Directional Light PBR.

This commit is contained in:
Anish Bhobe 2024-07-24 19:59:55 +02:00
parent 3e30dfbac9
commit cd49d5b869
3 changed files with 71 additions and 24 deletions

View File

@ -90,7 +90,7 @@ main(int, char **)
.m_Position = vec4{0.0f, 2.0f, 2.0f, 1.0f},
};
//lightManager.AddDirectional(vec3(0.0f, -1.0f, 0.0f), {0.0f, 1.0f, 0.0f});
lightManager.AddDirectional(vec3(0.0f, -1.0f, 0.0f), {0.0f, 0.7f, 0.0f});
lightManager.AddPoint(vec3{2.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 15.0f);
lightManager.AddPoint(vec3{-2.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, 15.0f);

View File

@ -34,7 +34,7 @@ struct Block
uint NodeBufferHandle;
uint LightHandle;
uint PointLightIndexer;
uint DirectionLightIndexer;
uint DirectionalLightIndexer;
int MaterialIdx;
uint NodeIdx;
};

View File

@ -100,6 +100,33 @@ float3 FresnelSchlick(float cosine, float3 F_0)
return F_0 + (1.0f - F_0) * pow(clamp(1.0f - cosine, 0.0f, 1.0f), 5.0f); // Clamp to avoid artifacts.
}
float3 GetPBRContrib(float3 Albedo, float3 LightColor, float3 ViewDir, float3 Normal, float Metallic, float Roughness, float3 F_0, float3 LightDir, float LightDistance)
{
float Attenuation = 1.0f / (LightDistance * LightDistance); // TODO: Controlled Attenuation
float3 Halfway = normalize(ViewDir + LightDir);
float CosineFactor = max(dot(Halfway, ViewDir), 0.0f);
float NdotV = max(dot(Normal, ViewDir), 0.0f);
float NdotL = max(dot(Normal, LightDir), 0.0f);
float3 Radiance = LightColor * Attenuation;
float NormalDistribution = TrowbridgeReitzGGX(Normal, Halfway, Roughness);
float Geometry = GeometrySmith(NdotV, NdotL, Roughness);
float3 Fresnel = FresnelSchlick(CosineFactor, F_0);
float3 Numerator = (NormalDistribution * Geometry) * Fresnel;
float Denominator = 4.0f * NdotV * NdotL;
float3 Specular = Numerator / max(Denominator, 0.00001);
float3 K_Specular = Fresnel;
float3 K_Diffuse = 1.0f.xxx - K_Specular;
K_Diffuse *= 1.0f - Metallic;
return NdotL * Radiance * ((K_Diffuse * Albedo / PI) + Specular);
}
float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
{
if (PushConstant.LightHandle == INVALID_HANDLE)
@ -117,7 +144,7 @@ float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position,
// TODO: Cite
float3 F_0 = 0.04f.xxx;
F_0 = lerp(F_0, Albedo, Metallic);
float3 LightAmp = float3(23.47f, 21.31f, 20.79f);
float3 LightAmp = float3(23.47f, 21.31f, 20.79f); // TODO: Get rid
float3 Contrib = 0.0f;
for (uint i = 0; i < Count; ++i)
@ -142,29 +169,49 @@ float3 GetPointLightInfluence(float3 Albedo, float2 MetalRough, float3 Position,
float3 LightColor = LightAmp * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
float Attenuation = 1.0f / (LightDistance * LightDistance); // TODO: Controlled Attenuation
float3 Halfway = normalize(ViewDir + LightDir);
Contrib += GetPBRContrib(Albedo, LightColor, ViewDir, Normal, Metallic, Roughness, F_0, LightDir, LightDistance);
}
float CosineFactor = max(dot(Halfway, ViewDir), 0.0f);
float NdotV = max(dot(Normal, ViewDir), 0.0f);
float NdotL = max(dot(Normal, LightDir), 0.0f);
return Contrib;
}
float3 Radiance = LightColor * Attenuation;
float NormalDistribution = TrowbridgeReitzGGX(Normal, Halfway, Roughness);
float Geometry = GeometrySmith(NdotV, NdotL, Roughness);
float3 Fresnel = FresnelSchlick(CosineFactor, F_0);
float3 GetDirectionalLightInfluence(float3 Albedo, float2 MetalRough, float3 Position, float3 Normal)
{
if (PushConstant.LightHandle == INVALID_HANDLE)
return 0.0f.xxx;
float3 Numerator = (NormalDistribution * Geometry) * Fresnel;
float Denominator = 4.0f * NdotV * NdotL;
float3 Specular = Numerator / max(Denominator, 0.00001);
uint Count = IndexerCount(PushConstant.DirectionalLightIndexer);
float3 K_Specular = Fresnel;
float3 K_Diffuse = 1.0f.xxx - K_Specular;
float3 ViewDir = normalize(Camera.Position.xyz - Position);
K_Diffuse *= 1.0f - Metallic;
float Metallic = MetalRough.r;
float Roughness = MetalRough.g;
Contrib += NdotL * Radiance * ((K_Diffuse * Albedo / PI) + Specular);
// Dielectric F_0 based on LearnOpenGL.
// TODO: Cite
float3 F_0 = 0.04f.xxx;
F_0 = lerp(F_0, Albedo, Metallic);
float3 LightAmp = float3(23.47f, 21.31f, 20.79f); // TODO: Get rid
float3 Contrib = 0.0f;
for (uint i = 0; i < Count; ++i)
{
DirectionalLight Light = DirectionalLightBuffer[PushConstant.LightHandle][i];
if (Light.Validity_ < 0.0f)
continue;
float3 LightDir = -normalize(float3(Light.Direction));
// Color Unpack
float R = (Light.Color & 0xFF000000) >> 24;
float G = (Light.Color & 0x00FF0000) >> 16;
float B = (Light.Color & 0x0000FF00) >> 8;
float3 LightColor = LightAmp * float3(R, G, B) * 0.00392156862f; // 0.00392156862 = 1/255
Contrib += GetPBRContrib(Albedo, LightColor, ViewDir, Normal, Metallic, Roughness, F_0, LightDir, 1.0f);
}
return Contrib;
@ -203,7 +250,7 @@ FS_Output main(FS_Input StageInput)
float Alpha = AlbedoAlpha.a;
float2 MetalRough = GetMetalRough(StageInput.InUV0);
float3 Emission = GetEmissive(StageInput.InUV0);
float3 Color = /*GetDirectionalLightInfluence(Albedo, MetalRough, Position, Normal) +*/ GetPointLightInfluence(Albedo, MetalRough, Position, Normal);
float3 Color = GetDirectionalLightInfluence(Albedo, MetalRough, Position, Normal) + GetPointLightInfluence(Albedo, MetalRough, Position, Normal);
Output.ColorTarget = float4(Uncharted2Tonemap(Color + Emission), Alpha);
return Output;