[4];
vec3 ViewPosition;
} vs_Output;
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_Transform * boneTransform * vec4(a_Position, 1.0));
vs_Output.Normal = mat3(u_Transform) * mat3(boneTransform) * a_Normal;
vs_Output.Normal = mat3(u_Transform) * mat3(boneTransform) * 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.Binormal = mat3(boneTransform) * a_Binormal;
vs_Output.WorldTransform = mat3(u_Transform);
vs_Output.Binormal = a_Binormal;
vs_Output.ShadowMapCoords[0] = u_LightMatrixCascade0 * vec4(vs_Output.WorldPosition, 1.0);
vs_Output.ShadowMapCoords[1] = u_LightMatrixCascade1 * vec4(vs_Output.WorldPosition, 1.0);
vs_Output.ShadowMapCoords[2] = u_LightMatrixCascade2 * vec4(vs_Output.WorldPosition, 1.0);
vs_Output.ShadowMapCoords[3] = u_LightMatrixCascade3 * vec4(vs_Output.WorldPosition, 1.0);
vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
}
@ -65,7 +81,8 @@ const int LightCount = 1;
// Constant normal incidence Fresnel factor for all dielectrics.
const vec3 Fdielectric = vec3(0.04);
struct Light {
struct DirectionalLight
{
vec3 Direction;
vec3 Radiance;
float Multiplier;
@ -74,15 +91,19 @@ struct Light {
in VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec4 ShadowMapCoords[4];
vec3 ViewPosition;
} vs_Input;
layout(location=0) out vec4 color;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 o_BloomColor;
uniform Light lights;
uniform DirectionalLight u_DirectionalLights;
uniform vec3 u_CameraPosition;
// PBR texture inputs
@ -98,6 +119,25 @@ uniform samplerCube u_EnvIrradianceTex;
// BRDF LUT
uniform sampler2D u_BRDFLUTTexture;
// PCSS
uniform sampler2D u_ShadowMapTexture[4];
uniform mat4 u_LightView;
uniform bool u_ShowCascades;
uniform bool u_SoftShadows;
uniform float u_LightSize;
uniform float u_MaxShadowDistance;
uniform float u_ShadowFade;
uniform bool u_CascadeFading;
uniform float u_CascadeTransitionFade;
uniform vec4 u_CascadeSplits;
uniform float u_IBLContribution;
uniform float u_BloomThreshold;
////////////////////////////////////////
uniform vec3 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
@ -105,7 +145,6 @@ 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;
@ -151,23 +190,23 @@ float gaSchlickGGX(float cosLi, float NdotV, float roughness)
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
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);
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;
return ggx1 * ggx2;
}
// Shlick's approximation of the Fresnel factor.
@ -178,26 +217,26 @@ vec3 fresnelSchlick(vec3 F0, float cosTheta)
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
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)
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
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));
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
@ -244,11 +283,11 @@ vec3 PrefilterEnvMap(float Roughness, vec3 R)
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;
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)
@ -256,8 +295,8 @@ vec3 Lighting(vec3 F0)
vec3 result = vec3(0.0);
for(int i = 0; i < LightCount; i++)
{
vec3 Li = -lights.Direction;
vec3 Lradiance = lights.Radiance * lights.Multiplier;
vec3 Li = u_DirectionalLights.Direction;
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Multiplier;
vec3 Lh = normalize(Li + m_Params.View);
// Calculate angles between surface normal and various light vectors.
