diff --git a/resources.qrc b/resources.qrc
index 79ed3608..12c324c5 100644
--- a/resources.qrc
+++ b/resources.qrc
@@ -10,8 +10,8 @@
shaders/default.frag
shaders/default.core.vert
shaders/default.core.frag
- shaders/pbr.vert
- shaders/pbr.frag
+ shaders/pbr-qt.frag
+ shaders/pbr-joey.frag
ACKNOWLEDGEMENTS.html
AUTHORS
CONTRIBUTORS
diff --git a/shaders/default.vert b/shaders/default.vert
index a711eda0..dae66df8 100644
--- a/shaders/default.vert
+++ b/shaders/default.vert
@@ -10,15 +10,18 @@ varying vec3 vertColor;
varying vec2 vertTexCoord;
varying float vertMetalness;
varying float vertRoughness;
-varying vec3 vertView;
-uniform mat4 projMatrix;
-uniform mat4 mvMatrix;
-uniform mat3 normalMatrix;
-void main()
+varying vec3 cameraPos;
+uniform mat4 projectionMatrix;
+uniform mat4 modelMatrix;
+uniform mat4 viewMatrix;
+void main()
{
- vert = vertex.xyz;
- vertNormal = normalMatrix * normal;
+ vert = (modelMatrix * vertex).xyz;
+ vertNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz);
vertColor = color;
vertTexCoord = texCoord;
- gl_Position = projMatrix * mvMatrix * vertex;
+ vertMetalness = metalness;
+ vertRoughness = roughness;
+ cameraPos = vec3(0, 0, -2.1);
+ gl_Position = projectionMatrix * viewMatrix * vec4(vert, 1.0);
}
\ No newline at end of file
diff --git a/shaders/pbr-joey.frag b/shaders/pbr-joey.frag
new file mode 100644
index 00000000..03fa0df5
--- /dev/null
+++ b/shaders/pbr-joey.frag
@@ -0,0 +1,154 @@
+// Copy and modified from Joey's code
+// https://github.com/JoeyDeVries/LearnOpenGL/blob/master/src/6.pbr/1.1.lighting/1.1.pbr.fs
+
+const float PI = 3.14159265359;
+
+// ----------------------------------------------------------------------------
+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 / max(denom, 0.001); // prevent divide by zero for roughness=0.0 and NdotH=1.0
+}
+// ----------------------------------------------------------------------------
+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);
+}
+
+varying highp vec3 vert;
+varying highp vec3 vertNormal;
+varying highp vec3 vertColor;
+varying highp vec2 vertTexCoord;
+varying highp float vertMetalness;
+varying highp float vertRoughness;
+varying highp vec3 cameraPos;
+uniform highp vec3 lightPos;
+uniform highp sampler2D textureId;
+uniform highp int textureEnabled;
+
+const int MAX_LIGHTS = 8;
+struct Light {
+ vec3 position;
+ vec3 color;
+ float intensity;
+};
+int lightCount;
+Light lights[MAX_LIGHTS];
+
+void main()
+{
+ const highp float vertAmbientOcclusion = 1.0;
+
+ vec3 albedo = vertColor;
+ if (textureEnabled == 1) {
+ albedo = texture2D(textureId, vertTexCoord).rgb;
+ }
+ albedo = pow(albedo, vec3(2.2));
+
+ lightCount = 3;
+ float roughness = vertRoughness;
+ float metalness = vertMetalness;
+
+ // Key light
+ lights[0].position = vec3(5.0, 5.0, 5.0);
+ lights[0].color = vec3(150.0, 150.0, 150.0);
+ lights[0].intensity = 0.8;
+
+ // Fill light
+ lights[1].position = vec3(-5.0, 5.0, 5.0);
+ lights[1].color = vec3(150.0, 150.0, 150.0);
+ lights[1].intensity = 0.4;
+
+ // Rim light
+ lights[2].position = vec3(0.0, -2.5, -5.0);
+ lights[2].color = vec3(150.0, 150.0, 150.0);
+ lights[2].intensity = 0.2;
+
+ vec3 N = normalize(vertNormal);
+ vec3 V = normalize(cameraPos - vert);
+
+ // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
+ // of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
+ vec3 F0 = vec3(0.04);
+ F0 = mix(F0, albedo, metalness);
+
+ // reflectance equation
+ vec3 Lo = vec3(0.0);
+ for (int i = 0; i < lightCount; ++i)
+ {
+ // calculate per-light radiance
+ vec3 L = normalize(lights[i].position - vert);
+ vec3 H = normalize(V + L);
+ float distance = length(lights[i].position - vert);
+ float attenuation = 1.0 / (distance * distance);
+ vec3 radiance = lights[i].color * attenuation;
+
+ // Cook-Torrance BRDF
+ float NDF = DistributionGGX(N, H, roughness);
+ float G = GeometrySmith(N, V, L, roughness);
+ vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
+
+ vec3 nominator = NDF * G * F;
+ float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
+ vec3 specular = nominator / max(denominator, 0.001); // prevent divide by zero for NdotV=0.0 or NdotL=0.0
+
+ // kS is equal to Fresnel
+ vec3 kS = F;
+ // for energy conservation, the diffuse and specular light can't
+ // be above 1.0 (unless the surface emits light); to preserve this
+ // relationship the diffuse component (kD) should equal 1.0 - kS.
