Adding prefiltered specular reflections

This commit is contained in:
2025-07-09 23:25:21 +02:00
parent 865ea5a1c8
commit 47b9b5c877
9 changed files with 329 additions and 142 deletions
-3
View File
@@ -99,9 +99,6 @@ if(UNIX)
endif()
add_executable(Editor "")
set_target_properties(Editor PROPERTIES
INSTALL_RPATH "$ORIGIN"
)
target_link_libraries(Editor PRIVATE Engine)
target_include_directories(Editor PRIVATE src/Editor)
target_include_directories(Editor PRIVATE ${Stb_INCLUDE_DIR})
+64
View File
@@ -193,3 +193,67 @@ float4 computePrefilteredCubemap(float3 localPos : LOCALPOS) : SV_Target
return float4(prefilteredColor, 1.0);
}
// TODO: this is basically duplicate of Cook-Torrance BRDF
float GeometrySchlickGGX(float NdotV, float roughness)
{
float a = roughness;
float k = (a * a) / 2.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
float2 integrateBRDF(float nDotV, float roughness) {
float3 V;
V.x = sqrt(1.0 - nDotV * nDotV);
V.y = 0.0f;
V.z = nDotV;
float A = 0.0;
float B = 0.0;
float3 N = float3(0.0, 0.0, 1.0);
const uint SAMPLE_COUNT = 1024u;
for (uint i = 0u; i < SAMPLE_COUNT; ++i)
{
float2 Xi = Hammersley(i, SAMPLE_COUNT);
float3 H = ImportanceSampleGGX(Xi, N, roughness);
float3 L = normalize(2.0 * dot(V, H) * H - V);
float nDotL = max(L.z, 0.0);
float nDotH = max(H.z, 0.0);
float vDotH = max(dot(V, H), 0.0);
if (nDotL > 0.0)
{
float G = GeometrySmith(N, V, L, roughness);
float G_Vis = (G * vDotH) / (nDotH * nDotV);
float Fc = pow(1.0 - vDotH, 5.0);
A += (1.0 - Fc) * G_Vis;
B += Fc * G_Vis;
}
}
A /= float(SAMPLE_COUNT);
B /= float(SAMPLE_COUNT);
return float2(A, B);
}
[shader("pixel")]
float2 precomputeBRDF(float2 texCoords) : SV_Target
{
return integrateBRDF(texCoords.x, texCoords.y);
}
+19 -7
View File
@@ -70,8 +70,8 @@ struct LightEnv
TextureCube irradianceMap;
SamplerState irradianceSampler;
TextureCube prefilteredMap;
SamplerState prefilteredSampler;
Texture2D brdfLUT;
SamplerState lutSampler;
};
layout(set=3)
ParameterBlock<LightEnv> pLightEnv;
@@ -314,15 +314,15 @@ struct CookTorrance : IBRDF
float G = Smith(n, viewDir_WS, lightDir_WS);
float3 F = FresnelSchlickRoughness(max(dot(h, viewDir_WS), 0.0), F0, roughness);
float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
float3 specular = num / denom;
float3 k_s = F;
float3 k_d = float3(1.0) - k_s;
k_d *= 1.0 - metallic;
float3 num = NDF * G * F;
float denom = 4.0 * max(dot(n, viewDir_WS), 0.0) * max(dot(n, lightDir_WS), 0.0) + 0.000001;
float3 specular = num / denom;
float nDotL = max(dot(n, lightDir_WS), 0.0);
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
@@ -340,12 +340,24 @@ struct CookTorrance : IBRDF
{
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float3 k_s = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
float3 F = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
float3 k_s = F;
float3 k_d = 1 - k_s;
k_d *= 1 - metallic;
float3 irradiance = pLightEnv.irradianceMap.SampleLevel(pLightEnv.irradianceSampler, normal, 4).rgb;
float3 diffuse = irradiance * baseColor;
return (k_d * diffuse) * ambientOcclusion;
float3 r = reflect(-viewDir_WS, normal);
const float MAX_REFLECTION_LOD = 4;
float3 prefilteredColor = pLightEnv.prefilteredMap.SampleLevel(pLightEnv.irradianceSampler, r, roughness * MAX_REFLECTION_LOD).xyz;
float2 envBRDF = pLightEnv.brdfLUT.Sample(pLightEnv.lutSampler, float2(max(dot(normal, viewDir_WS), 0), roughness)).rg;
float3 specular = prefilteredColor * (F * envBRDF.x + envBRDF.y);
return (k_d * diffuse + specular) * ambientOcclusion;
}
float getAlpha()
{
+211 -129
View File
@@ -2,6 +2,10 @@
#include "Asset/AssetRegistry.h"
#include "Asset/EnvironmentMapAsset.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
#include "Graphics/Initializer.h"
#include "Graphics/RenderTarget.h"
#include "stb_image.h"
using namespace Seele;
@@ -80,11 +84,16 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
graphics->beginShaderCompilation(ShaderCompilationInfo{
.name = "CubeRenderPipeline",
