Irradiance Map
This commit is contained in:
parent
6fd22a85d8
commit
ae516a8007
35
Shaders/irradienceconv.fs
Normal file
35
Shaders/irradienceconv.fs
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
#version 460 core
|
||||||
|
out vec4 FragColor;
|
||||||
|
in vec3 localPos;
|
||||||
|
|
||||||
|
uniform samplerCube environmentMap;
|
||||||
|
|
||||||
|
const float PI = 3.14159265359;
|
||||||
|
|
||||||
|
void main(){
|
||||||
|
vec3 normal = normalize(localPos);
|
||||||
|
|
||||||
|
vec3 irradiance = vec3(0.0);
|
||||||
|
|
||||||
|
vec3 up = vec3(0.0, 1.0, 0.0);
|
||||||
|
vec3 right = normalize(cross(up, normal));
|
||||||
|
up = normalize(cross(normal, right));
|
||||||
|
|
||||||
|
float sampleDelta = 0.025;
|
||||||
|
float nrSamples = 0.0;
|
||||||
|
|
||||||
|
for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta){
|
||||||
|
for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta){
|
||||||
|
// spherical to cartesian
|
||||||
|
vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
|
||||||
|
// tangent space to world
|
||||||
|
vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;
|
||||||
|
|
||||||
|
|
||||||
|
irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
|
||||||
|
nrSamples++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
irradiance = PI * irradiance * (1.0 / float(nrSamples));
|
||||||
|
FragColor = vec4(irradiance,1.0);
|
||||||
|
}
|
@ -12,6 +12,8 @@ uniform sampler2D metallicMap;
|
|||||||
uniform sampler2D normalMap;
|
uniform sampler2D normalMap;
|
||||||
uniform sampler2D roughnessMap;
|
uniform sampler2D roughnessMap;
|
||||||
uniform sampler2D aoMap;
|
uniform sampler2D aoMap;
|
||||||
|
uniform samplerCube irradianceMap;
|
||||||
|
|
||||||
|
|
||||||
uniform vec3 lightPositions[4];
|
uniform vec3 lightPositions[4];
|
||||||
uniform vec3 lightColors[4];
|
uniform vec3 lightColors[4];
|
||||||
@ -21,9 +23,9 @@ const float PI = 3.14159265359;
|
|||||||
|
|
||||||
|
|
||||||
// ratio Refraction vs Reflection (F function)
|
// ratio Refraction vs Reflection (F function)
|
||||||
vec3 fresnelSchlick (float cosTheta, vec3 F0)
|
vec3 fresnelSchlick (float cosTheta, vec3 F0, float roughness)
|
||||||
{
|
{
|
||||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
return F0 + (max(vec3(1.0- roughness), F0)- F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Calculate Normal distribution (D function)
|
// Calculate Normal distribution (D function)
|
||||||
@ -102,7 +104,7 @@ void main(){
|
|||||||
|
|
||||||
float NDF = DistributionGGX(N,H, roughness);
|
float NDF = DistributionGGX(N,H, roughness);
|
||||||
float G = GeometrySmith(N,V,L, roughness);
|
float G = GeometrySmith(N,V,L, roughness);
|
||||||
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
|
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0, roughness);
|
||||||
|
|
||||||
vec3 kS = F;
|
vec3 kS = F;
|
||||||
vec3 kD = vec3(1.0) - kS;
|
vec3 kD = vec3(1.0) - kS;
|
||||||
@ -118,8 +120,15 @@ void main(){
|
|||||||
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
|
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Calculate the ambient term and add it
|
// Calculate the ambient term and add it
|
||||||
vec3 ambient = vec3(0.03) * albedo * ao;
|
vec3 kS = fresnelSchlick(max(dot(N,V), 0.0), F0, roughness);
|
||||||
|
vec3 kD = 1.0 - kS;
|
||||||
|
kD *= 1.0 - metallic;
|
||||||
|
vec3 irradiance = texture(irradianceMap, N).rgb;
|
||||||
|
vec3 diffuse = irradiance* albedo;
|
||||||
|
vec3 ambient = (kD * diffuse) * ao;
|
||||||
vec3 color = ambient + Lo;
|
vec3 color = ambient + Lo;
|
||||||
|
|
||||||
// HDR tonemapping
|
// HDR tonemapping
|
||||||
|
13
Shaders/skybox2.vs
Normal file
13
Shaders/skybox2.vs
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
#version 460 core
|
||||||
|
layout (location = 0) in vec3 aPos;
|
||||||
|
|
||||||
|
out vec3 localPos;
|
||||||
|
|
||||||
|
uniform mat4 projection;
|
||||||
|
