From: Luke Lau Date: Sun, 9 Feb 2020 23:58:39 +0000 (+0000) Subject: Fix metal roughness texture on streaked metal material X-Git-Tag: cs7gv3-a3~7 X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=commitdiff_plain;h=d0c631f46c6db417e013b1bc0edec24cb9c2824a Fix metal roughness texture on streaked metal material --- diff --git a/assignment-5/report.out b/assignment-5/report.out new file mode 100644 index 0000000..41e7a75 --- /dev/null +++ b/assignment-5/report.out @@ -0,0 +1,3 @@ +\BOOKMARK [1][-]{section.1}{Physically Based Rendering}{}% 1 +\BOOKMARK [1][-]{section.2}{Bone Based Animation}{}% 2 +\BOOKMARK [1][-]{section.3}{Tweaks to AssImp}{}% 3 diff --git a/brdffrag.glsl b/brdffrag.glsl deleted file mode 100644 index 93403de..0000000 --- a/brdffrag.glsl +++ /dev/null @@ -1,90 +0,0 @@ -#version 330 - -in vec2 texCoords; -out vec4 fragColor; - -const float PI = 3.14159265359; - -//TODO: Put this in a separate shader program -float radicalInverse(uint bits) { - bits = (bits << 16u) | (bits >> 16u); - bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); - bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); - bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); - bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); - return float(bits) * 2.3283064365386963e-10; -} - -vec2 hammersley(uint i, uint N) { - return vec2(float(i) / float(N), radicalInverse(i)); -} - -float geometrySchlickGGX(float NdotV, float roughness) { - float a = roughness * roughness; - float k = (a * a) / 2.f; - - return NdotV / (NdotV * (1.f - k) + k); -} - -float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness) { - float ggx1 = geometrySchlickGGX(max(dot(N, L), 0.f), roughness); - float ggx2 = geometrySchlickGGX(max(dot(N, V), 0.f), roughness); - return ggx1 * ggx2; -} - -vec3 importanceSampleGGX(vec2 Xi, vec3 N, float roughness) { - float a = roughness * roughness; - - float phi = 2.f * PI * Xi.x; - float cosTheta = sqrt((1.f - Xi.y) / (1.f + (a * a - 1.f) * Xi.y)); - float sinTheta = sqrt(1.f - cosTheta * cosTheta); - - // spherical -> cartesian - vec3 H = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta); - - vec3 up = abs(N.z) < 0.999 ? vec3(0, 0, 1) : vec3(1, 0, 0); - vec3 tangent = normalize(cross(up, N)); - vec3 bitangent = cross(N, tangent); - - vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z; - return normalize(sampleVec); -} - -vec2 integrateBRDF(float NdotV, float roughness) { - vec3 V = vec3(sqrt(1.f - NdotV * NdotV), 0.f, NdotV); - - float A = 0, B = 0; - - vec3 N = vec3(0, 0, 1); - - const uint sampleCount = 1024u; - for (uint i = 0u; i < sampleCount; i++) { - vec2 Xi = hammersley(i, sampleCount); - vec3 H = importanceSampleGGX(Xi, N, roughness); - vec3 L = normalize(2.f * dot(V, H) * H - V); - - float NdotL = max(L.z, 0.f); - float NdotH = max(H.z, 0.f); - float VdotH = max(dot(V, H), 0.f); - - if (NdotL > 0) { - float G = geometrySmith(N, V, L, roughness); - float Gvis = (G * VdotH) / (NdotH * NdotV); - float Fc = pow(1.f - VdotH, 5.f); - - A += (1.f - Fc) * Gvis; - B += Fc * Gvis; - } - } - - A /= float(sampleCount); - B /= float(sampleCount); - - return vec2(A, B); -} - -void main() { - fragColor = vec4(integrateBRDF(texCoords.x, texCoords.y), 0, 0); -} - - diff --git a/models/newtonsCradle.blend b/models/newtonsCradle.blend index f26a498..2524090 100644 Binary files a/models/newtonsCradle.blend and b/models/newtonsCradle.blend differ