Moved the render probe function in PBR.glsllib

shader-nodes-enhancement
Nehon 7 years ago
parent 3aeb7350ae
commit 36c1ce713f
  1. 91
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag
  2. 86
      jme3-core/src/main/resources/Common/ShaderLib/PBR.glsllib

@ -94,91 +94,6 @@ varying vec3 wNormal;
uniform float m_AlphaDiscardThreshold;
#endif
float renderProbe(vec3 viewDir, vec3 normal, vec3 norm, float Roughness, vec4 diffuseColor, vec4 specularColor, float ndotv, vec3 ao, mat4 lightProbeData,vec3 shCoeffs[9],samplerCube prefEnvMap, inout vec3 color ){
// lightProbeData is a mat4 with this layout
// 3x3 rot mat|
// 0 1 2 | 3
// 0 | ax bx cx | px | )
// 1 | ay by cy | py | probe position
// 2 | az bz cz | pz | )
// --|----------|
// 3 | sx sy sz sp | -> 1/probe radius + nbMipMaps
// --scale--
// parallax fix for spherical / obb bounds and probe blending from
// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
vec3 rv = reflect(-viewDir, normal);
vec4 probePos = lightProbeData[3];
float invRadius = fract( probePos.w);
float nbMipMaps = probePos.w - invRadius;
vec3 direction = wPosition - probePos.xyz;
float ndf = 0.0;
if(lightProbeData[0][3] != 0.0){
// oriented box probe
mat3 wToLocalRot = mat3(lightProbeData);
wToLocalRot = inverse(wToLocalRot);
vec3 scale = vec3(lightProbeData[0][3], lightProbeData[1][3], lightProbeData[2][3]);
#if NB_PROBES >= 2
// probe blending
// compute fragment position in probe local space
vec3 localPos = wToLocalRot * wPosition;
localPos -= probePos.xyz;
// compute normalized distance field
vec3 localDir = abs(localPos);
localDir /= scale;
ndf = max(max(localDir.x, localDir.y), localDir.z);
#endif
// parallax fix
vec3 rayLs = wToLocalRot * rv;
rayLs /= scale;
vec3 positionLs = wPosition - probePos.xyz;
positionLs = wToLocalRot * positionLs;
positionLs /= scale;
vec3 unit = vec3(1.0);
vec3 firstPlaneIntersect = (unit - positionLs) / rayLs;
vec3 secondPlaneIntersect = (-unit - positionLs) / rayLs;
vec3 furthestPlane = max(firstPlaneIntersect, secondPlaneIntersect);
float distance = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
vec3 intersectPositionWs = wPosition + rv * distance;
rv = intersectPositionWs - probePos.xyz;
} else {
// spherical probe
// paralax fix
rv = invRadius * direction + rv;
#if NB_PROBES >= 2
// probe blending
float dist = sqrt(dot(direction, direction));
ndf = dist * invRadius;
#endif
}
vec3 indirectDiffuse = vec3(0.0);
vec3 indirectSpecular = vec3(0.0);
indirectDiffuse = sphericalHarmonics(normal.xyz, shCoeffs) * diffuseColor.rgb;
vec3 dominantR = getSpecularDominantDir( normal, rv.xyz, Roughness * Roughness );
indirectSpecular = ApproximateSpecularIBLPolynomial(prefEnvMap, specularColor.rgb, Roughness, ndotv, dominantR, nbMipMaps);
#ifdef HORIZON_FADE
//horizon fade from http://marmosetco.tumblr.com/post/81245981087
float horiz = dot(rv, norm);
float horizFadePower = 1.0 - Roughness;
horiz = clamp( 1.0 + horizFadePower * horiz, 0.0, 1.0 );
horiz *= horiz;
indirectSpecular *= vec3(horiz);
#endif
vec3 indirectLighting = (indirectDiffuse + indirectSpecular) * ao;
color = indirectLighting * step( 0.0, probePos.w);
return ndf;
}
void main(){
vec2 newTexCoord;
vec3 viewDir = normalize(g_CameraPosition - wPosition);
@ -350,12 +265,12 @@ void main(){
float weight2 = 0.0;
float weight3 = 0.0;
float ndf = renderProbe(viewDir, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData, g_ShCoeffs, g_PrefEnvMap, color1);
float ndf = renderProbe(viewDir, wPosition, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData, g_ShCoeffs, g_PrefEnvMap, color1);
#if NB_PROBES >= 2
float ndf2 = renderProbe(viewDir, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData2, g_ShCoeffs2, g_PrefEnvMap2, color2);
float ndf2 = renderProbe(viewDir, wPosition, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData2, g_ShCoeffs2, g_PrefEnvMap2, color2);
#endif
#if NB_PROBES == 3
float ndf3 = renderProbe(viewDir, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData3, g_ShCoeffs3, g_PrefEnvMap3, color3);
float ndf3 = renderProbe(viewDir, wPosition, normal, norm, Roughness, diffuseColor, specularColor, ndotv, ao, g_LightProbeData3, g_ShCoeffs3, g_PrefEnvMap3, color3);
#endif
#if NB_PROBES >= 2