+ vec3 kD = vec3(1.0) - kS;
+ // multiply kD by the inverse metalness such that only non-metals
+ // have diffuse lighting, or a linear blend if partly metal (pure metals
+ // have no diffuse light).
+ kD *= 1.0 - metalness;
+
+ // scale light by NdotL
+ float NdotL = max(dot(N, L), 0.0);
+
+ // add to outgoing radiance Lo
+ Lo += lights[i].intensity * (kD * albedo / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
+ }
+
+ // ambient lighting (note that the next IBL tutorial will replace
+ // this ambient lighting with environment lighting).
+ vec3 ambient = vec3(0.03) * albedo * vertAmbientOcclusion;
+
+ vec3 color = ambient + Lo;
+
+ // HDR tonemapping
+ color = color / (color + vec3(1.0));
+ // gamma correct
+ color = pow(color, vec3(1.0/2.2));
+
+ gl_FragColor = vec4(color, 1.0);
+}
\ No newline at end of file
diff --git a/shaders/pbr.frag b/shaders/pbr-qt.frag
similarity index 92%
rename from shaders/pbr.frag
rename to shaders/pbr-qt.frag
index 3309648a..22f603d1 100644
--- a/shaders/pbr.frag
+++ b/shaders/pbr-qt.frag
@@ -62,7 +62,7 @@ varying highp vec3 vertColor;
varying highp vec2 vertTexCoord;
varying highp float vertMetalness;
varying highp float vertRoughness;
-varying highp vec3 vertView;
+varying highp vec3 cameraPos;
uniform highp vec3 lightPos;
uniform highp sampler2D textureId;
uniform highp int textureEnabled;
@@ -272,11 +272,6 @@ vec4 metalRoughFunction(const in vec4 baseColor,
void main()
{
- highp vec3 color = vertColor;
- if (textureEnabled == 1) {
- color = texture2D(textureId, vertTexCoord).rgb;
- }
-
// FIXME: don't hard code here
exposure = 0.0;
gamma = 2.2;
@@ -286,35 +281,46 @@ void main()
// https://doc-snapshots.qt.io/qt5-5.12/qt3d-pbr-materials-lights-qml.html
lightCount = 3;
+ // Key light
lights[0].type = TYPE_POINT;
- lights[0].position = vec3(0.0, 5.0, 0.0);
- lights[0].color = vec3(1.0, 1.0, 1.0);
+ lights[0].position = vec3(5.0, 5.0, 5.0);
+ lights[0].color = vec3(0.588, 0.588, 0.588);
lights[0].intensity = 5.0;
- lights[0].constantAttenuation = 1.0;
+ lights[0].constantAttenuation = 0.0;
lights[0].linearAttenuation = 0.0;
- lights[0].quadraticAttenuation = 0.0025;
+ lights[0].quadraticAttenuation = 0.0;
+ // Fill light
lights[1].type = TYPE_POINT;
- lights[1].position = vec3(5.0, 0.0, 0.0);
- lights[1].color = vec3(1.0, 1.0, 1.0);
- lights[1].intensity = 0.8;
- lights[1].constantAttenuation = 1.0;
+ lights[1].position = vec3(-5.0, 5.0, 5.0);
+ lights[1].color = vec3(0.588, 0.588, 0.588);
+ lights[1].intensity = 3.0;
+ lights[1].constantAttenuation = 0.0;
lights[1].linearAttenuation = 0.0;
- lights[1].quadraticAttenuation = 0.0025;
+ lights[1].quadraticAttenuation = 0.0;
+ // Rim light
lights[2].type = TYPE_POINT;
- lights[2].position = vec3(0.0, -5.0, 0.0);
- lights[2].color = vec3(1.0, 1.0, 1.0);
- lights[2].intensity = 0.15;
- lights[2].constantAttenuation = 1.0;
+ lights[2].position = vec3(0.0, -5.0, -5.0);
+ lights[2].color = vec3(0.588, 0.588, 0.588);
+ lights[2].intensity = 2.5;
+ lights[2].constantAttenuation = 0.0;
lights[2].linearAttenuation = 0.0;
- lights[2].quadraticAttenuation = 0.0025;
+ lights[2].quadraticAttenuation = 0.0;
+
+ highp vec3 color = vertColor;
+ if (textureEnabled == 1) {
