mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
refactored shaders
This commit is contained in:
+52
-73
@@ -1,14 +1,15 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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in vec2 texCoords;
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uniform uint numSamples;
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const float PI = 3.14159265359;
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// ----------------------------------------------------------------------------
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// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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// efficient VanDerCorpus calculation.
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float RadicalInverse_VdC(uint bits)
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{
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float radicalInverseVdC(uint bits) {
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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@@ -16,99 +17,77 @@ float RadicalInverse_VdC(uint bits)
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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// ----------------------------------------------------------------------------
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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// ----------------------------------------------------------------------------
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness*roughness;
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vec2 hammersley(uint i, uint normal) {
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return vec2(float(i) / float(normal), radicalInverseVdC(i));
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}
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vec3 importanceSampleGGX(vec2 Xi, vec3 normal, float a) {
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float phi = 2.0 * PI * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
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// from spherical coordinates to cartesian coordinates - halfway vector
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vec3 H;
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H.x = cos(phi) * sinTheta;
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H.y = sin(phi) * sinTheta;
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H.z = cosTheta;
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vec3 halfVec = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
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// from tangent-space H vector to world-space sample vector
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vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangent = normalize(cross(up, N));
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vec3 bitangent = cross(N, tangent);
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vec3 up = (abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
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vec3 tan = normalize(cross(up, normal));
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vec3 biTan = cross(normal, tan);
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vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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vec3 sampleVec = tan * halfVec.x + biTan * halfVec.y + normal * halfVec.z;
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return normalize(sampleVec);
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}
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// ----------------------------------------------------------------------------
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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// note that we use a different k for IBL
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float a = roughness;
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float k = (a * a) / 2.0;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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float schlickGGX(float nDotV, float k) {
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return nDotV / (nDotV * (1.0 - k) + k);
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}
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// ----------------------------------------------------------------------------
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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float geoSmith(vec3 normal, vec3 viewDir, vec3 lightDir, float roughness) {
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float nDotV = max(dot(normal, viewDir), 0.0);
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float nDotL = max(dot(normal, lightDir), 0.0);
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float k = pow(roughness, 4) / 2.0;
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float ggx2 = schlickGGX(nDotV, k);
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float ggx1 = schlickGGX(nDotL, k);
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return ggx1 * ggx2;
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}
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// ----------------------------------------------------------------------------
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vec2 IntegrateBRDF(float NdotV, float roughness)
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{
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vec3 V;
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V.x = sqrt(1.0 - NdotV*NdotV);
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V.y = 0.0;
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V.z = NdotV;
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float A = 0.0;
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float B = 0.0;
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vec2 integrateBRDF(float nDotV, float roughness) {
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vec3 viewDir = vec3(sqrt(1.0 - nDotV * nDotV), 0.0, nDotV);
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vec3 N = vec3(0.0, 0.0, 1.0);
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float a = 0.0;
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float b = 0.0;
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const uint SAMPLE_COUNT = 1024u;
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for(uint i = 0u; i < SAMPLE_COUNT; ++i)
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{
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vec3 normal = vec3(0.0, 0.0, 1.0);
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for(uint i = 0u; i < numSamples; ++i) {
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// generates a sample vector that's biased towards the
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// preferred alignment direction (importance sampling).
