feat: add pbr support

This commit is contained in:
2026-10-13 00:57:35 +02:00
parent ce55f75ac3
commit 21621001c2
34 changed files with 968 additions and 135 deletions
+12
View File
@@ -83,6 +83,18 @@ vec3 calculateLight(Light light, vec3 fragPos, vec3 n, vec3 v,
return (diffuse + specular) * light.color * light.intensity * attenuation * NoL * occlusion;
}
// Analytic approximation of the split sum environment BRDF (Karis, "Physically Based Shading on Mobile").
// Used to light the flat ambient term with the same specular response as the lights.
vec3 envBRDFApprox(vec3 f0, float roughness, float NoV)
{
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
vec4 r = roughness * c0 + c1;
float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
vec2 ab = vec2(-1.04, 1.04) * a004 + r.zw;
return f0 * ab.x + ab.y;
}
// blue -> green -> red, used to visualise how many lights a tile has
vec3 lightHeatmapColor(uint lightCount)
{
+7 -2
View File
@@ -3,14 +3,19 @@
#extension GL_EXT_buffer_reference : require
// Must match MaterialData in Material.h
struct MaterialData {
vec4 baseColor;
vec4 metallicRoughnessEmissive;
vec4 emissiveColor;
vec4 metallicRoughnessNormalOcclusion;
uint textureFilteringMode;
uint diffuseTex;
uint normalTex;
uint metallicRoughnessTex;
uint metallicTex;
uint roughnessTex;
uint occlusionTex;
uint emissiveTex;
uint _pad0;
};
layout (buffer_reference, std430) readonly buffer MaterialsBuffer {
+39 -29
View File
@@ -12,14 +12,32 @@ layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec4 inTangent;
layout (location = 4) in mat3 inTBN;
layout (location = 0) out vec4 outFragColor;
vec3 calculateNormal(MaterialData material, uint samplerID)
{
vec3 n = normalize(inNormal);
// Meshes without tangents can't use a normal map
if (dot(inTangent.xyz, inTangent.xyz) < 1e-8) {
return n;
}
// Re-orthogonalize, the interpolated tangent isn't perpendicular to the normal anymore
vec3 t = normalize(inTangent.xyz - n * dot(n, inTangent.xyz));
vec3 b = cross(n, t) * inTangent.w;
vec3 tangentNormal = sampleTexture2D(material.normalTex, samplerID, inUV).rgb * 2.0 - 1.0;
tangentNormal.xy *= material.metallicRoughnessNormalOcclusion.z;
return normalize(mat3(t, b, n) * tangentNormal);
}
void main()
{
MaterialData material = pcs.sceneData.materials.data[pcs.materialID];
uint samplerID = pcs.sceneData.materials.data[pcs.materialID].textureFilteringMode;
uint samplerID = material.textureFilteringMode;
vec4 diffuse = sampleTexture2D(material.diffuseTex, samplerID, inUV) * material.baseColor;
vec3 baseColor = diffuse.rgb;
@@ -28,27 +46,18 @@ void main()
// discard;
// }
vec3 normal = normalize(inNormal);
// if (inTangent != vec4(0.0)) {
// // FIXME: sometimes Blender doesn't export tangents for some objects
// // for some reason. When we will start computing tangents manually,
// // this check can be removed
// normal = sampleTexture2DLinear(material.normalTex, inUV).rgb;
// // normal.y = 1 - normal.y; // flip to make OpenGL normal maps work
// normal = inTBN * normalize(normal * 2.0 - 1.0);
// normal = normalize(normal);
// }
vec3 n = calculateNormal(material, samplerID);
float metallicF = material.metallicRoughnessEmissive.r;
float roughnessF = material.metallicRoughnessEmissive.g;
float metallicF = material.metallicRoughnessNormalOcclusion.x;
float roughnessF = material.metallicRoughnessNormalOcclusion.y;