+ color = texture2D(textureId, vertTexCoord).rgb;
+ }
+ color = pow(color, vec3(gamma));
+
+ float roughness = min(0.99, vertRoughness);
gl_FragColor = metalRoughFunction(vec4(color, 1.0),
vertMetalness,
- vertRoughness,
+ roughness,
vertAmbientOcclusion,
vert,
- vertView,
+ normalize(cameraPos - vert),
vertNormal);
}
diff --git a/shaders/pbr.vert b/shaders/pbr.vert
deleted file mode 100644
index bbfe78fe..00000000
--- a/shaders/pbr.vert
+++ /dev/null
@@ -1,27 +0,0 @@
-attribute vec4 vertex;
-attribute vec3 normal;
-attribute vec3 color;
-attribute vec2 texCoord;
-attribute float metalness;
-attribute float roughness;
-varying vec3 vert;
-varying vec3 vertNormal;
-varying vec3 vertColor;
-varying vec2 vertTexCoord;
-varying float vertMetalness;
-varying float vertRoughness;
-varying vec3 vertView;
-uniform mat4 projMatrix;
-uniform mat4 mvMatrix;
-uniform mat3 normalMatrix;
-void main()
-{
- vert = vertex.xyz;
- vertNormal = normalize((projMatrix * mvMatrix * vec4(normal, 1.0)).xyz);
- vertColor = color;
- vertTexCoord = texCoord;
- vertMetalness = metalness;
- vertRoughness = roughness;
- vertView = (projMatrix * mvMatrix * vec4(0, 0, 0, 1.0)).xyz;
- gl_Position = projMatrix * mvMatrix * vertex;
-}
\ No newline at end of file
diff --git a/src/modelshaderprogram.cpp b/src/modelshaderprogram.cpp
index b2ed2062..cf29a264 100644
--- a/src/modelshaderprogram.cpp
+++ b/src/modelshaderprogram.cpp
@@ -23,11 +23,10 @@ ModelShaderProgram::ModelShaderProgram(bool usePBR)
this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.core.vert"));
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.core.frag"));
} else {
+ this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.vert"));
if (usePBR) {
- this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/pbr.vert"));
- this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/pbr.frag"));
+ this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/pbr-qt.frag"));
} else {
- this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.vert"));
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.frag"));
}
}
@@ -40,27 +39,27 @@ ModelShaderProgram::ModelShaderProgram(bool usePBR)
this->link();
this->bind();
- m_projMatrixLoc = this->uniformLocation("projMatrix");
- m_mvMatrixLoc = this->uniformLocation("mvMatrix");
- m_normalMatrixLoc = this->uniformLocation("normalMatrix");
+ m_projectionMatrixLoc = this->uniformLocation("projectionMatrix");
+ m_modelMatrixLoc = this->uniformLocation("modelMatrix");
+ m_viewMatrixLoc = this->uniformLocation("viewMatrix");
m_lightPosLoc = this->uniformLocation("lightPos");
m_textureIdLoc = this->uniformLocation("textureId");
m_textureEnabledLoc = this->uniformLocation("textureEnabled");
}
-int ModelShaderProgram::projMatrixLoc()
+int ModelShaderProgram::projectionMatrixLoc()
{
- return m_projMatrixLoc;
+ return m_projectionMatrixLoc;
}
-int ModelShaderProgram::mvMatrixLoc()
+int ModelShaderProgram::modelMatrixLoc()
{
- return m_mvMatrixLoc;
+ return m_modelMatrixLoc;
}
-int ModelShaderProgram::normalMatrixLoc()
+int ModelShaderProgram::viewMatrixLoc()
{
- return m_normalMatrixLoc;
+ return m_viewMatrixLoc;
}
int ModelShaderProgram::lightPosLoc()
