pbr
This commit is contained in:
parent
de50520b02
commit
0746a09c45
4 changed files with 147 additions and 11 deletions
|
@ -6,6 +6,9 @@ pub struct Material {
|
||||||
pub name: String,
|
pub name: String,
|
||||||
pub diffuse_texture: Texture,
|
pub diffuse_texture: Texture,
|
||||||
pub normal_texture: Texture,
|
pub normal_texture: Texture,
|
||||||
|
pub metallic_roughness_texture: Texture,
|
||||||
|
pub metallic_factor: f32, // TODO pass to shader
|
||||||
|
pub roughness_factor: f32, // TODO pass to shader
|
||||||
pub bind_group: wgpu::BindGroup,
|
pub bind_group: wgpu::BindGroup,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -15,6 +18,9 @@ impl Material {
|
||||||
name: &str,
|
name: &str,
|
||||||
diffuse_texture: Texture,
|
diffuse_texture: Texture,
|
||||||
normal_texture: Texture,
|
normal_texture: Texture,
|
||||||
|
metallic_roughness_texture: Texture,
|
||||||
|
metallic_factor: f32,
|
||||||
|
roughness_factor: f32,
|
||||||
layout: &wgpu::BindGroupLayout,
|
layout: &wgpu::BindGroupLayout,
|
||||||
) -> Self {
|
) -> Self {
|
||||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
@ -38,6 +44,15 @@ impl Material {
|
||||||
binding: 3,
|
binding: 3,
|
||||||
resource: wgpu::BindingResource::Sampler(&normal_texture.sampler),
|
resource: wgpu::BindingResource::Sampler(&normal_texture.sampler),
|
||||||
},
|
},
|
||||||
|
// metallic roughness
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 4,
|
||||||
|
resource: wgpu::BindingResource::TextureView(&metallic_roughness_texture.view),
|
||||||
|
},
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 5,
|
||||||
|
resource: wgpu::BindingResource::Sampler(&metallic_roughness_texture.sampler),
|
||||||
|
},
|
||||||
],
|
],
|
||||||
label: None,
|
label: None,
|
||||||
});
|
});
|
||||||
|
@ -46,6 +61,9 @@ impl Material {
|
||||||
name: String::from(name),
|
name: String::from(name),
|
||||||
diffuse_texture,
|
diffuse_texture,
|
||||||
normal_texture,
|
normal_texture,
|
||||||
|
metallic_roughness_texture,
|
||||||
|
metallic_factor,
|
||||||
|
roughness_factor,
|
||||||
bind_group,
|
bind_group,
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
|
@ -192,7 +192,7 @@ pub async fn load_model_gltf(
|
||||||
let diffuse_index = pbr
|
let diffuse_index = pbr
|
||||||
.base_color_texture()
|
.base_color_texture()
|
||||||
.map(|tex| {
|
.map(|tex| {
|
||||||
println!("Grabbing diffuse tex");
|
println!("gltf: get diffuse tex");
|
||||||
tex.texture().source().index()
|
tex.texture().source().index()
|
||||||
})
|
})
|
||||||
.unwrap_or(0); // TODO default tex
|
.unwrap_or(0); // TODO default tex
|
||||||
|
@ -221,7 +221,7 @@ pub async fn load_model_gltf(
|
||||||
let normal_index = material
|
let normal_index = material
|
||||||
.normal_texture()
|
.normal_texture()
|
||||||
.map(|tex| {
|
.map(|tex| {
|
||||||
println!("Grabbing normal tex");
|
println!("gltf: get normal tex");
|
||||||
tex.texture().source().index()
|
tex.texture().source().index()
|
||||||
})
|
})
|
||||||
.unwrap_or(0); // TODO default tex
|
.unwrap_or(0); // TODO default tex
|
||||||
|
@ -246,11 +246,44 @@ pub async fn load_model_gltf(
|
||||||
)
|
)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
|
// metallic + roughness
|
||||||
|
let mr_index = pbr
|
||||||
|
.metallic_roughness_texture()
|
||||||
|
.map(|tex| {
|
||||||
|
println!("gltf: get metallic roughness tex");
|
||||||
|
tex.texture().source().index()
|
||||||
|
})
|
||||||
|
.unwrap_or(0); // TODO default tex
|
||||||
|
|
||||||
|
let mr_data = &mut images[mr_index];
|
||||||
|
dbg!(mr_data.format);
|
||||||
|
|
||||||
|
if mr_data.format == gltf::image::Format::R8G8B8
|
||||||
|
|| mr_data.format == gltf::image::Format::R16G16B16
|
||||||
|
{
|
||||||
|
mr_data.pixels =
|
||||||
|
gltf_pixels_to_wgpu(mr_data.pixels.clone(), mr_data.format);
|
||||||
|
}
|
||||||
|
|
||||||
|
