diff --git a/resources/textures/pbr/rusted_iron/albedo.png b/resources/textures/pbr/rusted_iron/albedo.png new file mode 100644 index 0000000..91896ad Binary files /dev/null and b/resources/textures/pbr/rusted_iron/albedo.png differ diff --git a/resources/textures/pbr/rusted_iron/ao.png b/resources/textures/pbr/rusted_iron/ao.png new file mode 100644 index 0000000..5ca4099 Binary files /dev/null and b/resources/textures/pbr/rusted_iron/ao.png differ diff --git a/resources/textures/pbr/rusted_iron/metallic.png b/resources/textures/pbr/rusted_iron/metallic.png new file mode 100644 index 0000000..76ca751 Binary files /dev/null and b/resources/textures/pbr/rusted_iron/metallic.png differ diff --git a/resources/textures/pbr/rusted_iron/normal.png b/resources/textures/pbr/rusted_iron/normal.png new file mode 100644 index 0000000..f604ab5 Binary files /dev/null and b/resources/textures/pbr/rusted_iron/normal.png differ diff --git a/resources/textures/pbr/rusted_iron/roughness.png b/resources/textures/pbr/rusted_iron/roughness.png new file mode 100644 index 0000000..c5cecf7 Binary files /dev/null and b/resources/textures/pbr/rusted_iron/roughness.png differ diff --git a/src/6.pbr/1.1.lighting/lighting.cpp b/src/6.pbr/1.1.lighting/lighting.cpp index 13f9002..7f4db9b 100644 --- a/src/6.pbr/1.1.lighting/lighting.cpp +++ b/src/6.pbr/1.1.lighting/lighting.cpp @@ -155,9 +155,7 @@ int main() // render light source (simply re-render sphere at light positions) // this looks a bit off as we use the same shader, but it'll make their positions obvious and // keeps the codeprint small. - for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i) - //for (unsigned int i = 0; i < 1; ++i) { glUniform3fv(glGetUniformLocation(shader.Program, ("lightPositions[" + std::to_string(i) + "]").c_str()), 1, &lightPositions[i][0]); glUniform3fv(glGetUniformLocation(shader.Program, ("lightColors[" + std::to_string(i) + "]").c_str()), 1, &lightColors[i][0]); @@ -177,6 +175,7 @@ int main() return 0; } +// renders (and builds if necessary) a sphere unsigned int sphereVAO = 0; unsigned int indexCount; void renderSphere() @@ -205,7 +204,7 @@ void renderSphere() { float xSegment = (float)x / (float)X_SEGMENTS; float ySegment = (float)y / (float)Y_SEGMENTS; - float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI); // NOTE(Joey): TAU is 2PI + float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI); float yPos = std::cos(ySegment * PI); float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI); @@ -218,7 +217,7 @@ void renderSphere() bool oddRow = false; for (int y = 0; y < Y_SEGMENTS; ++y) { - if (!oddRow) // NOTE(Joey): even rows: y == 0, y == 2; and so on + if (!oddRow) // even rows: y == 0, y == 2; and so on { for (int x = 0; x <= X_SEGMENTS; ++x) { @@ -272,7 +271,6 @@ void renderSphere() glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW); - //float stride = (3 + 2 + 3 + 3 + 3) * sizeof(float); float stride = (3 + 2 + 3) * sizeof(float); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)0); @@ -280,109 +278,12 @@ void renderSphere() glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(3 * sizeof(float))); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(5 * sizeof(float))); - //glEnableVertexAttribArray(3); - /* glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(8 * sizeof(float))); - glEnableVertexAttribArray(4); - glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(11 * sizeof(float)));*/ } glBindVertexArray(sphereVAO); glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0); } -// RenderQuad() Renders a 1x1 quad in NDC -GLuint quadVAO = 0; -GLuint quadVBO; -void RenderQuad() -{ - if (quadVAO == 0) - { - // positions - glm::vec3 pos1(-1.0, 1.0, 0.0); - glm::vec3 pos2(-1.0, -1.0, 0.0); - glm::vec3 pos3(1.0, -1.0, 0.0); - glm::vec3 pos4(1.0, 1.0, 0.0); - // texture coordinates - glm::vec2 uv1(0.0, 1.0); - glm::vec2 uv2(0.0, 0.0); - glm::vec2 uv3(1.0, 0.0); - glm::vec2 uv4(1.0, 1.0); - // normal vector - glm::vec3 nm(0.0, 0.0, 1.0); - - // calculate tangent/bitangent vectors of both triangles - glm::vec3 tangent1, bitangent1; - glm::vec3 tangent2, bitangent2; - // - triangle 1 - glm::vec3 edge1 = pos2 - pos1; - glm::vec3 edge2 = pos3 - pos1; - glm::vec2 deltaUV1 = uv2 - uv1; - glm::vec2 deltaUV2 = uv3 - uv1; - - GLfloat f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y); - - tangent1.