połączenie pbr z tonemappingiem i dodanie możliwości zmiany chropowatości i metaliczności
This commit is contained in:
parent
704b4d87be
commit
1a4986df7b
@ -1,14 +1,12 @@
|
|||||||
#version 430 core
|
#version 430 core
|
||||||
|
|
||||||
//float AMBIENT = 0.03f;
|
float AMBIENT = 0.25f;
|
||||||
float AMBIENT = 0.1f;
|
|
||||||
float PI = 3.14159f;
|
float PI = 3.14159f;
|
||||||
|
|
||||||
uniform sampler2D depthMap;
|
uniform sampler2D depthMap;
|
||||||
|
|
||||||
uniform vec3 cameraPos;
|
uniform vec3 cameraPos;
|
||||||
|
|
||||||
//uniform vec3 color;
|
|
||||||
uniform sampler2D colorTexture;
|
uniform sampler2D colorTexture;
|
||||||
|
|
||||||
uniform vec3 sunDir;
|
uniform vec3 sunDir;
|
||||||
@ -17,11 +15,6 @@ uniform vec3 sunColor;
|
|||||||
uniform vec3 lightPos;
|
uniform vec3 lightPos;
|
||||||
uniform vec3 lightColor;
|
uniform vec3 lightColor;
|
||||||
|
|
||||||
//uniform vec3 spotlightPos;
|
|
||||||
//uniform vec3 spotlightColor;
|
|
||||||
//uniform vec3 spotlightConeDir;
|
|
||||||
//uniform vec3 spotlightPhi;
|
|
||||||
|
|
||||||
uniform float metallic;
|
uniform float metallic;
|
||||||
uniform float roughness;
|
uniform float roughness;
|
||||||
|
|
||||||
@ -35,11 +28,8 @@ out vec4 outColor;
|
|||||||
|
|
||||||
in vec3 viewDirTS;
|
in vec3 viewDirTS;
|
||||||
in vec3 lightDirTS;
|
in vec3 lightDirTS;
|
||||||
//in vec3 spotlightDirTS;
|
|
||||||
in vec3 sunDirTS;
|
in vec3 sunDirTS;
|
||||||
|
|
||||||
//in vec3 test;
|
|
||||||
|
|
||||||
float DistributionGGX(vec3 normal, vec3 H, float roughness)
|
float DistributionGGX(vec3 normal, vec3 H, float roughness)
|
||||||
{
|
{
|
||||||
float a = roughness * roughness;
|
float a = roughness * roughness;
|
||||||
@ -59,7 +49,7 @@ float GeometrySchlickGGX(float NdotV, float roughness)
|
|||||||
float r = (roughness + 1.0);
|
float r = (roughness + 1.0);
|
||||||
float k = (r * r) / 8.0;
|
float k = (r * r) / 8.0;
|
||||||
|
|
||||||
float num = NdotV;
|
float num = NdotV;
|
||||||
float denom = NdotV * (1.0 - k) + k;
|
float denom = NdotV * (1.0 - k) + k;
|
||||||
|
|
||||||
return num / denom;
|
return num / denom;
|
||||||
@ -69,8 +59,8 @@ float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness)
|
|||||||
{
|
{
|
||||||
float NdotV = max(dot(normal, V), 0.0);
|
float NdotV = max(dot(normal, V), 0.0);
|
||||||
float NdotL = max(dot(normal, lightDir), 0.0);
|
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||||
|
|
||||||
return ggx1 * ggx2;
|
return ggx1 * ggx2;
|
||||||
}
|
}
|
||||||
@ -84,7 +74,6 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 color)
|
|||||||
{
|
{
|
||||||
float diffuse = max(0, dot(normal, lightDir));
|
float diffuse = max(0, dot(normal, lightDir));
|
||||||
|
|
||||||
//vec3 V = normalize(cameraPos - worldPos);
|
|
||||||
vec3 F0 = vec3(0.04);
|
vec3 F0 = vec3(0.04);
|
||||||
F0 = mix(F0, color, metallic);
|
F0 = mix(F0, color, metallic);
|
||||||
|
|
||||||
@ -92,53 +81,52 @@ vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V, vec3 color)
|
|||||||
|
|
||||||
// cook-torrance brdf
|
// cook-torrance brdf
|
||||||
float NDF = DistributionGGX(normal, H, roughness);
|