@ -298,13 +337,188 @@ vec3 IBL(vec3 F0, vec3 Lr)
return kd * diffuseIBL + specularIBL;
}
/////////////////////////////////////////////
// PCSS
/////////////////////////////////////////////
uint CascadeIndex = 0;
float ShadowFade = 1.0;
float GetShadowBias()
{
const float MINIMUM_SHADOW_BIAS = 0.002;
float bias = max(MINIMUM_SHADOW_BIAS * (1.0 - dot(m_Params.Normal, u_DirectionalLights.Direction)), MINIMUM_SHADOW_BIAS);
return bias;
}
float HardShadows_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords)
{
float bias = GetShadowBias();
float z = texture(shadowMap, shadowCoords.xy).x;
return 1.0 - step(z + bias, shadowCoords.z) * ShadowFade;
}
// Penumbra
// this search area estimation comes from the following article:
// http://developer.download.nvidia.com/whitepapers/2008/PCSS_DirectionalLight_Integration.pdf
float SearchWidth(float uvLightSize, float receiverDistance)
{
const float NEAR = 0.1;
return uvLightSize * (receiverDistance - NEAR) / u_CameraPosition.z;
}
float u_light_zNear = 0.0; // 0.01 gives artifacts? maybe because of ortho proj?
float u_light_zFar = 10000.0;
vec2 u_lightRadiusUV = vec2(0.05);
vec2 searchRegionRadiusUV(float zWorld)
{
return u_lightRadiusUV * (zWorld - u_light_zNear) / zWorld;
}
const vec2 PoissonDistribution[64] = vec2[](
vec2(-0.884081, 0.124488),
vec2(-0.714377, 0.027940),
vec2(-0.747945, 0.227922),
vec2(-0.939609, 0.243634),
vec2(-0.985465, 0.045534),
vec2(-0.861367, -0.136222),
vec2(-0.881934, 0.396908),
vec2(-0.466938, 0.014526),
vec2(-0.558207, 0.212662),
vec2(-0.578447, -0.095822),
vec2(-0.740266, -0.095631),
vec2(-0.751681, 0.472604),
vec2(-0.553147, -0.243177),
vec2(-0.674762, -0.330730),
vec2(-0.402765, -0.122087),
vec2(-0.319776, -0.312166),
vec2(-0.413923, -0.439757),
vec2(-0.979153, -0.201245),
vec2(-0.865579, -0.288695),
vec2(-0.243704, -0.186378),
vec2(-0.294920, -0.055748),
vec2(-0.604452, -0.544251),
vec2(-0.418056, -0.587679),
vec2(-0.549156, -0.415877),
vec2(-0.238080, -0.611761),
vec2(-0.267004, -0.459702),
vec2(-0.100006, -0.229116),
vec2(-0.101928, -0.380382),
vec2(-0.681467, -0.700773),
vec2(-0.763488, -0.543386),
vec2(-0.549030, -0.750749),
vec2(-0.809045, -0.408738),
vec2(-0.388134, -0.773448),
vec2(-0.429392, -0.894892),
vec2(-0.131597, 0.065058),
vec2(-0.275002, 0.102922),
vec2(-0.106117, -0.068327),
vec2(-0.294586, -0.891515),
vec2(-0.629418, 0.379387),
vec2(-0.407257, 0.339748),
vec2(0.071650, -0.384284),
vec2(0.022018, -0.263793),
vec2(0.003879, -0.136073),
vec2(-0.137533, -0.767844),
vec2(-0.050874, -0.906068),
vec2(0.114133, -0.070053),
vec2(0.163314, -0.217231),
vec2(-0.100262, -0.587992),
vec2(-0.004942, 0.125368),
vec2(0.035302, -0.619310),
vec2(0.195646, -0.459022),
vec2(0.303969, -0.346362),
vec2(-0.678118, 0.685099),
vec2(-0.628418, 0.507978),
vec2(-0.508473, 0.458753),
vec2(0.032134, -0.782030),
vec2(0.122595, 0.280353),
vec2(-0.043643, 0.312119),
vec2(0.132993, 0.085170),
vec2(-0.192106, 0.285848),
vec2(0.183621, -0.713242),
vec2(0.265220, -0.596716),
vec2(-0.009628, -0.483058),
vec2(-0.018516, 0.435703)
);
vec2 SamplePoisson(int index)
{
return PoissonDistribution[index % 64];
}
float FindBlockerDistance_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
{
float bias = GetShadowBias();
int numBlockerSearchSamples = 64;
int blockers = 0;
float avgBlockerDistance = 0;
float zEye = -(u_LightView * vec4(vs_Input.WorldPosition, 1.0)).z;
vec2 searchWidth = searchRegionRadiusUV(zEye);
for (int i = 0; i < numBlockerSearchSamples; i++)
