git-svn-id: svn://db.shs.com.ru/libs@702 a8b55f48-bf90-11e4-a774-851b48703e85
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qglengine/coeffs_brdf.png
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qglengine/coeffs_brdf.png
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@@ -1,5 +1,6 @@
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<RCC>
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<qresource prefix="/">
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<file>coeffs_brdf.png</file>
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<file>icons/add-type-camera.png</file>
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<file>icons/add-type-geo.png</file>
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<file>icons/add-type-light.png</file>
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@@ -156,7 +156,7 @@ void Renderer::initShaders() {
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if (!bindShader(roles[p], &prog)) continue;
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for (int i = 0; i < 5; ++i)
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prog->setUniformValue(QString("tex_%1").arg(i).toLatin1().constData(), i);
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//prog->setUniformValue("tex_coeffs[0]", (int)Renderer::dbrBuffersCount);
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prog->setUniformValue("tex_coeffs[0]", (int)Renderer::dbrBuffersCount);
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//prog->setUniformValue("tex_coeffs[1]", (int)Renderer::dbrBuffersCount+1);
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}
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if (bindShader(srFinalPass, &prog)) {
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@@ -301,7 +301,93 @@ void RendererBase::renderQuad(QOpenGLShaderProgram * prog, Mesh * mesh, Camera *
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}
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float RadicalInverse_VdC(uint bits) {
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bits = (bits << 16u) | (bits >> 16u);
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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10; // / 0x100000000
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}
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// ----------------------------------------------------------------------------
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QVector2D Hammersley(uint i, uint N) {
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return QVector2D(float(i)/float(N), RadicalInverse_VdC(i));
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}
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QVector3D ImportanceSampleGGX(QVector2D Xi, QVector3D N, float roughness) {
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float a = roughness*roughness;
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float phi = 2.0 * M_PI * Xi[0];
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float cosTheta = sqrt((1.0 - Xi[1]) / (1.0 + (a*a - 1.0) * Xi[1]));
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float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
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// преобразование из сферических в декартовы координаты
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QVector3D H;
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H[0] = cos(phi) * sinTheta;
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H[1] = sin(phi) * sinTheta;
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H[2] = cosTheta;
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// преобразование из касательного пространства в мировые координаты
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QVector3D up = qAbs(N[2]) < 0.999 ? QVector3D(0.0, 0.0, 1.0) : QVector3D(1.0, 0.0, 0.0);
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QVector3D tangent = QVector3D::crossProduct(up, N).normalized();
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QVector3D bitangent = QVector3D::crossProduct(N, tangent);
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QVector3D sampleVec = tangent * H[0] + bitangent * H[1] + N * H[2];
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return sampleVec.normalized();
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float k = (roughness * roughness) / 2.0;
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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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float GeometrySmith(QVector3D N, QVector3D V, QVector3D L, float roughness) {
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float NdotV = piMax(QVector3D::dotProduct(N, V), 0.f);
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float NdotL = piMax(QVector3D::dotProduct(N, L), 0.f);
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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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QVector2D IntegrateBRDF(float NdotV, float roughness) {
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QVector3D V;
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V[0] = sqrt(1.f - NdotV*NdotV);
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V[1] = 0.f;
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V[2] = NdotV;
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float A = 0.f;
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float B = 0.f;
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QVector3D N = QVector3D(0.f, 0.f, 1.f);
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const uint SAMPLE_COUNT = 256u;
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for(uint i = 0u; i < SAMPLE_COUNT; ++i) {
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QVector2D Xi = Hammersley(i, SAMPLE_COUNT);
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QVector3D H = ImportanceSampleGGX(Xi, N, roughness);
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QVector3D L = (2.f * QVector3D::dotProduct(V, H) * H - V).normalized();
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float NdotL = piMax(L[2], 0.f);
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float NdotH = piMax(H[2], 0.f);
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float VdotH = piMax(QVector3D::dotProduct(V, H), 0.f);
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if(NdotL > 0.f) {
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float G = GeometrySmith(N, V, L, roughness);
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float G_Vis = (G * VdotH) / (NdotH * NdotV);
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float Fc = pow(1.f - VdotH, 5.f);
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A += (1.f - Fc) * G_Vis;
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B += Fc * G_Vis;
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}
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}
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A /= float(SAMPLE_COUNT);
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B /= float(SAMPLE_COUNT);
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return QVector2D(A, B);
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}
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void RendererBase::initCoeffTextures() {
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QImage im = QImage(":/coeffs_brdf.png").mirrored();
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int size = im.width();
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QVector<QVector2D> data(size*size);
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int ind = -1;
