fix: Improper GGX usage.

This commit is contained in:
Anish Bhobe 2025-05-25 21:29:08 +02:00
parent 4f71df797c
commit 3ca3beb1e4
3 changed files with 54 additions and 73 deletions

View File

@ -11,48 +11,20 @@ function(add_shader TARGET SHADER)
get_filename_component(shader-ext ${SHADER} LAST_EXT) get_filename_component(shader-ext ${SHADER} LAST_EXT)
set(current-shader-path ${CMAKE_CURRENT_SOURCE_DIR}/${SHADER}) set(current-shader-path ${CMAKE_CURRENT_SOURCE_DIR}/${SHADER})
set(current-output-path ${CMAKE_CURRENT_BINARY_DIR}/${SHADER}.spv) set(current-output-path ${CMAKE_CURRENT_BINARY_DIR}/${SHADER}.slang-module)
set(current-copy-path ${CMAKE_CURRENT_BINARY_DIR}/${SHADER}) set(current-copy-path ${CMAKE_CURRENT_BINARY_DIR}/${SHADER})
get_filename_component(current-output-dir ${current-output-path} DIRECTORY) get_filename_component(current-output-dir ${current-output-path} DIRECTORY)
file(MAKE_DIRECTORY ${current-output-dir}) file(MAKE_DIRECTORY ${current-output-dir})
if (Vulkan_dxc_exe_FOUND AND ${shader-ext} STREQUAL ".hlsl") if (${shader-ext} STREQUAL ".slang")
message("Marked as hlsl file. ${current-output-path}")
get_filename_component(shader-inner ${SHADER} NAME_WLE)
get_filename_component(shader-type ${shader-inner} LAST_EXT)
string(REPLACE "." "" shader-type ${shader-type})
add_custom_command( add_custom_command(
OUTPUT ${current-output-path} OUTPUT ${current-output-path} ${current-copy-path}
COMMAND Vulkan::dxc_exe ${DXC_SHADER_FLAGS} -spirv -T "${shader-type}_6_0" -E main ${current-shader-path} -Fo ${current-output-path} COMMAND ${slangc_exe} ${current-shader-path} -o ${current-output-path}
COMMAND ${CMAKE_COMMAND} -E copy ${current-shader-path} ${current-copy-path}
DEPENDS ${current-shader-path} DEPENDS ${current-shader-path}
IMPLICIT_DEPENDS CXX ${current-shader-path} IMPLICIT_DEPENDS CXX ${current-shader-path}
VERBATIM) VERBATIM)
elseif (Vulkan_glslc_FOUND AND ${shader-ext} STREQUAL ".glsl")
message("Marked as glsl file. ${current-output-path}")
add_custom_command(
OUTPUT ${current-output-path}
COMMAND Vulkan::glslc ${GLSLC_SHADER_FLAGS} -o ${current-output-path} ${current-shader-path}
DEPENDS ${current-shader-path}
IMPLICIT_DEPENDS CXX ${current-shader-path}
VERBATIM)
elseif (${shader-ext} STREQUAL ".slang")
message("Marked as slang file. ${current-output-path}")
# add_custom_command(
# OUTPUT ${current-output-path}
# COMMAND ${slangc_exe} -target spirv -o ${current-output-path} ${current-shader-path}
# DEPENDS ${current-shader-path}
# IMPLICIT_DEPENDS CXX ${current-shader-path}
# VERBATIM)
add_custom_command(
TARGET ${TARGET} POST_BUILD
# OUTPUT ${current-copy-path}
COMMAND ${CMAKE_COMMAND} -E copy ${current-shader-path} ${CMAKE_CURRENT_BINARY_DIR}/${SHADER}
DEPENDS ${current-shader-path}
IMPLICIT_DEPENDS CXX ${current-shader-path}
COMMENT "Copying ${SHADER}")
endif () endif ()
# Make sure our build depends on this output. # Make sure our build depends on this output.

View File

@ -89,7 +89,7 @@ float GetSampleMipLevel(float NdotH, float HdotV, float SampleCount, float rough
return roughness == 0.0f ? 0.0f : 0.5f * log2(SurfAreaSample / SurfAreaTexel); return roughness == 0.0f ? 0.0f : 0.5f * log2(SurfAreaSample / SurfAreaTexel);
} }
float GeometrySchlickGGX(float NdotV, float Roughness) float IBLGeometrySchlickGGX(float NdotV, float Roughness)
{ {
float R = Roughness; float R = Roughness;
// (Rough + 1)^2 / 8 for Punctual Lights // (Rough + 1)^2 / 8 for Punctual Lights
@ -102,10 +102,31 @@ float GeometrySchlickGGX(float NdotV, float Roughness)
return Numerator / Denominator; return Numerator / Denominator;
} }
float GeometrySmith(float NdotV, float NdotL, float Roughness) float PunctualGeometrySchlickGGX(float NdotV, float Roughness)
{ {
float GGX1 = GeometrySchlickGGX(NdotV, Roughness); float R = Roughness + 1;
float GGX2 = GeometrySchlickGGX(NdotL, Roughness); // (Rough + 1)^2 / 8 for Punctual Lights
// Rough^2 / 2 for IBL
float K = (R * R) / 8.0;
float Numerator = NdotV;
float Denominator = NdotV * (1.0f - K) + K;
return Numerator / Denominator;
}
float IBLGeometrySmith(float NdotV, float NdotL, float Roughness)
{
float GGX1 = IBLGeometrySchlickGGX(NdotV, Roughness);
float GGX2 = IBLGeometrySchlickGGX(NdotL, Roughness);
return GGX1 * GGX2;
}
float PunctualGeometrySmith(float NdotV, float NdotL, float Roughness)
{
float GGX1 = PunctualGeometrySchlickGGX(NdotV, Roughness);
float GGX2 = PunctualGeometrySchlickGGX(NdotL, Roughness);
return GGX1 * GGX2; return GGX1 * GGX2;
} }
@ -136,7 +157,7 @@ float2 IntegrateBRDF(float NdotV, float Roughness)
if (NdotL > 0.0f) if (NdotL > 0.0f)
{ {
float G = GeometrySmith(NdotV, NdotL, Roughness); float G = IBLGeometrySmith(NdotV, NdotL, Roughness);
float G_Vis = (G * VdotH) / max((NdotH * NdotV), 0.0001f); float G_Vis = (G * VdotH) / max((NdotH * NdotV), 0.0001f);
float Fc = pow(1.0f - VdotH, 5.0f); float Fc = pow(1.0f - VdotH, 5.0f);

