Implement PBR

This commit is contained in:
reo 2025-09-26 16:49:36 +03:00
parent f34a9b01a0
commit 3503fc15d2
14 changed files with 659 additions and 10 deletions

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assets/shaders/pbr.frag Normal file
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#version 330 core
in vec3 v_normal;
in vec2 v_tex;
in vec3 v_position; // view-space position
out vec4 frag_color;
// Material inputs
uniform sampler2D u_base_color_map; // sRGB
uniform int u_has_base_color_map;
uniform vec4 u_base_color_factor;
uniform sampler2D u_metallic_roughness_map; // linear, (r=occlusion in glTF separate, g=roughness, b=metallic)
uniform int u_has_metallic_roughness_map;
uniform float u_metallic_factor;
uniform float u_roughness_factor;
uniform sampler2D u_occlusion_map; // linear (r)
uniform int u_has_occlusion_map;
uniform sampler2D u_emissive_map; // sRGB
uniform int u_has_emissive_map;
uniform vec3 u_emissive_factor;
// Directional light (in view space)
uniform vec3 u_dir_light_dir; // direction from light towards the scene (L)
uniform vec3 u_dir_light_color;
uniform float u_dir_light_intensity;
// Point lights (in view space)
#define MAX_POINT_LIGHTS 4
uniform int u_point_light_count;
uniform vec3 u_point_light_pos[MAX_POINT_LIGHTS];
uniform vec3 u_point_light_color[MAX_POINT_LIGHTS];
uniform float u_point_light_intensity[MAX_POINT_LIGHTS];
uniform float u_point_light_range[MAX_POINT_LIGHTS];
const float PI = 3.14159265359;
vec3 fresnel_schlick(float cosTheta, vec3 F0) {
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
float distribution_ggx(float NdotH, float alpha) {
float a2 = alpha * alpha;
float denom = (NdotH * NdotH) * (a2 - 1.0) + 1.0;
return a2 / (PI * denom * denom + 1e-6);
}
float geometry_schlick_ggx(float NdotV, float k) {
return NdotV / (NdotV * (1.0 - k) + k + 1e-6);
}
float geometry_smith(float NdotV, float NdotL, float alpha) {
// Schlick-GGX with k from alpha for direct lighting
float k = (alpha + 1.0);
k = (k * k) / 8.0;
float ggx1 = geometry_schlick_ggx(NdotV, k);
float ggx2 = geometry_schlick_ggx(NdotL, k);
return ggx1 * ggx2;
}
struct PBRMaterial {
vec3 baseColor;
float metallic;
float roughness;
float ao;
vec3 emissive;
};
PBRMaterial getMaterial() {
// Base color (sampled as sRGB then assumed linear by GL; still gamma-correct final output)
vec3 baseTex = (u_has_base_color_map != 0) ? texture(u_base_color_map, v_tex).rgb : vec3(1.0);
vec3 baseColor = baseTex * u_base_color_factor.rgb;
float metallicTex = (u_has_metallic_roughness_map != 0) ? texture(u_metallic_roughness_map, v_tex).b : 1.0;
float roughnessTex = (u_has_metallic_roughness_map != 0) ? texture(u_metallic_roughness_map, v_tex).g : 1.0;
float metallic = clamp(u_metallic_factor * metallicTex, 0.0, 1.0);
float roughness = clamp(u_roughness_factor * roughnessTex, 0.04, 1.0);
float ao = (u_has_occlusion_map != 0) ? texture(u_occlusion_map, v_tex).r : 1.0;
vec3 emissiveTex = (u_has_emissive_map != 0) ? texture(u_emissive_map, v_tex).rgb : vec3(0.0);
vec3 emissive = emissiveTex * u_emissive_factor;
PBRMaterial m;
m.baseColor = baseColor;
m.metallic = metallic;
m.roughness = roughness;
m.ao = ao;
m.emissive = emissive;
return m;
}
vec3 evaluatePBR(vec3 N, vec3 V, vec3 L, vec3 lightColor, float lightIntensity, PBRMaterial m) {
vec3 H = normalize(V + L);
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float NdotH = max(dot(N, H), 0.0);
float HdotV = max(dot(H, V), 0.0);
if (NdotL <= 0.0 || NdotV <= 0.0) return vec3(0.0);
float alpha = m.roughness * m.roughness;
vec3 F0 = mix(vec3(0.04), m.baseColor, m.metallic);
vec3 F = fresnel_schlick(HdotV, F0);
float D = distribution_ggx(NdotH, alpha);
float G = geometry_smith(NdotV, NdotL, alpha);
vec3 numerator = F * D * G;
float denominator = max(4.0 * NdotV * NdotL, 1e-6);
vec3 specular = numerator / denominator;
vec3 kS = F;
vec3 kD = (vec3(1.0) - kS) * (1.0 - m.metallic);
vec3 diffuse = (m.baseColor / PI) * kD;
vec3 radiance = lightColor * lightIntensity;
return (diffuse + specular) * radiance * NdotL;
}
void main() {
PBRMaterial mat = getMaterial();
vec3 N = normalize(v_normal);
vec3 V = normalize(-v_position); // camera at origin in view-space
vec3 color = vec3(0.0);
// Directional light contribution
vec3 Ld = normalize(u_dir_light_dir);
color += evaluatePBR(N, V, Ld, u_dir_light_color, u_dir_light_intensity, mat);
// Point lights
for (int i = 0; i < u_point_light_count && i < MAX_POINT_LIGHTS; ++i) {
vec3 toLight = u_point_light_pos[i] - v_position;
float dist = length(toLight);
vec3 L = toLight / max(dist, 1e-4);
float cutoff = 1.0 - smoothstep(0.9 * u_point_light_range[i], u_point_light_range[i], dist);
float attenuation = (1.0 / max(dist * dist, 1e-4)) * cutoff;
vec3 contrib = evaluatePBR(N, V, L, u_point_light_color[i], u_point_light_intensity[i] * attenuation, mat);
color += contrib;
}
// Simple ambient and AO
vec3 ambient = 0.03 * mat.baseColor * (1.0 - mat.metallic) * mat.ao;
color += ambient + mat.emissive;
// Gamma correction to sRGB
color = pow(color, vec3(1.0 / 2.2));
frag_color = vec4(color, u_base_color_factor.a);
}