float NDF = DistributionGGX(normal, H, roughness);
|
||||||
float G = GeometrySmith(normal, V, lightDir, roughness);
|
float G = GeometrySmith(normal, V, lightDir, roughness);
|
||||||
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
|
||||||
|
|
||||||
vec3 kS = F;
|
vec3 kS = F;
|
||||||
vec3 kD = vec3(1.0) - kS;
|
vec3 kD = vec3(1.0) - kS;
|
||||||
kD *= 1.0 - metallic;
|
kD *= 1.0 - metallic;
|
||||||
|
|
||||||
vec3 numerator = NDF * G * F;
|
vec3 numerator = NDF * G * F;
|
||||||
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
|
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
|
||||||
vec3 specular = numerator / denominator;
|
vec3 specular = numerator / denominator;
|
||||||
|
|
||||||
// add to outgoing radiance Lo
|
// add to outgoing radiance Lo
|
||||||
float NdotL = max(dot(normal, lightDir), 0.0);
|
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||||
return (kD * color / PI + specular) * radiance * NdotL;
|
return (kD * color / PI + specular) * radiance * NdotL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
vec3 toneMapping(vec3 color)
|
||||||
|
{
|
||||||
|
float exposure = 0.03;
|
||||||
|
vec3 mapped = 1 - exp(-color * exposure);
|
||||||
|
return mapped;
|
||||||
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
//vec3 normal = vec3(0,0,1);
|
|
||||||
vec3 normal = normalize(vecNormal);
|
vec3 normal = normalize(vecNormal);
|
||||||
|
|
||||||
//vec3 viewDir = normalize(viewDirTS);
|
|
||||||
vec3 viewDir = normalize(cameraPos - worldPos);
|
vec3 viewDir = normalize(cameraPos - worldPos);
|
||||||
|
|
||||||
//vec3 lightDir = normalize(lightDirTS);
|
|
||||||
vec3 lightDir = normalize(lightPos - worldPos);
|
vec3 lightDir = normalize(lightPos - worldPos);
|
||||||
|
|
||||||
vec4 textureColor = texture2D(colorTexture, vtc);
|
vec4 textureColor = texture2D(colorTexture, vtc);
|
||||||
|
|
||||||
vec3 ambient = AMBIENT * vec3(textureColor);
|
float diffuse = max(0, dot(normal, lightDir));
|
||||||
|
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 300;
|
||||||
|
vec3 toneMappedColor = toneMapping(vec3(textureColor) * min(1, AMBIENT + diffuse) * distance);
|
||||||
|
//gamma correction
|
||||||
|
//toneMappedColor = pow(toneMappedColor, vec3(1.0/2.2));
|
||||||
|
|
||||||
|
vec3 ambient = AMBIENT * toneMappedColor;
|
||||||
vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
|
vec3 attenuatedLightColor = lightColor / pow(length(lightPos - worldPos), 2);
|
||||||
vec3 illumination;
|
vec3 illumination;
|
||||||
illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, vec3(textureColor));
|
illumination = ambient + PBRLight(lightDir, attenuatedLightColor, normal, viewDir, toneMappedColor);
|
||||||
|
|
||||||
//flashlight
|
|
||||||
//vec3 spotlightDir = normalize(spotlightDirTS);
|
|
||||||
//vec3 spotlightDir = normalize(spotlightPos -worldPos);
|
|
||||||
|
|
||||||
|
|
||||||
//float angleAttenuation = clamp((dot(-normalize(spotlightPos - worldPos), spotlightConeDir) - 0.5) * 3, 0, 1);
|
|
||||||
//attenuatedLightColor = angleAttenuation * spotlightColor / pow(length(spotlightPos - worldPos), 2);
|
|
||||||