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vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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vec3 H = ImportanceSampleGGX(Xi, N, roughness);
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vec3 L = normalize(2.0 * dot(V, H) * H - V);
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vec2 Xi = hammersley(i, numSamples);
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vec3 halfVec = importanceSampleGGX(Xi, normal, roughness);
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vec3 lightDir = normalize(2.0 * dot(viewDir, halfVec) * halfVec - viewDir);
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float NdotL = max(L.z, 0.0);
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float NdotH = max(H.z, 0.0);
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float VdotH = max(dot(V, H), 0.0);
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float nDotL = max(lightDir.z, 0.0);
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float nDotH = max(halfVec.z, 0.0);
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float vDotH = max(dot(viewDir, halfVec), 0.0);
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if(NdotL > 0.0)
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{
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float G = GeometrySmith(N, V, L, roughness);
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float G_Vis = (G * VdotH) / (NdotH * NdotV);
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float Fc = pow(1.0 - VdotH, 5.0);
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if(nDotL > 0.0) {
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float G = geoSmith(normal, viewDir, lightDir, roughness);
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float gVis = (G * vDotH) / (nDotH * nDotV);
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float fc = pow(1.0 - vDotH, 5.0);
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A += (1.0 - Fc) * G_Vis;
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B += Fc * G_Vis;
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a += (1.0 - fc) * gVis;
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b += fc * gVis;
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}
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}
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A /= float(SAMPLE_COUNT);
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B /= float(SAMPLE_COUNT);
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return vec2(A, B);
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a /= float(numSamples);
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b /= float(numSamples);
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return vec2(a, b);
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}
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// ----------------------------------------------------------------------------
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void main()
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{
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vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
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void main() {
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vec2 integratedBRDF = integrateBRDF(texCoords.x, texCoords.y);
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FragColor = vec4(integratedBRDF, 0, 1);
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}
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@@ -4,9 +4,9 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 TexCoords;
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out vec2 texCoords;
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void main(){
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TexCoords = aTexCoords;
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texCoords = aTexCoords;
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gl_Position = vec4(aPos, 1);
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}
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+39
-58
@@ -1,30 +1,23 @@
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#version 330 core
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#
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out vec4 FragColor;
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in vec3 WorldPos;
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in vec3 fragPos;
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uniform samplerCube environmentMap;
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uniform float roughness;
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uniform float resolution;
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uniform uint numSamples;
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const float PI = 3.14159265359;
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// ----------------------------------------------------------------------------
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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{
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / denom;
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float trowbridgeReitz(vec3 normal, vec3 halfVec, float alpha) {
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float nDotH = max(dot(normal, halfVec), 0.0);
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return (alpha * alpha) / (PI * pow(nDotH * nDotH * (alpha * alpha - 1) + 1, 2));
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}
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// ----------------------------------------------------------------------------
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// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
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// efficient VanDerCorpus calculation.
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float RadicalInverse_VdC(uint bits)
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{
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float radicalInverseVdC(uint bits) {
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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@@ -32,75 +25,63 @@ float RadicalInverse_VdC(uint bits)
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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// ----------------------------------------------------------------------------
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vec2 Hammersley(uint i, uint N)
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{
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return vec2(float(i)/float(N), RadicalInverse_VdC(i));
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}
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// ----------------------------------------------------------------------------
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness*roughness;
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vec2 hammersley(uint i, uint normal) {
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return vec2(float(i) / float(normal), radicalInverseVdC(i));
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}
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vec3 importanceSampleGGX(vec2 Xi, vec3 normal, float a) {
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float phi = 2.0 * PI * Xi.x;
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float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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// from spherical coordinates to cartesian coordinates - halfway vector
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vec3 H;
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H.x = cos(phi) * sinTheta;
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H.y = sin(phi) * sinTheta;
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H.z = cosTheta;
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vec3 halfVec = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
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// from tangent-space H vector to world-space sample vector
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vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangent = normalize(cross(up, N));
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vec3 bitangent = cross(N, tangent);
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vec3 up = (abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
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vec3 tan = normalize(cross(up, normal));
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vec3 bitan = cross(normal, tan);
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vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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vec3 sampleVec = tan * halfVec.x + bitan * halfVec.y + normal * halfVec.z;
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return normalize(sampleVec);
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}
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// ----------------------------------------------------------------------------
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void main()
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{
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vec3 N = normalize(WorldPos);
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void main() {
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vec3 normal = normalize(fragPos);
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// make the simplyfying assumption that V equals R equals the normal
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vec3 R = N;
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vec3 V = R;
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vec3 reflVec = normal;
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vec3 viewVec = reflVec;
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const uint SAMPLE_COUNT = 1024u;
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vec3 prefilteredColor = vec3(0.0);
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float totalWeight = 0.0;
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for(uint i = 0u; i < SAMPLE_COUNT; ++i)
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{
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for(uint i = 0u; i < numSamples; ++i) {
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// generates a sample vector that's biased towards the preferred alignment direction (importance sampling).