View File

@ -74,19 +74,6 @@ VS_Output vsmain(VS_Input stageInput)
return stageOutput; return stageOutput;
} }
struct FS_Input
{
float4 InPosition : POSITION;
float4 InNormal : NORMAL;
float4 InColor : COLOR0;
float2 InUV0 : TEXCOORD0;
};
struct FS_Output
{
float4 ColorTarget : SV_Target0;
};
float4 GetAlbedo(float2 uv, float4 color) float4 GetAlbedo(float2 uv, float4 color)
{ {
float4 albedoFactor = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)].albedoFactor; float4 albedoFactor = pcb.materialBuffer[NonUniformResourceIndex(pcb.materialIdx)].albedoFactor;
@ -200,9 +187,9 @@ float3 GetPBRContrib(float3 Albedo, float3 LightColor, float3 ViewDir, float3 No
float NdotH = max(dot(Normal, Halfway), 0.0f); float NdotH = max(dot(Normal, Halfway), 0.0f);
float3 Radiance = LightColor * Attenuation; float3 Radiance = LightColor * Attenuation;
float NormalDistribution = TrowbridgeReitzGGX(NdotH, Roughness); float NormalDistribution = TrowbridgeReitzGGX(NdotH, Roughness);
float Geometry = GeometrySmith(NdotV, NdotL, Roughness); float Geometry = PunctualGeometrySmith(NdotV, NdotL, Roughness);
float3 Fresnel = FresnelSchlickRoughness(CosineFactor, F_0, Roughness); float3 Fresnel = FresnelSchlickRoughness(CosineFactor, F_0, Roughness);
float3 Numerator = (NormalDistribution * Geometry) * Fresnel; float3 Numerator = (NormalDistribution * Geometry) * Fresnel;
@ -214,7 +201,7 @@ float3 GetPBRContrib(float3 Albedo, float3 LightColor, float3 ViewDir, float3 No
K_Diffuse *= 1.0f - Metallic; K_Diffuse *= 1.0f - Metallic;
return NdotL * Radiance * (K_Diffuse * Albedo / PI + Specular); return NdotL * Radiance * ((K_Diffuse * Albedo / PI) + Specular);
} }
float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal) float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
@ -346,32 +333,33 @@ float3 GetAmbientInfluence(float3 Albedo, float2 MetalRough, float3 Position, fl
} }
[shader("fragment")] [shader("fragment")]
FS_Output fsmain(FS_Input StageInput) float4 fsmain(
float4 inPosition: POSITION,
float4 inNormal: NORMAL,
float4 inColor: COLOR,
float2 inUV0: TEXCOORD0,
) : SV_Target0
{ {
FS_Output Output;
// TODO: This should be invalid on the CPU side. // TODO: This should be invalid on the CPU side.
if (pcb.materialIdx < 0) if (pcb.materialIdx < 0)
{ {
Output.ColorTarget = float4(1.0f, 0.0f, 1.0f, 1.0f); return float4(1.0f, 0.0f, 1.0f, 1.0f);
return Output;
} }
float3 Position = StageInput.InPosition.xyz; float3 position = inPosition.xyz;
float3 Normal = GetNormal(Position, StageInput.InNormal.xyz, StageInput.InUV0); float3 normal = GetNormal(position, inNormal.xyz, inUV0);
float4 AlbedoAlpha = GetAlbedo(StageInput.InUV0, StageInput.InColor); float4 albedoAlpha = GetAlbedo(inUV0, inColor);
float3 Albedo = AlbedoAlpha.rgb; float3 albedo = albedoAlpha.rgb;
float Alpha = AlbedoAlpha.a; float alpha = albedoAlpha.a;
float2 MetalRough = GetMetalRough(StageInput.InUV0); float2 metalRough = GetMetalRough(inUV0);
float3 Emission = GetEmissive(StageInput.InUV0); float3 emission = GetEmissive(inUV0);
float Occlusion = GetOcclusion(StageInput.InUV0); float occlusion = GetOcclusion(inUV0);
float3 DirectionalLightLum = GetDirectionalLightInfluence(Albedo, MetalRough, Position, Normal); float3 directionalLightLum = GetDirectionalLightInfluence(albedo, metalRough, position, normal);
float3 PointLighLum = GetPointLightInfluence(Albedo, MetalRough, Position, Normal); float3 pointLighLum = GetPointLightInfluence(albedo, metalRough, position, normal);
float3 AmbientLum = GetAmbientInfluence(Albedo, MetalRough, Position, Normal, Occlusion); float3 ambientLum = GetAmbientInfluence(albedo, metalRough, position, normal, occlusion);
float3 Color = DirectionalLightLum + /*PointLighLum +*/ AmbientLum; float3 color = directionalLightLum + pointLighLum + ambientLum;
Output.ColorTarget = float4(Uncharted2Tonemap(Color + Emission), Alpha); return float4(Uncharted2Tonemap(color + emission), alpha);
return Output;
} }