PBR shader and PBR test case with custom model

define_list_fix
Nehon 10 years ago
parent 3135f2f4bf
commit 81c995edc4
  1. 26
      .nb-gradle-properties
  2. 2
      gradle.properties
  3. 243
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag
  4. 305
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md
  5. 67
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.vert
  6. 120
      jme3-core/src/main/resources/Common/ShaderLib/PBR.glsllib
  7. BIN
      jme3-core/src/main/resources/Common/Textures/integrateBRDF.ktx
  8. 6
      jme3-core/src/plugins/java/com/jme3/texture/plugins/DDSLoader.java
  9. 2
      jme3-examples/src/main/java/jme3test/batching/TestBatchNodeCluster.java
  10. 131
      jme3-examples/src/main/java/jme3test/light/TestShadowBug.java
  11. 172
      jme3-examples/src/main/java/jme3test/light/pbr/TestPBRLighting.java
  12. BIN
      jme3-testdata/src/main/resources/Models/Tank/Tank_Base_Color.png
  13. BIN
      jme3-testdata/src/main/resources/Models/Tank/Tank_Emissive.png
  14. BIN
      jme3-testdata/src/main/resources/Models/Tank/Tank_Metallic.png
  15. BIN
      jme3-testdata/src/main/resources/Models/Tank/Tank_Normal.png
  16. BIN
      jme3-testdata/src/main/resources/Models/Tank/Tank_Roughness.png
  17. 14
      jme3-testdata/src/main/resources/Models/Tank/tank.j3m
  18. BIN
      jme3-testdata/src/main/resources/Models/Tank/tank.j3o
  19. 3
      jme3-testdata/src/main/resources/Models/Tank/tank.j3odata
  20. BIN
      jme3-testdata/src/main/resources/Textures/Sky/Path.hdr

@ -6,4 +6,30 @@
<template>license.txt</template> <template>license.txt</template>
<property name="organization">jMonkeyEngine</property> <property name="organization">jMonkeyEngine</property>
</license-header> </license-header>
<built-in-tasks>
<task>
<display-name>run</display-name>
<non-blocking>no</non-blocking>
<task-names>
<name must-exist="no">run</name>
</task-names>
<task-args/>
<task-jvm-args>
<arg>-ea</arg>
</task-jvm-args>
</task>
<task>
<display-name>run.single</display-name>
<non-blocking>no</non-blocking>
<task-names>
<name must-exist="no">${project}:run</name>
</task-names>
<task-args>
<arg>-PmainClass=${selected-class}</arg>
</task-args>
<task-jvm-args>
<arg>-ea</arg>
</task-jvm-args>
</task>
</built-in-tasks>
</gradle-project-properties> </gradle-project-properties>

@ -6,7 +6,7 @@ jmeMainVersion = 3.1
jmeVersionTag = snapshot-github jmeVersionTag = snapshot-github
# specify if JavaDoc should be built # specify if JavaDoc should be built
buildJavaDoc = true buildJavaDoc = false
# specify if SDK and Native libraries get built # specify if SDK and Native libraries get built
buildSdkProject = true buildSdkProject = true

@ -0,0 +1,243 @@
#import "Common/ShaderLib/Parallax.glsllib"
#import "Common/ShaderLib/PBR.glsllib"
#import "Common/ShaderLib/Lighting.glsllib"
varying vec2 texCoord;
#ifdef SEPARATE_TEXCOORD
varying vec2 texCoord2;
#endif
varying vec4 Color;
uniform vec4 g_LightData[NB_LIGHTS];
uniform vec3 g_CameraPosition;
uniform float m_Roughness;
uniform float m_Metallic;
varying vec3 wPosition;
#ifdef INDIRECT_LIGHTING
uniform sampler2D m_IntegrateBRDF;
uniform samplerCube m_PrefEnvMap;
uniform samplerCube m_IrradianceMap;
#endif
#ifdef BASECOLORMAP
uniform sampler2D m_BaseColorMap;
#endif
#ifdef METALLICMAP
uniform sampler2D m_MetallicMap;
#endif
#ifdef ROUGHNESSMAP
uniform sampler2D m_RoughnessMap;
#endif
#ifdef EMISSIVE
uniform vec4 m_Emissive;
#endif
#ifdef EMISSIVEMAP
uniform sampler2D m_EmissiveMap;
#endif
#if defined(EMISSIVE) || defined(EMISSIVEMAP)
uniform float m_EmissivePower;
