add scene render system, add proper HDR environments, try load texture from mesh file

This commit is contained in:
2025-11-30 20:12:57 +08:00
parent 4cdd405ba9
commit 0d4024be39
62 changed files with 2302 additions and 1037 deletions
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[Window][DockSpace Demo]
Pos=0,0
Size=2560,1387
Collapsed=0
[Window][Debug##Default]
Pos=55,90
Size=400,400
Collapsed=0
[Window][Renderer]
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Size=285,134
Collapsed=0
[Window][Model]
Pos=1772,24
Size=788,577
Collapsed=0
DockId=0x00000001,0
[Window][Environment]
Pos=1772,603
Size=788,784
Collapsed=0
DockId=0x00000002,0
[Window][Viewport]
Pos=421,24
Size=1349,1363
Collapsed=0
DockId=0x00000003,0
[Window][Mesh Debug]
Pos=2055,471
Size=505,916
Collapsed=0
DockId=0x00000002,1
[Window][ImGui Demo]
ViewportPos=276,66
ViewportId=0x080FC883
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Collapsed=0
[Window][Mesh Hierarchy]
Pos=0,24
Size=419,1363
Collapsed=0
DockId=0x00000005,1
[Window][Scene Hierarchy]
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Size=419,1363
Collapsed=0
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[Window][Properties]
Pos=107,1086
Size=188,127
Collapsed=0
[Docking][Data]
DockSpace ID=0xFA06BC56 Window=0x4647B76E Pos=0,47 Size=2560,1363 Split=X
DockNode ID=0x00000005 Parent=0xFA06BC56 SizeRef=419,1363 Selected=0x9A68760C
DockNode ID=0x00000006 Parent=0xFA06BC56 SizeRef=2139,1363 Split=X
DockNode ID=0x00000003 Parent=0x00000006 SizeRef=1349,876 CentralNode=1 HiddenTabBar=1 Selected=0x995B0CF8
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DockNode ID=0x00000001 Parent=0x00000004 SizeRef=705,577 Selected=0x16545DDD
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@@ -0,0 +1,103 @@
#type compute
#version 450 core
// Physically Based Rendering
// Copyright (c) 2017-2018 Michał Siejak
// Computes diffuse irradiance cubemap convolution for image-based lighting.
// Uses quasi Monte Carlo sampling with Hammersley sequence.
const float PI = 3.141592;
const float TwoPI = 2 * PI;
const float Epsilon = 0.00001;
const uint NumSamples = 64 * 1024;
const float InvNumSamples = 1.0 / float(NumSamples);
layout(binding=0) uniform samplerCube inputTexture;
layout(binding=0, rgba16f) restrict writeonly uniform imageCube outputTexture;
// Compute Van der Corput radical inverse
// See: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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
}
// Sample i-th point from Hammersley point set of NumSamples points total.
vec2 sampleHammersley(uint i)
{
return vec2(i * InvNumSamples, radicalInverse_VdC(i));
}
// Uniformly sample point on a hemisphere.
// Cosine-weighted sampling would be a better fit for Lambertian BRDF but since this
// compute shader runs only once as a pre-processing step performance is not *that* important.
// See: "Physically Based Rendering" 2nd ed., section 13.6.1.
vec3 sampleHemisphere(float u1, float u2)
{
const float u1p = sqrt(max(0.0, 1.0 - u1*u1));
return vec3(cos(TwoPI*u2) * u1p, sin(TwoPI*u2) * u1p, u1);
}
vec3 GetCubeMapTexCoord()
{
vec2 st = gl_GlobalInvocationID.xy / vec2(imageSize(outputTexture));
vec2 uv = 2.0 * vec2(st.x, 1.0 - st.y) - vec2(1.0);
vec3 ret;
if (gl_GlobalInvocationID.z == 0) ret = vec3( 1.0, uv.y, -uv.x);
else if (gl_GlobalInvocationID.z == 1) ret = vec3( -1.0, uv.y, uv.x);
else if (gl_GlobalInvocationID.z == 2) ret = vec3( uv.x, 1.0, -uv.y);
else if (gl_GlobalInvocationID.z == 3) ret = vec3( uv.x, -1.0, uv.y);
else if (gl_GlobalInvocationID.z == 4) ret = vec3( uv.x, uv.y, 1.0);
else if (gl_GlobalInvocationID.z == 5) ret = vec3(-uv.x, uv.y, -1.0);
return normalize(ret);
}
// Compute orthonormal basis for converting from tanget/shading space to world space.
void computeBasisVectors(const vec3 N, out vec3 S, out vec3 T)
{
// Branchless select non-degenerate T.
