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opengl-PBR基于物理的渲染(Physically Based Rendering):光照实际渲染器

登高且赋 2022-01-05 阅读 84
  • 顶点着色器

    #version 330 core
    layout (location = 0) in vec3 aPos;
    layout (location = 1) in vec2 aTexCoords;
    layout (location = 2) in vec3 aNormal;
    
    out vec2 TexCoords;
    out vec3 WorldPos;
    out vec3 Normal;
    
    uniform mat4 projection;
    uniform mat4 view;
    uniform mat4 model;
    
    void main()
    {
        TexCoords = aTexCoords;
        WorldPos = vec3(model * vec4(aPos, 1.0));
        Normal = mat3(model) * aNormal;   
    
        gl_Position =  projection * view * vec4(WorldPos, 1.0);
    }
    
  • 片段着色器

    #version 330 core
    out vec4 FragColor;
    in vec2 TexCoords;
    in vec3 WorldPos;
    in vec3 Normal;
    
    // material parameters
    uniform sampler2D albedoMap;
    uniform sampler2D normalMap;
    uniform sampler2D metallicMap;
    uniform sampler2D roughnessMap;
    uniform sampler2D aoMap;
    
    // lights
    uniform vec3 lightPositions[4];
    uniform vec3 lightColors[4];
    
    uniform vec3 camPos;
    
    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 getNormalFromMap()
    {
        vec3 tangentNormal = texture(normalMap, TexCoords).xyz * 2.0 - 1.0;
    
        vec3 Q1  = dFdx(WorldPos);
        vec3 Q2  = dFdy(WorldPos);
        vec2 st1 = dFdx(TexCoords);
        vec2 st2 = dFdy(TexCoords);
    
        vec3 N   = normalize(Normal);
        vec3 T  = normalize(Q1*st2.t - Q2*st1.t);
        vec3 B  = -normalize(cross(N, T));
        mat3 TBN = mat3(T, B, N);
    
        return normalize(TBN * tangentNormal);
    }
    // ----------------------------------------------------------------------------
    float DistributionGGX(vec3 N, vec3 H, float roughness)
    {
        float a = roughness*roughness;
        float a2 = a*a;
        float NdotH = max(dot(N, H), 0.0);
        float NdotH2 = NdotH*NdotH;
    
        float nom   = a2;
        float denom = (NdotH2 * (a2 - 1.0) + 1.0);
        denom = PI * denom * denom;
    
        return nom / denom;
    }
    // ----------------------------------------------------------------------------
    float GeometrySchlickGGX(float NdotV, float roughness)
    {
        float r = (roughness + 1.0);
        float k = (r*r) / 8.0;
    
        float nom   = NdotV;
        float denom = NdotV * (1.0 - k) + k;
    
        return nom / denom;
    }
    // 需要将观察方向(几何遮蔽(Geometry Obstruction))和光线方向向量(几何阴影(Geometry Shadowing))都考虑进去。
    // 我们可以使用史密斯法(Smith’s method)来把两者都纳入其中----------------------------------------------------------------------------
    float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
    {
        float NdotV = max(dot(N, V), 0.0);
        float NdotL = max(dot(N, L), 0.0);
        float ggx2 = GeometrySchlickGGX(NdotV, roughness);
        float ggx1 = GeometrySchlickGGX(NdotL, roughness);
    
        return ggx1 * ggx2;
    }
    // 菲涅尔方程----------------------------------------------------------------------------
    vec3 fresnelSchlick(float cosTheta, vec3 F0)
    {
        return F0 + (1.0 - F0) * pow(max(1.0 - cosTheta, 0.0), 5.0);
    }
    // ----------------------------------------------------------------------------
    void main()
    {		
        vec3 albedo     = pow(texture(albedoMap, TexCoords).rgb, vec3(2.2));
        float metallic  = texture(metallicMap, TexCoords).r;
        float roughness = texture(roughnessMap, TexCoords).r;
        float ao        = texture(aoMap, TexCoords).r;
    
        vec3 N = getNormalFromMap();
        vec3 V = normalize(camPos - WorldPos);
    
        // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0 
        // of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)    
        vec3 F0 = vec3(0.04); 
        F0 = mix(F0, albedo, metallic);
    
        // 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;
    
            // Cook-Torrance BRDF
            float NDF = DistributionGGX(N, H, roughness);   
            float G   = GeometrySmith(N, V, L, roughness);      
            vec3 F    = fresnelSchlick(max(dot(H, V), 0.0), F0);
               
            vec3 numerator    = NDF * G * F; 
            float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001; // 0.001 to prevent divide by zero.
            vec3 specular = numerator / denominator;
            