uniform float m_EmissiveIntensity;
#endif
#ifdef SPECGLOSSPIPELINE
uniform sampler2D m_SpecularMap;
uniform sampler2D m_GlossMap;
#endif
#ifdef PARALLAXMAP
uniform sampler2D m_ParallaxMap;
#endif
#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP)))
uniform float m_ParallaxHeight;
#endif
#ifdef LIGHTMAP
uniform sampler2D m_LightMap;
#endif
#ifdef NORMALMAP
uniform sampler2D m_NormalMap;
varying vec3 wTangent;
varying vec3 wBinormal;
#endif
varying vec3 wNormal;
#ifdef DISCARD_ALPHA
uniform float m_AlphaDiscardThreshold;
#endif
void main(){
vec2 newTexCoord;
#if (defined(PARALLAXMAP) || (defined(NORMALMAP_PARALLAX) && defined(NORMALMAP)))
#ifdef STEEP_PARALLAX
#ifdef NORMALMAP_PARALLAX
//parallax map is stored in the alpha channel of the normal map
newTexCoord = steepParallaxOffset(m_NormalMap, vViewDir, texCoord, m_ParallaxHeight);
#else
//parallax map is a texture
newTexCoord = steepParallaxOffset(m_ParallaxMap, vViewDir, texCoord, m_ParallaxHeight);
#endif
#else
#ifdef NORMALMAP_PARALLAX
//parallax map is stored in the alpha channel of the normal map
newTexCoord = classicParallaxOffset(m_NormalMap, vViewDir, texCoord, m_ParallaxHeight);
#else
//parallax map is a texture
newTexCoord = classicParallaxOffset(m_ParallaxMap, vViewDir, texCoord, m_ParallaxHeight);
#endif
#endif
#else
newTexCoord = texCoord;
#endif
#ifdef BASECOLORMAP
vec4 albedo = texture2D(m_BaseColorMap, newTexCoord);
#else
vec4 albedo = Color;
#endif
#ifdef ROUGHNESSMAP
float Roughness = texture2D(m_RoughnessMap, newTexCoord).r * max(m_Roughness,1e-8);
#else
float Roughness = max(m_Roughness,1e-8);
#endif
#ifdef METALLICMAP
float Metallic = texture2D(m_MetallicMap, newTexCoord).r;
#else
float Metallic = max(m_Metallic,0.00);
#endif
//Roughness = max(m_Roughness,1e-8);
//Metallic = max(m_Metallic,0.00);
float alpha = Color.a * albedo.a;
#ifdef DISCARD_ALPHA
if(alpha < m_AlphaDiscardThreshold){
discard;
}
#endif
// ***********************
// Read from textures
// ***********************
#if defined(NORMALMAP)
vec4 normalHeight = texture2D(m_NormalMap, newTexCoord);
//Note the -2.0 and -1.0. We invert the green channel of the normal map,
//as it's complient with normal maps generated with blender.
//see http://hub.jmonkeyengine.org/forum/topic/parallax-mapping-fundamental-bug/#post-256898
//for more explanation.
vec3 normal = normalize((normalHeight.xyz * vec3(2.0,-2.0,2.0) - vec3(1.0,-1.0,1.0)));
#else
vec3 normal = normalize(wNormal);
#endif
#ifdef LIGHTMAP
vec3 lightMapColor;
#ifdef SEPARATE_TEXCOORD
lightMapColor = texture2D(m_LightMap, texCoord2).rgb;
#else
lightMapColor = texture2D(m_LightMap, texCoord).rgb;
#endif
specularColor.rgb *= lightMapColor;
albedo.rgb *= lightMapColor;
#endif
int i = 0;
#ifdef NORMALMAP
mat3 tbnMat = mat3(normalize(wTangent.xyz) , normalize(wBinormal.xyz) , normalize(wNormal.xyz));
normal = normalize(tbnMat * normal);
// normal = normalize(normal * inverse(tbnMat));
#endif
vec3 viewDir = normalize(g_CameraPosition - wPosition);
float specular = 0.5;
#ifdef SPECGLOSSPIPELINE
vec4 specularColor = texture2D(m_SpecularMap, newTexCoord);
vec4 diffuseColor = albedo;
Roughness = 1.0 - texture2D(m_GlossMap, newTexCoord);
#else
float nonMetalSpec = 0.08 * specular;
vec4 specularColor = (nonMetalSpec - nonMetalSpec * Metallic) + albedo * Metallic;
vec4 diffuseColor = albedo - albedo * Metallic;
#endif
gl_FragColor.rgb = vec3(0.0);
float ndotv = max( dot( normal, viewDir ),0.0);
for( int i = 0;i < NB_LIGHTS; i+=3){
vec4 lightColor = g_LightData[i];
vec4 lightData1 = g_LightData[i+1];
vec4 lightDir;
vec3 lightVec;
