Implement specular IBL properly
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c2d7356d05
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8f3b8cf448
@ -50,9 +50,8 @@ void main(void)
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sampleDirection = (InverseViewMatrix * vec4(sampleDirection, 0.)).xyz;
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float specval = texture(ntex, uv).z;
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// From http://graphics.cs.williams.edu/papers/EnvMipReport2013/
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int texSize = textureSize(tex, 0).x;
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float lodval = clamp(log2(texSize * sqrt(3.)) - (5. * specval + 1.), 0., 10.);
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// Assume 8 level of lod (ie 256x256 texture)
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float lodval = 8. * (1. - specval);
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vec4 specular = textureLod(tex, sampleDirection, lodval);
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Spec = max(specular, vec4(0.));
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}
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30
data/shaders/importance_sampling_specular.frag
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30
data/shaders/importance_sampling_specular.frag
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@ -0,0 +1,30 @@
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uniform samplerCube tex;
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uniform float samples[2048];
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uniform float ViewportSize;
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uniform mat4 PermutationMatrix;
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out vec4 FragColor;
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void main(void)
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{
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vec2 uv = gl_FragCoord.xy / ViewportSize;
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vec3 RayDir = 2. * vec3(uv, 1.) - 1.;
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RayDir = normalize((PermutationMatrix * vec4(RayDir, 0.)).xyz);
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vec4 FinalColor = vec4(0.);
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vec3 up = (RayDir.y < .99) ? vec3(0., 1., 0.) : vec3(0., 0., 1.);
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vec3 Tangent = normalize(cross(up, RayDir));
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vec3 Bitangent = cross(RayDir, Tangent);
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for (int i = 0; i < 1024; i++)
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{
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float Theta = samples[2 * i];
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float Phi = samples[2 * i + 1];
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vec3 sampleDir = cos(Theta) * RayDir + sin(Theta) * cos(Phi) * Tangent + sin(Theta) * sin(Phi) * Bitangent;
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FinalColor += textureLod(tex, sampleDir, 0.);
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}
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FragColor = FinalColor / 1024.;
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}
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@ -1,6 +1,8 @@
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#include "IBL.hpp"
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#include "gl_headers.hpp"
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#include "shaders.hpp"
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#include <cmath>
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#include <set>
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static void getXYZ(GLenum face, float i, float j, float &x, float &y, float &z)
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{
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@ -203,4 +205,108 @@ void SphericalHarmonics(Color *CubemapFace[6], size_t edge_size, float *blueSHCo
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delete[] Y21[face];
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delete[] Y22[face];
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}
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}
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// From http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html
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/** Returns the index-th pair from Hammersley set of pseudo random set.
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Hammersley set is a uniform distribution between 0 and 1 for 2 components.
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We use the natural indexation on the set to avoid storing the whole set.
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\param index of the pair
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\param size of the set. */
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std::pair<float, float> HammersleySequence(int index, int samples)
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{
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float InvertedBinaryRepresentation = 0.;
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for (size_t i = 0; i < 32; i++)
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{
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InvertedBinaryRepresentation += ((index >> i) & 0x1) * powf(.5, (float) (i + 1.));
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}
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return std::make_pair(float(index) / float(samples), InvertedBinaryRepresentation);
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}
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/** Returns a pseudo random (theta, phi) generated from a probability density function modeled after Phong function.
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\param a pseudo random float pair from a uniform density function between 0 and 1.
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\param exponent from the Phong formula. */
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std::pair<float, float> ImportanceSamplingPhong(std::pair<float, float> Seeds, float exponent)
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{
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return std::make_pair(acosf(powf(Seeds.first, 1.f / (exponent + 1.f))), 2.f * 3.14f * Seeds.second);
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}
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static
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core::matrix4 getPermutationMatrix(size_t indexX, float valX, size_t indexY, float valY, size_t indexZ, float valZ)
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{
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core::matrix4 resultMat;
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float *M = resultMat.pointer();
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memset(M, 0, 16 * sizeof(float));
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assert(indexX < 4);
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assert(indexY < 4);
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assert(indexZ < 4);
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M[indexX] = valX;
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M[4 + indexY] = valY;
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M[8 + indexZ] = valZ;
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return resultMat;
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}
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GLuint generateSpecularCubemap(GLuint probe)
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{
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GLuint cubemap_texture;
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glGenTextures(1, &cubemap_texture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap_texture);
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size_t cubemap_size = 256;
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for (int i = 0; i < 6; i++)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA16F, cubemap_size, cubemap_size, 0, GL_BGRA, GL_FLOAT, 0);
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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GLuint fbo;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glViewport(0, 0, cubemap_size, cubemap_size);
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GLenum bufs[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, bufs);
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glUseProgram(UtilShader::SpecularIBLGenerator::getInstance()->Program);
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glBindVertexArray(SharedObject::FullScreenQuadVAO);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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core::matrix4 M[6] = {
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getPermutationMatrix(2, -1., 1, -1., 0, 1.),
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getPermutationMatrix(2, 1., 1, -1., 0, -1.),
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getPermutationMatrix(0, 1., 2, 1., 1, 1.),
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getPermutationMatrix(0, 1., 2, -1., 1, -1.),
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getPermutationMatrix(0, 1., 1, -1., 2, 1.),
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getPermutationMatrix(0, -1., 1, -1., 2, -1.),