T = cross(N, vec3(0.0, 1.0, 0.0));
T = mix(cross(N, vec3(1.0, 0.0, 0.0)), T, step(Epsilon, dot(T, T)));
T = normalize(T);
S = normalize(cross(N, T));
}
// Convert point from tangent/shading space to world space.
vec3 tangentToWorld(const vec3 v, const vec3 N, const vec3 S, const vec3 T)
{
return S * v.x + T * v.y + N * v.z;
}
layout(local_size_x=32, local_size_y=32, local_size_z=1) in;
void main(void)
{
vec3 N = GetCubeMapTexCoord();
vec3 S, T;
computeBasisVectors(N, S, T);
// Monte Carlo integration of hemispherical irradiance.
// As a small optimization this also includes Lambertian BRDF assuming perfectly white surface (albedo of 1.0)
// so we don't need to normalize in PBR fragment shader (so technically it encodes exitant radiance rather than irradiance).
vec3 irradiance = vec3(0);
for(uint i = 0; i < NumSamples; i++)
{
vec2 u = sampleHammersley(i);
vec3 Li = tangentToWorld(sampleHemisphere(u.x, u.y), N, S, T);
float cosTheta = max(0.0, dot(Li, N));
// PIs here cancel out because of division by pdf.
irradiance += 2.0 * textureLod(inputTexture, Li, 0).rgb * cosTheta;
}
irradiance /= vec3(NumSamples);
imageStore(outputTexture, ivec3(gl_GlobalInvocationID), vec4(irradiance, 1.0));
}
@@ -0,0 +1,159 @@
#type compute
#version 450 core
// Physically Based Rendering
// Copyright (c) 2017-2018 Michał Siejak
// Pre-filters environment cube map using GGX NDF importance sampling.
// Part of specular IBL split-sum approximation.
const float PI = 3.141592;
const float TwoPI = 2 * PI;
const float Epsilon = 0.00001;
const uint NumSamples = 1024;
const float InvNumSamples = 1.0 / float(NumSamples);
const int NumMipLevels = 1;
layout(binding = 0) uniform samplerCube inputTexture;
layout(binding = 0, rgba16f) restrict writeonly uniform imageCube outputTexture[NumMipLevels];
// Roughness value to pre-filter for.
layout(location=0) uniform float roughness;
#define PARAM_LEVEL 0
#define PARAM_ROUGHNESS roughness
// Compute Van der Corput radical inverse
// See: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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
}
// Sample i-th point from Hammersley point set of NumSamples points total.
vec2 sampleHammersley(uint i)
{
return vec2(i * InvNumSamples, radicalInverse_VdC(i));
}
// Importance sample GGX normal distribution function for a fixed roughness value.
// This returns normalized half-vector between Li & Lo.
// For derivation see: http://blog.tobias-franke.eu/2014/03/30/notes_on_importance_sampling.html
vec3 sampleGGX(float u1, float u2, float roughness)
{
float alpha = roughness * roughness;
float cosTheta = sqrt((1.0 - u2) / (1.0 + (alpha*alpha - 1.0) * u2));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta); // Trig. identity
float phi = TwoPI * u1;
// Convert to Cartesian upon return.
return vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
}
// 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);
}
vec3 GetCubeMapTexCoord()
{
vec2 st = gl_GlobalInvocationID.xy / vec2(imageSize(outputTexture[PARAM_LEVEL]));
vec2 uv = 2.0 * vec2(st.x, 1.0 - st.y) - vec2(1.0);
vec3 ret;
if (gl_GlobalInvocationID.z == 0) ret = vec3( 1.0, uv.y, -uv.x);
else if (gl_GlobalInvocationID.z == 1) ret = vec3( -1.0, uv.y, uv.x);
else if (gl_GlobalInvocationID.z == 2) ret = vec3( uv.x, 1.0, -uv.y);
else if (gl_GlobalInvocationID.z == 3) ret = vec3( uv.x, -1.0, uv.y);
else if (gl_GlobalInvocationID.z == 4) ret = vec3( uv.x, uv.y, 1.0);
else if (gl_GlobalInvocationID.z == 5) ret = vec3(-uv.x, uv.y, -1.0);
return normalize(ret);
}
// Compute orthonormal basis for converting from tanget/shading space to world space.
void computeBasisVectors(const vec3 N, out vec3 S, out vec3 T)
{
// Branchless select non-degenerate T.
T = cross(N, vec3(0.0, 1.0, 0.0));
T = mix(cross(N, vec3(1.0, 0.0, 0.0)), T, step(Epsilon, dot(T, T)));
T = normalize(T);
S = normalize(cross(N, T));
}
// Convert point from tangent/shading space to world space.
vec3 tangentToWorld(const vec3 v, const vec3 N, const vec3 S, const vec3 T)
{
return S * v.x + T * v.y + N * v.z;
}
layout(local_size_x=32, local_size_y=32, local_size_z=1) in;
void main(void)
{
// Make sure we won't write past output when computing higher mipmap levels.
ivec2 outputSize = imageSize(outputTexture[PARAM_LEVEL]);
if(gl_GlobalInvocationID.x >= outputSize.x || gl_GlobalInvocationID.y >= outputSize.y) {
return;
}
// Solid angle associated with a single cubemap texel at zero mipmap level.
// This will come in handy for importance sampling below.
vec2 inputSize = vec2(textureSize(inputTexture, 0));
float wt = 4.0 * PI / (6 * inputSize.x * inputSize.y);
// Approximation: Assume zero viewing angle (isotropic reflections).
vec3 N = GetCubeMapTexCoord();
vec3 Lo = N;
vec3 S, T;
computeBasisVectors(N, S, T);
vec3 color = vec3(0);
float weight = 0;
// Convolve environment map using GGX NDF importance sampling.
// Weight by cosine term since Epic claims it generally improves quality.
for(uint i = 0; i < NumSamples; i++) {
vec2 u = sampleHammersley(i);
vec3 Lh = tangentToWorld(sampleGGX(u.x, u.y, PARAM_ROUGHNESS), N, S, T);
// Compute incident direction (Li) by reflecting viewing direction (Lo) around half-vector (Lh).
vec3 Li = 2.0 * dot(Lo, Lh) * Lh - Lo;
float cosLi = dot(N, Li);
if(cosLi > 0.0) {
// Use Mipmap Filtered Importance Sampling to improve convergence.
// See: https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html, section 20.4
float cosLh = max(dot(N, Lh), 0.0);
// GGX normal distribution function (D term) probability density function.
// Scaling by 1/4 is due to change of density in terms of Lh to Li (and since N=V, rest of the scaling factor cancels out).
float pdf = ndfGGX(cosLh, PARAM_ROUGHNESS) * 0.25;
// Solid angle associated with this sample.
float ws = 1.0 / (NumSamples * pdf);
// Mip level to sample from.