uniform mat4 view;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
localPos = aPos;
|
||||||
|
gl_Position = projection * view * vec4(localPos ,1.0);
|
||||||
|
}
|
@ -120,7 +120,7 @@ void renderCube() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
unsigned int irradianceMap;
|
||||||
unsigned int envCubemap;
|
unsigned int envCubemap;
|
||||||
unsigned int envMapVAO;
|
unsigned int envMapVAO;
|
||||||
void Renderer::Setup()
|
void Renderer::Setup()
|
||||||
@ -219,7 +219,46 @@ void Renderer::Setup()
|
|||||||
renderCube();
|
renderCube();
|
||||||
}
|
}
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
// Generate irradiancemap
|
||||||
|
glGenTextures(1, &irradianceMap);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
||||||
|
for (unsigned int i = 0; i < 6; ++i) {
|
||||||
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 32, 32, 0, GL_RGB, GL_FLOAT, nullptr);
|
||||||
|
}
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
||||||
|
glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
|
||||||
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);
|
||||||
|
|
||||||
|
|
||||||
|
auto irradianceShader = Shader();
|
||||||
|
irradianceShader.Load("../Shaders/skybox2.vs", "../Shaders/irradienceconv.fs");
|
||||||
|
irradianceShader.use();
|
||||||
|
irradianceShader.setInt("environmentMap", 0);
|
||||||
|
irradianceShader.setMat4("projection", captureProjection);
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
|
||||||
|
|
||||||
|
glViewport(0, 0, 32, 32);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
|
||||||
|
for (unsigned int i = 0; i < 6; ++i) {
|
||||||
|
irradianceShader.setMat4("view", captureViews[i]);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
renderCube();
|
||||||
|
}
|
||||||
glViewport(0, 0, 800, 600); // restore viewport;
|
glViewport(0, 0, 800, 600); // restore viewport;
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
std::vector<float> m_skyboxVertices = {
|
std::vector<float> m_skyboxVertices = {
|
||||||
// positions
|
// positions
|
||||||
@ -325,8 +364,6 @@ void Renderer::resize(int width, int height ) {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
unsigned int sphereVAO = 0;
|
unsigned int sphereVAO = 0;
|
||||||
unsigned int indexCount;
|
unsigned int indexCount;
|
||||||
void renderSphere() {
|
void renderSphere() {
|
||||||
@ -419,7 +456,6 @@ void renderSphere() {
|
|||||||
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
|
glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void Renderer::Render(Scene& scene)
|
void Renderer::Render(Scene& scene)
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -503,6 +539,7 @@ void Renderer::Render(Scene& scene)
|
|||||||
shader.setInt("metallicMap", 2);
|
shader.setInt("metallicMap", 2);
|
||||||
shader.setInt("roughnessMap", 3);
|
shader.setInt("roughnessMap", 3);
|
||||||
shader.setInt("aoMap", 4);
|
shader.setInt("aoMap", 4);
|
||||||
|
shader.setInt("irradianceMap", 5);
|
||||||
|
|
||||||
shader.setMat4("projection", projection);
|
shader.setMat4("projection", projection);
|
||||||
view = scene.MainCamera.GetViewMatrix();
|
view = scene.MainCamera.GetViewMatrix();
|
||||||
@ -521,10 +558,13 @@ void Renderer::Render(Scene& scene)
|
|||||||
glActiveTexture(GL_TEXTURE3);
|
glActiveTexture(GL_TEXTURE3);
|
||||||
glBindTexture(GL_TEXTURE_2D, roughness);
|
glBindTexture(GL_TEXTURE_2D, roughness);
|
||||||
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE4);
|
glActiveTexture(GL_TEXTURE4);
|
||||||
glBindTexture(GL_TEXTURE_2D, ao);
|
glBindTexture(GL_TEXTURE_2D, ao);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE5);
|
||||||
|
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
|
||||||
|
|
||||||
|
|
||||||
// Render Spheres
|
// Render Spheres
|
||||||
model = glm::mat4(1.0f);
|
model = glm::mat4(1.0f);
|
||||||
for (int row = 0; row < nrRows; ++row) {
|
for (int row = 0; row < nrRows; ++row) {
|
||||||
|
Loading…
Reference in New Issue
Block a user