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vec2 Xi = Hammersley(i, SAMPLE_COUNT);
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vec3 H = ImportanceSampleGGX(Xi, N, roughness);
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vec3 L = normalize(2.0 * dot(V, H) * H - V);
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vec2 Xi = hammersley(i, numSamples);
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vec3 halfVec = importanceSampleGGX(Xi, normal, roughness * roughness);
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vec3 lightVec = normalize(2.0 * dot(viewVec, halfVec) * halfVec - viewVec);
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float nDotL = max(dot(normal, lightVec), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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if(NdotL > 0.0)
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{
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if(nDotL > 0.0) {
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// sample from the environment's mip level based on roughness/pdf
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float D = DistributionGGX(N, H, roughness);
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float NdotH = max(dot(N, H), 0.0);
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float HdotV = max(dot(H, V), 0.0);
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float pdf = D * NdotH / (4.0 * HdotV) + 0.0001;
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float D = trowbridgeReitz(normal, halfVec, roughness * roughness);
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float nDotH = max(dot(normal, halfVec), 0.0);
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float hDotV = max(dot(halfVec, viewVec), 0.0);
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float pdf = max(D * nDotH / (4.0 * hDotV), 0.0001);
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float resolution = 512.0; // resolution of source cubemap (per face)
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float saTexel = 4.0 * PI / (6.0 * resolution * resolution);
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float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001);
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float saSample = 1.0 / max(float(numSamples) * pdf, 0.0001);
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float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
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float mipLevel = (roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel));
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prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb * NdotL;
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totalWeight += NdotL;
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prefilteredColor += textureLod(environmentMap, lightVec, mipLevel).rgb * nDotL;
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totalWeight += nDotL;
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}
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}
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prefilteredColor = prefilteredColor / totalWeight;
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prefilteredColor /= totalWeight;
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FragColor = vec4(prefilteredColor, 1.0);
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}
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@@ -2,12 +2,12 @@
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layout (location = 0) in vec3 aPos;
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out vec3 WorldPos;
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out vec3 fragPos;
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uniform mat4 proj;
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uniform mat4 view;
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void main(){
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WorldPos = aPos;
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fragPos = aPos;
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gl_Position = proj * view * vec4(aPos, 1);
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}
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+13
-13
@@ -1,37 +1,37 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 WorldPos;
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in vec3 fragPos;
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uniform samplerCube environmentMap;
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uniform float sampleDelta;
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const float PI = 3.14159265359;
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void main()
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{
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vec3 N = normalize(WorldPos);
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void main() {
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vec3 normal = normalize(fragPos);
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vec3 irradiance = vec3(0.0);
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// tangent space calculation from origin point
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vec3 up = vec3(0.0, 1.0, 0.0);
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vec3 right = cross(up, N);