.modules = {"EnvironmentMapping"},
.entryPoints = {{"vertMain", "EnvironmentMapping"},
{"computeCubemap", "EnvironmentMapping"},
{"convolveCubemap", "EnvironmentMapping"},
{"computePrefilteredCubemap", "EnvironmentMapping"}},
.modules = {"FullScreenQuad", "EnvironmentMapping"},
.entryPoints =
{
{"vertMain", "EnvironmentMapping"},
{"computeCubemap", "EnvironmentMapping"},
{"convolveCubemap", "EnvironmentMapping"},
{"computePrefilteredCubemap", "EnvironmentMapping"},
{"quadMain", "FullScreenQuad"},
{"precomputeBRDF", "EnvironmentMapping"},
},
.rootSignature = cubePipelineLayout,
});
cubePipelineLayout->create();
@@ -93,6 +102,65 @@ EnvironmentLoader::EnvironmentLoader(Gfx::PGraphics graphics) : graphics(graphic
cubeRenderFrag = graphics->createFragmentShader({1});
convolutionFrag = graphics->createFragmentShader({2});
prefilterFrag = graphics->createFragmentShader({3});
lutVert = graphics->createVertexShader({4});
lutFrag = graphics->createFragmentShader({5});
Gfx::OPipelineLayout emptyLayout = graphics->createPipelineLayout("LUTlayout");
{
graphics->beginDebugRegion("PrecomputeBRDF");
lutTexture = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_R16G16_SFLOAT,
.width = 512,
.height = 512,
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
});
lutSampler = graphics->createSampler(SamplerCreateInfo{
.magFilter = Gfx::SE_FILTER_LINEAR,
.minFilter = Gfx::SE_FILTER_LINEAR,
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
});
lutViewport = graphics->createViewport(nullptr, ViewportCreateInfo{
.dimensions =
{
.size = {512, 512},
.offset = {0, 0},
},
.fieldOfView = glm::radians(90.0f),
});
Gfx::ORenderPass lutPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{
.colorAttachments = {Gfx::RenderTargetAttachment(lutTexture->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
},
{Gfx::SubPassDependency{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
.srcAccess = Gfx::SE_ACCESS_NONE,
.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
}},
URect{{512, 512}, {0, 0}}, "LUTGeneration");
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
.vertexShader = lutVert,
.fragmentShader = lutFrag,
.renderPass = lutPass,
.pipelineLayout = emptyLayout,
.colorBlend =
{
.attachmentCount = 1,
},
});
graphics->beginRenderPass(lutPass);
Gfx::ORenderCommand cmd = graphics->createRenderCommand("LUT");
cmd->setViewport(lutViewport);
cmd->bindPipeline(pipeline);
cmd->draw(3, 1, 0, 0);
graphics->executeCommands(std::move(cmd));
graphics->endRenderPass();
graphics->endDebugRegion();
}
}
EnvironmentLoader::~EnvironmentLoader() {}
@@ -146,56 +214,60 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
.height = SOURCE_RESOLUTION,
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
});
Array<Gfx::OTextureView> cubeViews;
cubeViews.add(cubeMap->createTextureView(0, 1, 0, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 1, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 2, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 3, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 4, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 5, 1));
for (uint32 i = 0; i < 6; ++i) {
Gfx::ORenderPass cubeRenderPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{
.colorAttachments =
{
Gfx::RenderTargetAttachment(cubeViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE,
Gfx::SE_ATTACHMENT_STORE_OP_STORE),
},
},
{
Gfx::SubPassDependency{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
{
graphics->beginDebugRegion("CubemapGeneration");
Array<Gfx::OTextureView> cubeViews;
cubeViews.add(cubeMap->createTextureView(0, 1, 0, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 1, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 2, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 3, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 4, 1));
cubeViews.add(cubeMap->createTextureView(0, 1, 5, 1));
for (uint32 i = 0; i < 6; ++i) {
Gfx::ORenderPass cubeRenderPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{
