Add PBR rendering (WIP)

This commit is contained in:
SirLynix
2022-04-02 17:21:27 +02:00
committed by Jérôme Leclercq
parent e63bb072da
commit 3e21b4bea6
7 changed files with 1141 additions and 0 deletions

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[nzsl_version("1.0")]
module PhysicallyBasedMaterial;
import Engine.InstanceData;
import Engine.LightData;
import Engine.ViewerData;
// Basic material options
option HasDiffuseTexture: bool = false;
option HasAlphaTexture: bool = false;
option AlphaTest: bool = false;
// Physically-based material options
option HasEmissiveTexture: bool = false;
option HasHeightTexture: bool = false;
option HasMetallicTexture: bool = false;
option HasNormalTexture: bool = false;
option HasRoughnessTexture: bool = false;
option HasSpecularTexture: bool = false;
// Billboard related options
option Billboard: bool = false;
option BillboardCenterLocation: i32 = -1;
option BillboardColorLocation: i32 = -1;
option BillboardSizeRotLocation: i32 = -1;
// Vertex declaration related options
option ColorLocation: i32 = -1;
option NormalLocation: i32 = -1;
option PosLocation: i32;
option TangentLocation: i32 = -1;
option UvLocation: i32 = -1;
const HasNormal = (NormalLocation >= 0);
const HasVertexColor = (ColorLocation >= 0);
const HasColor = (HasVertexColor || Billboard);
const HasTangent = (TangentLocation >= 0);
const HasUV = (UvLocation >= 0);
const HasNormalMapping = HasNormalTexture && HasNormal && HasTangent;
[layout(std140)]
struct MaterialSettings
{
// BasicSettings
AlphaThreshold: f32,
DiffuseColor: vec4[f32],
// PhongSettings
AmbientColor: vec3[f32],
SpecularColor: vec3[f32],
Shininess: f32,
}
// TODO: Add enums
const DirectionalLight = 0;
const PointLight = 1;
const SpotLight = 2;
external
{
[binding(0)] settings: uniform[MaterialSettings],
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
[binding(5)] viewerData: uniform[ViewerData],
[binding(6)] lightData: uniform[LightData],
[binding(7)] MaterialEmissiveMap: sampler2D[f32],
[binding(8)] MaterialHeightMap: sampler2D[f32],
[binding(9)] MaterialMetallicMap: sampler2D[f32],
[binding(10)] MaterialNormalMap: sampler2D[f32],
[binding(11)] MaterialRoughnessMap: sampler2D[f32],
[binding(12)] MaterialSpecularMap: sampler2D[f32],
}
struct VertToFrag
{
[location(0)] worldPos: vec3[f32],
[location(1), cond(HasUV)] uv: vec2[f32],
[location(2), cond(HasColor)] color: vec4[f32],
[location(3), cond(HasNormal)] normal: vec3[f32],
[location(4), cond(HasNormalMapping)] tbnMatrix: mat3[f32],
[builtin(position)] position: vec4[f32],
}
// Fragment stage
const PI: f32 = 3.1415926535897932384626433832795;
fn DistributionGGX(N: vec3[f32], H: vec3[f32], roughness: f32) -> f32
{
let a = roughness * roughness;
let a2 = a * a;
let NdotH = max(dot(N, H), 0.0);
let NdotH2 = NdotH * NdotH;
let num = a2;
let denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
fn GeometrySchlickGGX(NdotV: f32, roughness: f32) -> f32
{
let r = (roughness + 1.0);
let k = (r * r) / 8.0;
let num = NdotV;
let denom = NdotV * (1.0 - k) + k;
return num / denom;
}
fn GeometrySmith(N: vec3[f32], V: vec3[f32], L: vec3[f32], roughness: f32) -> f32
{
let NdotV = max(dot(N, V), 0.0);
let NdotL = max(dot(N, L), 0.0);
let ggx2 = GeometrySchlickGGX(NdotV, roughness);
let ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
