Replace the render with PBR
In this commit, another PBR render, come from website: https://learnopengl.com/PBR, also included as shaders/pbr-joey.fragmaster
parent
f7b5fb1c6a
commit
9c0da8f38f
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@ -10,8 +10,8 @@
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<file>shaders/default.frag</file>
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<file>shaders/default.core.vert</file>
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<file>shaders/default.core.frag</file>
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<file>shaders/pbr.vert</file>
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<file>shaders/pbr.frag</file>
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<file>shaders/pbr-qt.frag</file>
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<file>shaders/pbr-joey.frag</file>
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<file>ACKNOWLEDGEMENTS.html</file>
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<file>AUTHORS</file>
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<file>CONTRIBUTORS</file>
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@ -10,15 +10,18 @@ varying vec3 vertColor;
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varying vec2 vertTexCoord;
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varying float vertMetalness;
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varying float vertRoughness;
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varying vec3 vertView;
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uniform mat4 projMatrix;
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uniform mat4 mvMatrix;
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uniform mat3 normalMatrix;
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varying vec3 cameraPos;
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uniform mat4 projectionMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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void main()
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{
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vert = vertex.xyz;
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vertNormal = normalMatrix * normal;
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vert = (modelMatrix * vertex).xyz;
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vertNormal = normalize((modelMatrix * vec4(normal, 1.0)).xyz);
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vertColor = color;
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vertTexCoord = texCoord;
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gl_Position = projMatrix * mvMatrix * vertex;
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vertMetalness = metalness;
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vertRoughness = roughness;
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cameraPos = vec3(0, 0, -2.1);
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gl_Position = projectionMatrix * viewMatrix * vec4(vert, 1.0);
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}
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@ -0,0 +1,154 @@
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// Copy and modified from Joey's code
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// https://github.com/JoeyDeVries/LearnOpenGL/blob/master/src/6.pbr/1.1.lighting/1.1.pbr.fs
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const float PI = 3.14159265359;
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// ----------------------------------------------------------------------------
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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 nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / max(denom, 0.001); // prevent divide by zero for roughness=0.0 and NdotH=1.0
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}
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// ----------------------------------------------------------------------------
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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;
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float nom = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return nom / denom;
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}
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// ----------------------------------------------------------------------------
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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 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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// ----------------------------------------------------------------------------
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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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varying highp vec3 vert;
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varying highp vec3 vertNormal;
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varying highp vec3 vertColor;
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varying highp vec2 vertTexCoord;
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varying highp float vertMetalness;
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varying highp float vertRoughness;
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varying highp vec3 cameraPos;
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uniform highp vec3 lightPos;
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uniform highp sampler2D textureId;
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uniform highp int textureEnabled;
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const int MAX_LIGHTS = 8;
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struct Light {
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vec3 position;
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vec3 color;
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float intensity;
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};
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int lightCount;
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Light lights[MAX_LIGHTS];
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void main()
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{
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const highp float vertAmbientOcclusion = 1.0;
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vec3 albedo = vertColor;
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if (textureEnabled == 1) {
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albedo = texture2D(textureId, vertTexCoord).rgb;
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}
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albedo = pow(albedo, vec3(2.2));
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lightCount = 3;
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float roughness = vertRoughness;
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float metalness = vertMetalness;
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// Key light
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lights[0].position = vec3(5.0, 5.0, 5.0);
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lights[0].color = vec3(150.0, 150.0, 150.0);
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lights[0].intensity = 0.8;
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// Fill light
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lights[1].position = vec3(-5.0, 5.0, 5.0);
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lights[1].color = vec3(150.0, 150.0, 150.0);
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lights[1].intensity = 0.4;
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// Rim light
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lights[2].position = vec3(0.0, -2.5, -5.0);
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lights[2].color = vec3(150.0, 150.0, 150.0);
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lights[2].intensity = 0.2;
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vec3 N = normalize(vertNormal);
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vec3 V = normalize(cameraPos - vert);
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// calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
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// of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metalness);
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// reflectance equation
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vec3 Lo = vec3(0.0);
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for (int i = 0; i < lightCount; ++i)
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{
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// calculate per-light radiance
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vec3 L = normalize(lights[i].position - vert);
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vec3 H = normalize(V + L);
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float distance = length(lights[i].position - vert);
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float attenuation = 1.0 / (distance * distance);
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vec3 radiance = lights[i].color * attenuation;
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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(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 nominator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0);
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vec3 specular = nominator / max(denominator, 0.001); // prevent divide by zero for NdotV=0.0 or NdotL=0.0
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// kS is equal to Fresnel
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vec3 kS = F;
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// for energy conservation, the diffuse and specular light can't
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// be above 1.0 (unless the surface emits light); to preserve this
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// relationship the diffuse component (kD) should equal 1.0 - kS.