//illumination = illumination + PBRLight(spotlightDir, attenuatedLightColor, normal, viewDir, vec3(textureColor));
|
|
||||||
|
|
||||||
//sun
|
//sun
|
||||||
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, vec3(textureColor));
|
illumination = illumination + PBRLight(sunDir, sunColor, normal, viewDir, toneMappedColor);
|
||||||
|
|
||||||
outColor = vec4(vec3(1.0) - exp(-illumination * exposition * 0.01f), 1);
|
outColor = vec4(vec3(1.0) - exp(-illumination * exposition), 1);
|
||||||
//outColor = vec4(roughness, metallic, 0, 1);
|
|
||||||
//outColor = vec4(test);
|
|
||||||
}
|
}
|
||||||
|
@ -14,13 +14,11 @@ out vec3 worldPos;
|
|||||||
out vec2 vtc;
|
out vec2 vtc;
|
||||||
|
|
||||||
uniform vec3 lightPos;
|
uniform vec3 lightPos;
|
||||||
//uniform vec3 spotlightPos;
|
|
||||||
uniform vec3 cameraPos;
|
uniform vec3 cameraPos;
|
||||||
uniform vec3 sunDir;
|
uniform vec3 sunDir;
|
||||||
|
|
||||||
out vec3 viewDirTS;
|
out vec3 viewDirTS;
|
||||||
out vec3 lightDirTS;
|
out vec3 lightDirTS;
|
||||||
//out vec3 spotlightDirTS;
|
|
||||||
out vec3 sunDirTS;
|
out vec3 sunDirTS;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
@ -39,7 +37,5 @@ void main()
|
|||||||
viewDirTS = TBN * V;
|
viewDirTS = TBN * V;
|
||||||
vec3 L = normalize(lightPos - worldPos);
|
vec3 L = normalize(lightPos - worldPos);
|
||||||
lightDirTS = TBN * L;
|
lightDirTS = TBN * L;
|
||||||
//vec3 SL = normalize(spotlightPos - worldPos);
|
|
||||||
//spotlightDirTS = TBN * SL;
|
|
||||||
sunDirTS = TBN * sunDir;
|
sunDirTS = TBN * sunDir;
|
||||||
}
|
}
|
||||||
|
@ -10,5 +10,5 @@ out vec4 out_color;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 textureColor = texture(skybox, texCoord);
|
vec4 textureColor = texture(skybox, texCoord);
|
||||||
out_color = vec4(vec3(textureColor) * lightColor * 0.03f, 1.0f);
|
out_color = vec4(vec3(textureColor) * lightColor * 0.3f, 1.0f);
|
||||||
}
|
}
|
@ -16,5 +16,5 @@ uniform sampler2D colorTexture;
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 textureColor = texture2D(colorTexture, vtc);
|
vec4 textureColor = texture2D(colorTexture, vtc);
|
||||||
outColor = vec4(vec3(textureColor) * lightColor * 0.015f, 1.0);
|
outColor = vec4(vec3(textureColor) * lightColor * 0.15f, 1.0);
|
||||||
}
|
}
|
@ -15,9 +15,10 @@ out vec4 outColor;
|
|||||||
vec3 outputColor;
|
vec3 outputColor;
|
||||||
uniform sampler2D colorTexture;
|
uniform sampler2D colorTexture;
|
||||||
|
|
||||||
vec3 toneMapping(vec3 color) {
|
vec3 toneMapping(vec3 color)
|
||||||
|
{
|
||||||
float exposure = 0.06;
|
float exposure = 0.06;
|
||||||
vec3 mapped = 1 - exp(-color*exposure);
|
vec3 mapped = 1 - exp(-color * exposure);
|
||||||
return mapped;
|
return mapped;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -27,6 +28,7 @@ void main()
|
|||||||
vec3 normal = normalize(vecNormal);
|
vec3 normal = normalize(vecNormal);
|
||||||
float diffuse = max(0, dot(normal, lightDir));
|
float diffuse = max(0, dot(normal, lightDir));
|
||||||
textureColor = texture2D(colorTexture, vtc);
|
textureColor = texture2D(colorTexture, vtc);
|
||||||
|
|
||||||
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200;
|