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};
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for (unsigned level = 0; level < 8; level++)
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{
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// Blinn Phong can be approximated by Phong with 4x the specular coefficient
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// See http://seblagarde.wordpress.com/2012/03/29/relationship-between-phong-and-blinn-lighting-model/
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float roughness = (8 - level) * 4 * pow(2., 10.) / 8.;
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float viewportSize = 1 << (8 - level);
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std::vector<float> Samples;
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for (unsigned i = 0; i < 1024; i++)
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{
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std::pair<float, float> sample = ImportanceSamplingPhong(HammersleySequence(i, 1024), roughness);
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Samples.push_back(sample.first);
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Samples.push_back(sample.second);
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}
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for (unsigned face = 0; face < 6; face++)
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap_texture, level);
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GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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assert(status == GL_FRAMEBUFFER_COMPLETE);
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UtilShader::SpecularIBLGenerator::getInstance()->SetTextureUnits(probe);
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UtilShader::SpecularIBLGenerator::getInstance()->setUniforms(M[face], Samples, viewportSize);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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}
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glDeleteFramebuffers(1, &fbo);
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return cubemap_texture;
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}
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@ -1,6 +1,8 @@
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#ifndef IBL_HPP
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#define IBL_HPP
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#include "gl_headers.hpp"
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struct Color
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{
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float Red;
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@ -14,4 +16,6 @@ using the cubemap provided by CubemapFace.
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* \param row/columns count of textures.
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*/
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void SphericalHarmonics(Color *CubemapFace[6], size_t edge_size, float *blueSHCoeff, float *greenSHCoeff, float *redSHCoeff);
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GLuint generateSpecularCubemap(GLuint probe);
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#endif
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@ -1365,6 +1365,7 @@ scene::ISceneNode *IrrDriver::addSkyBox(const std::vector<video::ITexture*> &tex
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SkyboxTextures = texture;
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SphericalHarmonicsTextures = sphericalHarmonics;
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SkyboxCubeMap = 0;
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SkyboxSpecularProbe = 0;
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m_SH_dirty = true;
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return m_scene_manager->addSkyBoxSceneNode(texture[0], texture[1],
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texture[2], texture[3],
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@ -1377,8 +1378,12 @@ void IrrDriver::suppressSkyBox()
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SphericalHarmonicsTextures.clear();
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m_SH_dirty = true;
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if ((SkyboxCubeMap) && (!ProfileWorld::isNoGraphics()))
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{
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glDeleteTextures(1, &SkyboxCubeMap);
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glDeleteTextures(1, &SkyboxSpecularProbe);
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}
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SkyboxCubeMap = 0;
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SkyboxSpecularProbe = 0;
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}
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// ----------------------------------------------------------------------------
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@ -254,6 +254,7 @@ private:
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public:
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GLuint SkyboxCubeMap;
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GLuint SkyboxSpecularProbe;
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/** A simple class to store video resolutions. */
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class VideoMode
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{
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@ -155,7 +155,7 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
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{
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ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
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m_post_processing->renderEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff, SkyboxCubeMap);
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m_post_processing->renderEnvMap(blueSHCoeff, greenSHCoeff, redSHCoeff, SkyboxSpecularProbe);
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}
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// Render sunlight if and only if track supports shadow
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@ -280,6 +280,7 @@ void IrrDriver::generateSkyboxCubemap()
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assert(SkyboxTextures.size() == 6);
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SkyboxCubeMap = generateCubeMapFromTextures(SkyboxTextures);
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SkyboxSpecularProbe = generateSpecularCubemap(SkyboxCubeMap);
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}
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void IrrDriver::generateDiffuseCoefficients()
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@ -322,8 +323,8 @@ void IrrDriver::generateDiffuseCoefficients()
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}
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else
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{
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int sh_w = 16;
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int sh_h = 16;
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sh_w = 16;
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sh_h = 16;
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video::SColor ambient = m_scene_manager->getAmbientLight().toSColor();
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@ -889,6 +889,18 @@ unsigned getGLSLVersion()
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return irr_driver->getGLSLVersion();
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}
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namespace UtilShader
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{
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SpecularIBLGenerator::SpecularIBLGenerator()
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{
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Program = LoadProgram(OBJECT,
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/importance_sampling_specular.frag").c_str());
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AssignUniforms("PermutationMatrix", "samples[0]", "ViewportSize");
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AssignSamplerNames(Program, 0, "tex");
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}
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}
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namespace MeshShader
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{
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// Solid Normal and depth pass shaders
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@ -48,6 +48,12 @@ public:
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static void init();
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static void setUniforms(const irr::video::SColor &);
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};
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class SpecularIBLGenerator : public ShaderHelperSingleton<SpecularIBLGenerator, core::matrix4, std::vector<float>, float >, public TextureRead<Trilinear_cubemap>
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{
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public:
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SpecularIBLGenerator();
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};
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}
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