Move Cook-Torrance functions to a separate module
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@ -41,6 +41,7 @@ namespace Nz
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#include <Nazara/Graphics/Resources/Shaders/PhysicallyBasedMaterial.nzslb.h>
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#include <Nazara/Graphics/Resources/Shaders/PhysicallyBasedMaterial.nzslb.h>
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};
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};
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// Modules
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const UInt8 r_instanceDataModule[] = {
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const UInt8 r_instanceDataModule[] = {
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#include <Nazara/Graphics/Resources/Shaders/Modules/Engine/InstanceData.nzslb.h>
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#include <Nazara/Graphics/Resources/Shaders/Modules/Engine/InstanceData.nzslb.h>
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};
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};
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@ -52,6 +53,14 @@ namespace Nz
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const UInt8 r_viewerDataModule[] = {
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const UInt8 r_viewerDataModule[] = {
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#include <Nazara/Graphics/Resources/Shaders/Modules/Engine/ViewerData.nzslb.h>
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#include <Nazara/Graphics/Resources/Shaders/Modules/Engine/ViewerData.nzslb.h>
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};
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};
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const UInt8 r_mathConstantsModule[] = {
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#include <Nazara/Graphics/Resources/Shaders/Modules/Math/Constants.nzslb.h>
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};
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const UInt8 r_mathCookTorrancePBRModule[] = {
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#include <Nazara/Graphics/Resources/Shaders/Modules/Math/CookTorrancePBR.nzslb.h>
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};
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}
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}
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/*!
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/*!
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@ -218,11 +227,13 @@ namespace Nz
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RegisterEmbedShaderModule(r_basicMaterialShader);
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RegisterEmbedShaderModule(r_basicMaterialShader);
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RegisterEmbedShaderModule(r_depthMaterialShader);
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RegisterEmbedShaderModule(r_depthMaterialShader);
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RegisterEmbedShaderModule(r_fullscreenVertexShader);
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RegisterEmbedShaderModule(r_fullscreenVertexShader);
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RegisterEmbedShaderModule(r_instanceDataModule);
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RegisterEmbedShaderModule(r_lightDataModule);
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RegisterEmbedShaderModule(r_mathConstantsModule);
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RegisterEmbedShaderModule(r_mathCookTorrancePBRModule);
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RegisterEmbedShaderModule(r_phongMaterialShader);
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RegisterEmbedShaderModule(r_phongMaterialShader);
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RegisterEmbedShaderModule(r_physicallyBasedMaterialShader);
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RegisterEmbedShaderModule(r_physicallyBasedMaterialShader);
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RegisterEmbedShaderModule(r_textureBlitShader);
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RegisterEmbedShaderModule(r_textureBlitShader);
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RegisterEmbedShaderModule(r_instanceDataModule);
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RegisterEmbedShaderModule(r_lightDataModule);
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RegisterEmbedShaderModule(r_viewerDataModule);
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RegisterEmbedShaderModule(r_viewerDataModule);
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#ifdef NAZARA_DEBUG
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#ifdef NAZARA_DEBUG
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@ -1,5 +1,5 @@
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[nzsl_version("1.0")]
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[nzsl_version("1.0")]
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module Engine.Constants;
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module Math.Constants;
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[export]
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[export]
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const Pi: f32 = 3.1415926535897932384626433832795;
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const Pi: f32 = 3.1415926535897932384626433832795;
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@ -0,0 +1,50 @@
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[nzsl_version("1.0")]
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module Math.CookTorrancePBR;
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import Pi from Math.Constants;
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[export]
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fn DistributionGGX(N: vec3[f32], H: vec3[f32], roughness: f32) -> f32
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{
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let a = roughness * roughness;
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let a2 = a * a;
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let NdotH = max(dot(N, H), 0.0);
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let NdotH2 = NdotH * NdotH;
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let num = a2;
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let denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = Pi * denom * denom;
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return num / denom;
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}
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[export]
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fn GeometrySchlickGGX(NdotV: f32, roughness: f32) -> f32
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{
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let r = (roughness + 1.0);
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let k = (r * r) / 8.0;
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let num = NdotV;
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let denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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[export]
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fn GeometrySmith(N: vec3[f32], V: vec3[f32], L: vec3[f32], roughness: f32) -> f32
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{
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let NdotV = max(dot(N, V), 0.0);
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let NdotL = max(dot(N, L), 0.0);
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let ggx2 = GeometrySchlickGGX(NdotV, roughness);
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let ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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[export]
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fn FresnelSchlick(cosTheta: f32, F0: vec3[f32]) -> vec3[f32]
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{
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// TODO: Clamp
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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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}
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@ -84,49 +84,8 @@ struct VertToFrag
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}
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}
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// Fragment stage
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// Fragment stage
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import Pi from Engine.Constants;
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import DistributionGGX, GeometrySmith, FresnelSchlick from Math.CookTorrancePBR;
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import Pi from Math.Constants;
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fn DistributionGGX(N: vec3[f32], H: vec3[f32], roughness: f32) -> f32
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{
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let a = roughness * roughness;
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let a2 = a * a;
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let NdotH = max(dot(N, H), 0.0);
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let NdotH2 = NdotH * NdotH;
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let num = a2;
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let denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = Pi * denom * denom;
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return num / denom;
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}
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fn GeometrySchlickGGX(NdotV: f32, roughness: f32) -> f32
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{
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let r = (roughness + 1.0);
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let k = (r * r) / 8.0;
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let num = NdotV;
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let denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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fn GeometrySmith(N: vec3[f32], V: vec3[f32], L: vec3[f32], roughness: f32) -> f32
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{
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let NdotV = max(dot(N, V), 0.0);
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let NdotL = max(dot(N, L), 0.0);
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let ggx2 = GeometrySchlickGGX(NdotV, roughness);
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let ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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fn FresnelSchlick(cosTheta: f32, F0: vec3[f32]) -> vec3[f32]
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{
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// TODO: Clamp
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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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}
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struct FragOut
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struct FragOut
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{
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{
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@ -233,7 +192,7 @@ fn main(input: VertToFrag) -> FragOut
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let halfDir = normalize(lightToPosNorm + eyeVec);
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let halfDir = normalize(lightToPosNorm + eyeVec);
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// cook-torrance brdf
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// Cook-Torrance BRDF
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let NDF = DistributionGGX(normal, halfDir, roughness);
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let NDF = DistributionGGX(normal, halfDir, roughness);
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let G = GeometrySmith(normal, eyeVec, lightToPosNorm, roughness);
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let G = GeometrySmith(normal, eyeVec, lightToPosNorm, roughness);
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let F = FresnelSchlick(max(dot(halfDir, eyeVec), 0.0), F0);
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let F = FresnelSchlick(max(dot(halfDir, eyeVec), 0.0), F0);
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