Irradiance works

This commit is contained in:
Dynamitos
2025-04-06 09:57:47 +02:00
parent aa1f037cb5
commit f21606379c
28 changed files with 524 additions and 401 deletions
+1 -1
View File
@@ -30,6 +30,6 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
}
result += brdf.evaluateAmbient();
result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
return float4(result, brdf.getAlpha());
}
+77 -47
View File
@@ -1,9 +1,40 @@
struct VertexOutput
{
float4 svPos : SV_Position;
float3 localPos : LOCALPOS;
};
const static float3 vertices[] = {
// Right
float3( 1, -1, 1),
float3( 1, 1, 1),
float3( 1, -1, -1),
float3( 1, -1, -1),
float3( 1, 1, 1),
float3( 1, 1, -1),
// Left
float3(-1, -1, -1),
float3(-1, 1, -1),
float3(-1, -1, 1),
float3(-1, -1, 1),
float3(-1, 1, -1),
float3(-1, 1, 1),
// Bottom
float3(-1, 1, 1),
float3(-1, 1, -1),
float3( 1, 1, 1),
float3( 1, 1, 1),
float3(-1, 1, -1),
float3( 1, 1, -1),
// Top
float3(-1, -1, -1),
float3(-1, -1, 1),
float3( 1, -1, -1),
float3( 1, -1, -1),
float3(-1, -1, 1),
float3( 1, -1, 1),
// Back
float3(-1, -1, 1),
float3(-1, 1, 1),
@@ -21,42 +52,6 @@ const static float3 vertices[] = {
float3(-1, -1, -1),
float3( 1, 1, -1),
float3(-1, 1, -1),
// Top
float3(-1, -1, -1),
float3(-1, -1, 1),
float3( 1, -1, -1),
float3( 1, -1, -1),
float3(-1, -1, 1),
float3( 1, -1, 1),
// Bottom
float3(-1, 1, 1),
float3(-1, 1, -1),
float3( 1, 1, 1),
float3( 1, 1, 1),
float3(-1, 1, -1),
float3( 1, 1, -1),
// Left
float3(-1, -1, -1),
float3(-1, 1, -1),
float3(-1, -1, 1),
float3(-1, -1, 1),
float3(-1, 1, -1),
float3(-1, 1, 1),
// Right
float3( 1, -1, 1),
float3( 1, 1, 1),
float3( 1, -1, -1),
float3( 1, -1, -1),
float3( 1, 1, 1),
float3( 1, 1, -1),
};
struct ViewParams
@@ -65,31 +60,66 @@ struct ViewParams
float4x4 projection;
Texture2D equirectangularMap;
SamplerState sampler;
TextureCube cubeMap;
};
ParameterBlock<ViewParams> pViewParams;
struct VertexOutput
{
float4 svPos : SV_Position;
float3 localPos : LOCALPOS;
};
[shader("vertex")]
VertexOutput vertMain(uint vertexIndex : SV_VertexID, uint viewIndex : SV_ViewID)
{
VertexOutput output;
output.localPos = vertices[vertexIndex + 6 * viewIndex];
output.svPos = mul(pViewParams.projection, mul(pViewParams.view[viewIndex], float4(vertices[vertexIndex], 1)));
output.localPos = vertices[vertexIndex];
output.svPos = mul(pViewParams.projection, mul(pViewParams.view[viewIndex], float4(output.localPos, 1)));
return output;
}
const static float2 invAtan = float2(0.1591, 0.3183);
float2 sampleSphericalMap(float3 v)
{
float2 uv = float2(atan(v.z / v.x), asin(v.y));
float2 uv = float2(atan2(v.z, v.x), asin(v.y));
uv *= invAtan;
uv += 0.5;
return uv;
}
[shader("fragment")]
float4 fragMain(float3 localPos : LOCALPOS) : SV_Target
[shader("pixel")]
float4 computeCubemap(float3 localPos : LOCALPOS) : SV_Target
{
float2 uv = sampleSphericalMap(normalize(localPos));
float3 color = pViewParams.equirectangularMap.Sample(pViewParams.sampler, uv).rgb;
return float4(color, 1);
}
static const float PI = 3.14159265359;
[shader("pixel")]
float4 convolveCubemap(float3 localPos : LOCALPOS) : SV_Target
{
float3 normal = normalize(localPos);
float3 irradiance = float3(0);
float3 up = float3(0, 1, 0);
float3 right = normalize(cross(up, normal));
up = normalize(cross(normal, right));
float sampleDelta = 0.025;
float nrSamples = 0.0f;
for(float phi = 0; phi < 2.0 * PI; phi += sampleDelta)
{
for(float theta = 0; theta < 0.5 * PI; theta += sampleDelta)
{
float3 tangentSample = float3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta));
float3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * normal;
irradiance += pViewParams.cubeMap.Sample(pViewParams.sampler, sampleVec).rgb * cos(theta) * sin(theta);
nrSamples++;
}
}
irradiance = PI * irradiance * (1.0 / nrSamples);
return float4(irradiance, 1);
}
-291
View File
@@ -1,291 +0,0 @@
import Common;
interface IBRDF
{
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
[mutating] void transformNormal(float3x3 tangentToWorld);
float3 getNormal();
float3 getBaseColor();
float3 evaluateAmbient();
float getAlpha();
float3 getEmissive();
};
struct Phong : IBRDF
{
float3 baseColor;
float alpha;
float3 specular;
float3 normal;
float3 ambient;
float shininess;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