.colorAttachments =
{
Gfx::RenderTargetAttachment(cubeViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE,
Gfx::SE_ATTACHMENT_STORE_OP_STORE),
},
},
},
{
.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
.offset = {0, 0},
},
"EnvironmentRenderPass");
Gfx::PGraphicsPipeline cubeRenderPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
.vertexShader = cubeRenderVertex,
.fragmentShader = cubeRenderFrag,
.renderPass = cubeRenderPass,
.pipelineLayout = cubePipelineLayout,
.colorBlend =
{
.attachmentCount = 1,
Gfx::SubPassDependency{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
},
},
});
graphics->beginRenderPass(cubeRenderPass);
Gfx::ORenderCommand renderCommand = graphics->createRenderCommand("CubeMapRender");
renderCommand->bindPipeline(cubeRenderPipeline);
renderCommand->bindDescriptor({set});
renderCommand->setViewport(cubeRenderViewport);
renderCommand->draw(6, 1, i * 6, 0);
graphics->executeCommands(std::move(renderCommand));
graphics->endRenderPass();
{
.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
.offset = {0, 0},
},
"EnvironmentRenderPass");
Gfx::PGraphicsPipeline cubeRenderPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
.vertexShader = cubeRenderVertex,
.fragmentShader = cubeRenderFrag,
.renderPass = cubeRenderPass,
.pipelineLayout = cubePipelineLayout,
.colorBlend =
{
.attachmentCount = 1,
},
});
graphics->beginRenderPass(cubeRenderPass);
Gfx::ORenderCommand renderCommand = graphics->createRenderCommand("CubeMapRender");
renderCommand->bindPipeline(cubeRenderPipeline);
renderCommand->bindDescriptor({set});
renderCommand->setViewport(cubeRenderViewport);
renderCommand->draw(6, 1, i * 6, 0);
graphics->executeCommands(std::move(renderCommand));
graphics->endRenderPass();
}
graphics->endDebugRegion();
}
set = cubeRenderLayout->allocateDescriptorSet();
@@ -211,45 +283,49 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
.height = CONVOLUTED_RESOLUTION,
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
});
Array<Gfx::OTextureView> convolutedViews;
convolutedViews.add(convolutedMap->createTextureView(0, 1, 0, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 1, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 2, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 3, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 4, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 5, 1));
for (uint32 i = 0; i < 6; ++i) {
Gfx::ORenderPass convolutionPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{
.colorAttachments = {Gfx::RenderTargetAttachment(convolutedViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
},
{},
{
.size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION},
.offset = {0, 0},
},
"EnvironmentRenderPass");
Gfx::PGraphicsPipeline convolutionPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
.vertexShader = cubeRenderVertex,
.fragmentShader = convolutionFrag,
.renderPass = convolutionPass,
.pipelineLayout = cubePipelineLayout,
.colorBlend =
{
.attachmentCount = 1,
{
graphics->beginDebugRegion("Convolution");
Array<Gfx::OTextureView> convolutedViews;
convolutedViews.add(convolutedMap->createTextureView(0, 1, 0, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 1, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 2, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 3, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 4, 1));
convolutedViews.add(convolutedMap->createTextureView(0, 1, 5, 1));
for (uint32 i = 0; i < 6; ++i) {
Gfx::ORenderPass convolutionPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{
.colorAttachments = {Gfx::RenderTargetAttachment(
convolutedViews[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
},
});
{},
{
.size = {CONVOLUTED_RESOLUTION, CONVOLUTED_RESOLUTION},
.offset = {0, 0},
},
"EnvironmentRenderPass");
Gfx::PGraphicsPipeline convolutionPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
.vertexShader = cubeRenderVertex,
