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

View File

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

View File

@ -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;
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);
}

154
shaders/pbr-joey.frag Normal file
View File

@ -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);
}

View File

@ -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);
}

View File

@ -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;
}

View File

@ -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()

View File

@ -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;

View File

@ -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()

View File

@ -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;