specular = float3(0, 0, 0);
normal = float3(0, 0, 1);
ambient = float3(0, 0, 0);
shininess = 0;
emissive = float3(0, 0, 0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 normal_WS = normal;
float3 nDotL = dot(normal_WS, lightDir_WS);
float3 r = 2 * (nDotL) * normal_WS - lightDir_WS;
float rDotV = dot(r, viewDir_WS);
return lightColor * (baseColor * max(nDotL, 0.0)) + specular * pow(max(rDotV, 0.0), max(shininess, 1));
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient()
{
return ambient;
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
};
struct BlinnPhong : IBRDF
{
float3 baseColor;
float alpha;
float3 specularColor;
float3 normal;
float shininess;
float3 ambient;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
specularColor = float3(0, 0, 0);
normal = float3(0, 0, 1);
shininess = 4;
ambient = float3(0, 0, 0);
emissive = float3(0, 0, 0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 normal_WS = normal;
float diffuse = max(dot(normal_WS, lightDir_WS), 0);
float3 h = normalize(lightDir_WS + viewDir_WS);
float specular = pow(saturate(dot(normal_WS, h)), shininess);
return (baseColor * diffuse * lightColor) + (specularColor * specular);
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient()
{
return ambient;
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
};
struct CelShading : IBRDF
{
float3 baseColor;
float alpha;
float3 normal;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
normal = float3(0, 0, 1);
emissive = float3(0, 0, 0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 normal_WS = normal;
float nDotL = dot(normal_WS, lightDir_WS);
float diffuse = max(nDotL, 0);
float3 darkenedBase = baseColor * 0.8;
if(diffuse > 0.5)
{
return baseColor * lightColor;
}
else
{
return darkenedBase * lightColor;
}
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient()
{
return float3(0, 0, 0);
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
};
// https://learnopengl.com/PBR/Theory
struct CookTorrance : IBRDF
{
float3 baseColor;
float alpha;
float3 normal;
float roughness;
float metallic;
float ambientOcclusion;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
normal = float3(0, 0, 1);
roughness = 0;
metallic = 0;
ambientOcclusion = 1;
emissive = float3(0, 0, 0);
}
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(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 n = normal;
float3 h = normalize(lightDir_WS + viewDir_WS);
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0);
float NDF = TrowbridgeReitzGGX(n, h);
float G = Smith(n, viewDir_WS, lightDir_WS);
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;
float nDotL = max(dot(n, lightDir_WS), 0.0);
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
return result * ambientOcclusion;
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient()
{
return float3(0.03) * baseColor * ambientOcclusion;
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
};
+303 -2
View File
@@ -1,5 +1,4 @@
import Common;
import BRDF;
import MaterialParameter;
interface ILightEnv
@@ -28,7 +27,7 @@ struct PointLight : ILightEnv
{
float3 lightDir_WS = position_WS.xyz - params.position_WS;
float d = length(lightDir_WS);
float illuminance = max(1 - d / colorRange.w, 0);
float illuminance = max(1 / (d * d), 0);
return illuminance * brdf.evaluate(params.viewDir_WS, normalize(lightDir_WS), colorRange.xyz * position_WS.w);
}
@@ -65,6 +64,308 @@ struct LightEnv
uint numDirectionalLights;
StructuredBuffer<PointLight> pointLights;
uint numPointLights;
TextureCube irradianceMap;
SamplerState irradianceSampler;
};
layout(set=3)
ParameterBlock<LightEnv> pLightEnv;
interface IBRDF
{
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
[mutating] void transformNormal(float3x3 tangentToWorld);
float3 getNormal();
float3 getBaseColor();
float3 evaluateAmbient(float3 viewDir_WS);
float getAlpha();
float3 getEmissive();
};
struct Phong : IBRDF
{
float3 baseColor;
float alpha;
float3 specular;
float3 normal;
float3 ambient;
float shininess;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
specular = float3(0, 0, 0);
normal = float3(0, 0, 1);
ambient = float3(0, 0, 0);
shininess = 0;
emissive = float3(0, 0, 0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 normal_WS = normal;
