Move Cook-Torrance functions to a separate module

This commit is contained in:
SirLynix 2022-07-02 20:04:42 +02:00 committed by Jérôme Leclercq
parent b2fad27618
commit bcdb0f98f0
4 changed files with 67 additions and 47 deletions

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@ -41,6 +41,7 @@ namespace Nz
#include <Nazara/Graphics/Resources/Shaders/PhysicallyBasedMaterial.nzslb.h>
};
// Modules
const UInt8 r_instanceDataModule[] = {
#include <Nazara/Graphics/Resources/Shaders/Modules/Engine/InstanceData.nzslb.h>
};
@ -52,6 +53,14 @@ namespace Nz
const UInt8 r_viewerDataModule[] = {
#include <Nazara/Graphics/Resources/Shaders/Modules/Engine/ViewerData.nzslb.h>
};
const UInt8 r_mathConstantsModule[] = {
#include <Nazara/Graphics/Resources/Shaders/Modules/Math/Constants.nzslb.h>
};
const UInt8 r_mathCookTorrancePBRModule[] = {
#include <Nazara/Graphics/Resources/Shaders/Modules/Math/CookTorrancePBR.nzslb.h>
};
}
/*!
@ -218,11 +227,13 @@ namespace Nz
RegisterEmbedShaderModule(r_basicMaterialShader);
RegisterEmbedShaderModule(r_depthMaterialShader);
RegisterEmbedShaderModule(r_fullscreenVertexShader);
RegisterEmbedShaderModule(r_instanceDataModule);
RegisterEmbedShaderModule(r_lightDataModule);
RegisterEmbedShaderModule(r_mathConstantsModule);
RegisterEmbedShaderModule(r_mathCookTorrancePBRModule);
RegisterEmbedShaderModule(r_phongMaterialShader);
RegisterEmbedShaderModule(r_physicallyBasedMaterialShader);
RegisterEmbedShaderModule(r_textureBlitShader);
RegisterEmbedShaderModule(r_instanceDataModule);
RegisterEmbedShaderModule(r_lightDataModule);
RegisterEmbedShaderModule(r_viewerDataModule);
#ifdef NAZARA_DEBUG

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@ -1,5 +1,5 @@
[nzsl_version("1.0")]
module Engine.Constants;
module Math.Constants;
[export]
const Pi: f32 = 3.1415926535897932384626433832795;

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@ -0,0 +1,50 @@
[nzsl_version("1.0")]
module Math.CookTorrancePBR;
import Pi from Math.Constants;
[export]
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;
}
[export]
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;
}
[export]
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;
}
[export]
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);
}

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@ -84,49 +84,8 @@ struct VertToFrag
}
// Fragment stage
import Pi from Engine.Constants;
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);
}
import DistributionGGX, GeometrySmith, FresnelSchlick from Math.CookTorrancePBR;
import Pi from Math.Constants;
struct FragOut
{
@ -233,7 +192,7 @@ fn main(input: VertToFrag) -> FragOut
let halfDir = normalize(lightToPosNorm + eyeVec);
// cook-torrance brdf
// Cook-Torrance BRDF
let NDF = DistributionGGX(normal, halfDir, roughness);
let G = GeometrySmith(normal, eyeVec, lightToPosNorm, roughness);
let F = FresnelSchlick(max(dot(halfDir, eyeVec), 0.0), F0);