let mr_texture = Texture::from_pixels(
|
||||||
|
device,
|
||||||
|
queue,
|
||||||
|
&mr_data.pixels,
|
||||||
|
(mr_data.width, mr_data.height),
|
||||||
|
gltf_image_format_stride(mr_data.format),
|
||||||
|
gltf_image_format_to_wgpu(mr_data.format, false),
|
||||||
|
Some(file_name),
|
||||||
|
)
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
materials.push(Material::new(
|
materials.push(Material::new(
|
||||||
device,
|
device,
|
||||||
&material.name().unwrap_or("Default Material").to_string(),
|
&material.name().unwrap_or("Default Material").to_string(),
|
||||||
diffuse_texture,
|
diffuse_texture,
|
||||||
normal_texture,
|
normal_texture,
|
||||||
|
mr_texture,
|
||||||
|
pbr.metallic_factor(),
|
||||||
|
pbr.roughness_factor(),
|
||||||
layout,
|
layout,
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
|
|
|
@ -117,7 +117,7 @@ impl State {
|
||||||
|
|
||||||
let camera_controller = CameraController::new(1.0, 2.0);
|
let camera_controller = CameraController::new(1.0, 2.0);
|
||||||
|
|
||||||
let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 10000.0]);
|
let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 100000.0]);
|
||||||
|
|
||||||
// We'll want to update our lights position, so we use COPY_DST
|
// We'll want to update our lights position, so we use COPY_DST
|
||||||
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
@ -189,6 +189,23 @@ impl State {
|
||||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||||
count: None,
|
count: None,
|
||||||
},
|
},
|
||||||
|
// metallic + roughness
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 4,
|
||||||
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::Texture {
|
||||||
|
multisampled: false,
|
||||||
|
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||||
|
view_dimension: wgpu::TextureViewDimension::D2,
|
||||||
|
},
|
||||||
|
count: None,
|
||||||
|
},
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 5,
|
||||||
|
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||||
|
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||||
|
count: None,
|
||||||
|
},
|
||||||
],
|
],
|
||||||
label: Some("texture_bind_group_layout"),
|
label: Some("texture_bind_group_layout"),
|
||||||
});
|
});
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
let PI = 3.14159;
|
||||||
|
|
||||||
// Vertex shader
|
// Vertex shader
|
||||||
|
|
||||||
struct CameraUniform {
|
struct CameraUniform {
|
||||||
|
@ -84,6 +86,40 @@ fn vs_main(
|
||||||
|
|
||||||
// Fragment shader
|
// Fragment shader
|
||||||
|
|
||||||
|
// normal distribution function (Trowbridge-Reitz GGX)
|
||||||
|
|
||||||
|
fn distribution_ggx(n: vec3<f32>, h: vec3<f32>, a: f32) -> f32 {
|
||||||
|
let a2 = a * a;
|
||||||
|
let n_dot_h = max(dot(n, h), 0.0);
|
||||||
|
let n_dot_h2 = n_dot_h * n_dot_h;
|
||||||
|
|
||||||
|
var denom = (n_dot_h2 * (a2 - 1.0) + 1.0);
|
||||||
|
denom = PI * denom * denom;
|
||||||
|
|
||||||
|
return a2 / denom;
|
||||||
|
}
|
||||||
|
|
||||||
|
// geometry function (Smith's Schlick-GGX)
|
||||||
|
|
||||||
|
fn geometry_schlick_ggx(nom: f32, k: f32) -> f32 {
|
||||||
|
let denom = nom * (1.0 - k) + k;
|
||||||
|
return nom / denom;
|
||||||
|
}
|
||||||
|
|
||||||
|
fn geometry_smith(n: vec3<f32>, v: vec3<f32>, l: vec3<f32>, k: f32) -> f32 {
|
||||||
|
let n_dot_v = max(dot(n, v), 0.0);
|
||||||
|
let n_dot_l = max(dot(n, l), 0.0);
|
||||||
|
let ggx1 = geometry_schlick_ggx(n_dot_v, k);
|
||||||
|
let ggx2 = geometry_schlick_ggx(n_dot_l, k);
|
||||||
|
return ggx1 * ggx2;
|
||||||
|
}
|
||||||
|
|
||||||
|
// fresnel function (Fresnel-Schlick approximation)
|
||||||
|
|
||||||
|
fn fresnel_schlick(cos_theta: f32, f: vec3<f32>) -> vec3<f32> {
|
||||||
|
return f + (1.0 - f) * pow(1.0 - cos_theta, 5.0);
|
||||||
|
}
|
||||||
|
|
||||||
@group(0) @binding(0)
|
@group(0) @binding(0)
|
||||||