lightComputeDir(wPosition, lightColor.w, lightData1, lightDir, lightVec);
float fallOff = 1.0;
#if __VERSION__ >= 110
// allow use of control flow
if(lightColor.w > 1.0){
#endif
fallOff = computeSpotFalloff(g_LightData[i+2], lightVec);
#if __VERSION__ >= 110
}
#endif
//point light attenuation
fallOff *= lightDir.w;
lightDir.xyz = normalize(lightDir.xyz);
vec3 directDiffuse;
vec3 directSpecular;
PBR_ComputeDirectLight(normal, lightDir.xyz, viewDir,
lightColor.rgb,specular, Roughness, ndotv,
directDiffuse, directSpecular);
vec3 directLighting = diffuseColor.rgb *directDiffuse + directSpecular * specularColor.rgb;
gl_FragColor.rgb += directLighting * fallOff;
}
#ifdef INDIRECT_LIGHTING
vec3 rv = reflect(-viewDir.xyz, normal.xyz);
//horizon fade from http://marmosetco.tumblr.com/post/81245981087
float horiz = dot(rv, wNormal.xyz);
float horizFadePower= 1.0 - Roughness;
horiz = clamp( 1.0 + horizFadePower * horiz, 0.0, 1.0 );
horiz *= horiz;
vec3 indirectDiffuse = vec3(0.0);
vec3 indirectSpecular = vec3(0.0);
indirectDiffuse = textureCube(m_IrradianceMap, rv.xyz).rgb * albedo.rgb;
indirectSpecular = ApproximateSpecularIBL(m_PrefEnvMap,m_IntegrateBRDF, specularColor.rgb, Roughness, ndotv, rv.xyz);
indirectSpecular *= vec3(horiz);
vec3 indirectLighting = indirectDiffuse + indirectSpecular;
gl_FragColor.rgb = gl_FragColor.rgb + indirectLighting ;
#endif
#if defined(EMISSIVE) || defined (EMISSIVEMAP)
#ifdef EMISSIVEMAP
vec4 emissive = texture2D(m_EmissiveMap, newTexCoord);
#else
vec4 emissive = m_Emissive;
#endif
gl_FragColor += emissive * pow(emissive.a, m_EmissivePower) * m_EmissiveIntensity;
#endif
gl_FragColor.a = alpha;
}

@ -0,0 +1,305 @@
MaterialDef PBR Lighting {
MaterialParameters {
// Alpha threshold for fragment discarding
Float AlphaDiscardThreshold (AlphaTestFallOff)
//metalness of the material
Float Metallic : 0.0
//Roughness of the material
Float Roughness : 1.0
// Base material color
Color BaseColor
// The emissive color of the object
Color Emissive
// the emissive power
Float EmissivePower : 3.0
// the emissive intensity
Float EmissiveIntensity : 1.0
// BaseColor map
Texture2D BaseColorMap
// Specular/gloss map
Texture2D MetallicMap -LINEAR
// Roughness Map
Texture2D RoughnessMap -LINEAR
// Texture of the emissive parts of the material
Texture2D EmissiveMap
// Normal map
Texture2D NormalMap -LINEAR
// For Spec gloss pipeline
Texture2D SpecularMap
Texture2D GlossMap
// Prefiltered Env Map for indirect specular lighting
TextureCubeMap PrefEnvMap -LINEAR
// Irradiance map for indirect diffuse lighting
TextureCubeMap IrradianceMap -LINEAR
//integrate BRDF map for indirect Lighting
Texture2D IntegrateBRDF -LINEAR
// Parallax/height map
Texture2D ParallaxMap -LINEAR
//Set to true is parallax map is stored in the alpha channel of the normal map
Boolean PackedNormalParallax
//Sets the relief height for parallax mapping
Float ParallaxHeight : 0.05
//Set to true to activate Steep Parallax mapping
Boolean SteepParallax
// Set to Use Lightmap
Texture2D LightMap
// Set to use TexCoord2 for the lightmap sampling
Boolean SeparateTexCoord
//shadows
Int FilterMode
Boolean HardwareShadows
Texture2D ShadowMap0
Texture2D ShadowMap1
Texture2D ShadowMap2
Texture2D ShadowMap3
//pointLights
Texture2D ShadowMap4
Texture2D ShadowMap5
Float ShadowIntensity
Vector4 Splits
Vector2 FadeInfo
Matrix4 LightViewProjectionMatrix0
Matrix4 LightViewProjectionMatrix1
Matrix4 LightViewProjectionMatrix2
Matrix4 LightViewProjectionMatrix3
//pointLight
Matrix4 LightViewProjectionMatrix4
Matrix4 LightViewProjectionMatrix5
Vector3 LightPos
