This commit is contained in:
Lauri Räsänen 2023-01-24 03:59:06 +02:00
parent de50520b02
commit 0746a09c45
4 changed files with 147 additions and 11 deletions

View file

@ -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,
}; };
} }

View file

@ -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,
)); ));
} }

View file

@ -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"),
}); });

View file

@ -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);
} }