var t_diffuse: texture_2d<f32>;
|
var t_diffuse: texture_2d<f32>;
|
||||||
@group(0)@binding(1)
|
@group(0)@binding(1)
|
||||||
|
@ -94,11 +130,23 @@ var t_normal: texture_2d<f32>;
|
||||||
@group(0) @binding(3)
|
@group(0) @binding(3)
|
||||||
var s_normal: sampler;
|
var s_normal: sampler;
|
||||||
|
|
||||||
|
@group(0)@binding(4)
|
||||||
|
var t_metallic_roughness: texture_2d<f32>;
|
||||||
|
@group(0) @binding(5)
|
||||||
|
var s_metallic_roughness: sampler;
|
||||||
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
// textures
|
// textures
|
||||||
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
||||||
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
|
let object_normal: vec4<f32> = textureSample(t_normal, s_normal, in.tex_coords);
|
||||||
|
let object_metallic_roughness: vec4<f32> = textureSample(
|
||||||
|
t_metallic_roughness, s_metallic_roughness, in.tex_coords);
|
||||||
|
// TODO: AO
|
||||||
|
|
||||||
|
let albedo = object_color.xyz;
|
||||||
|
let metallic = object_metallic_roughness.z;
|
||||||
|
let roughness = object_metallic_roughness.y;
|
||||||
|
|
||||||
// lighting vecs
|
// lighting vecs
|
||||||
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
|
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
|
||||||
|
@ -109,23 +157,43 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
// attenuation
|
// attenuation
|
||||||
let light_dist = length(light.position - in.world_position);
|
let light_dist = length(light.position - in.world_position);
|
||||||
let coef_a = 0.0;
|
let coef_a = 0.0;
|
||||||
let coef_b = 1.25;
|
let coef_b = 1.0;
|
||||||
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
|
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
|
||||||
|
|
||||||
// diffuse
|
// radiance
|
||||||
let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
|
let radiance_strength = max(dot(tangent_normal, light_dir), 0.0);
|
||||||
let diffuse_color = diffuse_strength * light.color.xyz * light.color.w * light_attenuation;
|
let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation;
|
||||||
|
|
||||||
// specular
|
// fresnel
|
||||||
let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
|
var f = vec3(0.04);
|
||||||
let specular_color = specular_strength * light.color.xyz * light.color.w * light_attenuation;
|
f = mix(f, albedo, metallic);
|
||||||
|
let fresnel = fresnel_schlick(max(dot(half_dir, view_dir), 0.0), f);
|
||||||
|
|
||||||
|
// distribution
|
||||||
|
let ndf = distribution_ggx(tangent_normal, half_dir, roughness);
|
||||||
|
|
||||||
|
// geometry
|
||||||
|
let geo = geometry_smith(tangent_normal, view_dir, light_dir, roughness);
|
||||||
|
|
||||||
|
// brdf
|
||||||
|
let nom = ndf * geo * fresnel;
|
||||||
|
let denom = 4.0 * max(dot(tangent_normal, view_dir), 0.0) * max(dot(tangent_normal, light_dir), 0.0) + 0.0001;
|
||||||
|
let specular = nom / denom;
|
||||||
|
|
||||||
|
let k_d = (vec3(1.0) - fresnel) * (1.0 - metallic);
|
||||||
|
let n_dot_l = max(dot(tangent_normal, light_dir), 0.0);
|
||||||
|
let total_radiance = (k_d * albedo / PI + specular) * radiance * n_dot_l;
|
||||||
|
|
||||||
// ambient
|
// ambient
|
||||||
let ambient_light_color = vec3(1.0);
|
let ambient_light_color = vec3(1.0);
|
||||||
let ambient_strength = 0.025;
|
let ambient_strength = 0.025;
|
||||||
let ambient_color = ambient_light_color * ambient_strength;
|
let ambient_color = ambient_light_color * ambient_strength;
|
||||||
|
|
||||||
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
|
var result = ambient_color + total_radiance;
|
||||||
|
|
||||||
|
// tonemap
|
||||||
|
result = result / (result + vec3(1.0));
|
||||||
|
//result = pow(result, vec3(1.0/2.2));
|
||||||
|
|
||||||
return vec4<f32>(result, object_color.a);
|
return vec4<f32>(result, object_color.a);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue