Replace the render with PBR

In this commit, another PBR render, come from website: https://learnopengl.com/PBR, also included as shaders/pbr-joey.frag
master
Jeremy Hu 2018-10-05 15:37:01 +08:00
parent f7b5fb1c6a
commit 9c0da8f38f
13 changed files with 219 additions and 86 deletions

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@ -10,8 +10,8 @@
<file>shaders/default.frag</file> <file>shaders/default.frag</file>
<file>shaders/default.core.vert</file> <file>shaders/default.core.vert</file>
<file>shaders/default.core.frag</file> <file>shaders/default.core.frag</file>
<file>shaders/pbr.vert</file> <file>shaders/pbr-qt.frag</file>
<file>shaders/pbr.frag</file> <file>shaders/pbr-joey.frag</file>
<file>ACKNOWLEDGEMENTS.html</file> <file>ACKNOWLEDGEMENTS.html</file>
<file>AUTHORS</file> <file>AUTHORS</file>
<file>CONTRIBUTORS</file> <file>CONTRIBUTORS</file>

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@ -10,15 +10,18 @@ varying vec3 vertColor;
varying vec2 vertTexCoord; varying vec2 vertTexCoord;
varying float vertMetalness; varying float vertMetalness;
varying float vertRoughness; varying float vertRoughness;
varying vec3 vertView; varying vec3 cameraPos;
uniform mat4 projMatrix; uniform mat4 projectionMatrix;
uniform mat4 mvMatrix; uniform mat4 modelMatrix;
uniform mat3 normalMatrix; uniform mat4 viewMatrix;
void main() void main()
{ {
vert = vertex.xyz; vert = (modelMatrix * vertex).xyz;
vertNormal = normalMatrix * normal; vertNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz);
vertColor = color; vertColor = color;
vertTexCoord = texCoord; 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);
} }

154
shaders/pbr-joey.frag Normal file
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@ -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);
}

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@ -62,7 +62,7 @@ varying highp vec3 vertColor;
varying highp vec2 vertTexCoord; varying highp vec2 vertTexCoord;
varying highp float vertMetalness; varying highp float vertMetalness;
varying highp float vertRoughness; varying highp float vertRoughness;
varying highp vec3 vertView; varying highp vec3 cameraPos;
uniform highp vec3 lightPos; uniform highp vec3 lightPos;
uniform highp sampler2D textureId; uniform highp sampler2D textureId;
uniform highp int textureEnabled; uniform highp int textureEnabled;
@ -272,11 +272,6 @@ vec4 metalRoughFunction(const in vec4 baseColor,
void main() void main()
{ {
highp vec3 color = vertColor;
if (textureEnabled == 1) {
color = texture2D(textureId, vertTexCoord).rgb;
}
// FIXME: don't hard code here // FIXME: don't hard code here
exposure = 0.0; exposure = 0.0;
gamma = 2.2; gamma = 2.2;
@ -286,35 +281,46 @@ void main()
// https://doc-snapshots.qt.io/qt5-5.12/qt3d-pbr-materials-lights-qml.html // https://doc-snapshots.qt.io/qt5-5.12/qt3d-pbr-materials-lights-qml.html
lightCount = 3; lightCount = 3;
// Key light
lights[0].type = TYPE_POINT; lights[0].type = TYPE_POINT;
lights[0].position = vec3(0.0, 5.0, 0.0); lights[0].position = vec3(5.0, 5.0, 5.0);
lights[0].color = vec3(1.0, 1.0, 1.0); lights[0].color = vec3(0.588, 0.588, 0.588);
lights[0].intensity = 5.0; lights[0].intensity = 5.0;
lights[0].constantAttenuation = 1.0; lights[0].constantAttenuation = 0.0;
lights[0].linearAttenuation = 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].type = TYPE_POINT;
lights[1].position = vec3(5.0, 0.0, 0.0); lights[1].position = vec3(-5.0, 5.0, 5.0);
lights[1].color = vec3(1.0, 1.0, 1.0); lights[1].color = vec3(0.588, 0.588, 0.588);
lights[1].intensity = 0.8; lights[1].intensity = 3.0;
lights[1].constantAttenuation = 1.0; lights[1].constantAttenuation = 0.0;
lights[1].linearAttenuation = 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].type = TYPE_POINT;
lights[2].position = vec3(0.0, -5.0, 0.0); lights[2].position = vec3(0.0, -5.0, -5.0);
lights[2].color = vec3(1.0, 1.0, 1.0); lights[2].color = vec3(0.588, 0.588, 0.588);
lights[2].intensity = 0.15; lights[2].intensity = 2.5;
lights[2].constantAttenuation = 1.0; lights[2].constantAttenuation = 0.0;
lights[2].linearAttenuation = 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), gl_FragColor = metalRoughFunction(vec4(color, 1.0),
vertMetalness, vertMetalness,
vertRoughness, roughness,
vertAmbientOcclusion, vertAmbientOcclusion,
vert, vert,
vertView, normalize(cameraPos - vert),
vertNormal); vertNormal);
} }

