feat: pbr try
This commit is contained in:
@ -23,7 +23,7 @@ Renderer::Renderer()
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m_shader.init(
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FileManager::read("./src/shaders/simple.vs"),
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FileManager::read("./src/shaders/simple.fs")
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FileManager::read("./src/shaders/pbr.fs")
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);
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m_model = glm::mat4(1.f);
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@ -393,29 +393,97 @@ Object* Object::LoadFile(const std::string& filename) {
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}
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// void Object::Render(Shader& shader)
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// {
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// for (auto &mesh : m_meshes) {
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// auto material = GetMaterial(mesh.materialName);
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// shader.setFloat("ambientStrength", 0.2f);
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// shader.setFloat("shininess", material->GetSpecularWeight());
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// shader.setFloat("opacity", material->GetOpacity());
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// shader.setBool("useSpecular", material->GetIllumination() >= 2);
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// shader.setFloat("specularStrength", 1.0f);
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// shader.setVec3("ambientColor", material->GetAmbientColor());
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// shader.setVec3("diffuseColor", material->GetDiffuseColor());
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// shader.setVec3("specularColor", material->GetSpecularColor());
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// if (material->HasDiffuseTexture()) {
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// shader.setBool("useTexture", true);
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// glActiveTexture(GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
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// shader.setInt("diffuseTex", 0);
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// } else {
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// shader.setBool("useTexture", false);
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// }
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// mesh.Render();
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// }
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// }
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void Object::Render(Shader& shader)
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{
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for (auto &mesh : m_meshes) {
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for (auto &mesh : m_meshes)
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{
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auto material = GetMaterial(mesh.materialName);
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shader.setFloat("ambientStrength", 0.2f);
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shader.setFloat("shininess", material->GetSpecularWeight());
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// --- Basic material properties ---
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shader.setFloat("opacity", material->GetOpacity());
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shader.setBool("useSpecular", material->GetIllumination() >= 2);
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shader.setFloat("specularStrength", 1.0f);
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shader.setVec3("ambientColor", material->GetAmbientColor());
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shader.setVec3("diffuseColor", material->GetDiffuseColor());
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shader.setVec3("specularColor", material->GetSpecularColor());
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// Albedo (base color)
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shader.setVec3("albedo", material->GetDiffuseColor());
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// Metallic and roughness (defaults)
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shader.setFloat("metallic", 0.8f);
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shader.setFloat("roughness", 0.5f);
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shader.setFloat("ao", 1.0f); // default ambient occlusion if none
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// --- Optional textures ---
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int texUnit = 0;
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// Albedo texture
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if (material->HasDiffuseTexture()) {
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shader.setBool("useTexture", true);
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glActiveTexture(GL_TEXTURE0);
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shader.setBool("useAlbedoMap", true);
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glActiveTexture(GL_TEXTURE0 + texUnit);
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glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
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shader.setInt("diffuseTex", 0);
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shader.setInt("albedoTex", texUnit++);
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} else {
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shader.setBool("useTexture", false);
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shader.setBool("useAlbedoMap", false);
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}
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// Metallic texture
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// if (material->HasMetallicTexture()) {
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if (false) {
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shader.setBool("useMetallicMap", true);
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glActiveTexture(GL_TEXTURE0 + texUnit);
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// glBindTexture(GL_TEXTURE_2D, material->GetMetallicTexture()->GetID());
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shader.setInt("metallicTex", texUnit++);
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} else {
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shader.setBool("useMetallicMap", false);
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}
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// Roughness texture
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// if (material->HasRoughnessTexture()) {
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if (false) {
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shader.setBool("useRoughnessMap", true);
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glActiveTexture(GL_TEXTURE0 + texUnit);
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// glBindTexture(GL_TEXTURE_2D, material->GetRoughnessTexture()->GetID());
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shader.setInt("roughnessTex", texUnit++);
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} else {
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shader.setBool("useRoughnessMap", false);
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}
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// AO texture
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// if (material->HasAoTexture()) {
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if (false) {
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shader.setBool("useAoMap", true);
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glActiveTexture(GL_TEXTURE0 + texUnit);
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// glBindTexture(GL_TEXTURE_2D, material->GetAoTexture()->GetID());
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shader.setInt("aoTex", texUnit++);
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} else {
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shader.setBool("useAoMap", false);
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}
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// --- Render mesh ---
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mesh.Render();
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}
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}
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@ -1,37 +1,42 @@
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#version 410 core
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// Output color
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out vec4 FragColor;
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in vec3 vertexPos;
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in vec3 vertexNormal;
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in vec2 TexCoords;
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// Lighting inputs
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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// From Object Renderer
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uniform vec3 ambientColor;
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uniform vec3 diffuseColor;
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uniform vec3 specularColor; // used as F0 (base reflectance)
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// Material parameters
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uniform vec3 albedo; // Base color (replaces diffuseColor)