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for (int x = 0; x < size; ++x) {
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//float c = x / double(size - 1) + 1.E-3;
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for (int y = 0; y < size; ++y) {
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//float r = y / double(size - 1);
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QColor p = im.pixelColor(x, y);
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data[++ind] = QVector2D(p.redF(), p.greenF());//IntegrateBRDF(c, 1.f - r + 1.E-3);
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}
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}
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createCoeffTexture(tex_coeff[0], data.constData(), size, 2);
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/*const int size = 512;
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QVector<float> data_diff(size*size), data_spec(size*size);
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double r, c, c2;
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@@ -334,15 +420,19 @@ void RendererBase::initCoeffTextures() {
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}
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void RendererBase::createCoeffTexture(GLuint & id, const QVector<float> & data, int size) {
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void RendererBase::createCoeffTexture(GLuint & id, const void * data, int size, int channels) {
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QOpenGLExtraFunctions * f = view;
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deleteGLTexture(f, id);
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f->glGenTextures(1, &id);
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f->glBindTexture(GL_TEXTURE_2D, id);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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f->glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, size, size, 0, GL_RED, GL_FLOAT, data.constData());
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GLenum iformat = GL_R16F, format = GL_RED;
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if (channels == 2) {iformat = GL_RG16F; format = GL_RG;}
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if (channels == 3) {iformat = GL_RGB16F; format = GL_RGB;}
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if (channels == 4) {iformat = GL_RGBA16F; format = GL_RGBA;}
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f->glTexImage2D(GL_TEXTURE_2D, 0, iformat, size, size, 0, format, GL_FLOAT, data);
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}
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@@ -46,7 +46,7 @@ protected:
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void initQuad(Mesh * mesh, QMatrix4x4 mat = QMatrix4x4());
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void renderQuad(QOpenGLShaderProgram * prog, Mesh * mesh, Camera * cam = 0, bool uniforms = true);
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void initCoeffTextures();
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void createCoeffTexture(GLuint & id, const QVector<float> & data, int size);
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void createCoeffTexture(GLuint & id, const void * data, int size, int channels = 1);
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QGLView * view;
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TextureManager * textures_manager;
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@@ -95,6 +95,26 @@ void calcLight(in int index, in vec3 n, in vec3 v) {
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si += spot * spec * qgl_light_parameter[index].color.rgb;
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float a = roughness;
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float k = (a * a) / 2.0;
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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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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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void main(void) {
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ivec2 tc = ivec2(gl_FragCoord.xy);
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vec4 v1 = texelFetch(tex_1, tc, 0);
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@@ -118,11 +138,13 @@ void main(void) {
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float metalness = v2.r;
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float roughness = v2.g;
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float reflectivity = v2.b;
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float NdotV = dot(normal, v);
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float roughness3 = roughness*roughness*roughness;
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//bn = normalize(vec3(v3.w, v4.zw));
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//bn2 = normalize(cross(n, bn));
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rough_diff = max(roughness, _min_rough);
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rough_spec = max(roughness*roughness*roughness, _min_rough);
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float shlick = clamp(metalness + (1 - metalness) * pow(1 - dot(normal, v), 5), 0, 1);
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rough_spec = max(roughness3, _min_rough);
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float shlick = clamp(metalness + (1 - metalness) * pow(1 - NdotV, 5), 0, 1);
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li = vec3(0.);//qgl_AmbientLight.color.rgb * qgl_AmbientLight.intensity;
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si = vec3(0.);
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@@ -131,7 +153,12 @@ void main(void) {
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si *= shlick;
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li *= (1 - shlick);
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alpha = min(1, alpha * (1 + shlick));
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vec2 brdf = texture(tex_coeffs[0], vec2(NdotV*0.99, roughness3*0.995)).rg;
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float env_spec = shlick * brdf.x + brdf.y;
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vec3 res_col = max(vec3(0), li * diffuse + si * mix(vec3(1), diffuse, metalness) + emission);
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res_col = mix(res_col, fog_color.rgb, env_spec);
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float plen = length(pos.xyz);
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float fog = 1 - exp(-plen / fog_decay);
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@@ -140,6 +167,8 @@ void main(void) {
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qgl_FragColor = vec4(res_col, alpha);
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//qgl_FragColor.rgb = vec3(texture(tex_coeffs[0], qgl_FragTexture.xy).r);
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//qgl_FragColor.rgb = vec3(ldir);
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//vec3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
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//qgl_FragColor.rgb = vec3(shlick * brdf.x + brdf.y);
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//qgl_FragColor.rgb = vec3(env_spec);
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//qgl_FragColor.rgb = vec3(1-GeometrySchlickGGX(dot(normal, v),roughness));
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}
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