fn FresnelSchlick(cosTheta: f32, F0: vec3[f32]) -> vec3[f32]
{
// TODO: Clamp
return F0 + (vec3[f32](1.0, 1.0, 1.0) - F0) * pow(min(max(1.0 - cosTheta, 0.0), 1.0), 5.0);
}
struct FragOut
{
[location(0)] RenderTarget0: vec4[f32]
}
[entry(frag)]
fn main(input: VertToFrag) -> FragOut
{
let diffuseColor = settings.DiffuseColor;
const if (HasUV)
diffuseColor *= TextureOverlay.Sample(input.uv);
const if (HasColor)
diffuseColor *= input.color;
const if (HasDiffuseTexture)
diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
const if (HasAlphaTexture)
diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
const if (AlphaTest)
{
if (diffuseColor.w < settings.AlphaThreshold)
discard;
}
const if (HasNormal)
{
let lightAmbient = vec3[f32](0.0, 0.0, 0.0);
let lightDiffuse = vec3[f32](0.0, 0.0, 0.0);
let lightSpecular = vec3[f32](0.0, 0.0, 0.0);
let eyeVec = normalize(viewerData.eyePosition - input.worldPos);
let normal: vec3[f32];
const if (HasNormalMapping && false)
normal = normalize(input.tbnMatrix * (MaterialNormalMap.Sample(input.uv).xyz * 2.0 - vec3[f32](1.0, 1.0, 1.0)));
else
normal = normalize(input.normal);
let albedo = diffuseColor.xyz;
let metallic: f32;
let roughness: f32;
const if (HasMetallicTexture)
metallic = MaterialMetallicMap.Sample(input.uv).x;
else
metallic = 0.0;
const if (HasRoughnessTexture)
roughness = MaterialRoughnessMap.Sample(input.uv).x;
else
roughness = 0.8;
let F0 = vec3[f32](0.04, 0.04, 0.04);
F0 = albedo * metallic + F0 * (1.0 - metallic);
for i in u32(0) -> lightData.lightCount
{
let light = lightData.lights[i];
let lightAmbientFactor = light.factor.x;
let lightDiffuseFactor = light.factor.y;
// TODO: Add switch instruction
if (light.type == DirectionalLight)
{
let lightDir = -light.parameter1.xyz;
let H = normalize(lightDir + eyeVec);
// cook-torrance brdf
let NDF = DistributionGGX(normal, H, roughness);
let G = GeometrySmith(normal, eyeVec, lightDir, roughness);
let F = FresnelSchlick(max(dot(H, eyeVec), 0.0), F0);
let kS = F;
let kD = vec3[f32](1.0, 1.0, 1.0) - kS;
kD *= 1.0 - metallic;
let numerator = NDF * G * F;
let denominator = 4.0 * max(dot(normal, eyeVec), 0.0) * max(dot(normal, lightDir), 0.0);
let specular = numerator / max(denominator, 0.0001);
let NdotL = max(dot(normal, -lightDir), 0.0);
lightDiffuse += (kD * albedo / PI + specular) * light.color.rgb * NdotL;
//lightDiffuse = specular;
}
else if (light.type == PointLight)
{
let lightPos = light.parameter1.xyz;
let lightInvRadius = light.parameter1.w;
let lightToPos = input.worldPos - lightPos;
let dist = length(lightToPos);
let lightToPosNorm = lightToPos / max(dist, 0.0001);
let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
lightDiffuse += attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
let reflection = reflect(lightToPosNorm, normal);
let specFactor = max(dot(reflection, eyeVec), 0.0);
specFactor = pow(specFactor, settings.Shininess);
lightSpecular += attenuationFactor * specFactor * light.color.rgb;
}
else if (light.type == SpotLight)
{
let lightPos = light.parameter1.xyz;
let lightDir = light.parameter2.xyz;
let lightInvRadius = light.parameter1.w;
let lightInnerAngle = light.parameter3.x;
let lightOuterAngle = light.parameter3.y;
let lightToPos = input.worldPos - lightPos;
let dist = length(lightToPos);
let lightToPosNorm = lightToPos / max(dist, 0.0001);
let curAngle = dot(lightDir, lightToPosNorm);