Vector3 LightDir
Float PCFEdge
Float ShadowMapSize
// For hardware skinning
Int NumberOfBones
Matrix4Array BoneMatrices
//For instancing
Boolean UseInstancing
//For Vertex Color
Boolean UseVertexColor
}
Technique {
LightMode SinglePass
VertexShader GLSL100: Common/MatDefs/Light/PBRLighting.vert
FragmentShader GLSL100: Common/MatDefs/Light/PBRLighting.frag
WorldParameters {
WorldViewProjectionMatrix
CameraPosition
WorldMatrix
}
Defines {
BASECOLORMAP : BaseColorMap
NORMALMAP : NormalMap
METALLICMAP : MetallicMap
ROUGHNESSMAP : RoughnessMap
EMISSIVEMAP : EmissiveMap
EMISSIVE : Emissive
SPECGLOSSPIPELINE : SpecularMap
PARALLAXMAP : ParallaxMap
NORMALMAP_PARALLAX : PackedNormalParallax
STEEP_PARALLAX : SteepParallax
LIGHTMAP : LightMap
SEPARATE_TEXCOORD : SeparateTexCoord
DISCARD_ALPHA : AlphaDiscardThreshold
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
INDIRECT_LIGHTING : IntegrateBRDF
VERTEX_COLOR : UseVertexColor
}
}
Technique PreShadow {
VertexShader GLSL100 : Common/MatDefs/Shadow/PreShadow.vert
FragmentShader GLSL100 : Common/MatDefs/Shadow/PreShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
COLOR_MAP : ColorMap
DISCARD_ALPHA : AlphaDiscardThreshold
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
}
ForcedRenderState {
FaceCull Off
DepthTest On
DepthWrite On
PolyOffset 5 3
ColorWrite Off
}
}
Technique PostShadow15{
VertexShader GLSL150: Common/MatDefs/Shadow/PostShadow15.vert
FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadow15.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
DISCARD_ALPHA : AlphaDiscardThreshold
COLOR_MAP : ColorMap
SHADOWMAP_SIZE : ShadowMapSize
FADE : FadeInfo
PSSM : Splits
POINTLIGHT : LightViewProjectionMatrix5
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
}
ForcedRenderState {
Blend Modulate
DepthWrite Off
PolyOffset -0.1 0
}
}
Technique PostShadow{
VertexShader GLSL100: Common/MatDefs/Shadow/PostShadow.vert
FragmentShader GLSL100: Common/MatDefs/Shadow/PostShadow.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
HARDWARE_SHADOWS : HardwareShadows
FILTER_MODE : FilterMode
PCFEDGE : PCFEdge
DISCARD_ALPHA : AlphaDiscardThreshold
COLOR_MAP : ColorMap
SHADOWMAP_SIZE : ShadowMapSize
FADE : FadeInfo
PSSM : Splits
POINTLIGHT : LightViewProjectionMatrix5
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
}
ForcedRenderState {
Blend Modulate
DepthWrite Off
PolyOffset -0.1 0
}
}
Technique PreNormalPass {
VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
NormalMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
DIFFUSEMAP_ALPHA : DiffuseMap
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
}
}
Technique PreNormalPassDerivative {
VertexShader GLSL100 : Common/MatDefs/MSSAO/normal.vert
FragmentShader GLSL100 : Common/MatDefs/MSSAO/normal.frag
WorldParameters {
WorldViewProjectionMatrix
WorldViewMatrix
NormalMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
DIFFUSEMAP_ALPHA : DiffuseMap
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
}
}
Technique GBuf {
VertexShader GLSL100: Common/MatDefs/Light/GBuf.vert
FragmentShader GLSL100: Common/MatDefs/Light/GBuf.frag
WorldParameters {
WorldViewProjectionMatrix
NormalMatrix
WorldViewMatrix
WorldMatrix
}
Defines {
VERTEX_COLOR : UseVertexColor
MATERIAL_COLORS : UseMaterialColors
V_TANGENT : VTangent
MINNAERT : Minnaert
WARDISO : WardIso
DIFFUSEMAP : DiffuseMap
NORMALMAP : NormalMap
SPECULARMAP : SpecularMap
PARALLAXMAP : ParallaxMap
}
}
}

@ -0,0 +1,67 @@
#import "Common/ShaderLib/Instancing.glsllib"
#import "Common/ShaderLib/Skinning.glsllib"
uniform vec4 m_BaseColor;
uniform vec4 g_AmbientLightColor;
varying vec2 texCoord;
#ifdef SEPARATE_TEXCOORD
varying vec2 texCoord2;
attribute vec2 inTexCoord2;
#endif
varying vec4 Color;
attribute vec3 inPosition;
attribute vec2 inTexCoord;
attribute vec3 inNormal;
#ifdef VERTEX_COLOR
attribute vec4 inColor;
#endif
varying vec3 wNormal;
varying vec3 wPosition;
#ifdef NORMALMAP
attribute vec4 inTangent;
varying vec3 wTangent;
varying vec3 wBinormal;
#endif
void main(){
vec4 modelSpacePos = vec4(inPosition, 1.0);
vec3 modelSpaceNorm = inNormal;
#if defined(NORMALMAP) && !defined(VERTEX_LIGHTING)
vec3 modelSpaceTan = inTangent.xyz;
#endif
#ifdef NUM_BONES
#if defined(NORMALMAP) && !defined(VERTEX_LIGHTING)
Skinning_Compute(modelSpacePos, modelSpaceNorm, modelSpaceTan);
#else
Skinning_Compute(modelSpacePos, modelSpaceNorm);
#endif
#endif
gl_Position = TransformWorldViewProjection(modelSpacePos);
texCoord = inTexCoord;
#ifdef SEPARATE_TEXCOORD
texCoord2 = inTexCoord2;
#endif
wPosition = TransformWorld(modelSpacePos).xyz;
wNormal = TransformWorld(vec4(modelSpaceNorm,0.0)).xyz;
#if defined(NORMALMAP)
wTangent = TransformWorld(vec4(modelSpaceTan,0.0)).xyz;
wBinormal = cross(wNormal, wTangent)* inTangent.w;
#endif
Color = m_BaseColor;
#ifdef VERTEX_COLOR
Color *= inColor;
#endif
}

@ -0,0 +1,120 @@
#ifndef PI
#define PI 3.14159265358979323846264
#endif
//Specular fresnel computation
vec3 F_Shlick(float vh, vec3 F0){
float fresnelFact = pow(2.0, (-5.55473*vh - 6.98316) * vh);
return mix(F0, vec3(1.0, 1.0, 1.0), fresnelFact);
}
void PBR_ComputeDirectLightSpecWF(vec3 normal, vec3 lightDir, vec3 viewDir,
vec3 lightColor, vec3 specColor, float roughness, float ndotv,
out vec3 outDiffuse, out vec3 outSpecular){
// Compute halfway vector.
vec3 halfVec = normalize(lightDir + viewDir);
// Compute ndotl, ndoth, vdoth terms which are needed later.
float ndotl = max( dot(normal, lightDir), 0.0);
float ndoth = max( dot(normal, halfVec), 0.0);
float hdotv = max( dot(viewDir, halfVec), 0.0);
// Compute diffuse using energy-conserving Lambert.
// Alternatively, use Oren-Nayar for really rough
// materials or if you have lots of processing power ...
outDiffuse = vec3(ndotl) * lightColor;
//cook-torrence, microfacet BRDF : http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
float alpha = roughness * roughness;
//D, GGX normaal Distribution function
float alpha2 = alpha * alpha;
float sum = ((ndoth * ndoth) * (alpha2 - 1.0) + 1.0);
float denom = PI * sum * sum;
float D = alpha2 / denom;
// Compute Fresnel function via Schlick's approximation.
vec3 fresnel = F_Shlick(hdotv, specColor);
//G Shchlick GGX Gometry shadowing term, k = alpha/2
float k = alpha * 0.5;
// UE4 way to optimise shlick GGX Gometry shadowing term
//http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
float G_V = ndotv + sqrt( (ndotv - ndotv * k) * ndotv + k );
float G_L = ndotl + sqrt( (ndotl - ndotl * k) * ndotl + k );
// the max here is to avoid division by 0 that may cause some small glitches.
float G = 1.0/max( G_V * G_L ,0.01);
float specular = D * G * ndotl;
outSpecular = fresnel * vec3(specular) * lightColor;
}
void PBR_ComputeDirectLight(vec3 normal, vec3 lightDir, vec3 viewDir,
vec3 lightColor, float fZero, float roughness, float ndotv,
out vec3 outDiffuse, out vec3 outSpecular){
// Compute halfway vector.
vec3 halfVec = normalize(lightDir + viewDir);
// Compute ndotl, ndoth, vdoth terms which are needed later.
float ndotl = max( dot(normal, lightDir), 0.0);
float ndoth = max( dot(normal, halfVec), 0.0);
float hdotv = max( dot(viewDir, halfVec), 0.0);
// Compute diffuse using energy-conserving Lambert.