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up = cross(N, right);
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vec3 up = vec3(0.0, 1.0, 0.0);
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vec3 right = cross(up, normal);
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up = cross(normal, right);
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float sampleDelta = 0.5;
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float nrSamples = 0.0f;
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for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta)
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{
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for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta)
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{
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for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta) {
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for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta) {
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// spherical to cartesian (in tangent space)
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vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
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// tangent space to world
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vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N;
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vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;
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irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
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nrSamples++;
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}
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}
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irradiance = PI * irradiance * (1.0 / float(nrSamples));
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FragColor = vec4(irradiance, 1.0);
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+2
-2
@@ -2,12 +2,12 @@
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layout (location = 0) in vec3 aPos;
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out vec3 WorldPos;
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out vec3 fragPos;
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uniform mat4 proj;
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uniform mat4 view;
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void main(){
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WorldPos = aPos;
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fragPos = aPos;
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gl_Position = proj * view * vec4(aPos, 1);
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}
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@@ -320,6 +320,7 @@ namespace vb01{
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irradianceShader->use();
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irradianceShader->setMat4(proj, "proj");
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irradianceShader->setInt(0, "environmentMap");
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irradianceShader->setFloat(irradianceSampleDelta, "sampleDelta");
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prefilterMap->select();
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Root *root = Root::getSingleton();
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@@ -349,6 +350,8 @@ namespace vb01{
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environmentShader->use();
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environmentShader->setMat4(proj, "proj");
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environmentShader->setInt(0, "environmentMap");
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environmentShader->setFloat(preFilterMapSize, "resolution");
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environmentShader->setUnsignedInt(numSamples, "numSamples");
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|
||||
prefilterMap->select();
|
||||
|
||||
@@ -392,6 +395,7 @@ namespace vb01{
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *brdfIntegrationMap->getTexture(), 0);
|
||||
|
||||
brdfIntegrationShader->use();
|
||||
brdfIntegrationShader->setUnsignedInt(numSamples, "numSamples");
|
||||
|
||||
Root *root = Root::getSingleton();
|
||||
root->getBrdfLutPlane()->render();
|
||||
|
||||
@@ -74,6 +74,8 @@ namespace vb01{
|
||||
inline glm::vec3 getUpVec(glm::vec3 dir){return (fabs(dir.y) == 1 ? glm::vec3(0, 0, -1) : glm::vec3(0, 1, 0));}
|
||||
|
||||
int irradianceMapSize = 32, preFilterMapSize = 512, environmentMapSize = 128, brdfMapSize = 512;
|
||||
u32 numSamples = 1024;
|
||||
float irradianceSampleDelta = 0.5;
|
||||
Texture *prefilterMap = nullptr, *irradianceMap = nullptr, *postfilterMap = nullptr, *brdfIntegrationMap = nullptr;
|
||||
Shader *environmentShader = nullptr, *irradianceShader = nullptr, *brdfIntegrationShader = nullptr;
|
||||
u32 preFilterFramebuffer, preFilterRenderbuffer, irrandianceFramebuffer, irradianceRenderbuffer, postFilterFramebuffer, postFilterRenderbuffer, brdfFramebuffer, brdfRenderbuffer;
|
||||
|
||||
+55
-22
@@ -4,6 +4,7 @@
|
||||
#include "texture.h"
|
||||
#include "light.h"