vec3 distance = lightColor / pow(length(lightPos - worldPos), 2.0) * 200;
|
||||||
outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
|
outputColor = vec3(textureColor) * min(1, AMBIENT + diffuse) * distance;
|
||||||
|
|
||||||
|
@ -79,8 +79,8 @@ GLuint planetTex;
|
|||||||
glm::vec3 planetPos = glm::vec3(0.f, 0.f, 0.f);
|
glm::vec3 planetPos = glm::vec3(0.f, 0.f, 0.f);
|
||||||
float planetSize = 0.005f;
|
float planetSize = 0.005f;
|
||||||
float planetRot = 0.f;
|
float planetRot = 0.f;
|
||||||
float planetRough = 0.4f;
|
float planetRough = 0.5f;
|
||||||
float planetMetal = 0.4f;
|
float planetMetal = 0.5f;
|
||||||
|
|
||||||
const char* const sunTexPaths[] = { "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/lava.png", "./textures/suns/star.png", "./textures/suns/sun.jpg" };
|
const char* const sunTexPaths[] = { "./textures/suns/sol.jpg", "./textures/suns/orange.jpg", "./textures/suns/lava.png", "./textures/suns/star.png", "./textures/suns/sun.jpg" };
|
||||||
int sunTexIndex = 20;
|
int sunTexIndex = 20;
|
||||||
@ -112,7 +112,7 @@ unsigned int depthMapFBO;
|
|||||||
int HDR_WIDTH = 1024;
|
int HDR_WIDTH = 1024;
|
||||||
int HDR_HEIGHT = 1024;
|
int HDR_HEIGHT = 1024;
|
||||||
|
|
||||||
float lightPower = 100.f;
|
float lightPower = 10.f;
|
||||||
glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
|
glm::vec3 lightColor = glm::vec3(lightPower, lightPower, lightPower);
|
||||||
|
|
||||||
glm::mat4 createCameraMatrix() {
|
glm::mat4 createCameraMatrix() {
|
||||||
@ -193,7 +193,6 @@ void initDepthMap() {
|
|||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void drawPlanet(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
|
void drawPlanet(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) {
|
||||||
glUseProgram(programTex);
|
glUseProgram(programTex);
|
||||||
Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
|
Core::SetActiveTexture(texture, "colorTexture", programTex, 0);
|
||||||
@ -245,8 +244,6 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
|
|||||||
glUniform1f(glGetUniformLocation(programPbr, "roughness"), roughness);
|
glUniform1f(glGetUniformLocation(programPbr, "roughness"), roughness);
|
||||||
glUniform1f(glGetUniformLocation(programPbr, "metallic"), metallic);
|
glUniform1f(glGetUniformLocation(programPbr, "metallic"), metallic);
|
||||||
|
|
||||||
//glUniform3f(glGetUniformLocation(programPbr, "color"), color.x, color.y, color.z);
|
|
||||||
|
|
||||||
glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
glUniform3f(glGetUniformLocation(programPbr, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
|
||||||
|
|
||||||
glUniform3f(glGetUniformLocation(programPbr, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
|
glUniform3f(glGetUniformLocation(programPbr, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
|
||||||
@ -255,10 +252,6 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint t
|
|||||||
glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
|
glUniform3f(glGetUniformLocation(programPbr, "lightPos"), sunPos.x, sunPos.y, sunPos.z);
|
||||||
glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
|
glUniform3f(glGetUniformLocation(programPbr, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