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vec3 kD = vec3(1.0) - kS;
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// multiply kD by the inverse metalness such that only non-metals
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// have diffuse lighting, or a linear blend if partly metal (pure metals
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// have no diffuse light).
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kD *= 1.0 - metalness;
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// scale light by NdotL
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float NdotL = max(dot(N, L), 0.0);
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// add to outgoing radiance Lo
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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
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}
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// ambient lighting (note that the next IBL tutorial will replace
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// this ambient lighting with environment lighting).
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vec3 ambient = vec3(0.03) * albedo * vertAmbientOcclusion;
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vec3 color = ambient + Lo;
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// HDR tonemapping
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color = color / (color + vec3(1.0));
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// gamma correct
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color = pow(color, vec3(1.0/2.2));
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gl_FragColor = vec4(color, 1.0);
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}
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@ -62,7 +62,7 @@ varying highp vec3 vertColor;
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varying highp vec2 vertTexCoord;
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varying highp float vertMetalness;
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varying highp float vertRoughness;
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varying highp vec3 vertView;
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varying highp vec3 cameraPos;
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uniform highp vec3 lightPos;
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uniform highp sampler2D textureId;
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uniform highp int textureEnabled;
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@ -272,11 +272,6 @@ vec4 metalRoughFunction(const in vec4 baseColor,
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void main()
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{
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highp vec3 color = vertColor;
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if (textureEnabled == 1) {
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color = texture2D(textureId, vertTexCoord).rgb;
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}
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// FIXME: don't hard code here
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exposure = 0.0;
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gamma = 2.2;
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@ -286,35 +281,46 @@ void main()
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// https://doc-snapshots.qt.io/qt5-5.12/qt3d-pbr-materials-lights-qml.html
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lightCount = 3;
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// Key light
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lights[0].type = TYPE_POINT;
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lights[0].position = vec3(0.0, 5.0, 0.0);
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lights[0].color = vec3(1.0, 1.0, 1.0);
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lights[0].position = vec3(5.0, 5.0, 5.0);
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lights[0].color = vec3(0.588, 0.588, 0.588);
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lights[0].intensity = 5.0;
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lights[0].constantAttenuation = 1.0;
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lights[0].constantAttenuation = 0.0;
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lights[0].linearAttenuation = 0.0;
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lights[0].quadraticAttenuation = 0.0025;
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lights[0].quadraticAttenuation = 0.0;
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// Fill light
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lights[1].type = TYPE_POINT;
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lights[1].position = vec3(5.0, 0.0, 0.0);
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lights[1].color = vec3(1.0, 1.0, 1.0);
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lights[1].intensity = 0.8;
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lights[1].constantAttenuation = 1.0;
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lights[1].position = vec3(-5.0, 5.0, 5.0);
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lights[1].color = vec3(0.588, 0.588, 0.588);
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lights[1].intensity = 3.0;
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lights[1].constantAttenuation = 0.0;
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lights[1].linearAttenuation = 0.0;
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lights[1].quadraticAttenuation = 0.0025;
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lights[1].quadraticAttenuation = 0.0;
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// Rim light
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lights[2].type = TYPE_POINT;
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lights[2].position = vec3(0.0, -5.0, 0.0);
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lights[2].color = vec3(1.0, 1.0, 1.0);
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lights[2].intensity = 0.15;
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lights[2].constantAttenuation = 1.0;
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lights[2].position = vec3(0.0, -5.0, -5.0);
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lights[2].color = vec3(0.588, 0.588, 0.588);
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lights[2].intensity = 2.5;
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lights[2].constantAttenuation = 0.0;
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lights[2].linearAttenuation = 0.0;
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lights[2].quadraticAttenuation = 0.0025;
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lights[2].quadraticAttenuation = 0.0;
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highp vec3 color = vertColor;
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if (textureEnabled == 1) {
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color = texture2D(textureId, vertTexCoord).rgb;
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}
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color = pow(color, vec3(gamma));
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float roughness = min(0.99, vertRoughness);
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gl_FragColor = metalRoughFunction(vec4(color, 1.0),
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vertMetalness,
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vertRoughness,
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roughness,
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vertAmbientOcclusion,
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vert,
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vertView,
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normalize(cameraPos - vert),
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vertNormal);
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}
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@ -1,27 +0,0 @@
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attribute vec4 vertex;
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attribute vec3 normal;
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attribute vec3 color;
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attribute vec2 texCoord;
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attribute float metalness;
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attribute float roughness;
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varying vec3 vert;
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varying vec3 vertNormal;
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varying vec3 vertColor;
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varying vec2 vertTexCoord;
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varying float vertMetalness;
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varying float vertRoughness;
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varying vec3 vertView;
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uniform mat4 projMatrix;
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uniform mat4 mvMatrix;
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uniform mat3 normalMatrix;
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void main()
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{
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vert = vertex.xyz;
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vertNormal = normalize((projMatrix * mvMatrix * vec4(normal, 1.0)).xyz);