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x); - tangent1.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y); - tangent1.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z); - tangent1 = glm::normalize(tangent1); - - bitangent1.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x); - bitangent1.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y); - bitangent1.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z); - bitangent1 = glm::normalize(bitangent1); - - // - triangle 2 - edge1 = pos3 - pos1; - edge2 = pos4 - pos1; - deltaUV1 = uv3 - uv1; - deltaUV2 = uv4 - uv1; - - f = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV2.x * deltaUV1.y); - - tangent2.x = f * (deltaUV2.y * edge1.x - deltaUV1.y * edge2.x); - tangent2.y = f * (deltaUV2.y * edge1.y - deltaUV1.y * edge2.y); - tangent2.z = f * (deltaUV2.y * edge1.z - deltaUV1.y * edge2.z); - tangent2 = glm::normalize(tangent2); - - - bitangent2.x = f * (-deltaUV2.x * edge1.x + deltaUV1.x * edge2.x); - bitangent2.y = f * (-deltaUV2.x * edge1.y + deltaUV1.x * edge2.y); - bitangent2.z = f * (-deltaUV2.x * edge1.z + deltaUV1.x * edge2.z); - bitangent2 = glm::normalize(bitangent2); - - - GLfloat quadVertices[] = { - // Positions // normal // TexCoords // Tangent // Bitangent - pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z, - pos2.x, pos2.y, pos2.z, nm.x, nm.y, nm.z, uv2.x, uv2.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z, - pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent1.x, tangent1.y, tangent1.z, bitangent1.x, bitangent1.y, bitangent1.z, - - pos1.x, pos1.y, pos1.z, nm.x, nm.y, nm.z, uv1.x, uv1.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z, - pos3.x, pos3.y, pos3.z, nm.x, nm.y, nm.z, uv3.x, uv3.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z, - pos4.x, pos4.y, pos4.z, nm.x, nm.y, nm.z, uv4.x, uv4.y, tangent2.x, tangent2.y, tangent2.z, bitangent2.x, bitangent2.y, bitangent2.z - }; - // Setup plane VAO - glGenVertexArrays(1, &quadVAO); - glGenBuffers(1, &quadVBO); - glBindVertexArray(quadVAO); - glBindBuffer(GL_ARRAY_BUFFER, quadVBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)0); - glEnableVertexAttribArray(1); - glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))); - glEnableVertexAttribArray(2); - glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat))); - glEnableVertexAttribArray(3); - glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(8 * sizeof(GLfloat))); - glEnableVertexAttribArray(4); - glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(GLfloat), (GLvoid*)(11 * sizeof(GLfloat))); - } - glBindVertexArray(quadVAO); - glDrawArrays(GL_TRIANGLES, 0, 6); - glBindVertexArray(0); -} - // This function loads a texture from file. Note: texture loading functions like these are usually // managed by a 'Resource Manager' that manages all resources (like textures, models, audio). // For learning purposes we'll just define it as a utility function. diff --git a/src/6.pbr/1.1.lighting/pbr.frag b/src/6.pbr/1.1.lighting/pbr.frag index db0f731..95b92fa 100644 --- a/src/6.pbr/1.1.lighting/pbr.frag +++ b/src/6.pbr/1.1.lighting/pbr.frag @@ -18,23 +18,8 @@ uniform vec3 lightColors[4]; uniform vec3 camPos; uniform float exposure; -const float PI = 3.14159265359; - -vec3 getNormal(vec3 worldNormal, vec3 tangentNormal) -{ - vec3 Q1 = dFdx(WorldPos); - vec3 Q2 = dFdy(WorldPos); - vec2 st1 = dFdx(TexCoords); - vec2 st2 = dFdy(TexCoords); - - vec3 normal = normalize(worldNormal); - vec3 tangent = normalize(Q1*st2.t - Q2*st1.t); - vec3 binormal = -normalize(cross(normal, tangent)); - mat3 TBN = mat3(tangent, binormal, normal); - - return normalize(TBN * tangentNormal); -} - +const float PI = 3.14159265359; +// ---------------------------------------------------------------------------- float DistributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness*roughness; @@ -48,7 +33,7 @@ float DistributionGGX(vec3 N, vec3 H, float roughness) return nom / denom; } - +// ---------------------------------------------------------------------------- float GeometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); @@ -59,7 +44,7 @@ float GeometrySchlickGGX(float NdotV, float roughness) return nom / denom; } - +// ---------------------------------------------------------------------------- float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); @@ -69,7 +54,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) return ggx1 * ggx2; } - +// ---------------------------------------------------------------------------- vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); @@ -79,75 +64,65 @@ vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) { return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); } - - - +// ---------------------------------------------------------------------------- void main() { vec3 N = normalize(Normal); vec3 V = normalize(camPos - WorldPos); vec3 R = reflect(-V, N); - // NOTE(Joey): calculate color/reflectance at normal incidence - // NOTE(Joey): if dia-electric (like plastic) use F0 as 0.04 and - // if it's a metal, use their albedo color as F0 (metallic workflow) - vec3 F0 = vec3(0.04); // NOTE(Joey): base reflectance at incident angle for non-metallic (dia-conductor) surfaces + // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0 + // of 0.04 and if it's a metal, use their albedo color as F0 (metallic workflow) + vec3 F0 = vec3(0.04); F0 = mix(F0, albedo, metallic); - // NOTE(Joey): calculate reflectance w/ (modified for roughness) Fresnel - vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness); + vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness); // use modified Fresnel-Schlick approximation to take roughness into account - // NOTE(Joey): kS is equal to Fresnel + // kS is equal to Fresnel vec3 kS = F; - // NOTE(Joey): for energy conservation, the diffuse and specular light can't - // be above 1.0 (unless the surface emits light) so to preserve this - // relationship the diffuse component (kD) equals 1.0 - kS. + // for energy conservation, the diffuse and specular light can't + // be above 1.0 (unless the surface emits light); to preserve this + // relationship the diffuse component (kD) should equal 1.0 - kS. vec3 kD = vec3(1.0) - kS; - // multiply kD by the inverse metalness such that only non-metals - // have diffuse lighting, or a linear blend if partly metal (pure metals have - // no diffuse light). + // multiply kD by the inverse metalness such that only non-metals + // have diffuse lighting, or a linear blend if partly metal (pure metals + // have no diffuse light). kD *= 1.0 - metallic; - // first do ambient lighting (note that the next IBL tutorial will replace the ambient - // lighting with environment lighting). + // first do ambient lighting (note that the next IBL tutorial will replace + // this ambient lighting with environment lighting). vec3 ambient = vec3(0.01) * albedo * ao; - // for every light, calculate their contribution to the reflectance equation + // reflectance equation vec3 Lo = vec3(0.0); for(int i = 0; i < 4; ++i) { + // calculate per-light radiance vec3 L = normalize(lightPositions[i] - WorldPos); vec3 H = normalize(V + L); float distance = length(lightPositions[i] - WorldPos); float attenuation = 1.0 / distance * distance; vec3 radiance = lightColors[i] * attenuation; - // NDF - float ndf = DistributionGGX(N, H, roughness); - - // Geometry - float g = GeometrySmith(N, V, L, roughness); - - // cook-torrance brdf - vec3 nominator = ndf * g * F; + // Cook-Torrance BRDF + float NDF = DistributionGGX(N, H, roughness); + float G = GeometrySmith(N, V, L, roughness); + + vec3 nominator = NDF * G * F; float denominator = 4 * max(dot(V, N), 0.0) * max(dot(L, N), 0.0) + 0.001; // 0.001 to prevent divide by zero. vec3 brdf = nominator / denominator; - // NOTE(Joey): scale light by NdotL + // scale light by NdotL float NdotL = max(dot(N, L), 0.0); - // NOTE(Joey): reflectance