{
float z = texture(shadowMap, shadowCoords.xy + SamplePoisson(i) * searchWidth).r;
if (z < (shadowCoords.z - bias))
{
blockers++;
avgBlockerDistance += z;
}
}
if (blockers > 0)
return avgBlockerDistance / float(blockers);
return -1;
}
float PenumbraWidth(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
{
float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, uvLightSize);
if (blockerDistance == -1)
return -1;
return (shadowCoords.z - blockerDistance) / blockerDistance;
}
float PCF_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvRadius)
{
float bias = GetShadowBias();
int numPCFSamples = 64;
float sum = 0;
for (int i = 0; i < numPCFSamples; i++)
{
float z = texture(shadowMap, shadowCoords.xy + SamplePoisson(i) * uvRadius).r;
sum += (z < (shadowCoords.z - bias)) ? 1 : 0;
}
return sum / numPCFSamples;
}
float PCSS_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
{
float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, uvLightSize);
if (blockerDistance == -1)
return 1;
float penumbraWidth = (shadowCoords.z - blockerDistance) / blockerDistance;
float NEAR = 0.01; // Should this value be tweakable?
float uvRadius = penumbraWidth * uvLightSize * NEAR / shadowCoords.z;
return 1.0 - PCF_DirectionalLight(shadowMap, shadowCoords, uvRadius) * ShadowFade;
}
/////////////////////////////////////////////
void main()
{
// Standard PBR inputs
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
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
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);
@ -316,15 +530,109 @@ void main()
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);
const uint SHADOW_MAP_CASCADE_COUNT = 4;
for(uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; i++)
{
if(vs_Input.ViewPosition.z < u_CascadeSplits[i])
CascadeIndex = i + 1;
}
float shadowDistance = u_MaxShadowDistance;//u_CascadeSplits[3];
float transitionDistance = u_ShadowFade;
float distance = length(vs_Input.ViewPosition);
ShadowFade = distance - (shadowDistance - transitionDistance);
ShadowFade /= transitionDistance;
ShadowFade = clamp(1.0 - ShadowFade, 0.0, 1.0);
bool fadeCascades = u_CascadeFading;
float shadowAmount = 1.0;
if (fadeCascades)
{
float cascadeTransitionFade = u_CascadeTransitionFade;
float c0 = smoothstep(u_CascadeSplits[0] + cascadeTransitionFade * 0.5f, u_CascadeSplits[0] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
float c1 = smoothstep(u_CascadeSplits[1] + cascadeTransitionFade * 0.5f, u_CascadeSplits[1] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
float c2 = smoothstep(u_CascadeSplits[2] + cascadeTransitionFade * 0.5f, u_CascadeSplits[2] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
if (c0 > 0.0 && c0 < 1.0)
{
// Sample 0 & 1
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[0].xyz / vs_Input.ShadowMapCoords[0].w);
float shadowAmount0 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[0], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[0], shadowMapCoords);
shadowMapCoords = (vs_Input.ShadowMapCoords[1].xyz / vs_Input.ShadowMapCoords[1].w);
float shadowAmount1 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords);
shadowAmount = mix(shadowAmount0, shadowAmount1, c0);
}
else if (c1 > 0.0 && c1 < 1.0)
{
// Sample 1 & 2
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[1].xyz / vs_Input.ShadowMapCoords[1].w);
float shadowAmount1 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords);