float occlusionStrength = material.metallicRoughnessNormalOcclusion.w;
vec4 metallicRoughness = sampleTexture2DLinear(material.metallicRoughnessTex, inUV);
float roughness = roughnessF * metallicRoughness.g;
// roughness *= roughness; // from perceptual to linear
float metallic = metallicF * sampleTexture2D(material.metallicTex, samplerID, inUV).b;
float roughness = roughnessF * sampleTexture2D(material.roughnessTex, samplerID, inUV).g;
roughness = max(roughness, 1e-2); // 0.0 roughness leads to NaNs
float metallic = metallicF * metallicRoughness.b;
float occlusion = sampleTexture2D(material.occlusionTex, samplerID, inUV).r;
float ambientOcclusion = mix(1.0, occlusion, occlusionStrength);
vec3 dielectricSpecular = vec3(0.04);
vec3 black = vec3(0.0);
@@ -57,7 +66,6 @@ void main()
vec3 cameraPos = pcs.sceneData.cameraPos.xyz;
vec3 fragPos = inPos.xyz;
vec3 n = normal;
vec3 v = normalize(cameraPos - fragPos);
// forward+: only loop over the lights the culling pass put in this pixel's tile
@@ -70,26 +78,28 @@ void main()
uint lightIndex = pcs.sceneData.tileLightIndices.data[tileOffset + 1 + i];
Light light = pcs.sceneData.lights.data[lightIndex];
float occlusion = 1.0;
float shadow = 1.0;
if (light.castShadows != 0) {
occlusion = calculateDirectionalShadow(
fragPos, n,
shadow = calculateDirectionalShadow(
fragPos, normalize(inNormal),
pcs.sceneData.lightViewProj,
pcs.sceneData.shadowMapId,
pcs.sceneData.shadowNormalOffset);
}
fragColor += calculateLight(light, fragPos, n, v,
diffuseColor, roughness, metallic, f0, occlusion);
diffuseColor, roughness, metallic, f0, shadow);
}
// emissive
float emissiveF = material.metallicRoughnessEmissive.b;
vec3 emissiveColor = emissiveF * sampleTexture2DLinear(material.emissiveTex, inUV).rgb;
vec3 emissiveColor = material.emissiveColor.rgb * sampleTexture2D(material.emissiveTex, samplerID, inUV).rgb;
fragColor += emissiveColor;
// ambient
fragColor += baseColor * pcs.sceneData.ambientColor * pcs.sceneData.ambientIntensity;
// ambient, the specular part keeps metals from turning black without lights
float NoV = clamp(dot(n, v), 0.0001, 1.0);
vec3 ambientLight = pcs.sceneData.ambientColor * pcs.sceneData.ambientIntensity;
vec3 ambientSpecular = envBRDFApprox(f0, roughness, NoV);
fragColor += (diffuseColor + ambientSpecular) * ambientLight * ambientOcclusion;
if (pcs.sceneData.debugLightHeatmap != 0) {
fragColor = mix(fragColor, lightHeatmapColor(tileLightCount), 0.5);
@@ -104,7 +114,7 @@ void main()
#if 0
// NORMAL DEBUG
fragColor = normal;
fragColor = n;
#endif
outFragColor = vec4(fragColor, diffuse.a);
+2 -7
View File
@@ -8,7 +8,6 @@ layout (location = 0) out vec3 outPos;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec4 outTangent;
layout (location = 4) out mat3 outTBN;
// The depth pre-pass reuses this shader, positions have to match bit for bit
// so the main pass can depth test against it with LESS_OR_EQUAL
@@ -29,10 +28,6 @@ void main()
// outNormal = (pcs.transform * vec4(v.normal, 0.0)).xyz;
outNormal = mat3(transpose(inverse(pcs.transform))) * v.normal;
outTangent = v.tangent;
vec3 T = normalize(vec3(pcs.transform * v.tangent));
vec3 N = normalize(outNormal);
vec3 B = cross(N, T) * v.tangent.w;
outTBN = mat3(T, B, N);
// w is the bitangent sign, the fragment shader builds the TBN from the interpolated vectors
outTangent = vec4(mat3(pcs.transform) * v.tangent.xyz, v.tangent.w);
}