.fragmentShader = convolutionFrag,
.renderPass = convolutionPass,
.pipelineLayout = cubePipelineLayout,
.colorBlend =
{
.attachmentCount = 1,
},
});
graphics->beginRenderPass(convolutionPass);
Gfx::ORenderCommand cmd = graphics->createRenderCommand("ConvolutionPass");
cmd->bindPipeline(convolutionPipeline);
cmd->bindDescriptor({set});
cmd->setViewport(convolutionViewport);
cmd->draw(6, 1, i * 6, 0);
graphics->executeCommands(std::move(cmd));
graphics->endRenderPass();
graphics->beginRenderPass(convolutionPass);
Gfx::ORenderCommand cmd = graphics->createRenderCommand("ConvolutionPass");
cmd->bindPipeline(convolutionPipeline);
cmd->bindDescriptor({set});
cmd->setViewport(convolutionViewport);
cmd->draw(6, 1, i * 6, 0);
graphics->executeCommands(std::move(cmd));
graphics->endRenderPass();
}
graphics->endDebugRegion();
}
Gfx::OTextureCube prefilteredCubeMap = graphics->createTextureCube(TextureCreateInfo{
@@ -259,53 +335,59 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
.useMip = true,
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
});
for (uint32 mip = 0; mip < prefilteredCubeMap->getMipLevels(); ++mip) {
Array<Gfx::OTextureView> views;
views.add(prefilteredCubeMap->createTextureView(mip, 1, 0, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 1, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 2, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 3, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 4, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 5, 1));
for (uint32 i = 0; i < 6; ++i) {
Gfx::ORenderPass prefilterPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{
.colorAttachments = {Gfx::RenderTargetAttachment(
views[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
},
{},
{
.size = {prefilterViewports[mip]->getWidth(), prefilterViewports[mip]->getHeight()},
.offset = {0, 0},
},
"PrefilterPass");
Gfx::PGraphicsPipeline prefilterPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
.vertexShader = cubeRenderVertex,
.fragmentShader = prefilterFrag,
.renderPass = prefilterPass,
.pipelineLayout = cubePipelineLayout,
.colorBlend =
{
.attachmentCount = 1,
{
graphics->beginDebugRegion("Prefiltering");
for (uint32 mip = 0; mip < prefilteredCubeMap->getMipLevels(); ++mip) {
Array<Gfx::OTextureView> views;
views.add(prefilteredCubeMap->createTextureView(mip, 1, 0, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 1, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 2, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 3, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 4, 1));
views.add(prefilteredCubeMap->createTextureView(mip, 1, 5, 1));
for (uint32 i = 0; i < 6; ++i) {
Gfx::ORenderPass prefilterPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{
.colorAttachments = {Gfx::RenderTargetAttachment(
views[i], Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
},
});
{},
{
.size = {prefilterViewports[mip]->getWidth(), prefilterViewports[mip]->getHeight()},
.offset = {0, 0},
},
"PrefilterPass");
Gfx::PGraphicsPipeline prefilterPipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
.vertexShader = cubeRenderVertex,
.fragmentShader = prefilterFrag,
.renderPass = prefilterPass,
.pipelineLayout = cubePipelineLayout,
.colorBlend =
{
.attachmentCount = 1,
},
});
graphics->beginRenderPass(prefilterPass);
Gfx::ORenderCommand cmd = graphics->createRenderCommand("PrefilterPass");
cmd->bindPipeline(prefilterPipeline);
cmd->bindDescriptor({set});
float roughness = (float)mip / (float)(prefilteredCubeMap->getMipLevels() - 1);
cmd->pushConstants(Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float), &roughness);
cmd->setViewport(prefilterViewports[mip]);
cmd->draw(6, 1, i * 6, 0);
graphics->executeCommands(std::move(cmd));
graphics->endRenderPass();
graphics->beginRenderPass(prefilterPass);
Gfx::ORenderCommand cmd = graphics->createRenderCommand("PrefilterPass");
cmd->bindPipeline(prefilterPipeline);
cmd->bindDescriptor({set});
