Lighting still looks horrible, but whatever for now
This commit is contained in:
+124
-7
@@ -3,22 +3,48 @@ import Common;
|
||||
interface IBRDF
|
||||
{
|
||||
float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
|
||||
float3 evaluateAmbient();
|
||||
};
|
||||
|
||||
struct Phong : IBRDF
|
||||
{
|
||||
float3 baseColor;
|
||||
float3 specular;
|
||||
float3 normal;
|
||||
float3 ambient;
|
||||
float shininess;
|
||||
|
||||
__init()
|
||||
{
|
||||
normal = float3(0, 0, 1);
|
||||
}
|
||||
|
||||
float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
|
||||
{
|
||||
float3 n = normalize(normal);
|
||||
float3 nDotL = dot(n, lightDir_TS);
|
||||
float3 r = 2 * (nDotL) * n - lightDir_TS;
|
||||
float rDotV = dot(r, viewDir_TS);
|
||||
|
||||
return baseColor * max(nDotL, 0.0) * lightColor + specular * pow(max(rDotV, 0.0), shininess) * lightColor;
|
||||
}
|
||||
|
||||
float3 evaluateAmbient()
|
||||
{
|
||||
return ambient;
|
||||
}
|
||||
};
|
||||
|
||||
struct BlinnPhong : IBRDF
|
||||
{
|
||||
float3 baseColor;
|
||||
float metallic;
|
||||
float3 specularColor;
|
||||
float3 normal;
|
||||
float roughness;
|
||||
float sheen;
|
||||
float3 ambient;
|
||||
|
||||
__init()
|
||||
{
|
||||
metallic = 0;
|
||||
normal = float3(0, 0, 1);
|
||||
roughness = 0.5;
|
||||
sheen = 1;
|
||||
}
|
||||
|
||||
float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
|
||||
@@ -28,7 +54,12 @@ struct BlinnPhong : IBRDF
|
||||
float3 h = normalize(lightDir_TS + viewDir_TS);
|
||||
float specular = saturate(dot(normal_TS, h));
|
||||
|
||||
return baseColor * (diffuse + specular) * lightColor;
|
||||
return baseColor;//((baseColor * diffuse) + (specularColor * specular)) * lightColor;
|
||||
}
|
||||
|
||||
float3 evaluateAmbient()
|
||||
{
|
||||
return ambient;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -58,4 +89,90 @@ struct CelShading : IBRDF
|
||||
return darkenedBase * lightColor;
|
||||
}
|
||||
}
|
||||
float3 evaluateAmbient()
|
||||
{
|
||||
return float3(0, 0, 0);
|
||||
}
|
||||
};
|
||||
|
||||
// https://learnopengl.com/PBR/Theory
|
||||
struct CookTorrance : IBRDF
|
||||
{
|
||||
float3 baseColor;
|
||||
float3 normal;
|
||||
float roughness;
|
||||
float metallic;
|
||||
float ambientOcclusion;
|
||||
|
||||
__init()
|
||||
{
|
||||
normal = float3(0, 0, 1);
|
||||
roughness = 0;
|
||||
metallic = 0;
|
||||
ambientOcclusion = 1;
|
||||
}
|
||||
|
||||
float TrowbridgeReitzGGX(float3 normal, float3 halfway)
|
||||
{
|
||||
float a_sqr = roughness * roughness;
|
||||
float nDotH = max(dot(normal, halfway), 0.0);
|
||||
float nDotH_sqr = nDotH * nDotH;
|
||||
|
||||
float denom = (nDotH_sqr * (a_sqr - 1.0) + 1.0);
|
||||
|
||||
return a_sqr / (PI * denom * denom);
|
||||
}
|
||||
|
||||
float SchlickGGX(float nDotV, float k)
|
||||
{
|
||||
return nDotV / (nDotV * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
float Smith(float3 normal, float3 view, float3 light)
|
||||
{
|
||||
float k = (roughness + 1);
|
||||
k = (k * k) / 8;
|
||||
float nDotV = max(dot(normal, view), 0.0);
|
||||
float nDotL = max(dot(normal, light), 0.0);
|
||||
float ggx1 = SchlickGGX(nDotV, k);
|
||||
float ggx2 = SchlickGGX(nDotL, k);
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
float3 FresnelSchlick(float cosTheta, float3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||
}
|
||||
|
||||
float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
|
||||
{
|
||||
float3 n = normalize(normal);
|
||||
float3 h = normalize(lightDir_TS + viewDir_TS);
|
||||
|
||||
float3 F0 = float3(0.04);
|
||||
F0 = lerp(F0, baseColor, metallic);
|
||||
|
||||
float3 F = FresnelSchlick(max(dot(h, viewDir_TS), 0.0), F0);
|
||||
|
||||
float NDF = TrowbridgeReitzGGX(n, h);
|
||||
float G = Smith(n, viewDir_TS, lightDir_TS);
|
||||
|
||||
float3 num = NDF * G * F;
|
||||
float denom = 4.0 * max(dot(n, viewDir_TS), 0.0) * max(dot(n, lightDir_TS), 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;
|
||||
|
||||
float nDotL = max(dot(n, lightDir_TS), 0.0);
|
||||
|
||||
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
|
||||
return baseColor;//result * ambientOcclusion;
|
||||
}
|
||||
float3 evaluateAmbient()
|
||||
{
|
||||
return float3(0.03) * baseColor * ambientOcclusion;
|
||||
}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user