diff --git a/src/modelshaderprogram.h b/src/modelshaderprogram.h
index eb7da3f8..1cfb20ca 100644
--- a/src/modelshaderprogram.h
+++ b/src/modelshaderprogram.h
@@ -6,18 +6,18 @@
class ModelShaderProgram : public QOpenGLShaderProgram
{
public:
- ModelShaderProgram(bool usePBR=false);
- int projMatrixLoc();
- int mvMatrixLoc();
- int normalMatrixLoc();
+ ModelShaderProgram(bool usePBR=true);
+ int projectionMatrixLoc();
+ int modelMatrixLoc();
+ int viewMatrixLoc();
int lightPosLoc();
int textureIdLoc();
int textureEnabledLoc();
static const QString &loadShaderSource(const QString &name);
private:
- int m_projMatrixLoc;
- int m_mvMatrixLoc;
- int m_normalMatrixLoc;
+ int m_projectionMatrixLoc;
+ int m_modelMatrixLoc;
+ int m_viewMatrixLoc;
int m_lightPosLoc;
int m_textureIdLoc;
int m_textureEnabledLoc;
diff --git a/src/modelwidget.cpp b/src/modelwidget.cpp
index a6e40621..1d69c658 100644
--- a/src/modelwidget.cpp
+++ b/src/modelwidget.cpp
@@ -156,12 +156,10 @@ void ModelWidget::paintGL()
m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
-
m_program->bind();
- m_program->setUniformValue(m_program->projMatrixLoc(), m_proj);
- m_program->setUniformValue(m_program->mvMatrixLoc(), m_camera * m_world);
- QMatrix3x3 normalMatrix = m_world.normalMatrix();
- m_program->setUniformValue(m_program->normalMatrixLoc(), normalMatrix);
+ m_program->setUniformValue(m_program->projectionMatrixLoc(), m_projection);
+ m_program->setUniformValue(m_program->modelMatrixLoc(), m_world);
+ m_program->setUniformValue(m_program->viewMatrixLoc(), m_camera);
m_program->setUniformValue(m_program->textureEnabledLoc(), 0);
m_meshBinder.paint(m_program);
@@ -171,8 +169,8 @@ void ModelWidget::paintGL()
void ModelWidget::resizeGL(int w, int h)
{
- m_proj.setToIdentity();
- m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
+ m_projection.setToIdentity();
+ m_projection.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
}
void ModelWidget::toggleWireframe()
diff --git a/src/modelwidget.h b/src/modelwidget.h
index 5daf126f..2b43ff07 100644
--- a/src/modelwidget.h
+++ b/src/modelwidget.h
@@ -70,7 +70,7 @@ private:
private:
QPoint m_lastPos;
ModelMeshBinder m_meshBinder;
- QMatrix4x4 m_proj;
+ QMatrix4x4 m_projection;
QMatrix4x4 m_camera;
QMatrix4x4 m_world;
static bool m_transparent;
diff --git a/thirdparty/meshlite/meshlite_unstable_vc14_x64/meshlite_ffi.dll b/thirdparty/meshlite/meshlite_unstable_vc14_x64/meshlite_ffi.dll
index 36a54529..b4ebb2e1 100644
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index 38a1871c..baca58a3 100644
Binary files a/thirdparty/meshlite/meshlite_unstable_vc14_x64/meshlite_ffi.dll.lib and b/thirdparty/meshlite/meshlite_unstable_vc14_x64/meshlite_ffi.dll.lib differ
diff --git a/thirdparty/meshlite/meshlite_unstable_vc14_x86/meshlite_ffi.dll b/thirdparty/meshlite/meshlite_unstable_vc14_x86/meshlite_ffi.dll
index 530591cd..9ad41c33 100644
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diff --git a/thirdparty/meshlite/meshlite_unstable_vc14_x86/meshlite_ffi.dll.lib b/thirdparty/meshlite/meshlite_unstable_vc14_x86/meshlite_ffi.dll.lib
index b211e81f..9431d288 100644
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