shadowMapCoords = (vs_Input.ShadowMapCoords[2].xyz / vs_Input.ShadowMapCoords[2].w);
float shadowAmount2 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords);
shadowAmount = mix(shadowAmount1, shadowAmount2, c1);
}
else if (c2 > 0.0 && c2 < 1.0)
{
// Sample 2 & 3
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[2].xyz / vs_Input.ShadowMapCoords[2].w);
float shadowAmount2 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords);
shadowMapCoords = (vs_Input.ShadowMapCoords[3].xyz / vs_Input.ShadowMapCoords[3].w);
float shadowAmount3 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[3], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[3], shadowMapCoords);
shadowAmount = mix(shadowAmount2, shadowAmount3, c2);
}
else
{
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[CascadeIndex].xyz / vs_Input.ShadowMapCoords[CascadeIndex].w);
shadowAmount = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords);
}
}
else
{
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[CascadeIndex].xyz / vs_Input.ShadowMapCoords[CascadeIndex].w);
shadowAmount = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords);
}
float NdotL = dot(m_Params.Normal, u_DirectionalLights.Direction);
NdotL = smoothstep(0.0, 0.4, NdotL + 0.2);
shadowAmount *= (NdotL * 1.0);
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
vec3 lightContribution = u_DirectionalLights.Multiplier > 0.0f ? (Lighting(F0) * shadowAmount) : vec3(0.0f);
color = vec4(lightContribution + iblContribution, 1.0);
// Bloom
float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
o_BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
if (brightness > u_BloomThreshold)
o_BloomColor = color;
if (u_ShowCascades)
{
switch(CascadeIndex)
{
case 0:
color.rgb *= vec3(1.0f, 0.25f, 0.25f);
break;
case 1:
color.rgb *= vec3(0.25f, 1.0f, 0.25f);
break;
case 2:
color.rgb *= vec3(0.25f, 0.25f, 1.0f);
break;
case 3:
color.rgb *= vec3(1.0f, 1.0f, 0.25f);
break;
}
}
}

View File

@ -1,8 +1,8 @@
// -----------------------------
// -- From Hazel Engine PBR shader --
// -- 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.
// 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)
@ -19,27 +19,41 @@ layout(location = 3) in vec3 a_Binormal;
layout(location = 4) in vec2 a_TexCoord;
uniform mat4 u_ViewProjectionMatrix;
uniform mat4 u_ViewMatrix;
uniform mat4 u_Transform;
uniform mat4 u_LightMatrixCascade0;
uniform mat4 u_LightMatrixCascade1;
uniform mat4 u_LightMatrixCascade2;
uniform mat4 u_LightMatrixCascade3;
out VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec4 ShadowMapCoords[4];
vec3 ViewPosition;
} vs_Output;
void main()
{
vs_Output.WorldPosition = vec3(u_Transform * vec4(a_Position, 1.0));
vs_Output.Normal = mat3(u_Transform) * a_Normal;
vs_Output.Normal = mat3(u_Transform) * 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;
vs_Output.ShadowMapCoords[0] = u_LightMatrixCascade0 * vec4(vs_Output.WorldPosition, 1.0);
vs_Output.ShadowMapCoords[1] = u_LightMatrixCascade1 * vec4(vs_Output.WorldPosition, 1.0);
vs_Output.ShadowMapCoords[2] = u_LightMatrixCascade2 * vec4(vs_Output.WorldPosition, 1.0);
vs_Output.ShadowMapCoords[3] = u_LightMatrixCascade3 * vec4(vs_Output.WorldPosition, 1.0);
vs_Output.ViewPosition = vec3(u_ViewMatrix * vec4(vs_Output.WorldPosition, 1.0));
gl_Position = u_ViewProjectionMatrix * u_Transform * vec4(a_Position, 1.0);
}
@ -54,7 +68,8 @@ const int LightCount = 1;
// Constant normal incidence Fresnel factor for all dielectrics.
const vec3 Fdielectric = vec3(0.04);
struct Light {
struct DirectionalLight
{
vec3 Direction;
vec3 Radiance;
float Multiplier;
@ -63,16 +78,19 @@ struct Light {
in VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
vec4 ShadowMapCoords[4];
vec3 ViewPosition;
} vs_Input;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 o_BloomColor;
uniform Light lights;
uniform DirectionalLight u_DirectionalLights;
uniform vec3 u_CameraPosition;
// PBR texture inputs
@ -88,6 +106,25 @@ uniform samplerCube u_EnvIrradianceTex;
// BRDF LUT
uniform sampler2D u_BRDFLUTTexture;
// PCSS
uniform sampler2D u_ShadowMapTexture[4];
uniform mat4 u_LightView;
uniform bool u_ShowCascades;
uniform bool u_SoftShadows;
uniform float u_LightSize;
uniform float u_MaxShadowDistance;
uniform float u_ShadowFade;
uniform bool u_CascadeFading;
uniform float u_CascadeTransitionFade;
uniform vec4 u_CascadeSplits;
uniform float u_IBLContribution;
uniform float u_BloomThreshold;
////////////////////////////////////////
uniform vec3 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
@ -95,7 +132,6 @@ 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;
@ -141,23 +177,23 @@ float gaSchlickGGX(float cosLi, float NdotV, float roughness)
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
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);
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;
return ggx1 * ggx2;
}
// Shlick's approximation of the Fresnel factor.
@ -168,26 +204,26 @@ vec3 fresnelSchlick(vec3 F0, float cosTheta)
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
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)
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
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));
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
@ -234,11 +270,11 @@ vec3 PrefilterEnvMap(float Roughness, vec3 R)
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;
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)
@ -246,8 +282,8 @@ vec3 Lighting(vec3 F0)
vec3 result = vec3(0.0);
for(int i = 0; i < LightCount; i++)
{
vec3 Li = -lights.Direction;
vec3 Lradiance = lights.Radiance * lights.Multiplier;
vec3 Li = u_DirectionalLights.Direction;
vec3 Lradiance = u_DirectionalLights.Radiance * u_DirectionalLights.Multiplier;
vec3 Lh = normalize(Li + m_Params.View);
// Calculate angles between surface normal and various light vectors.
@ -273,7 +309,6 @@ 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 = fresnelSchlickR(F0, m_Params.NdotV);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseIBL = m_Params.Albedo * irradiance;
@ -289,13 +324,188 @@ vec3 IBL(vec3 F0, vec3 Lr)
return kd * diffuseIBL + specularIBL;
}
/////////////////////////////////////////////
// PCSS
/////////////////////////////////////////////
uint CascadeIndex = 0;
float ShadowFade = 1.0;
float GetShadowBias()
{
const float MINIMUM_SHADOW_BIAS = 0.002;
float bias = max(MINIMUM_SHADOW_BIAS * (1.0 - dot(m_Params.Normal, u_DirectionalLights.Direction)), MINIMUM_SHADOW_BIAS);
return bias;
}
float HardShadows_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords)
{
float bias = GetShadowBias();
float z = texture(shadowMap, shadowCoords.xy).x;
return 1.0 - step(z + bias, shadowCoords.z) * ShadowFade;
}
// Penumbra
// this search area estimation comes from the following article:
// http://developer.download.nvidia.com/whitepapers/2008/PCSS_DirectionalLight_Integration.pdf
float SearchWidth(float uvLightSize, float receiverDistance)
{
const float NEAR = 0.1;
return uvLightSize * (receiverDistance - NEAR) / u_CameraPosition.z;
}
float u_light_zNear = 0.0; // 0.01 gives artifacts? maybe because of ortho proj?