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uniform float metallic; // 0 = dielectric, 1 = metal
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uniform float roughness; // 0 = smooth mirror, 1 = rough
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uniform float ao; // Ambient occlusion
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uniform float ambientStrength;
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uniform float specularStrength;
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uniform float shininess; // mapped to roughness
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uniform bool useSpecular;
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// Textures
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uniform sampler2D albedoTex;
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uniform sampler2D metallicTex;
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uniform sampler2D roughnessTex;
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uniform sampler2D aoTex;
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uniform bool useAlbedoMap;
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uniform bool useMetallicMap;
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uniform bool useRoughnessMap;
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uniform bool useAoMap;
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uniform float opacity;
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uniform sampler2D diffuseTex;
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uniform bool useTexture;
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// Used for emissive light sources
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uniform bool isLight;
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#define PI 3.14159265359
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#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
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// ----------------------------------------------------------------------------
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// Helper functions for Cook-Torrance BRDF
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// Helper functions
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// ----------------------------------------------------------------------------
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// Normal Distribution Function (GGX/Trowbridge-Reitz)
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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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@ -41,16 +46,15 @@ float DistributionGGX(vec3 N, vec3 H, float roughness)
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = 3.14159265 * denom * denom;
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denom = PI * denom * denom;
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return num / denom;
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}
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// Geometry function (Schlick-GGX)
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float GeometrySchlickGGX(float NdotV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r * r) / 8.0; // remapped for direct lighting
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float k = (r * r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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@ -58,69 +62,77 @@ float GeometrySchlickGGX(float NdotV, float roughness)
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return num / denom;
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}
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// Smith's geometry function
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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 ggx1 = GeometrySchlickGGX(NdotV, roughness);
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float ggx2 = GeometrySchlickGGX(NdotL, roughness);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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// Fresnel term (Schlick's approximation)
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vec3 FresnelSchlick(float cosTheta, vec3 F0)
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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// ----------------------------------------------------------------------------
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// Main
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// ----------------------------------------------------------------------------
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void main()
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{
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if (isLight) {
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vec3 emissive = LIGHT_COLOR * 10.0; // bright light source
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FragColor = vec4(emissive, 1.0);
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return;
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}
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// Inputs
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vec3 N = normalize(vertexNormal);
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vec3 V = normalize(viewPos - vertexPos);
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vec3 L = normalize(lightPos - vertexPos);
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vec3 H = normalize(V + L);
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// Texture or uniform color
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vec3 albedo = (useTexture)
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? texture(diffuseTex, TexCoords).rgb
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: diffuseColor;
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// Base color (albedo)
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vec3 baseColor = useAlbedoMap ? texture(albedoTex, TexCoords).rgb : albedo;
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// Map shininess to roughness (inverse relationship)
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float roughness = clamp(1.0 - (shininess / 256.0), 0.05, 1.0);
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float metal = useMetallicMap ? texture(metallicTex, TexCoords).r : metallic;
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float rough = useRoughnessMap ? texture(roughnessTex, TexCoords).r : roughness;
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float aoValue = useAoMap ? texture(aoTex, TexCoords).r : ao;
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// Base reflectivity (F0)
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vec3 F0 = mix(vec3(0.04), specularColor, specularStrength);
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// Reflectance at normal incidence (F0)
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vec3 F0 = vec3(0.04); // typical dielectric reflectance
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F0 = mix(F0, baseColor, metal); // metals use albedo as F0
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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float NDF = DistributionGGX(N, H, rough);
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float G = GeometrySmith(N, V, L, rough);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
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vec3 specular = numerator / denominator;
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// Energy conservation
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// kS is specular reflection, kD is diffuse reflection (energy conservation)
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vec3 kS = F;
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vec3 kD = vec3(1.0) - kS;
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kD *= (useSpecular ? 1.0 : 1.0); // keep diffuse always unless specular is off
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kD *= 1.0 - metal;
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float NdotL = max(dot(N, L), 0.0);
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vec3 diffuse = kD * albedo / 3.14159265;
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vec3 radiance = LIGHT_COLOR;
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vec3 radiance = LIGHT_COLOR; // single light source color/intensity
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vec3 Lo = (diffuse + specular) * radiance * NdotL;
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vec3 Lo = (kD * baseColor / PI + specular) * radiance * NdotL;
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// Ambient (simple, not IBL)
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vec3 ambient = ambientStrength * ambientColor * albedo;
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// Ambient (IBL approximation using ao)
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vec3 ambient = vec3(0.03) * baseColor * aoValue;
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vec3 result = ambient + Lo;
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vec3 color = ambient + Lo;
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// Gamma correction
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result = pow(result, vec3(1.0/2.2));
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// HDR tonemapping and gamma correction
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color = color / (color + vec3(1.0));
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color = pow(color, vec3(1.0 / 2.2));
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FragColor = vec4(result, opacity);
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FragColor = vec4(color, opacity);
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}
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