wgsl include preprocessor; refactor pbr

This commit is contained in:
Lauri Räsänen 2023-01-25 05:34:01 +02:00
parent 6040a4430a
commit a4e56e8d58
10 changed files with 115 additions and 64 deletions

1
Cargo.lock generated
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@ -1556,6 +1556,7 @@ dependencies = [
"image 0.24.5", "image 0.24.5",
"log", "log",
"pollster", "pollster",
"regex",
"tobj", "tobj",
"wgpu", "wgpu",
"wgpu-types", "wgpu-types",

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@ -18,6 +18,7 @@ cgmath = "0.18"
tobj = { version = "3.2.1", features = ["async"] } tobj = { version = "3.2.1", features = ["async"] }
gltf = "1.0.0" gltf = "1.0.0"
wgpu-types = "0.14.1" wgpu-types = "0.14.1"
regex = "1.7.1"
[build-dependencies] [build-dependencies]
anyhow = "1.0.68" anyhow = "1.0.68"

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@ -10,6 +10,7 @@ use super::light::{DrawLight, LightUniform};
use super::model::{DrawModel, Model, ModelVertex, Vertex}; use super::model::{DrawModel, Model, ModelVertex, Vertex};
use super::resources; use super::resources;
use super::texture::Texture; use super::texture::Texture;
use crate::shaders::preprocessor::preprocess_wgsl;
const NUM_INSTANCES_PER_ROW: u32 = 1; const NUM_INSTANCES_PER_ROW: u32 = 1;
@ -275,7 +276,7 @@ impl State {
}); });
let shader = wgpu::ShaderModuleDescriptor { let shader = wgpu::ShaderModuleDescriptor {
label: Some("Normal Shader"), label: Some("Normal Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()), source: preprocess_wgsl("test.wgsl"),
}; };
create_render_pipeline( create_render_pipeline(
&device, &device,
@ -295,7 +296,7 @@ impl State {
}); });
let shader = wgpu::ShaderModuleDescriptor { let shader = wgpu::ShaderModuleDescriptor {
label: Some("Light Shader"), label: Some("Light Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/light.wgsl").into()), source: preprocess_wgsl("light.wgsl"),
}; };
create_render_pipeline( create_render_pipeline(
&device, &device,

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@ -1,4 +1,5 @@
mod core; mod core;
mod shaders;
fn main() { fn main() {
env_logger::init(); env_logger::init();

1
src/shaders/mod.rs Normal file
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@ -0,0 +1 @@
pub mod preprocessor;

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@ -0,0 +1,24 @@
use wgpu;
use regex::Regex;
use std::fs::read_to_string;
pub fn preprocess_wgsl(filename: &str) -> wgpu::ShaderSource {
let source_path = env!("CARGO_MANIFEST_DIR").to_owned() + "/src/shaders/wgsl/" + filename;
println!("preprocess_wgsl: loading source {}", source_path);
let mut source =
read_to_string(&source_path)
.unwrap();
let re = Regex::new(r"#include (.*?)\n").unwrap();
for cap in re.captures_iter(&source.clone()) {
let whole_match = &cap[0];
let mut full_path: String = source_path.to_owned();
full_path = full_path.replace(filename, &cap[1]);
println!("preprocess_wgsl: replacing {} with file {}", whole_match, full_path);
let nested_source = read_to_string(full_path).unwrap();
source = source.replace(whole_match, &nested_source);
}
return wgpu::ShaderSource::Wgsl(source.into());
}

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@ -0,0 +1,63 @@
// 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);
}
fn brdf(
normal_dir: vec3<f32>,
light_dir: vec3<f32>,
view_dir: vec3<f32>,
half_dir: vec3<f32>,
albedo: vec3<f32>,
roughness: f32,
metalness: f32
) -> vec3<f32> {
// fresnel
var dialect = vec3(0.04);
dialect = mix(dialect, albedo, metalness);
let fresnel = fresnel_schlick(max(dot(half_dir, view_dir), 0.0), dialect);
// distribution
let ndf = distribution_ggx(normal_dir, half_dir, roughness);
// geometry
let geo = geometry_smith(normal_dir, view_dir, light_dir, roughness);
// specular
let nom = ndf * geo * fresnel;
let denom = 4.0 * max(dot(normal_dir, view_dir), 0.0) * max(dot(normal_dir, light_dir), 0.0) + 0.0001;
let specular = nom / denom;
let k_d = (vec3(1.0) - fresnel) * (1.0 - metalness);
let n_dot_l = max(dot(normal_dir, light_dir), 0.0);
return (k_d * albedo / PI + specular) * n_dot_l;
}

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@ -0,0 +1 @@
let PI = 3.14159;

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@ -1,4 +1,5 @@
let PI = 3.14159; #include constants.wgsl
#include brdf.wgsl
// Vertex shader // Vertex shader
@ -86,40 +87,6 @@ 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)
@ -131,26 +98,26 @@ var t_normal: texture_2d<f32>;
var s_normal: sampler; var s_normal: sampler;
@group(0)@binding(4) @group(0)@binding(4)
var t_metallic_roughness: texture_2d<f32>; var t_roughness_metalness: texture_2d<f32>;
@group(0) @binding(5) @group(0) @binding(5)
var s_metallic_roughness: sampler; var s_roughness_metalness: 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( let object_roughness_metalness: vec4<f32> = textureSample(
t_metallic_roughness, s_metallic_roughness, in.tex_coords); t_roughness_metalness, s_roughness_metalness, in.tex_coords);
// TODO: AO // TODO: AO
let albedo = object_color.xyz; let albedo = object_color.xyz;
// TODO: pass factors to shader // TODO: pass factors to shader
let roughness = object_metallic_roughness.y * 1.0; let roughness = object_roughness_metalness.y * 1.0;
let metallic = object_metallic_roughness.z * 1.0; let metalness = object_roughness_metalness.z * 1.0;
// lighting vecs // lighting vecs
let tangent_normal = object_normal.xyz * 2.0 - 1.0; let normal_dir = object_normal.xyz * 2.0 - 1.0;
var light_dir = normalize(in.tangent_light_position - in.tangent_position); var light_dir = normalize(in.tangent_light_position - in.tangent_position);
let view_dir = normalize(in.tangent_view_position - in.tangent_position); let view_dir = normalize(in.tangent_view_position - in.tangent_position);
let half_dir = normalize(view_dir + light_dir); let half_dir = normalize(view_dir + light_dir);
@ -162,28 +129,19 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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);
// radiance // radiance
let radiance_strength = max(dot(tangent_normal, light_dir), 0.0); let radiance_strength = max(dot(normal_dir, light_dir), 0.0);
let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation; let radiance = radiance_strength * light.color.xyz * light.color.w * light_attenuation;
// fresnel // brdf shading
var f = vec3(0.04); let total_radiance = radiance * brdf(
f = mix(f, albedo, metallic); normal_dir,
let fresnel = fresnel_schlick(max(dot(half_dir, view_dir), 0.0), f); light_dir,
view_dir,
// distribution half_dir,
let ndf = distribution_ggx(tangent_normal, half_dir, roughness); albedo,
roughness,
// geometry metalness
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);