float u_light_zFar = 10000.0;
vec2 u_lightRadiusUV = vec2(0.05);
vec2 searchRegionRadiusUV(float zWorld)
{
return u_lightRadiusUV * (zWorld - u_light_zNear) / zWorld;
}
const vec2 PoissonDistribution[64] = vec2[](
vec2(-0.884081, 0.124488),
vec2(-0.714377, 0.027940),
vec2(-0.747945, 0.227922),
vec2(-0.939609, 0.243634),
vec2(-0.985465, 0.045534),
vec2(-0.861367, -0.136222),
vec2(-0.881934, 0.396908),
vec2(-0.466938, 0.014526),
vec2(-0.558207, 0.212662),
vec2(-0.578447, -0.095822),
vec2(-0.740266, -0.095631),
vec2(-0.751681, 0.472604),
vec2(-0.553147, -0.243177),
vec2(-0.674762, -0.330730),
vec2(-0.402765, -0.122087),
vec2(-0.319776, -0.312166),
vec2(-0.413923, -0.439757),
vec2(-0.979153, -0.201245),
vec2(-0.865579, -0.288695),
vec2(-0.243704, -0.186378),
vec2(-0.294920, -0.055748),
vec2(-0.604452, -0.544251),
vec2(-0.418056, -0.587679),
vec2(-0.549156, -0.415877),
vec2(-0.238080, -0.611761),
vec2(-0.267004, -0.459702),
vec2(-0.100006, -0.229116),
vec2(-0.101928, -0.380382),
vec2(-0.681467, -0.700773),
vec2(-0.763488, -0.543386),
vec2(-0.549030, -0.750749),
vec2(-0.809045, -0.408738),
vec2(-0.388134, -0.773448),
vec2(-0.429392, -0.894892),
vec2(-0.131597, 0.065058),
vec2(-0.275002, 0.102922),
vec2(-0.106117, -0.068327),
vec2(-0.294586, -0.891515),
vec2(-0.629418, 0.379387),
vec2(-0.407257, 0.339748),
vec2(0.071650, -0.384284),
vec2(0.022018, -0.263793),
vec2(0.003879, -0.136073),
vec2(-0.137533, -0.767844),
vec2(-0.050874, -0.906068),
vec2(0.114133, -0.070053),
vec2(0.163314, -0.217231),
vec2(-0.100262, -0.587992),
vec2(-0.004942, 0.125368),
vec2(0.035302, -0.619310),
vec2(0.195646, -0.459022),
vec2(0.303969, -0.346362),
vec2(-0.678118, 0.685099),
vec2(-0.628418, 0.507978),
vec2(-0.508473, 0.458753),
vec2(0.032134, -0.782030),
vec2(0.122595, 0.280353),
vec2(-0.043643, 0.312119),
vec2(0.132993, 0.085170),
vec2(-0.192106, 0.285848),
vec2(0.183621, -0.713242),
vec2(0.265220, -0.596716),
vec2(-0.009628, -0.483058),
vec2(-0.018516, 0.435703)
);
vec2 SamplePoisson(int index)
{
return PoissonDistribution[index % 64];
}
float FindBlockerDistance_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
{
float bias = GetShadowBias();
int numBlockerSearchSamples = 64;
int blockers = 0;
float avgBlockerDistance = 0;
float zEye = -(u_LightView * vec4(vs_Input.WorldPosition, 1.0)).z;
vec2 searchWidth = searchRegionRadiusUV(zEye);
for (int i = 0; i < numBlockerSearchSamples; i++)
{
float z = texture(shadowMap, shadowCoords.xy + SamplePoisson(i) * searchWidth).r;
if (z < (shadowCoords.z - bias))
{
blockers++;
avgBlockerDistance += z;
}
}
if (blockers > 0)
return avgBlockerDistance / float(blockers);
return -1;
}
float PenumbraWidth(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
{
float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, uvLightSize);
if (blockerDistance == -1)
return -1;
return (shadowCoords.z - blockerDistance) / blockerDistance;
}
float PCF_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvRadius)
{
float bias = GetShadowBias();
int numPCFSamples = 64;
float sum = 0;
for (int i = 0; i < numPCFSamples; i++)
{
float z = texture(shadowMap, shadowCoords.xy + SamplePoisson(i) * uvRadius).r;
sum += (z < (shadowCoords.z - bias)) ? 1 : 0;
}
return sum / numPCFSamples;
}
float PCSS_DirectionalLight(sampler2D shadowMap, vec3 shadowCoords, float uvLightSize)
{
float blockerDistance = FindBlockerDistance_DirectionalLight(shadowMap, shadowCoords, uvLightSize);
if (blockerDistance == -1)
return 1;
float penumbraWidth = (shadowCoords.z - blockerDistance) / blockerDistance;
float NEAR = 0.01; // Should this value be tweakable?
float uvRadius = penumbraWidth * uvLightSize * NEAR / shadowCoords.z;
return 1.0 - PCF_DirectionalLight(shadowMap, shadowCoords, uvRadius) * ShadowFade;
}
/////////////////////////////////////////////
void main()
{
// Standard PBR inputs
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
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
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);
@ -307,16 +517,109 @@ void main()
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);
const uint SHADOW_MAP_CASCADE_COUNT = 4;
for(uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; i++)
{
if(vs_Input.ViewPosition.z < u_CascadeSplits[i])
CascadeIndex = i + 1;
}
float shadowDistance = u_MaxShadowDistance;//u_CascadeSplits[3];
float transitionDistance = u_ShadowFade;
float distance = length(vs_Input.ViewPosition);
ShadowFade = distance - (shadowDistance - transitionDistance);
ShadowFade /= transitionDistance;
ShadowFade = clamp(1.0 - ShadowFade, 0.0, 1.0);
bool fadeCascades = u_CascadeFading;
float shadowAmount = 1.0;
if (fadeCascades)
{
float cascadeTransitionFade = u_CascadeTransitionFade;
float c0 = smoothstep(u_CascadeSplits[0] + cascadeTransitionFade * 0.5f, u_CascadeSplits[0] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
float c1 = smoothstep(u_CascadeSplits[1] + cascadeTransitionFade * 0.5f, u_CascadeSplits[1] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
float c2 = smoothstep(u_CascadeSplits[2] + cascadeTransitionFade * 0.5f, u_CascadeSplits[2] - cascadeTransitionFade * 0.5f, vs_Input.ViewPosition.z);
if (c0 > 0.0 && c0 < 1.0)
{
// Sample 0 & 1
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[0].xyz / vs_Input.ShadowMapCoords[0].w);
float shadowAmount0 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[0], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[0], shadowMapCoords);
shadowMapCoords = (vs_Input.ShadowMapCoords[1].xyz / vs_Input.ShadowMapCoords[1].w);
float shadowAmount1 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords);
shadowAmount = mix(shadowAmount0, shadowAmount1, c0);
}
else if (c1 > 0.0 && c1 < 1.0)
{
// Sample 1 & 2
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[1].xyz / vs_Input.ShadowMapCoords[1].w);
float shadowAmount1 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[1], shadowMapCoords);
shadowMapCoords = (vs_Input.ShadowMapCoords[2].xyz / vs_Input.ShadowMapCoords[2].w);
float shadowAmount2 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords);
shadowAmount = mix(shadowAmount1, shadowAmount2, c1);
}
else if (c2 > 0.0 && c2 < 1.0)
{
// Sample 2 & 3
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[2].xyz / vs_Input.ShadowMapCoords[2].w);
float shadowAmount2 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[2], shadowMapCoords);
shadowMapCoords = (vs_Input.ShadowMapCoords[3].xyz / vs_Input.ShadowMapCoords[3].w);
float shadowAmount3 = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[3], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[3], shadowMapCoords);
shadowAmount = mix(shadowAmount2, shadowAmount3, c2);
}
else
{
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[CascadeIndex].xyz / vs_Input.ShadowMapCoords[CascadeIndex].w);
shadowAmount = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords);
}
}
else
{
vec3 shadowMapCoords = (vs_Input.ShadowMapCoords[CascadeIndex].xyz / vs_Input.ShadowMapCoords[CascadeIndex].w);
shadowAmount = u_SoftShadows ? PCSS_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords, u_LightSize) : HardShadows_DirectionalLight(u_ShadowMapTexture[CascadeIndex], shadowMapCoords);
}
float NdotL = dot(m_Params.Normal, u_DirectionalLights.Direction);
NdotL = smoothstep(0.0, 0.4, NdotL + 0.2);
shadowAmount *= (NdotL * 1.0);