// Alternatively, use Oren-Nayar for really rough
// materials or if you have lots of processing power ...
outDiffuse = vec3(ndotl) * lightColor;
//cook-torrence, microfacet BRDF : http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
float alpha = roughness * roughness;
//D, GGX normaal Distribution function
float alpha2 = alpha * alpha;
float sum = ((ndoth * ndoth) * (alpha2 - 1.0) + 1.0);
float denom = PI * sum * sum;
float D = alpha2 / denom;
// Compute Fresnel function via Schlick's approximation.
float fresnel = fZero + ( 1.0 - fZero ) * pow( 1.0 - hdotv, 5.0 );
//G Shchlick GGX Gometry shadowing term, k = alpha/2
float k = alpha * 0.5;
/*
//classic Schlick ggx
float G_V = ndotv / (ndotv * (1.0 - k) + k);
float G_L = ndotl / (ndotl * (1.0 - k) + k);
float G = ( G_V * G_L );
float specular =(D* fresnel * G) /(4 * ndotv);
*/
// UE4 way to optimise shlick GGX Gometry shadowing term
//http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
float G_V = ndotv + sqrt( (ndotv - ndotv * k) * ndotv + k );
float G_L = ndotl + sqrt( (ndotl - ndotl * k) * ndotl + k );
// the max here is to avoid division by 0 that may cause some small glitches.
float G = 1.0/max( G_V * G_L ,0.01);
float specular = D * fresnel * G * ndotl;
outSpecular = vec3(specular) * lightColor;
}
vec3 ApproximateSpecularIBL(samplerCube envMap,sampler2D integrateBRDF, vec3 SpecularColor , float Roughness, float ndotv, vec3 refVec){
//TODO magic values should be replaced by defines.
float Lod = log2(Roughness) * 1.2 + 6.0 - 1.0;
vec3 PrefilteredColor = textureCube(envMap, refVec.xyz,Lod).rgb;
vec2 EnvBRDF = texture2D(integrateBRDF,vec2(Roughness, ndotv)).rg;
return PrefilteredColor * ( SpecularColor * EnvBRDF.x+ EnvBRDF.y );
}

@ -296,6 +296,12 @@ public class DDSLoader implements AssetLoader {
// exit here, the rest of the structure is not valid // exit here, the rest of the structure is not valid
// the real format will be available in the DX10 header // the real format will be available in the DX10 header
return; return;
case 113:
compressed = false;
bpp = 64;
pixelFormat = Image.Format.RGBA16F;
break;
default: default:
throw new IOException("Unknown fourcc: " + string(fourcc) + ", " + Integer.toHexString(fourcc)); throw new IOException("Unknown fourcc: " + string(fourcc) + ", " + Integer.toHexString(fourcc));
} }

@ -60,7 +60,7 @@ public class TestBatchNodeCluster extends SimpleApplication {
settingst.setVSync(false); settingst.setVSync(false);
settingst.setFullscreen(false); settingst.setFullscreen(false);
app.setSettings(settingst); app.setSettings(settingst);
app.setShowSettings(false); app.setShowSettings(false);
app.start(); app.start();
} }
private ActionListener al = new ActionListener() { private ActionListener al = new ActionListener() {

@ -0,0 +1,131 @@
/*
* Copyright (c) 2009-2015 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package jme3test.light;
import com.jme3.app.SimpleApplication;
import com.jme3.light.DirectionalLight;
import com.jme3.light.PointLight;
import com.jme3.light.SpotLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.shadow.EdgeFilteringMode;
import com.jme3.shadow.PointLightShadowRenderer;
import com.jme3.shadow.SpotLightShadowRenderer;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
public class TestShadowBug extends SimpleApplication {
public static void main(String[] args) {
TestShadowBug app = new TestShadowBug();
app.start();
}
@Override
public void simpleInitApp() {
flyCam.setMoveSpeed(100f);
rootNode.attachChild(makeFloor());
Node characters = new Node("Characters");
characters.setShadowMode(ShadowMode.Cast);
rootNode.attachChild(characters);
Spatial golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
golem.scale(0.5f);