|
||||||
|
|
||||||
//glUniform3f(glGetUniformLocation(programPbr, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
|
|
||||||
//glUniform3f(glGetUniformLocation(programPbr, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
|
|
||||||
//glUniform3f(glGetUniformLocation(programPbr, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
|
|
||||||
//glUniform1f(glGetUniformLocation(programPbr, "spotlightPhi"), spotlightPhi);
|
|
||||||
Core::DrawContext(context);
|
Core::DrawContext(context);
|
||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
}
|
}
|
||||||
@ -399,15 +392,31 @@ void processInput(GLFWwindow* window)
|
|||||||
Sleep(200);
|
Sleep(200);
|
||||||
}
|
}
|
||||||
|
|
||||||
//siła światła
|
//jasność
|
||||||
float powerSpeed = 1.f;
|
float powerSpeed = 0.05f;
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS && lightPower < 300.f)
|
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS && lightPower < 25.f)
|
||||||
lightPower += powerSpeed;
|
lightPower += powerSpeed;
|
||||||
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS && lightPower > 10.f)
|
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS && lightPower > 2.5f)
|
||||||
lightPower -= powerSpeed;
|
lightPower -= powerSpeed;
|
||||||
|
|
||||||
lightColor = glm::vec3(lightPower, lightPower, lightPower);
|
lightColor = glm::vec3(lightPower, lightPower, lightPower);
|
||||||
|
|
||||||
|
//chropowatość
|
||||||
|
float roughSpeed = 0.002f;
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS && planetRough < 1.f)
|
||||||
|
planetRough += roughSpeed;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_4) == GLFW_PRESS && planetRough > 0.f)
|
||||||
|
planetRough -= roughSpeed;
|
||||||
|
|
||||||
|
//metaliczność
|
||||||
|
float metalSpeed = 0.002f;
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_5) == GLFW_PRESS && planetMetal < 1.f)
|
||||||
|
planetMetal += metalSpeed;
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_6) == GLFW_PRESS && planetMetal > 0.f)
|
||||||
|
planetMetal -= metalSpeed;
|
||||||
}
|
}
|
||||||
|
|
||||||
// funkcja jest glowna petla
|
// funkcja jest glowna petla
|
||||||
|
6
konspekt
6
konspekt
@ -28,6 +28,6 @@ UP/DOWN - wielkość planety
|
|||||||
LEFT/RIGHT - obrót planety
|
LEFT/RIGHT - obrót planety
|
||||||
T/Y - tekstura planety
|
T/Y - tekstura planety
|
||||||
U/I - tekstura słońca
|
U/I - tekstura słońca
|
||||||
O/P - siła światła
|
1/2 - jasność
|
||||||
|
3/4 - chropowatość
|
||||||
|
5/6 - metaliczność
|
||||||
|
17
to-do.txt
17
to-do.txt
@ -1,15 +1,8 @@
|
|||||||
na 22.01.2024
|
na 29.01.2024
|
||||||
|
|
||||||
https://andkok.faculty.wmi.amu.edu.pl/grk/
|
https://andkok.faculty.wmi.amu.edu.pl/grk/
|
||||||
|
|
||||||
Oliwia:
|
Do zrobienia:
|
||||||
- znaleźć tekstury (done)
|
- pbr (done)
|
||||||
- perlin noise - poczytać i spróbować coś zrobić
|
- bloom
|
||||||
|
- perlin noise
|
||||||
Kacper:
|
|
||||||
- skybox
|
|
||||||
- przyciski funkcyjne (done)
|
|
||||||
|
|
||||||
Natalia:
|
|
||||||
- Bloom
|
|
||||||
- jak zostanie skończone, to perlin noise
|
|
Loading…
Reference in New Issue
Block a user