vec3 iblContribution = IBL(F0, Lr) * u_IBLContribution;
vec3 lightContribution = u_DirectionalLights.Multiplier > 0.0f ? (Lighting(F0) * shadowAmount) : vec3(0.0f);
color = vec4(lightContribution + iblContribution, 1.0);
// color = vec4(iblContribution, 1.0);
// Bloom
float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
o_BloomColor = vec4(0.0, 0.0, 0.0, 1.0);
if (brightness > u_BloomThreshold)
o_BloomColor = color;
if (u_ShowCascades)
{
switch(CascadeIndex)
{
case 0:
color.rgb *= vec3(1.0f, 0.25f, 0.25f);
break;
case 1:
color.rgb *= vec3(0.25f, 1.0f, 0.25f);
break;
case 2:
color.rgb *= vec3(0.25f, 0.25f, 1.0f);
break;
case 3:
color.rgb *= vec3(1.0f, 1.0f, 0.25f);
break;
}
}
}

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@ -17,20 +17,34 @@ void main()
#version 430
layout(location = 0) out vec4 o_Color;
layout(location = 1) out vec4 o_BloomTexture;
in vec2 v_TexCoord;
uniform sampler2DMS u_Texture;
uniform float u_Exposure;
uniform int u_TextureSamples;
vec4 MultiSampleTexture(sampler2DMS tex, ivec2 texCoord, int samples)
uniform bool u_EnableBloom;
uniform float u_BloomThreshold;
const float uFar = 1.0;
vec4 SampleTexture(sampler2D tex, vec2 texCoord)
{
return texture(tex, texCoord);
}
vec4 MultiSampleTexture(sampler2DMS tex, vec2 tc)
{
ivec2 texSize = textureSize(tex);
ivec2 texCoord = ivec2(tc * texSize);
vec4 result = vec4(0.0);
for (int i = 0; i < samples; i++)
for (int i = 0; i < u_TextureSamples; i++)
result += texelFetch(tex, texCoord, i);
result /= float(samples);
result /= float(u_TextureSamples);
return result;
}
@ -39,10 +53,18 @@ void main()
const float gamma = 2.2;
const float pureWhite = 1.0;
ivec2 texSize = textureSize(u_Texture);
ivec2 texCoord = ivec2(v_TexCoord * texSize);
vec4 msColor = MultiSampleTexture(u_Texture, texCoord, u_TextureSamples);
vec3 color = msColor.rgb * u_Exposure;//texture(u_Texture, v_TexCoord).rgb * u_Exposure;
// Tonemapping
vec4 msColor = MultiSampleTexture(u_Texture, v_TexCoord);
vec3 color = msColor.rgb;
if (u_EnableBloom)
{
vec3 bloomColor = MultiSampleTexture(u_Texture, v_TexCoord).rgb;
color += bloomColor;
}
color *= u_Exposure;
// Reinhard tonemapping operator.
// see: "Photographic Tone Reproduction for Digital Images", eq. 4
@ -54,4 +76,8 @@ void main()
// Gamma correction.
o_Color = vec4(pow(mappedColor, vec3(1.0 / gamma)), 1.0);
}
// Show over-exposed areas
// if (o_Color.r > 1.0 || o_Color.g > 1.0 || o_Color.b > 1.0)
// o_Color.rgb *= vec3(1.0, 0.25, 0.25);
}

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@ -0,0 +1,23 @@
// Shadow Map shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
void main()
{
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
}
#type fragment
#version 430
layout(location = 0) out vec4 o_Color;
void main()
{
}

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@ -0,0 +1,35 @@
// Shadow Map shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 5) in ivec4 a_BoneIndices;
layout(location = 6) in vec4 a_BoneWeights;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
const int MAX_BONES = 100;
uniform mat4 u_BoneTransforms[100];
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];
vec4 localPosition = boneTransform * vec4(a_Position, 1.0);
gl_Position = u_ViewProjection * u_Transform * localPosition;
}
#type fragment
#version 430
layout(location = 0) out vec4 o_Color;
void main()
{
}

View File

@ -24,10 +24,13 @@ layout(location = 0) out vec4 finalColor;
uniform samplerCube u_Texture;
uniform float u_TextureLod;
uniform float u_SkyIntensity;
in vec3 v_Position;
void main()
{
finalColor = textureLod(u_Texture, v_Position, u_TextureLod);
vec3 color = textureLod(u_Texture, v_Position, u_TextureLod).rgb * u_SkyIntensity;
finalColor = vec4(color, 1.0);
}