float mipLevel = max(0.5 * log2(ws / wt) + 1.0, 0.0);
color += textureLod(inputTexture, Li, mipLevel).rgb * cosLi;
weight += cosLi;
}
}
color /= weight;
imageStore(outputTexture[PARAM_LEVEL], ivec3(gl_GlobalInvocationID), vec4(color, 1.0));
}
@@ -0,0 +1,39 @@
#type compute
#version 450 core
// Converts equirectangular (lat-long) projection texture into a cubemap
const float PI = 3.141592;
layout(binding = 0) uniform sampler2D u_EquirectangularTex;
layout(binding = 0, rgba16f) restrict writeonly uniform imageCube o_CubeMap;
vec3 GetCubeMapTexCoord()
{
vec2 st = gl_GlobalInvocationID.xy / vec2(imageSize(o_CubeMap));
vec2 uv = 2.0 * vec2(st.x, 1.0 - st.y) - vec2(1.0);
vec3 ret;
if (gl_GlobalInvocationID.z == 0) ret = vec3( 1.0, uv.y, -uv.x);
else if (gl_GlobalInvocationID.z == 1) ret = vec3( -1.0, uv.y, uv.x);
else if (gl_GlobalInvocationID.z == 2) ret = vec3( uv.x, 1.0, -uv.y);
else if (gl_GlobalInvocationID.z == 3) ret = vec3( uv.x, -1.0, uv.y);
else if (gl_GlobalInvocationID.z == 4) ret = vec3( uv.x, uv.y, 1.0);
else if (gl_GlobalInvocationID.z == 5) ret = vec3(-uv.x, uv.y, -1.0);
return normalize(ret);
}
layout(local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
void main()
{
vec3 cubeTC = GetCubeMapTexCoord();
// Calculate sampling coords for equirectangular texture
// https://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates
float phi = atan(cubeTC.z, cubeTC.x);
float theta = acos(cubeTC.y);
vec2 uv = vec2(phi / (2.0 * PI) + 0.5, theta / PI);
vec4 color = texture(u_EquirectangularTex, uv);
imageStore(o_CubeMap, ivec3(gl_GlobalInvocationID), color);
}
+5 -9
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@@ -1,18 +1,19 @@
// Simple Texture Shader
// Grid Shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
layout(location = 4) in vec2 a_TexCoord;
layout(location = 1) in vec2 a_TexCoord;
uniform mat4 u_MVP;
uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;
out vec2 v_TexCoord;
void main()
{
vec4 position = u_MVP * vec4(a_Position, 1.0);
vec4 position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
gl_Position = position;
v_TexCoord = a_TexCoord;
@@ -28,11 +29,6 @@ uniform float u_Res;
in vec2 v_TexCoord;
/*void main()
{
color = texture(u_Texture, v_TexCoord * 8.0);
}*/
float grid(vec2 st, float res)
{
vec2 grid = fract(st);
@@ -22,7 +22,7 @@ layout(location = 5) in ivec4 a_BoneIndices;
layout(location = 6) in vec4 a_BoneWeights;
uniform mat4 u_ViewProjectionMatrix;
uniform mat4 u_ModelMatrix;
uniform mat4 u_Transform;
const int MAX_BONES = 100;
uniform mat4 u_BoneTransforms[100];
@@ -38,21 +38,20 @@ out VertexOutput
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_ModelMatrix * boneTransform * vec4(a_Position, 1.0));
vs_Output.Normal = mat3(boneTransform) * a_Normal;
vs_Output.WorldPosition = vec3(u_Transform * boneTransform * vec4(a_Position, 1.0));
vs_Output.Normal = mat3(boneTransform) * a_Normal;
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
vs_Output.WorldNormals = mat3(u_ModelMatrix) * mat3(a_Tangent, a_Binormal, a_Normal);
vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
vs_Output.Binormal = mat3(boneTransform) * a_Binormal;
//gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);
gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * localPosition;
gl_Position = u_ViewProjectionMatrix * u_Transform * localPosition;
}
#type fragment
@@ -63,7 +62,6 @@ const float Epsilon = 0.00001;
const int LightCount = 1;
// Constant normal incidence Fresnel factor for all dielectrics.
