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5 Commits
69dbe5ae2f
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fec93b098b
Author | SHA1 | Date | |
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fec93b098b | |||
4a9f45b6ef | |||
fdb891d860 | |||
5bcfb18296 | |||
303b931fb7 |
@ -64,6 +64,8 @@ private:
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glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
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glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
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float m_shininess { 32.0f };
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float m_opacity { 1.0f };
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int m_illum { 2 };
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std::unique_ptr<Texture> m_diffuse_tex { nullptr };
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public:
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@ -77,12 +79,16 @@ public:
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inline const float GetSpecularWeight() const { return m_shininess; }
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inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
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inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
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inline const float GetOpacity() const { return m_opacity; }
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inline const int GetIllumination() const { return m_illum; }
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public:
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inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
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inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
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inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
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inline void SetSpecularWeight(float weight) { m_shininess = weight; }
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inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
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inline void SetOpacity(float opacity) { m_opacity = opacity; }
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inline void SetIllumination(float illum) { m_illum = illum; }
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};
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class Mesh {
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@ -142,6 +142,20 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
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currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
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break;
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}
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case MtlElement::D:
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{
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float d;
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iss >> d;
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currentMaterial->SetOpacity(d);
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break;
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}
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case MtlElement::ILLUM:
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{
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int illum;
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iss >> illum;
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currentMaterial->SetIllumination(illum);
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break;
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}
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case MtlElement::MAP_KD:
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{
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std::string texturePath;
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@ -325,7 +339,10 @@ void Object::Render(Shader& shader)
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auto material = GetMaterial(mesh.materialName);
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shader.setFloat("ambientStrength", 0.2f);
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shader.setFloat("specularStrength", material->GetSpecularWeight());
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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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126
src/shaders/pbr.fs
Normal file
126
src/shaders/pbr.fs
Normal file
@ -0,0 +1,126 @@
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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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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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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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uniform float opacity;
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uniform sampler2D diffuseTex;
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uniform bool useTexture;
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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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// ----------------------------------------------------------------------------
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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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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 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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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 num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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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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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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{
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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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void main()
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{
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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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// 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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// Base reflectivity (F0)
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vec3 F0 = mix(vec3(0.04), specularColor, specularStrength);
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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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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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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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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 Lo = (diffuse + specular) * radiance * NdotL;
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// Ambient (simple, not IBL)
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vec3 ambient = ambientStrength * ambientColor * albedo;
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vec3 result = ambient + Lo;
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// Gamma correction
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result = pow(result, vec3(1.0/2.2));
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FragColor = vec4(result, opacity);
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}
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@ -17,7 +17,12 @@ uniform vec3 diffuseColor;
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uniform vec3 specularColor;
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uniform float ambientStrength;
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uniform float specularStrength;
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uniform float shininess;
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uniform bool useSpecular;
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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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@ -33,8 +38,13 @@ void main()
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vec3 reflectDir = reflect(-lightDir, norm);
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// Phong components
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * specularColor;
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// float spec = pow(max(dot(viewDir, reflectDir), 0.0), clamp(shininess, 2, 256));
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// vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
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// Blinn Phong
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vec3 halfDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0));
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vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * diffuseColor;
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@ -46,5 +56,6 @@ void main()
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: diffuseColor;
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vec3 result = (ambient + diffuse + specular) * texColor;
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FragColor = vec4(result, 1.0);
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FragColor = vec4(result, opacity);
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}
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@ -10,7 +10,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
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auto texture = std::make_unique<Texture>();
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int w, h, c;
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unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 0);
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unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 4);
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if (!data) {
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std::cerr << "ERROR: Failed to load texture under '" << filename << "'" << std::endl;
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std::exit(1);
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@ -26,7 +26,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// TODO: automatically detect values for this function
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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std::cout << "Loaded texture under '" << filename << "' with size of " << sizeof(data) << " bytes" << std::endl;
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Reference in New Issue
Block a user