            // kS is equal to Fresnel
            vec3 kS = F;
            // 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).
            kD *= 1.0 - metallic;	  
    
            // scale light by NdotL
            float NdotL = max(dot(N, L), 0.0);        
    
            // add to outgoing radiance Lo
            Lo += (kD * albedo / PI + specular) * radiance * NdotL;  // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
        }   
        
        // ambient lighting (note that the next IBL tutorial will replace 
        // this ambient lighting with environment lighting).
        vec3 ambient = vec3(0.03) * albedo * ao;
        
        vec3 color = ambient + Lo;
    
        // HDR tonemapping
        color = color / (color + vec3(1.0));
        // gamma correct
        color = pow(color, vec3(1.0/2.2)); 
    
        FragColor = vec4(color, 1.0);
    }
    
  • 主函数

        // build and compile shaders
        // -------------------------
        Shader shader("1.2.pbr.vert", "1.2.pbr.frag");
    
        shader.use();
        shader.setInt("albedoMap", 0);
        shader.setInt("normalMap", 1);
        shader.setInt("metallicMap", 2);
        shader.setInt("roughnessMap", 3);
        shader.setInt("aoMap", 4);
    
        // load PBR material textures
        // --------------------------
        unsigned int albedo = loadTexture("resources/textures/pbr/rusted_iron/albedo.png");
        unsigned int normal = loadTexture("resources/textures/pbr/rusted_iron/normal.png");
        unsigned int metallic = loadTexture("resources/textures/pbr/rusted_iron/metallic.png");
        unsigned int roughness = loadTexture("resources/textures/pbr/rusted_iron/roughness.png");
        unsigned int ao = loadTexture("resources/textures/pbr/rusted_iron/ao.png");
    
        // lights
        // ------
        glm::vec3 lightPositions[] = {
            glm::vec3(0.0f, 0.0f, 10.0f),
        };
        glm::vec3 lightColors[] = {
            glm::vec3(150.0f, 150.0f, 150.0f),
        };
        //球体数量
        int nrRows = 7;
        int nrColumns = 7;
        float spacing = 2.5;
    
        // initialize static shader uniforms before rendering
        // --------------------------------------------------
        glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
        shader.use();
        shader.setMat4("projection", projection);
    
        // render loop
        // -----------
        while (!glfwWindowShouldClose(window))
        {
            // per-frame time logic
            // --------------------
            float currentFrame = glfwGetTime();
            deltaTime = currentFrame - lastFrame;
            lastFrame = currentFrame;
    
            // input
            // -----
            processInput(window);
    
            // render
            // ------
            glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            shader.use();
            glm::mat4 view = camera.GetViewMatrix();
            shader.setMat4("view", view);
            shader.setVec3("camPos", camera.Position);
            //绑定纹理图片
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, albedo);
            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_2D, normal);
            glActiveTexture(GL_TEXTURE2);
            glBindTexture(GL_TEXTURE_2D, metallic);
            glActiveTexture(GL_TEXTURE3);
            glBindTexture(GL_TEXTURE_2D, roughness);
            glActiveTexture(GL_TEXTURE4);
            glBindTexture(GL_TEXTURE_2D, ao);
    
            // render rows*column number of spheres with material properties defined by textures (they all have the same material properties)
            //按照球体数量的行和列来渲染球体
            glm::mat4 model = glm::mat4(1.0f);
            for (int row = 0; row < nrRows; ++row)
            {
                for (int col = 0; col < nrColumns; ++col)
                {
                    model = glm::mat4(1.0f);
                    model = glm::translate(model, glm::vec3(
                        (float)(col - (nrColumns / 2)) * spacing,
                        (float)(row - (nrRows / 2)) * spacing,
                        0.0f
                    ));
                    shader.setMat4("model", model);
                    renderSphere();//开始渲染
                }
            }
    
            // 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.
            //在光源出再渲染一个普通的球体
            for (unsigned int i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
            {
                glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
                newPos = lightPositions[i];
                shader.setVec3("lightPositions[" + std::to_string(i) + "]", newPos);
                shader.setVec3("lightColors[" + std::to_string(i) + "]", lightColors[i]);
    
                model = glm::mat4(1.0f);
                model = glm::translate(model, newPos);
                model = glm::scale(model, glm::vec3(0.5f));
                shader.setMat4("model", model);
                renderSphere();
            }
    
            // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
            // -------------------------------------------------------------------------------
            glfwSwapBuffers(window);
            glfwPollEvents();
        }
    
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