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@ -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;
}

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@ -22,12 +22,11 @@ ModelShaderProgram::ModelShaderProgram(bool usePBR)
if (QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile) { if (QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile) {
this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.core.vert")); this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.core.vert"));
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.core.frag")); this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.core.frag"));
} else {
if (usePBR) {
this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/pbr.vert"));
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/pbr.frag"));
} else { } else {
this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.vert")); this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.vert"));
if (usePBR) {
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/pbr-qt.frag"));
} else {
this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.frag")); this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.frag"));
} }
} }
@ -40,27 +39,27 @@ ModelShaderProgram::ModelShaderProgram(bool usePBR)
this->link(); this->link();
this->bind(); this->bind();
m_projMatrixLoc = this->uniformLocation("projMatrix"); m_projectionMatrixLoc = this->uniformLocation("projectionMatrix");
m_mvMatrixLoc = this->uniformLocation("mvMatrix"); m_modelMatrixLoc = this->uniformLocation("modelMatrix");
m_normalMatrixLoc = this->uniformLocation("normalMatrix"); m_viewMatrixLoc = this->uniformLocation("viewMatrix");
m_lightPosLoc = this->uniformLocation("lightPos"); m_lightPosLoc = this->uniformLocation("lightPos");
m_textureIdLoc = this->uniformLocation("textureId"); m_textureIdLoc = this->uniformLocation("textureId");
m_textureEnabledLoc = this->uniformLocation("textureEnabled"); 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() int ModelShaderProgram::lightPosLoc()

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@ -6,18 +6,18 @@
class ModelShaderProgram : public QOpenGLShaderProgram class ModelShaderProgram : public QOpenGLShaderProgram
{ {
public: public:
ModelShaderProgram(bool usePBR=false); ModelShaderProgram(bool usePBR=true);
int projMatrixLoc(); int projectionMatrixLoc();
int mvMatrixLoc(); int modelMatrixLoc();
int normalMatrixLoc(); int viewMatrixLoc();
int lightPosLoc(); int lightPosLoc();
int textureIdLoc(); int textureIdLoc();
int textureEnabledLoc(); int textureEnabledLoc();
static const QString &loadShaderSource(const QString &name); static const QString &loadShaderSource(const QString &name);
private: private:
int m_projMatrixLoc; int m_projectionMatrixLoc;
int m_mvMatrixLoc; int m_modelMatrixLoc;
int m_normalMatrixLoc; int m_viewMatrixLoc;
int m_lightPosLoc; int m_lightPosLoc;
int m_textureIdLoc; int m_textureIdLoc;
int m_textureEnabledLoc; int m_textureEnabledLoc;

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@ -156,12 +156,10 @@ void ModelWidget::paintGL()
m_world.rotate(m_yRot / 16.0f, 0, 1, 0); m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
m_world.rotate(m_zRot / 16.0f, 0, 0, 1); m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
m_program->bind(); m_program->bind();
m_program->setUniformValue(m_program->projMatrixLoc(), m_proj); m_program->setUniformValue(m_program->projectionMatrixLoc(), m_projection);
m_program->setUniformValue(m_program->mvMatrixLoc(), m_camera * m_world); m_program->setUniformValue(m_program->modelMatrixLoc(), m_world);
QMatrix3x3 normalMatrix = m_world.normalMatrix(); m_program->setUniformValue(m_program->viewMatrixLoc(), m_camera);
m_program->setUniformValue(m_program->normalMatrixLoc(), normalMatrix);
m_program->setUniformValue(m_program->textureEnabledLoc(), 0); m_program->setUniformValue(m_program->textureEnabledLoc(), 0);
m_meshBinder.paint(m_program); m_meshBinder.paint(m_program);
@ -171,8 +169,8 @@ void ModelWidget::paintGL()
void ModelWidget::resizeGL(int w, int h) void ModelWidget::resizeGL(int w, int h)
{ {
m_proj.setToIdentity(); m_projection.setToIdentity();
m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f); m_projection.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
} }
void ModelWidget::toggleWireframe() void ModelWidget::toggleWireframe()

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@ -70,7 +70,7 @@ private:
private: private:
QPoint m_lastPos; QPoint m_lastPos;
ModelMeshBinder m_meshBinder; ModelMeshBinder m_meshBinder;
QMatrix4x4 m_proj; QMatrix4x4 m_projection;
QMatrix4x4 m_camera; QMatrix4x4 m_camera;
QMatrix4x4 m_world; QMatrix4x4 m_world;
static bool m_transparent; static bool m_transparent;