|
||||
#include "box.h"
|
||||
#include "quad.h"
|
||||
|
||||
#include <string>
|
||||
|
||||
@@ -13,12 +14,12 @@ using namespace std;
|
||||
int main() {
|
||||
const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
|
||||
string skyboxTextures[] = {
|
||||
TEX_PATH + "top.jpg",
|
||||
TEX_PATH + "bottom.jpg",
|
||||
TEX_PATH + "left.jpg",
|
||||
TEX_PATH + "right.jpg",
|
||||
TEX_PATH + "front.jpg",
|
||||
TEX_PATH + "back.jpg"
|
||||
TEX_PATH + "bricks.jpg",
|
||||
TEX_PATH + "bricks.jpg",
|
||||
TEX_PATH + "bricks.jpg",
|
||||
TEX_PATH + "bricks.jpg",
|
||||
TEX_PATH + "bricks.jpg",
|
||||
TEX_PATH + "bricks.jpg"
|
||||
};
|
||||
|
||||
/*
|
||||
@@ -30,36 +31,68 @@ int main() {
|
||||
root->createSkybox(skyboxTextures);
|
||||
|
||||
Camera *cam = root->getCamera();
|
||||
cam->setPosition(Vector3(0, 1, 1) * 7);
|
||||
cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
|
||||
cam->setPosition(Vector3(1, 1, 1) * 2);
|
||||
cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm());
|
||||
|
||||
Node *rootNode = root->getRootNode();
|
||||
|
||||
Model *model = new Model(MODEL_PATH + "teapot.vb");
|
||||
Model *model = new Model(MODEL_PATH + "sphere.vb");
|
||||
model->setReflect(true);
|
||||
Material *mat = new Material(PATH + "pbr");
|
||||
mat->addBoolUniform("albedoMapEnabled", true);
|
||||
mat->addBoolUniform("normalMapEnabled", true);
|
||||
mat->addBoolUniform("roughnessMapEnabled", true);
|
||||
mat->addBoolUniform("metallnessMapEnabled", true);
|
||||
mat->addBoolUniform("ambientOcclusionMapEnabled", true);
|
||||
mat->addBoolUniform("environmentMapEnabled", false);
|
||||
string fr0[]{TEX_PATH + "geyser-rock1_albedo.jpg"};
|
||||
string fr1[]{TEX_PATH + "geyser-rock1_normal.jpg"};
|
||||
string fr2[]{TEX_PATH + "geyser-rock1_roughness.jpg"};
|
||||
string fr3[]{TEX_PATH + "geyser-rock1_metallic.jpg"};
|
||||
string fr4[]{TEX_PATH + "geyser-rock1_ao.jpg"};
|
||||
mat->addBoolUniform("albedoMapEnabled", false);
|
||||
mat->addBoolUniform("normalMapEnabled", false);
|
||||
mat->addBoolUniform("roughnessMapEnabled", false);
|
||||
mat->addBoolUniform("metalnessMapEnabled", false);
|
||||
mat->addBoolUniform("ambientOcclusionMapEnabled", false);
|
||||
mat->addBoolUniform("environmentMapEnabled", true);
|
||||
mat->addVec4Uniform("albedoColor", Vector4(1, .764, .03, 1));
|
||||
mat->addFloatUniform("metalnessVal", .9);
|
||||
mat->addFloatUniform("roughnessVal", .1);
|
||||
mat->addFloatUniform("ambientOcclusion", .1);
|
||||
/*
|
||||
string fr0[]{TEX_PATH + "rustediron2_albedo.jpg"};
|
||||
string fr1[]{TEX_PATH + "rustediron2_normal.jpg"};
|
||||
string fr2[]{TEX_PATH + "rustediron2_roughness.jpg"};
|
||||
string fr3[]{TEX_PATH + "rustediron2_metallic.jpg"};
|
||||
string fr4[]{TEX_PATH + "rustediron2_ao.jpg"};
|
||||
mat->addTexUniform("textures[0]", new Texture(fr0, 1, false), true);
|
||||
mat->addTexUniform("textures[1]", new Texture(fr1, 1, false), true);
|
||||
mat->addTexUniform("textures[2]", new Texture(fr2, 1, false), true);
|
||||
mat->addTexUniform("textures[3]", new Texture(fr3, 1, false), true);
|
||||
mat->addTexUniform("textures[4]", new Texture(fr4, 1, false), true);
|
||||
*/
|
||||
model->setMaterial(mat);
|
||||
rootNode->attachChild(model);
|
||||
model->setPosition(Vector3(0, 0, 0));
|
||||
|
||||
{
|
||||
Node *lightNode = new Node();
|
||||
Box *b = new Box(Vector3(1, 1, 1) * 1);
|
||||
Material *m = new Material(PATH + "skybox");
|
||||
m->addTexUniform("tex", model->getChild(0)->getMesh(0)->getPostfilterMap(), true);
|
||||
b->setMaterial(m);
|
||||
lightNode->attachMesh(b);
|
||||
rootNode->attachChild(lightNode);
|
||||
lightNode->setPosition(Vector3(0, 0, 0));
|
||||
lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
|
||||
}
|
||||
{
|
||||
Node *lightNode = new Node();
|
||||
Quad *b = new Quad(Vector3(2, 2, 1), false);
|
||||
Material *m = new Material(PATH + "texture");
|
||||
m->addBoolUniform("texturingEnabled", true);
|
||||
m->addBoolUniform("lightingEnabled", false);
|
||||
//m->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
|
||||
m->addTexUniform("textures[0]", model->getChild(0)->getMesh(0)->getBrdfIntegrationMap(), true);
|
||||
b->setMaterial(m);
|
||||
lightNode->attachMesh(b);
|
||||
rootNode->attachChild(lightNode);
|
||||
lightNode->setPosition(Vector3(-4, 1, 0));
|
||||
lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
|
||||
}
|
||||
{
|
||||
Light *light = new Light(Light::POINT);
|
||||
light->setColor(Vector3(10, 10, 10));
|
||||
light->setColor(Vector3(1, 1, 1) * 10);
|
||||
Node *lightNode = new Node();
|
||||
Box *b = new Box(Vector3(1, 1, 1) * .1);
|
||||
Material *m = new Material(PATH + "texture");
|
||||
@@ -70,7 +103,7 @@ int main() {
|
||||
lightNode->attachMesh(b);
|
||||
lightNode->addLight(light);
|
||||
rootNode->attachChild(lightNode);
|
||||
lightNode->setPosition(Vector3(2, 3, 2));
|
||||
lightNode->setPosition(Vector3(0, 4, 3));
|
||||
lightNode->setOrientation(Quaternion(1.57, Vector3::VEC_I));
|
||||
}
|
||||
{
|
||||
|
||||
@@ -224,4 +224,9 @@ namespace vb01{
|
||||
int uniformLoc = glGetUniformLocation(id, var.c_str());
|
||||
glUniform1i(uniformLoc, i);
|
||||
}
|
||||
|
||||
void Shader::setUnsignedInt(u32 i, string var){
|
||||
int uniformLoc = glGetUniformLocation(id, var.c_str());
|
||||
glUniform1ui(uniformLoc, i);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user