let innerMinusOuterAngle = lightInnerAngle - lightOuterAngle;
let attenuationFactor = max(1.0 - dist * lightInvRadius, 0.0);
attenuationFactor *= max((curAngle - lightOuterAngle) / innerMinusOuterAngle, 0.0);
lightAmbient += attenuationFactor * light.color.rgb * lightAmbientFactor * settings.AmbientColor;
let lambert = max(dot(normal, -lightToPosNorm), 0.0);
lightDiffuse += attenuationFactor * lambert * light.color.rgb * lightDiffuseFactor;
let reflection = reflect(lightToPosNorm, normal);
let specFactor = max(dot(reflection, eyeVec), 0.0);
specFactor = pow(specFactor, settings.Shininess);
lightSpecular += attenuationFactor * specFactor * light.color.rgb;
}
}
lightSpecular *= settings.SpecularColor;
const if (HasSpecularTexture)
lightSpecular *= MaterialSpecularMap.Sample(input.uv).rgb;
let lightColor = lightAmbient + lightDiffuse + lightSpecular;
let output: FragOut;
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * diffuseColor;
return output;
}
else
{
let output: FragOut;
output.RenderTarget0 = diffuseColor;
return output;
}
}
// Vertex stage
struct VertIn
{
[location(PosLocation)]
pos: vec3[f32],
[cond(HasVertexColor), location(ColorLocation)]
color: vec4[f32],
[cond(HasUV), location(UvLocation)]
uv: vec2[f32],
[cond(HasNormal), location(NormalLocation)]
normal: vec3[f32],
[cond(HasTangent), location(TangentLocation)]
tangent: vec3[f32],
[cond(Billboard), location(BillboardCenterLocation)]
billboardCenter: vec3[f32],
[cond(Billboard), location(BillboardSizeRotLocation)]
billboardSizeRot: vec4[f32], //< width,height,sin,cos
[cond(Billboard), location(BillboardColorLocation)]
billboardColor: vec4[f32]
}
[entry(vert), cond(Billboard)]
fn billboardMain(input: VertIn) -> VertToFrag
{
let size = input.billboardSizeRot.xy;
let sinCos = input.billboardSizeRot.zw;
let rotatedPosition = vec2[f32](
input.pos.x * sinCos.y - input.pos.y * sinCos.x,
input.pos.y * sinCos.y + input.pos.x * sinCos.x
);
rotatedPosition *= size;
let cameraRight = vec3[f32](viewerData.viewMatrix[0][0], viewerData.viewMatrix[1][0], viewerData.viewMatrix[2][0]);
let cameraUp = vec3[f32](viewerData.viewMatrix[0][1], viewerData.viewMatrix[1][1], viewerData.viewMatrix[2][1]);
let vertexPos = input.billboardCenter;
vertexPos += cameraRight * rotatedPosition.x;
vertexPos += cameraUp * rotatedPosition.y;
let output: VertToFrag;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](vertexPos, 1.0);
const if (HasColor)
output.color = input.billboardColor;
const if (HasUV)
output.uv = input.pos.xy + vec2[f32](0.5, 0.5);
return output;
}
[entry(vert), cond(!Billboard)]
fn main(input: VertIn) -> VertToFrag
{
let worldPosition = instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
let output: VertToFrag;
output.worldPos = worldPosition.xyz;
output.position = viewerData.viewProjMatrix * worldPosition;
let rotationMatrix = mat3[f32](instanceData.worldMatrix);
const if (HasColor)
output.color = input.color;
const if (HasNormal)
output.normal = rotationMatrix * input.normal;
const if (HasUV)
output.uv = input.uv;
const if (HasNormalMapping)
{
let binormal = cross(input.normal, input.tangent);
output.tbnMatrix[0] = normalize(rotationMatrix * input.tangent);
output.tbnMatrix[1] = normalize(rotationMatrix * binormal);
output.tbnMatrix[2] = normalize(rotationMatrix * input.normal);
}
return output;
}