float3 nDotL = dot(normal_WS, lightDir_WS);
float3 r = 2 * (nDotL) * normal_WS - lightDir_WS;
float rDotV = dot(r, viewDir_WS);
return lightColor * (baseColor * max(nDotL, 0.0)) + specular * pow(max(rDotV, 0.0), max(shininess, 1));
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient(float3 viewDir_WS)
{
return ambient;
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
};
struct BlinnPhong : IBRDF
{
float3 baseColor;
float alpha;
float3 specularColor;
float3 normal;
float shininess;
float3 ambient;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
specularColor = float3(0, 0, 0);
normal = float3(0, 0, 1);
shininess = 4;
ambient = float3(0, 0, 0);
emissive = float3(0, 0, 0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 normal_WS = normal;
float diffuse = max(dot(normal_WS, lightDir_WS), 0);
float3 h = normalize(lightDir_WS + viewDir_WS);
float specular = pow(saturate(dot(normal_WS, h)), shininess);
return (baseColor * diffuse * lightColor) + (specularColor * specular);
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient(float3 viewDir_WS)
{
return ambient;
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
};
struct CelShading : IBRDF
{
float3 baseColor;
float alpha;
float3 normal;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
normal = float3(0, 0, 1);
emissive = float3(0, 0, 0);
}
float3 evaluate(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 normal_WS = normal;
float nDotL = dot(normal_WS, lightDir_WS);
float diffuse = max(nDotL, 0);
float3 darkenedBase = baseColor * 0.8;
if(diffuse > 0.5)
{
return baseColor * lightColor;
}
else
{
return darkenedBase * lightColor;
}
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient(float3 viewDir_WS)
{
return float3(0, 0, 0);
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
};
// https://learnopengl.com/PBR/Theory
struct CookTorrance : IBRDF
{
float3 baseColor;
float alpha;
float3 normal;
float roughness;
float metallic;
float ambientOcclusion;
float3 emissive;
__init()
{
baseColor = float3(0, 0, 0);
alpha = 1;
normal = float3(0, 0, 1);
roughness = 0;
metallic = 0;
ambientOcclusion = 1;
emissive = float3(0, 0, 0);
}
float TrowbridgeReitzGGX(float3 normal, float3 halfway)
{
float a = roughness * roughness;
float a2 = a * a;
float nDotH = max(dot(normal, halfway), 0.0);
float nDotH2 = nDotH * nDotH;
float nom = a2;
float denom = (nDotH * (a2 - 1.0) + 1.0);
return nom / (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(float3 viewDir_WS, float3 lightDir_WS, float3 lightColor)
{
float3 n = normal;
float3 h = normalize(lightDir_WS + viewDir_WS);
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float NDF = TrowbridgeReitzGGX(n, h);
float G = Smith(n, viewDir_WS, lightDir_WS);
float3 F = FresnelSchlick(max(dot(h, viewDir_WS), 0.0), F0);
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;
float nDotL = max(dot(n, lightDir_WS), 0.0);
float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
return result;
}
[mutating]
void transformNormal(float3x3 tangentToWorld)
{
normal = normalize(mul(tangentToWorld, normal));
}
float3 getNormal()
{
return normal;
}
float3 getBaseColor()
{
return baseColor;
}
float3 evaluateAmbient(float3 viewDir_WS)
{
float3 F0 = float3(0.04);
F0 = lerp(F0, baseColor, metallic);
float3 k_s = FresnelSchlick(max(dot(normal, viewDir_WS), 0.0), F0);
float3 k_d = 1 - k_s;
k_d *= 1 - metallic;
float3 irradiance = pLightEnv.irradianceMap.Sample(pLightEnv.irradianceSampler, normal).rgb;
float3 diffuse = irradiance * baseColor;
return (k_d * diffuse) * ambientOcclusion;
}
float getAlpha()
{
return alpha;
}
float3 getEmissive()
{
return emissive;
}
};
-1
View File
@@ -1,5 +1,4 @@
import Common;
import BRDF;
import MaterialParameter;
import Scene;
+1 -1
View File
@@ -147,7 +147,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
if (rnd.z >= p) return;
}
hitValue.light += brdf.getEmissive() * hitValue.emissive + brdf.evaluateAmbient();
hitValue.light += brdf.getEmissive() * hitValue.emissive + brdf.evaluateAmbient(lightingParams.viewDir_WS);
//-- Ideal DIFFUSE reflection
//if(bool(useNEE)) {
// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
@@ -1,5 +1,4 @@
import MaterialParameter;
import BRDF;
struct RayTracingParams
{