float roughness = (float)mip / (float)(prefilteredCubeMap->getMipLevels() - 1);
cmd->pushConstants(Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(float), &roughness);
cmd->setViewport(prefilterViewports[mip]);
cmd->draw(6, 1, i * 6, 0);
graphics->executeCommands(std::move(cmd));
graphics->endRenderPass();
}
}
graphics->endDebugRegion();
}
asset->skybox = std::move(cubeMap);
asset->irradianceMap = std::move(convolutedMap);
asset->prefilteredMap = std::move(prefilteredCubeMap);
asset->brdfLUT = lutTexture;
asset->lutSampler = lutSampler;
graphics->waitDeviceIdle();
}
+11
View File
@@ -1,4 +1,5 @@
#pragma once
#include "Graphics/Descriptor.h"
#include "MinimalEngine.h"
#include "Graphics/Graphics.h"
#include "Graphics/Shader.h"
@@ -20,12 +21,22 @@ class EnvironmentLoader {
private:
void import(EnvironmentImportArgs args, PEnvironmentMapAsset asset);
Gfx::PGraphics graphics;
Gfx::OTexture2D lutTexture;
Gfx::OSampler lutSampler;
Gfx::OViewport lutViewport;
Gfx::OVertexShader lutVert;
Gfx::OFragmentShader lutFrag;
Gfx::OVertexShader cubeRenderVertex;
Gfx::OFragmentShader cubeRenderFrag;
Gfx::ODescriptorLayout cubeRenderLayout;
Gfx::OPipelineLayout cubePipelineLayout;
Gfx::OFragmentShader convolutionFrag;
Gfx::OFragmentShader prefilterFrag;
Gfx::OViewport cubeRenderViewport;
Gfx::OViewport convolutionViewport;
// for now we hardcode 128x128 as mip 0, so we have 8 roughness levels
+4
View File
@@ -14,10 +14,14 @@ class EnvironmentMapAsset : public Asset {
Gfx::PTextureCube getSkybox() const { return skybox; }
Gfx::PTextureCube getIrradianceMap() const { return irradianceMap; }
Gfx::PTextureCube getPrefilteredMap() const { return prefilteredMap; }
Gfx::PTexture2D getBrdfLUT() const { return brdfLUT; }
Gfx::PSampler getLUTSampler() const { return lutSampler; }
private:
Gfx::OTextureCube skybox;
Gfx::OTextureCube irradianceMap;
Gfx::OTextureCube prefilteredMap;
Gfx::PTexture2D brdfLUT;
Gfx::PSampler lutSampler;
friend class EnvironmentLoader;
};
} // namespace Seele
+2 -2
View File
@@ -79,8 +79,8 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
});
}
skybox = Seele::Component::Skybox{
.day = scene->getLightEnvironment()->getEnvironmentMap()->getPrefilteredMap(),
.night = scene->getLightEnvironment()->getEnvironmentMap()->getPrefilteredMap(),
.day = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
.night = scene->getLightEnvironment()->getEnvironmentMap()->getSkybox(),
.fogColor = Vector(0, 0, 0),
.blendFactor = 0,
};
@@ -60,7 +60,7 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
.useMaterial = true,
.rayTracing = true,
});
skyBox = AssetRegistry::findEnvironmentMap("", "newport_loft")->getIrradianceMap();
skyBox = AssetRegistry::findEnvironmentMap("", "newport_loft")->getSkybox();
skyBoxSampler = graphics->createSampler({});
}
+17
View File
@@ -1,6 +1,8 @@
#include "LightEnvironment.h"
#include "Asset/AssetRegistry.h"
#include "Asset/EnvironmentMapAsset.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
using namespace Seele;
@@ -40,6 +42,18 @@ LightEnvironment::LightEnvironment(Gfx::PGraphics graphics)
.name = "irradianceSampler",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "prefilteredMap",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "brdfLUT",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = "lutSampler",
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
layout->create();
directionalLights = graphics->createShaderBuffer(ShaderBufferCreateInfo{
@@ -128,6 +142,9 @@ void LightEnvironment::commit() {
set->updateBuffer("pointLights", 0, pointLights);
set->updateTexture("irradianceMap", 0, environment->getIrradianceMap()->getDefaultView());
set->updateSampler("irradianceSampler", 0, environmentSampler);
set->updateTexture("prefilteredMap", 0, environment->getPrefilteredMap()->getDefaultView());
set->updateTexture("brdfLUT", 0, environment->getBrdfLUT()->getDefaultView());
set->updateSampler("lutSampler", 0, environment->getLUTSampler());
set->writeChanges();
}