@ -121,6 +121,92 @@ vec3 ApproximateSpecularIBLPolynomial(samplerCube envMap, vec3 SpecularColor , f
}
float renderProbe(vec3 viewDir, vec3 worldPos, vec3 normal, vec3 norm, float Roughness, vec4 diffuseColor, vec4 specularColor, float ndotv, vec3 ao, mat4 lightProbeData,vec3 shCoeffs[9],samplerCube prefEnvMap, inout vec3 color ){
// lightProbeData is a mat4 with this layout
// 3x3 rot mat|
// 0 1 2 | 3
// 0 | ax bx cx | px | )
// 1 | ay by cy | py | probe position
// 2 | az bz cz | pz | )
// --|----------|
// 3 | sx sy sz sp | -> 1/probe radius + nbMipMaps
// --scale--
// parallax fix for spherical / obb bounds and probe blending from
// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
vec3 rv = reflect(-viewDir, normal);
vec4 probePos = lightProbeData[3];
float invRadius = fract( probePos.w);
float nbMipMaps = probePos.w - invRadius;
vec3 direction = worldPos - probePos.xyz;
float ndf = 0.0;
if(lightProbeData[0][3] != 0.0){
// oriented box probe
mat3 wToLocalRot = mat3(lightProbeData);
wToLocalRot = inverse(wToLocalRot);
vec3 scale = vec3(lightProbeData[0][3], lightProbeData[1][3], lightProbeData[2][3]);
#if NB_PROBES >= 2
// probe blending
// compute fragment position in probe local space
vec3 localPos = wToLocalRot * worldPos;
localPos -= probePos.xyz;
// compute normalized distance field
vec3 localDir = abs(localPos);
localDir /= scale;
ndf = max(max(localDir.x, localDir.y), localDir.z);
#endif
// parallax fix
vec3 rayLs = wToLocalRot * rv;
rayLs /= scale;
vec3 positionLs = worldPos - probePos.xyz;
positionLs = wToLocalRot * positionLs;
positionLs /= scale;
vec3 unit = vec3(1.0);
vec3 firstPlaneIntersect = (unit - positionLs) / rayLs;
vec3 secondPlaneIntersect = (-unit - positionLs) / rayLs;
vec3 furthestPlane = max(firstPlaneIntersect, secondPlaneIntersect);
float distance = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
vec3 intersectPositionWs = worldPos + rv * distance;
rv = intersectPositionWs - probePos.xyz;
} else {
// spherical probe
// paralax fix
rv = invRadius * direction + rv;
#if NB_PROBES >= 2
// probe blending
float dist = sqrt(dot(direction, direction));
ndf = dist * invRadius;
#endif
}
vec3 indirectDiffuse = vec3(0.0);
vec3 indirectSpecular = vec3(0.0);
indirectDiffuse = sphericalHarmonics(normal.xyz, shCoeffs) * diffuseColor.rgb;
vec3 dominantR = getSpecularDominantDir( normal, rv.xyz, Roughness * Roughness );
indirectSpecular = ApproximateSpecularIBLPolynomial(prefEnvMap, specularColor.rgb, Roughness, ndotv, dominantR, nbMipMaps);
#ifdef HORIZON_FADE
//horizon fade from http://marmosetco.tumblr.com/post/81245981087
float horiz = dot(rv, norm);
float horizFadePower = 1.0 - Roughness;
horiz = clamp( 1.0 + horizFadePower * horiz, 0.0, 1.0 );
horiz *= horiz;
indirectSpecular *= vec3(horiz);
#endif
vec3 indirectLighting = (indirectDiffuse + indirectSpecular) * ao;
color = indirectLighting * step( 0.0, probePos.w);
return ndf;
}

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