修复了计算BrdfLut的错误

dev-VirtualTexture
wuyize 2023-02-13 23:14:45 +08:00
parent 2a78bb4be8
commit ef88c4a39e
8 changed files with 156 additions and 132 deletions

View File

@ -110,7 +110,7 @@ vec2 IntegrateBRDF(float NdotV, float roughness)
void main()
{
uvec2 pixelLocation = gl_GlobalInvocationID.xy;
vec2 texCoords = vec2(pixelLocation)/vec2(imageSize(brdfLUT));
vec2 texCoords = (vec2(pixelLocation)+vec2(0.5))/vec2(imageSize(brdfLUT));
vec2 integratedBRDF = IntegrateBRDF(texCoords.x, texCoords.y);
imageStore(brdfLUT, ivec2(pixelLocation), vec4(integratedBRDF,0,0));
}

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@ -36,7 +36,6 @@ vec3 getNormalFromMap()
void main()
{
//gBaseColor = vec4(1,0,0,1);
gBaseColor = texture(texture_basecolor, TexCoords);
if(gBaseColor.a<0.4)
discard;

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@ -1,133 +1,25 @@
#version 330 core
#version 450 core
layout (location = 0) out vec4 gBaseColor;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec3 gPosition;
layout (location = 3) out vec2 gMetallicRoughness;
layout (location = 4) out uint gPaintingIndex;
uniform sampler2D texture_basecolor;
uniform sampler2D texture_metallic_roughness;
uniform sampler2D texture_normal;
out vec4 FragColor;
in vec2 TexCoords;
in vec3 WorldPos;
in vec3 Normal;
// lights
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];
// material parameters
uniform vec3 albedo;
uniform float metallic;
uniform float roughness;
uniform vec3 camPos;
const float PI = 3.14159265359;
vec3 getNormalFromMap()
{
vec3 tangentNormal = texture(texture_normal, TexCoords).xyz * 2.0 - 1.0;
vec3 Q1 = dFdx(WorldPos);
vec3 Q2 = dFdy(WorldPos);
vec2 st1 = dFdx(TexCoords);
vec2 st2 = dFdy(TexCoords);
vec3 N = normalize(Normal);
vec3 T = normalize(Q1*st2.t - Q2*st1.t);
vec3 B = -normalize(cross(N, T));
mat3 TBN = mat3(T, B, N);
return normalize(TBN * tangentNormal);
}
// ----------------------------------------------------------------------------
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
// ----------------------------------------------------------------------------
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;
}
// ----------------------------------------------------------------------------
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
void main()
{
vec4 baseColor = texture(texture_basecolor, TexCoords);
if(baseColor.a<0.4)
discard;
vec3 albedo = pow(baseColor.rgb, vec3(2.2));
float metallic = texture(texture_metallic_roughness, TexCoords).b;
float roughness = texture(texture_metallic_roughness, TexCoords).g;
vec3 N = getNormalFromMap();
vec3 V = normalize(camPos - WorldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
// reflectance equation
vec3 Lo = vec3(0.0);
for(int i = 0; i < 1; ++i)
{
// calculate per-light radiance
vec3 L = normalize(lightPositions[i] - WorldPos);
vec3 H = normalize(V + L);
float distance = length(lightPositions[i] - WorldPos);
float attenuation = 1.0 / (distance * distance);
vec3 radiance = lightColors[i] * attenuation;
// cook-torrance brdf
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
F = clamp(F,vec3(0),vec3(1));
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 nominator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
vec3 specular = nominator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(N, L), 0.0);
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
}
vec3 ambient = vec3(0.03) * albedo;
vec3 color = ambient + Lo;
color = color / (color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, 1.0);
gBaseColor = vec4(albedo, 1);
gPosition = WorldPos;
gNormal = normalize(Normal);
gMetallicRoughness = vec2(metallic,roughness);
gPaintingIndex = 0;
}

View File

@ -75,26 +75,26 @@ vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 ambientLighting(vec3 N, vec3 V, vec3 F0, vec3 albedo,float metallic, float roughness, float ao)
vec3 ambientLighting(vec3 N, vec3 V, vec3 F0, vec3 albedo, float metallic, float roughness, float ao)
{
// ambient lighting (we now use IBL as the ambient term)
vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness);
vec3 F = fresnelSchlickRoughness(clamp(dot(N, V),0.,1.), F0, roughness);
vec3 kS = F;
vec3 kD = 1.0 - kS;
kD *= 1.0 - metallic;
vec3 irradiance = texture(irradianceMap, N).rgb;
vec3 diffuse = irradiance * albedo;
vec3 diffuse = irradiance * albedo;
// sample both the pre-filter map and the BRDF lut and combine them together as per the Split-Sum approximation to get the IBL specular part.
const float MAX_REFLECTION_LOD = 4.0;
vec3 R = reflect(-V, N);
vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
vec2 brdf = texture(brdfLUT, vec2(max(dot(N, V), 0.0), roughness)).rg;
vec2 brdf = texture(brdfLUT, vec2(clamp(dot(N, V),0.,1.), roughness)).rg;
vec3 specular = prefilteredColor * (F * brdf.x + brdf.y);
return (kD * diffuse + specular) * ao;
return (kD * diffuse + specular) * ao;
}
@ -200,7 +200,7 @@ void main()
imageStore(gBaseColor, pixelLocation, vec4(0));
return;
}
normal = normalize(normal);
vec3 V = normalize(camPos - worldPos);

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@ -2,6 +2,7 @@
#include <QOpenGLShaderProgram>
#include <QDebug>
#include <array>
#include <glm/glm.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
@ -77,6 +78,101 @@ void Renderer::IblUtils::renderCube(QOpenGLFunctions_4_5_Core* glFunc)
glFunc->glBindVertexArray(0);
}
void Renderer::IblUtils::renderSphere(QOpenGLFunctions_4_5_Core* glFunc)
{
static unsigned int sphereVAO = 0;
static unsigned int indexCount;
if (sphereVAO == 0)
{
glFunc->glGenVertexArrays(1, &sphereVAO);
unsigned int vbo, ebo;
glFunc->glGenBuffers(1, &vbo);
glFunc->glGenBuffers(1, &ebo);
std::vector<glm::vec3> positions;
std::vector<glm::vec2> uv;
std::vector<glm::vec3> normals;
std::vector<unsigned int> indices;
const unsigned int X_SEGMENTS = 64;
const unsigned int Y_SEGMENTS = 64;
const float PI = 3.14159265359f;
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
{
for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
{
float xSegment = (float)x / (float)X_SEGMENTS;
float ySegment = (float)y / (float)Y_SEGMENTS;
float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
float yPos = std::cos(ySegment * PI);
float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
positions.push_back(glm::vec3(xPos, yPos, zPos));
uv.push_back(glm::vec2(xSegment, ySegment));
normals.push_back(glm::vec3(xPos, yPos, zPos));
}
}
bool oddRow = false;
for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
{
if (!oddRow) // even rows: y == 0, y == 2; and so on
{
for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
{
indices.push_back(y * (X_SEGMENTS + 1) + x);
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
}
}
else
{
for (int x = X_SEGMENTS; x >= 0; --x)
{
indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
indices.push_back(y * (X_SEGMENTS + 1) + x);
}
}
oddRow = !oddRow;
}
indexCount = static_cast<unsigned int>(indices.size());
std::vector<float> data;
for (unsigned int i = 0; i < positions.size(); ++i)
{
data.push_back(positions[i].x);
data.push_back(positions[i].y);
data.push_back(positions[i].z);
if (normals.size() > 0)
{
data.push_back(normals[i].x);
data.push_back(normals[i].y);
data.push_back(normals[i].z);
}
if (uv.size() > 0)
{
data.push_back(uv[i].x);
data.push_back(uv[i].y);
}
}
glFunc->glBindVertexArray(sphereVAO);
glFunc->glBindBuffer(GL_ARRAY_BUFFER, vbo);
glFunc->glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
glFunc->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glFunc->glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
unsigned int stride = (3 + 2 + 3) * sizeof(float);
glFunc->glEnableVertexAttribArray(0);
glFunc->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glFunc->glEnableVertexAttribArray(1);
glFunc->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glFunc->glEnableVertexAttribArray(2);
glFunc->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6 * sizeof(float)));
}
glFunc->glBindVertexArray(sphereVAO);
glFunc->glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
}
std::tuple<GLuint, GLuint, GLuint, GLuint> Renderer::IblUtils::precomputeCubemaps(QOpenGLFunctions_4_5_Core* glFunc)
{
// pbr: setup framebuffer

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@ -8,10 +8,13 @@ namespace Renderer
public:
static constexpr int cubemapSize = 1024;
static void renderCube(QOpenGLFunctions_4_5_Core* glFunc);
static void renderSphere(QOpenGLFunctions_4_5_Core* glFunc);
/**
* @brief
* @return GLuint envCubemap
* @return GLuint irradianceMap
* @return GLuint prefilterMap
* @return GLuint brdfLut
*/
static std::tuple<GLuint, GLuint, GLuint, GLuint> precomputeCubemaps(QOpenGLFunctions_4_5_Core* glFunc);
private:

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@ -121,6 +121,14 @@ void RendererGLWidget::initializeGL()
if (!shadowProgramPtr->link())
qDebug() << "ERROR:" << shadowProgramPtr->log();
plainProgramPtr = new QOpenGLShaderProgram;
if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/shader.vert"))
qDebug() << "ERROR:" << plainProgramPtr->log();
if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/shader.frag"))
qDebug() << "ERROR:" << plainProgramPtr->log();
if (!plainProgramPtr->link())
qDebug() << "ERROR:" << plainProgramPtr->log();
modelProgramPtr = new QOpenGLShaderProgram;
if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model.vert"))
qDebug() << "ERROR:" << modelProgramPtr->log();
@ -303,6 +311,31 @@ void RendererGLWidget::paintGL()
if (model != nullptr)
model->draw();
plainProgramPtr->bind();
plainProgramPtr->setUniformValue("projection", projection);
plainProgramPtr->setUniformValue("view", view);
plainProgramPtr->setUniformValue("albedo", 0.5f, 0.5f, 0.5f);
QMatrix4x4 model;
int nrRows = 7, nrColumns = 7;
float spacing = 2.5;
for (int row = 0; row < nrRows; ++row)
{
plainProgramPtr->setUniformValue("metallic", (float)row / (float)nrRows);
for (int col = 0; col < nrColumns; ++col)
{
plainProgramPtr->setUniformValue("roughness", glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));
model.setToIdentity();
model.scale(10);
model.translate(QVector3D((float)(col - (nrColumns / 2)) * spacing,
(float)(row - (nrRows / 2)) * spacing+20,
-2.0f));
plainProgramPtr->setUniformValue("model", model);
IblUtils::renderSphere(glFunc);
}
}
plainProgramPtr->release();
fboPtr->release();
}

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@ -51,6 +51,7 @@ namespace Renderer
float exposure = 0.8;
QOpenGLShaderProgram* shadowProgramPtr = nullptr;
QOpenGLShaderProgram* plainProgramPtr = nullptr;
QOpenGLShaderProgram* modelProgramPtr = nullptr;
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;