const vec3 Fdielectric = vec3(0.04);
@@ -290,12 +288,7 @@ vec3 IBL(vec3 F0, vec3 Lr)
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);
vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness * m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
@@ -329,7 +322,7 @@ void main()
// Fresnel reflectance, metals use albedo
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
vec3 lightContribution = Lighting(F0);
vec3 lightContribution = vec3(0.0);//Lighting(F0);
vec3 iblContribution = IBL(F0, Lr);
color = vec4(lightContribution + iblContribution, 1.0);
+319
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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_Transform;
out VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
mat3 WorldTransform;
vec3 Binormal;
} vs_Output;
void main()
{
vs_Output.WorldPosition = vec3(u_Transform * 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_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
vs_Output.WorldTransform = mat3(u_Transform);
vs_Output.Binormal = a_Binormal;
gl_Position = u_ViewProjectionMatrix * u_Transform * 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;
mat3 WorldTransform;
vec3 Binormal;
} vs_Input;
layout(location = 0) out vec4 color;
uniform Light lights;
uniform vec3 u_CameraPosition;
// PBR texture inputs
uniform sampler2D u_AlbedoTexture;
uniform sampler2D u_NormalTexture;
uniform sampler2D u_MetalnessTexture;
uniform sampler2D u_RoughnessTexture;
// Environment maps
uniform samplerCube u_EnvRadianceTex;
uniform samplerCube u_EnvIrradianceTex;
// BRDF LUT
uniform sampler2D u_BRDFLUTTexture;
uniform vec3 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
uniform float u_EnvMapRotation;
// Toggles
uniform float u_RadiancePrefilter;
uniform float u_AlbedoTexToggle;
uniform float u_NormalTexToggle;
uniform float u_MetalnessTexToggle;
uniform float u_RoughnessTexToggle;
struct PBRParameters
{
vec3 Albedo;
float Roughness;
float Metalness;
vec3 Normal;
vec3 View;
float NdotV;
};
PBRParameters m_Params;
// GGX/Towbridge-Reitz normal distribution function.
// Uses Disney's reparametrization of alpha = roughness^2
float ndfGGX(float cosLh, float roughness)
{
float alpha = roughness * roughness;
float alphaSq = alpha * alpha;
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
return alphaSq / (PI * denom * denom);
}
// Single term for separable Schlick-GGX below.
float gaSchlickG1(float cosTheta, float k)
{
return cosTheta / (cosTheta * (1.0 - k) + k);
}
// Schlick-GGX approximation of geometric attenuation function using Smith's method.
float gaSchlickGGX(float cosLi, float NdotV, float roughness)
{
float r = roughness + 1.0;
float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights.
return gaSchlickG1(cosLi, k) * gaSchlickG1(NdotV, k);
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
// Shlick's approximation of the Fresnel factor.
vec3 fresnelSchlick(vec3 F0, float cosTheta)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
// ---------------------------------------------------------------------------------------------------
// The following code (from Unreal Engine 4's paper) shows how to filter the environment map
// for different roughnesses. This is mean to be computed offline and stored in cube map mips,
// so turning this on online will cause poor performance
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
vec2 Hammersley(uint i, uint N)
{
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
{
float a = Roughness * Roughness;
float Phi = 2 * PI * Xi.x;
float CosTheta = sqrt( (1 - Xi.y) / ( 1 + (a*a - 1) * Xi.y ) );
float SinTheta = sqrt( 1 - CosTheta * CosTheta );
vec3 H;
H.x = SinTheta * cos( Phi );
H.y = SinTheta * sin( Phi );
H.z = CosTheta;
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0,0,1) : vec3(1,0,0);
vec3 TangentX = normalize( cross( UpVector, N ) );
vec3 TangentY = cross( N, TangentX );
// Tangent to world space
return TangentX * H.x + TangentY * H.y + N * H.z;
}
float TotalWeight = 0.0;
vec3 PrefilterEnvMap(float Roughness, vec3 R)
{
vec3 N = R;
vec3 V = R;
vec3 PrefilteredColor = vec3(0.0);
int NumSamples = 1024;
for(int i = 0; i < NumSamples; i++)
{
vec2 Xi = Hammersley(i, NumSamples);
vec3 H = ImportanceSampleGGX(Xi, Roughness, N);
vec3 L = 2 * dot(V, H) * H - V;
float NoL = clamp(dot(N, L), 0.0, 1.0);
if (NoL > 0)
{
PrefilteredColor += texture(u_EnvRadianceTex, L).rgb * NoL;
TotalWeight += NoL;
}
}
return PrefilteredColor / TotalWeight;
}
// ---------------------------------------------------------------------------------------------------
vec3 RotateVectorAboutY(float angle, vec3 vec)
{
angle = radians(angle);
mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
vec3(0.0,1.0,0.0),
vec3(-sin(angle),0.0,cos(angle))};
return rotationMatrix * vec;
}
vec3 Lighting(vec3 F0)
{
vec3 result = vec3(0.0);
for(int i = 0; i < LightCount; i++)
{
vec3 Li = -lights.Direction;
vec3 Lradiance = lights.Radiance;
vec3 Lh = normalize(Li + m_Params.View);
// Calculate angles between surface normal and various light vectors.