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vertColor = color;
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vertTexCoord = texCoord;
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vertMetalness = metalness;
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vertRoughness = roughness;
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vertView = (projMatrix * mvMatrix * vec4(0, 0, 0, 1.0)).xyz;
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gl_Position = projMatrix * mvMatrix * vertex;
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}
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@ -22,12 +22,11 @@ ModelShaderProgram::ModelShaderProgram(bool usePBR)
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if (QSurfaceFormat::defaultFormat().profile() == QSurfaceFormat::CoreProfile) {
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this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.core.vert"));
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this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.core.frag"));
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} else {
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if (usePBR) {
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this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/pbr.vert"));
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this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/pbr.frag"));
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} else {
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this->addShaderFromSourceCode(QOpenGLShader::Vertex, loadShaderSource(":/shaders/default.vert"));
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if (usePBR) {
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this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/pbr-qt.frag"));
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} else {
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this->addShaderFromSourceCode(QOpenGLShader::Fragment, loadShaderSource(":/shaders/default.frag"));
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}
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}
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@ -40,27 +39,27 @@ ModelShaderProgram::ModelShaderProgram(bool usePBR)
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this->link();
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this->bind();
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m_projMatrixLoc = this->uniformLocation("projMatrix");
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m_mvMatrixLoc = this->uniformLocation("mvMatrix");
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m_normalMatrixLoc = this->uniformLocation("normalMatrix");
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m_projectionMatrixLoc = this->uniformLocation("projectionMatrix");
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m_modelMatrixLoc = this->uniformLocation("modelMatrix");
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m_viewMatrixLoc = this->uniformLocation("viewMatrix");
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m_lightPosLoc = this->uniformLocation("lightPos");
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m_textureIdLoc = this->uniformLocation("textureId");
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m_textureEnabledLoc = this->uniformLocation("textureEnabled");
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}
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int ModelShaderProgram::projMatrixLoc()
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int ModelShaderProgram::projectionMatrixLoc()
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{
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return m_projMatrixLoc;
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return m_projectionMatrixLoc;
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}
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int ModelShaderProgram::mvMatrixLoc()
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int ModelShaderProgram::modelMatrixLoc()
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{
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return m_mvMatrixLoc;
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return m_modelMatrixLoc;
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}
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int ModelShaderProgram::normalMatrixLoc()
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int ModelShaderProgram::viewMatrixLoc()
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{
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return m_normalMatrixLoc;
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return m_viewMatrixLoc;
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}
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int ModelShaderProgram::lightPosLoc()
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class ModelShaderProgram : public QOpenGLShaderProgram
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{
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public:
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ModelShaderProgram(bool usePBR=false);
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int projMatrixLoc();
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int mvMatrixLoc();
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int normalMatrixLoc();
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ModelShaderProgram(bool usePBR=true);
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int projectionMatrixLoc();
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int modelMatrixLoc();
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int viewMatrixLoc();
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int lightPosLoc();
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int textureIdLoc();
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int textureEnabledLoc();
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static const QString &loadShaderSource(const QString &name);
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private:
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int m_projMatrixLoc;
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int m_mvMatrixLoc;
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int m_normalMatrixLoc;
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int m_projectionMatrixLoc;
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int m_modelMatrixLoc;
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int m_viewMatrixLoc;
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int m_lightPosLoc;
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int m_textureIdLoc;
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int m_textureEnabledLoc;
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@ -156,12 +156,10 @@ void ModelWidget::paintGL()
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m_world.rotate(m_yRot / 16.0f, 0, 1, 0);
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m_world.rotate(m_zRot / 16.0f, 0, 0, 1);
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m_program->bind();
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m_program->setUniformValue(m_program->projMatrixLoc(), m_proj);
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m_program->setUniformValue(m_program->mvMatrixLoc(), m_camera * m_world);
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QMatrix3x3 normalMatrix = m_world.normalMatrix();
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m_program->setUniformValue(m_program->normalMatrixLoc(), normalMatrix);
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m_program->setUniformValue(m_program->projectionMatrixLoc(), m_projection);
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m_program->setUniformValue(m_program->modelMatrixLoc(), m_world);
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m_program->setUniformValue(m_program->viewMatrixLoc(), m_camera);
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m_program->setUniformValue(m_program->textureEnabledLoc(), 0);
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m_meshBinder.paint(m_program);
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void ModelWidget::resizeGL(int w, int h)
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{
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m_proj.setToIdentity();
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m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
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m_projection.setToIdentity();
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m_projection.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f);
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}
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void ModelWidget::toggleWireframe()
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@ -70,7 +70,7 @@ private:
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private:
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QPoint m_lastPos;
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ModelMeshBinder m_meshBinder;
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QMatrix4x4 m_proj;
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QMatrix4x4 m_projection;
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QMatrix4x4 m_camera;
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QMatrix4x4 m_world;
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static bool m_transparent;
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