golem.setLocalTranslation(200.0f, -6f, 200f);
golem.setShadowMode(ShadowMode.CastAndReceive);
characters.attachChild(golem);
DirectionalLight sun = new DirectionalLight();
sun.setDirection(new Vector3f(-1f, -1f, 1f));
sun.setColor(ColorRGBA.White.mult(1.3f));
rootNode.addLight(sun);
characters.addLight(sun);
SpotLight spot = new SpotLight();
spot.setSpotRange(13f); // distance
spot.setSpotInnerAngle(15f * FastMath.DEG_TO_RAD); // inner light cone (central beam)
spot.setSpotOuterAngle(20f * FastMath.DEG_TO_RAD); // outer light cone (edge of the light)
spot.setColor(ColorRGBA.White.mult(1.3f)); // light color
spot.setPosition(new Vector3f(192.0f, -1f, 192f));
spot.setDirection(new Vector3f(1, -0.5f, 1));
rootNode.addLight(spot);
PointLight lamp_light = new PointLight();
lamp_light.setColor(ColorRGBA.Yellow);
lamp_light.setRadius(20f);
lamp_light.setPosition(new Vector3f(210.0f, 0f, 210f));
rootNode.addLight(lamp_light);
SpotLightShadowRenderer slsr = new SpotLightShadowRenderer(assetManager, 512);
slsr.setLight(spot);
slsr.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
slsr.setShadowIntensity(0.6f);
slsr.setFlushQueues(false);
viewPort.addProcessor(slsr);
PointLightShadowRenderer plsr = new PointLightShadowRenderer(assetManager, 512);
plsr.setLight(lamp_light);
plsr.setShadowIntensity(0.6f);
plsr.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
plsr.setFlushQueues(false);
viewPort.addProcessor(plsr);
viewPort.getCamera().setLocation(new Vector3f(192.0f, 10f, 192f));
float[] angles = new float[]{3.14f/2, 3.14f/2, 0};
viewPort.getCamera().setRotation(new Quaternion(angles));
}
protected Geometry makeFloor() {
Box box = new Box(220, .2f, 220);
box.scaleTextureCoordinates(new Vector2f(10, 10));
Geometry floor = new Geometry("the Floor", box);
floor.setLocalTranslation(200, -9, 200);
Material matGroundL = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matGroundL.setTexture("DiffuseMap", grass);
floor.setMaterial(matGroundL);
floor.setShadowMode(ShadowMode.CastAndReceive);
return floor;
}
}

@ -0,0 +1,172 @@
package jme3test.light.pbr;
import com.jme3.app.SimpleApplication;
import com.jme3.input.ChaseCamera;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.FXAAFilter;
import com.jme3.post.filters.ToneMapFilter;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.texture.pbr.EnvironmentCamera;
import com.jme3.texture.plugins.ktx.KTXLoader;
import com.jme3.util.SkyFactory;
/**
* A test case for PBR lighting.
* Still experimental.
*
* @author nehon
*/
public class TestPBRLighting extends SimpleApplication {
public static void main(String[] args) {
TestPBRLighting app = new TestPBRLighting();
app.start();
}
private Geometry model;
private DirectionalLight dl;
private Node modelNode;
private int frame = 0;
private boolean indirectLighting = true;
private Material pbrMat;
private Material adHocMat;
@Override
public void simpleInitApp() {
assetManager.registerLoader(KTXLoader.class, "ktx");
viewPort.setBackgroundColor(ColorRGBA.White);
modelNode = (Node) new Node("modelNode");
model = (Geometry) assetManager.loadModel("Models/Tank/tank.j3o");
modelNode.attachChild(model);
dl = new DirectionalLight();
dl.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
rootNode.addLight(dl);
dl.setColor(ColorRGBA.White);
rootNode.attachChild(modelNode);
final EnvironmentCamera envCam = new EnvironmentCamera(128, new Vector3f(0, 3f, 0));
stateManager.attach(envCam);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
fpp.addFilter(new FXAAFilter());
fpp.addFilter(new ToneMapFilter(Vector3f.UNIT_XYZ.mult(2.0f)));
viewPort.addProcessor(fpp);
//Spatial sky = SkyFactory.createSky(assetManager, "Textures/Sky/Sky_Cloudy.hdr", SkyFactory.EnvMapType.EquirectMap);
Spatial sky = SkyFactory.createSky(assetManager, "Textures/Sky/Path.hdr", SkyFactory.EnvMapType.EquirectMap);
//Spatial sky = SkyFactory.createSky(assetManager, "Textures/Sky/Stonewall.hdr", SkyFactory.EnvMapType.EquirectMap);
//Spatial sky = SkyFactory.createSky(assetManager, "Textures/Sky/road.hdr", SkyFactory.EnvMapType.EquirectMap);
rootNode.attachChild(sky);
pbrMat = assetManager.loadMaterial("Models/Tank/tank.j3m");
model.setMaterial(pbrMat);
ChaseCamera chaser = new ChaseCamera(cam, modelNode, inputManager);
chaser.setDragToRotate(true);
chaser.setMinVerticalRotation(-FastMath.HALF_PI);
chaser.setMaxDistance(1000);
chaser.setSmoothMotion(true);
chaser.setRotationSensitivity(10);
chaser.setZoomSensitivity(5);
flyCam.setEnabled(false);
//flyCam.setMoveSpeed(100);
inputManager.addListener(new ActionListener() {
@Override
public void onAction(String name, boolean isPressed, float tpf) {
if (name.equals("toggle") && isPressed) {
if (!indirectLighting) {
toggleIBL();
} else {
pbrMat.clearParam("IntegrateBRDF");
indirectLighting = false;
}
}
if (name.equals("switchMats") && isPressed) {
if (model.getMaterial() == pbrMat) {
model.setMaterial(adHocMat);
} else {
model.setMaterial(pbrMat);
}
}
if (name.equals("debug") && isPressed) {
envCam.toggleDebug();
}
if (name.equals("up") && isPressed) {
model.move(0, tpf * 100f, 0);
}
if (name.equals("down") && isPressed) {
model.move(0, -tpf * 100f, 0);
}
if (name.equals("left") && isPressed) {
model.move(0, 0, tpf * 100f);
}
if (name.equals("right") && isPressed) {
model.move(0, 0, -tpf * 100f);
}
if (name.equals("light") && isPressed) {
dl.setDirection(cam.getDirection().normalize());
}
}
}, "toggle", "light", "up", "down", "left", "right", "debug");
inputManager.addMapping("toggle", new KeyTrigger(KeyInput.KEY_RETURN));
inputManager.addMapping("light", new KeyTrigger(KeyInput.KEY_F));
inputManager.addMapping("up", new KeyTrigger(KeyInput.KEY_UP));
inputManager.addMapping("down", new KeyTrigger(KeyInput.KEY_DOWN));
inputManager.addMapping("left", new KeyTrigger(KeyInput.KEY_LEFT));
inputManager.addMapping("right", new KeyTrigger(KeyInput.KEY_RIGHT));
inputManager.addMapping("debug", new KeyTrigger(KeyInput.KEY_D));
}
private void toggleIBL() {
ensurePbrMat();
pbrMat.setTexture("IrradianceMap", stateManager.getState(EnvironmentCamera.class).getIrradianceMap());
pbrMat.setTexture("PrefEnvMap", stateManager.getState(EnvironmentCamera.class).getPrefilteredEnvMap());
pbrMat.setTexture("IntegrateBRDF", assetManager.loadTexture("Common/Textures/integrateBRDF.ktx"));
indirectLighting = true;
}
private void ensurePbrMat() {
if (model.getMaterial() != pbrMat && model.getMaterial() != adHocMat) {
pbrMat = model.getMaterial();
}
}
@Override
public void simpleUpdate(float tpf) {
frame++;
if (frame == 2) {
modelNode.removeFromParent();
stateManager.getState(EnvironmentCamera.class).snapshot(rootNode, new Runnable() {
//this code is ensured to be called in the update loop, the run method is called by the EnvCamera app state in it's update cycle
@Override
public void run() {
toggleIBL();
}
});
}
if (frame > 2 && modelNode.getParent() == null) {
rootNode.attachChild(modelNode);
}
}
}

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@ -0,0 +1,14 @@
Material Tank : Common/MatDefs/Light/PBRLighting.j3md {
MaterialParameters {
MetallicMap : Flip Models/Tank/Tank_Metallic.png
RoughnessMap : Flip Models/Tank/Tank_Roughness.png
NormalMap : Flip Models/Tank/Tank_Normal.png
BaseColorMap : Flip Models/Tank/Tank_Base_Color.png
EmissiveMap : Flip Models/Tank/Tank_Emissive.png
EmissiveIntensity : 2.0
}
AdditionalRenderState {
}
}

@ -0,0 +1,3 @@
#
#Sat Apr 11 15:27:27 CEST 2015
ORIGINAL_PATH=Models/Tank/tank.obj
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