float cosLi = max(0.0, dot(m_Params.Normal, Li));
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
float D = ndfGGX(cosLh, m_Params.Roughness);
float G = gaSchlickGGX(cosLi, m_Params.NdotV, m_Params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseBRDF = kd * m_Params.Albedo;
// Cook-Torrance
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
return result;
}
vec3 IBL(vec3 F0, vec3 Lr)
{
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseIBL = m_Params.Albedo * irradiance;
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
vec3 specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), (m_Params.Roughness * m_Params.Roughness) * u_EnvRadianceTexLevels).rgb;
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
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);
}
+33
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@@ -0,0 +1,33 @@
// Skybox shader
#type vertex
#version 430
layout(location = 0) in vec3 a_Position;
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;
uniform float u_TextureLod;
in vec3 v_Position;
void main()
{
finalColor = textureLod(u_Texture, v_Position, u_TextureLod);
}
+1 -1
View File
@@ -8,7 +8,7 @@ out vec2 v_TexCoord;
void main()
{
vec4 position = vec4(a_Position.xy, 1.0, 1.0);
vec4 position = vec4(a_Position.xy, 0.0, 1.0);
v_TexCoord = a_TexCoord;
gl_Position = position;
}
+4 -1
View File
@@ -22,11 +22,14 @@ void main()
layout(location = 0) out vec4 finalColor;
//uniform vec4 u_Color;
uniform vec4 u_Color;
in vec3 v_Normal;
void main()
{
finalColor = vec4(0.8, 0.0, 0.8, 1.0);
finalColor = vec4((v_Normal * 0.5 + 0.5), 1.0);// * u_Color.xyz, 1.0);
}
-321
View File
@@ -1,321 +0,0 @@
// -----------------------------
// -- Hazel Engine PBR shader --
// -----------------------------
// Note: this shader is still very much in progress. There are likely many bugs and future additions that will go in.
// Currently heavily updated.
//
// References upon which this is based:
// - Unreal Engine 4 PBR notes (https://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf)
// - Frostbite's SIGGRAPH 2014 paper (https://seblagarde.wordpress.com/2015/07/14/siggraph-2014-moving-frostbite-to-physically-based-rendering/)
// - Michał Siejak's PBR project (https://github.com/Nadrin)
// - My implementation from years ago in the Sparky engine (https://github.com/TheCherno/Sparky)
#type vertex
#version 430 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec3 a_Normal;
layout(location = 2) in vec3 a_Tangent;
layout(location = 3) in vec3 a_Binormal;
layout(location = 4) in vec2 a_TexCoord;
uniform mat4 u_ViewProjectionMatrix;
uniform mat4 u_ModelMatrix;
out VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
vec3 Binormal;
} vs_Output;
void main()
{
vs_Output.WorldPosition = vec3(u_ModelMatrix * vec4(a_Position, 1.0));
vs_Output.Normal = a_Normal;
vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
vs_Output.WorldNormals = mat3(u_ModelMatrix) * mat3(a_Tangent, a_Binormal, a_Normal);
vs_Output.Binormal = a_Binormal;
gl_Position = u_ViewProjectionMatrix * u_ModelMatrix * vec4(a_Position, 1.0);
}
#type fragment
#version 430 core
const float PI = 3.141592;
const float Epsilon = 0.00001;
const int LightCount = 1;
// Constant normal incidence Fresnel factor for all dielectrics.
const vec3 Fdielectric = vec3(0.04);
struct Light {
vec3 Direction;
vec3 Radiance;
};
in VertexOutput
{
vec3 WorldPosition;
vec3 Normal;
vec2 TexCoord;
mat3 WorldNormals;
vec3 Binormal;
} vs_Input;
layout(location = 0) out vec4 color;
uniform Light lights;
uniform vec3 u_CameraPosition;
// PBR texture inputs
uniform sampler2D u_AlbedoTexture;
uniform sampler2D u_NormalTexture;
uniform sampler2D u_MetalnessTexture;
uniform sampler2D u_RoughnessTexture;
// Environment maps
uniform samplerCube u_EnvRadianceTex;
uniform samplerCube u_EnvIrradianceTex;
// BRDF LUT
uniform sampler2D u_BRDFLUTTexture;
uniform vec3 u_AlbedoColor;
uniform float u_Metalness;
uniform float u_Roughness;
uniform float u_EnvMapRotation;
// Toggles
uniform float u_RadiancePrefilter;
uniform float u_AlbedoTexToggle;
uniform float u_NormalTexToggle;
uniform float u_MetalnessTexToggle;
uniform float u_RoughnessTexToggle;
struct PBRParameters
{
vec3 Albedo;
float Roughness;
float Metalness;
vec3 Normal;
vec3 View;
float NdotV;
};
PBRParameters m_Params;
// GGX/Towbridge-Reitz normal distribution function.
// Uses Disney's reparametrization of alpha = roughness^2
float ndfGGX(float cosLh, float roughness)
{
float alpha = roughness * roughness;
float alphaSq = alpha * alpha;
float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
return alphaSq / (PI * denom * denom);
}
// Single term for separable Schlick-GGX below.
float gaSchlickG1(float cosTheta, float k)
{
return cosTheta / (cosTheta * (1.0 - k) + k);
}
// Schlick-GGX approximation of geometric attenuation function using Smith's method.
float gaSchlickGGX(float cosLi, float NdotV, float roughness)
{
float r = roughness + 1.0;
float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights.
return gaSchlickG1(cosLi, k) * gaSchlickG1(NdotV, k);
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
// Shlick's approximation of the Fresnel factor.
vec3 fresnelSchlick(vec3 F0, float cosTheta)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 fresnelSchlickRoughness(vec3 F0, float cosTheta, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
// ---------------------------------------------------------------------------------------------------
// The following code (from Unreal Engine 4's paper) shows how to filter the environment map
// for different roughnesses. This is mean to be computed offline and stored in cube map mips,
// so turning this on online will cause poor performance
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
vec2 Hammersley(uint i, uint N)
{
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N)
{
float a = Roughness * Roughness;
float Phi = 2 * PI * Xi.x;
float CosTheta = sqrt( (1 - Xi.y) / ( 1 + (a*a - 1) * Xi.y ) );
float SinTheta = sqrt( 1 - CosTheta * CosTheta );
vec3 H;
H.x = SinTheta * cos( Phi );
H.y = SinTheta * sin( Phi );
H.z = CosTheta;
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0,0,1) : vec3(1,0,0);
vec3 TangentX = normalize( cross( UpVector, N ) );
vec3 TangentY = cross( N, TangentX );
// Tangent to world space
return TangentX * H.x + TangentY * H.y + N * H.z;
}
float TotalWeight = 0.0;
vec3 PrefilterEnvMap(float Roughness, vec3 R)
{
vec3 N = R;
vec3 V = R;
vec3 PrefilteredColor = vec3(0.0);
int NumSamples = 1024;
for(int i = 0; i < NumSamples; i++)
{
vec2 Xi = Hammersley(i, NumSamples);
vec3 H = ImportanceSampleGGX(Xi, Roughness, N);
vec3 L = 2 * dot(V, H) * H - V;
float NoL = clamp(dot(N, L), 0.0, 1.0);
if (NoL > 0)
{
PrefilteredColor += texture(u_EnvRadianceTex, L).rgb * NoL;
TotalWeight += NoL;
}
}
return PrefilteredColor / TotalWeight;
}
// ---------------------------------------------------------------------------------------------------
vec3 RotateVectorAboutY(float angle, vec3 vec)
{
angle = radians(angle);
mat3x3 rotationMatrix ={vec3(cos(angle),0.0,sin(angle)),
vec3(0.0,1.0,0.0),
vec3(-sin(angle),0.0,cos(angle))};
return rotationMatrix * vec;
}
vec3 Lighting(vec3 F0)
{
vec3 result = vec3(0.0);
for(int i = 0; i < LightCount; i++)
{
vec3 Li = -lights.Direction;
vec3 Lradiance = lights.Radiance;
vec3 Lh = normalize(Li + m_Params.View);
// Calculate angles between surface normal and various light vectors.