equation - + // add to outgoing radiance Lo Lo += (kD * albedo / PI + kS * brdf) * radiance * NdotL; } - vec3 color = ambient + Lo; - // NOTE(Joey): HDR tonemapping - // color = vec3(1.0) - exp(-color * exposure); + // HDR tonemapping color = color / (color + vec3(1.0)); - // NOTE(Joey): gamma correct + // gamma correct color = pow(color, vec3(1.0/2.2)); - FragColor = vec4(color, 1.0); } diff --git a/src/6.pbr/1.2.lighting_textured/lighting_textured.cpp b/src/6.pbr/1.2.lighting_textured/lighting_textured.cpp index 5232439..cbb3163 100644 --- a/src/6.pbr/1.2.lighting_textured/lighting_textured.cpp +++ b/src/6.pbr/1.2.lighting_textured/lighting_textured.cpp @@ -144,7 +144,7 @@ int main() glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, ao); - // render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively + // render rows*column number of spheres with material properties defined by textures (they all have the same material properties) glm::mat4 model; for (int row = 0; row < nrRows; ++row) { @@ -214,7 +214,7 @@ void renderSphere() { float xSegment = (float)x / (float)X_SEGMENTS; float ySegment = (float)y / (float)Y_SEGMENTS; - float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI); // NOTE(Joey): TAU is 2PI + float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI); float yPos = std::cos(ySegment * PI); float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI); @@ -227,7 +227,7 @@ void renderSphere() bool oddRow = false; for (int y = 0; y < Y_SEGMENTS; ++y) { - if (!oddRow) // NOTE(Joey): even rows: y == 0, y == 2; and so on + if (!oddRow) // even rows: y == 0, y == 2; and so on { for (int x = 0; x <= X_SEGMENTS; ++x) { diff --git a/src/6.pbr/1.2.lighting_textured/pbr.frag b/src/6.pbr/1.2.lighting_textured/pbr.frag index d47d061..2fb6722 100644 --- a/src/6.pbr/1.2.lighting_textured/pbr.frag +++ b/src/6.pbr/1.2.lighting_textured/pbr.frag @@ -19,9 +19,12 @@ uniform vec3 lightColors[4]; uniform vec3 camPos; uniform float exposure; -const float PI = 3.14159265359; - -// easy trick to get tangent-normals to world-space to keep PBR code simplified. +const float PI = 3.14159265359; +// ---------------------------------------------------------------------------- +// Easy trick to get tangent-normals to world-space to keep PBR code simplified. +// Don't worry if you don't get what's going on; you generally want to do normal +// mapping the usual way for performance anways; I do plan make a note of this +// technique somewhere later in the normal mapping tutorial. vec3 getNormal() { vec3 tangentNormal = texture(normalMap, TexCoords).xyz * 2.0 - 1.0; @@ -38,7 +41,7 @@ vec3 getNormal() return normalize(TBN * tangentNormal); } - +// ---------------------------------------------------------------------------- float DistributionGGX(vec3 N, vec3 H, float roughness) { float a = roughness*roughness; @@ -52,7 +55,7 @@ float DistributionGGX(vec3 N, vec3 H, float roughness) return nom / denom; } - +// ---------------------------------------------------------------------------- float GeometrySchlickGGX(float NdotV, float roughness) { float r = (roughness + 1.0); @@ -63,7 +66,7 @@ float GeometrySchlickGGX(float NdotV, float roughness) return nom / denom; } - +// ---------------------------------------------------------------------------- float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); @@ -73,7 +76,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) return ggx1 * ggx2; } - +// ---------------------------------------------------------------------------- vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); @@ -83,78 +86,70 @@ vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness) { return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0); } - +// ---------------------------------------------------------------------------- void main() { vec3 albedo = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2)); - float metallic = texture(metallicMap, TexCoords).r; + float metallic = texture(metallicMap, TexCoords).r; float roughness = texture(roughnessMap, TexCoords).r; - float ao = texture(aoMap, TexCoords).r; + float ao = texture(aoMap, TexCoords).r; vec3 N = getNormal(); - // N = normalize(Normal); vec3 V = normalize(camPos - WorldPos); vec3 R = reflect(-V, N); - // NOTE(Joey): calculate color/reflectance at normal incidence - // NOTE(Joey): if dia-electric (like plastic) use F0 as 0.04 and - // if it's a metal, use their albedo color as F0 (metallic workflow) - vec3 F0 = vec3(0.04); // NOTE(Joey): base reflectance at incident angle for non-metallic (dia-conductor) surfaces - F0 = mix(F0, albedo, metallic); - // NOTE(Joey): calculate reflectance w/ (modified for roughness) Fresnel - vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness); + // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0 + // of 0.04 and if it's a metal, use their albedo color as F0 (metallic workflow) + vec3 F0 = vec3(0.04); + F0 = mix(F0, albedo, metallic); + vec3 F = fresnelSchlickRoughness(max(dot(N, V), 0.0), F0, roughness); // use modified Fresnel-Schlick approximation to take roughness into account - // NOTE(Joey): kS is equal to Fresnel + // kS is equal to Fresnel vec3 kS = F; - // NOTE(Joey): for energy conservation, the diffuse and specular light can't - // be above 1.0 (unless the surface emits light) so to preserve this - // relationship the diffuse component (kD) equals 1.0 - kS. + // for energy conservation, the diffuse and specular light can't + // be above 1.0 (unless the surface emits light); to preserve this + // relationship the diffuse component (kD) should equal 1.0 - kS. vec3 kD = vec3(1.0) - kS; - // multiply kD by the inverse metalness such that only non-metals - // have diffuse lighting, or a linear blend if partly metal (pure metals have - // no diffuse light). + // multiply kD by the inverse metalness such that only non-metals + // have diffuse lighting, or a linear blend if partly metal (pure metals + // have no diffuse light). kD *= 1.0 - metallic; - // first do ambient lighting (note that the next IBL tutorial will replace the ambient - // lighting with environment lighting). - vec3 ambient = vec3(0.03) * albedo * ao; - - // for every light, calculate their contribution to the reflectance equation + // first do ambient lighting (note that the next IBL tutorial will replace + // this ambient lighting with environment lighting). + vec3 ambient = vec3(0.01) * albedo * ao; + + // reflectance equation vec3 Lo = vec3(0.0); for(int i = 0; i < 4; ++i) { + // calculate per-light radiance vec3 L = normalize(lightPositions[i] - WorldPos); vec3 H = normalize(V + L); float distance = length(lightPositions[i] - WorldPos); float attenuation = 1.0 / distance * distance; vec3 radiance = lightColors[i] * attenuation; - // NDF - float ndf = DistributionGGX(N, H, roughness); - - // Geometry - float g = GeometrySmith(N, V, L, roughness); - - // cook-torrance brdf - vec3 nominator = ndf * g * F; + // Cook-Torrance BRDF + float NDF = DistributionGGX(N, H, roughness); + float G = GeometrySmith(N, V, L, roughness); + + vec3 nominator = NDF * G * F; float denominator = 4 * max(dot(V, N), 0.0) * max(dot(L, N), 0.0) + 0.001; // 0.001 to prevent divide by zero. vec3 brdf = nominator / denominator; - // NOTE(Joey): scale light by NdotL + // scale light by NdotL float NdotL = max(dot(N, L), 0.0); - // NOTE(Joey): reflectance equation - + // add to outgoing radiance Lo Lo += (kD * albedo / PI + kS * brdf) * radiance * NdotL; } - vec3 color = ambient + Lo; - // NOTE(Joey): HDR tonemapping + // HDR tonemapping color = color / (color + vec3(1.0)); - // NOTE(Joey): gamma correct + // gamma correct color = pow(color, vec3(1.0/2.2)); - FragColor = vec4(color, 1.0); } diff --git a/src/6.pbr/1.2.lighting_textured/pbr.vs b/src/6.pbr/1.2.lighting_textured/pbr.vs index 1ca2f95..be15cbd 100644 --- a/src/6.pbr/1.2.lighting_textured/pbr.vs +++ b/src/6.pbr/1.2.lighting_textured/pbr.vs @@ -15,8 +15,7 @@ void main() { TexCoords = texCoords; WorldPos = vec3(model * vec4(pos, 1.0f)); - Normal = mat3(model) * normal; - + Normal = mat3(model) * normal; gl_Position = projection * view * vec4(WorldPos, 1.0); } \ No newline at end of file