float cosLi = max(0.0, dot(m_Params.Normal, Li));
float cosLh = max(0.0, dot(m_Params.Normal, Lh));
vec3 F = fresnelSchlick(F0, max(0.0, dot(Lh, m_Params.View)));
float D = ndfGGX(cosLh, m_Params.Roughness);
float G = gaSchlickGGX(cosLi, m_Params.NdotV, m_Params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseBRDF = kd * m_Params.Albedo;
// Cook-Torrance
vec3 specularBRDF = (F * D * G) / max(Epsilon, 4.0 * cosLi * m_Params.NdotV);
result += (diffuseBRDF + specularBRDF) * Lradiance * cosLi;
}
return result;
}
vec3 IBL(vec3 F0, vec3 Lr)
{
vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
vec3 diffuseIBL = m_Params.Albedo * irradiance;
int u_EnvRadianceTexLevels = textureQueryLevels(u_EnvRadianceTex);
float NoV = clamp(m_Params.NdotV, 0.0, 1.0);
vec3 R = 2.0 * dot(m_Params.View, m_Params.Normal) * m_Params.Normal - m_Params.View;
vec3 specularIrradiance = vec3(0.0);
if (u_RadiancePrefilter > 0.5)
specularIrradiance = PrefilterEnvMap(m_Params.Roughness * m_Params.Roughness, R) * u_RadiancePrefilter;
else
specularIrradiance = textureLod(u_EnvRadianceTex, RotateVectorAboutY(u_EnvMapRotation, Lr), sqrt(m_Params.Roughness) * u_EnvRadianceTexLevels).rgb * (1.0 - u_RadiancePrefilter);
// Sample BRDF Lut, 1.0 - roughness for y-coord because texture was generated (in Sparky) for gloss model
vec2 specularBRDF = texture(u_BRDFLUTTexture, vec2(m_Params.NdotV, 1.0 - m_Params.Roughness)).rg;
vec3 specularIBL = specularIrradiance * (F * specularBRDF.x + specularBRDF.y);
return kd * diffuseIBL + specularIBL;
}
void main()
{
// Standard PBR inputs
m_Params.Albedo = u_AlbedoTexToggle > 0.5 ? texture(u_AlbedoTexture, vs_Input.TexCoord).rgb : u_AlbedoColor;
m_Params.Metalness = u_MetalnessTexToggle > 0.5 ? texture(u_MetalnessTexture, vs_Input.TexCoord).r : u_Metalness;
m_Params.Roughness = u_RoughnessTexToggle > 0.5 ? texture(u_RoughnessTexture, vs_Input.TexCoord).r : u_Roughness;
m_Params.Roughness = max(m_Params.Roughness, 0.05); // Minimum roughness of 0.05 to keep specular highlight
// Normals (either from vertex or map)
m_Params.Normal = normalize(vs_Input.Normal);
if (u_NormalTexToggle > 0.5)
{
m_Params.Normal = normalize(2.0 * texture(u_NormalTexture, vs_Input.TexCoord).rgb - 1.0);
m_Params.Normal = normalize(vs_Input.WorldNormals * m_Params.Normal);
}
m_Params.View = normalize(u_CameraPosition - vs_Input.WorldPosition);
m_Params.NdotV = max(dot(m_Params.Normal, m_Params.View), 0.0);
// Specular reflection vector
vec3 Lr = 2.0 * m_Params.NdotV * m_Params.Normal - m_Params.View;
// Fresnel reflectance, metals use albedo
vec3 F0 = mix(Fdielectric, m_Params.Albedo, m_Params.Metalness);
vec3 lightContribution = Lighting(F0);
vec3 iblContribution = IBL(F0, Lr);
color = vec4(lightContribution + iblContribution, 1.0);
}
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