diff --git a/data/shaders/pbr/pbr.frag b/data/shaders/pbr/pbr.frag new file mode 100644 index 00000000..b102a5c8 --- /dev/null +++ b/data/shaders/pbr/pbr.frag @@ -0,0 +1,146 @@ +#version 450 + +layout (binding = 1) uniform samplerCube envmap; +layout (binding = 2) uniform samplerCube envmapibldiff; +layout (binding = 3) uniform samplerCube envmapiblrefl; + +layout (location = 0) in vec3 inWorldPos; +layout (location = 1) in vec3 inNormal; +layout (location = 2) in vec2 inUV; + +layout (binding = 0) uniform UBO +{ + mat4 projection; + mat4 model; + mat4 view; + vec3 camPos; +} ubo; + +layout (location = 0) out vec4 outColor; + +layout(push_constant) uniform PushConsts { + layout(offset = 12) float roughness; + layout(offset = 16) float metallic; + layout(offset = 20) float r; + layout(offset = 24) float g; + layout(offset = 28) float b; +} material; + +const float PI = 3.14159265359; + +//#define ROUGHNESS_PATTERN 1 + +// Fresnel ------------------------------------------------------------------------ + +float fresnelSchlick(float ct, float F0) +{ + return F0 + (1.0 - F0) * pow(1.0 - ct, 5.0); +} + +// Normal distribution functions --------------------------------------------------- + +float NDF_blinnPhong(float dotNH, float alphaSqr) +{ + return 1.0 / (PI * alphaSqr) * pow(dotNH, 2.0 / alphaSqr - 2.0); +} + +float NDF_beckmann(float dotNH, float alphaSqr) +{ + float dotNH2 = dotNH * dotNH; + return 1.0 / (PI * alphaSqr * dotNH2 * dotNH2) * exp((dotNH2 - 1.0) / (alphaSqr * dotNH2)); +} + +float NDF_GGX(float dotNH, float alphaSqr) +{ + return alphaSqr / (PI * pow(dotNH * dotNH * (alphaSqr - 1.0) + 1.0, 2.0)); +} + +// Geometry visibility functions --------------------------------------------------- + +float GEOM_SchlickSmith(float dotNL, float dotNV, float alpha) +{ + //float k = alpha * sqrt(2.0 / PI); + float k = pow(0.8 + 0.5 * alpha, 2.0) / 2.0; + float GL = 1.0 / (dotNL * (1.0 - k) + k); + float GV = 1.0 / (dotNV * (1.0 - k) + k); + return GL * GV; + +} + +float PBR_Shade(vec3 N, vec3 V, vec3 L, float roughness, float F0) +{ + float alpha = roughness * roughness; + float alphaSqr = alpha * alpha; + + vec3 H = normalize (V + L); + + float dotNL = clamp(dot(N, L), 0.0, 1.0); + float dotNV = clamp(dot(N, V), 0.0, 1.0); + float dotNH = clamp(dot(N, H), 0.0, 1.0); + float dotLH = clamp(dot(L, H), 0.0, 1.0); + + // Normal distribution + float Di = NDF_GGX(dotNH, alphaSqr); + // Fresnel + float Fs = fresnelSchlick(dotNV, F0); + // Visibility term + float Vs = GEOM_SchlickSmith(dotNL, dotNV, alpha); + + return dotNL * Di * Fs * Vs; +} + +// ---------------------------------------------------------------------------- +void main() +{ + // Partially based on https://www.shadertoy.com/view/XsfXWX by Alexander Alekseev (https://github.com/tdmaav) + + // One fixed light source + vec3 lightPos = vec3(-10.0f, -10.0f, 10.0f); + // Take light color from environment map + vec3 lightColor = texture(envmapiblrefl, vec3(0.5)).xyz; + + vec3 N = normalize(inNormal); + vec3 V = normalize(ubo.camPos - inWorldPos); + vec3 L = normalize(lightPos - inWorldPos); + vec3 R = reflect(-V, N); + + // Store material values for quick testing/changing inside the shader + float roughness = material.roughness; + float metallic = material.metallic; + + // Add striped pattern to roughness based on vertex position +#ifdef ROUGHNESS_PATTERN + roughness = max(roughness, step(fract(inWorldPos.y * 2.02), 0.5)); +#endif + + // Get IBL components from cube maps + vec3 IBLdiffuse = texture(envmapibldiff, inNormal).rgb; + vec3 IBLreflection = texture(envmapiblrefl, inNormal).rgb; + + // Fresnel part + float fresnel = pow(max(1.0 - dot(N, V), 0.0), 1.5); + + // Reflection part + + // Select mip level based on roughness + ivec2 dim = textureSize(envmap, 0); + float nummips = log2(max(dim.s, dim.y)); + vec3 reflection = texture(envmap, R).xyz; + reflection = textureLod(envmap, R, max(roughness * nummips, textureQueryLod(envmap, R).y)).rgb; + reflection = mix(reflection, IBLreflection, (1.0-fresnel) * roughness); + reflection = mix(reflection, IBLreflection, roughness); + + // Specular part + // F0 based on metallic factor of material + vec3 F0 = vec3(0.04); + F0 = mix(F0, lightColor, material.metallic); + vec3 spec = lightColor * PBR_Shade(N, V, L, roughness, 0.2); + reflection -= spec; + + // Diffuse part + vec3 matColor = vec3(material.r, material.g, material.b); + vec3 diffuse = mix(IBLdiffuse * matColor, reflection, fresnel); + + // Final output mixes based on material metalness + outColor.rgb = mix(diffuse, reflection, metallic) + spec; +} \ No newline at end of file diff --git a/data/shaders/pbr/pbr.frag.spv b/data/shaders/pbr/pbr.frag.spv new file mode 100644 index 00000000..84480b3c Binary files /dev/null and b/data/shaders/pbr/pbr.frag.spv differ diff --git a/data/shaders/pbr/pbr.vert b/data/shaders/pbr/pbr.vert new file mode 100644 index 00000000..bc741abd --- /dev/null +++ b/data/shaders/pbr/pbr.vert @@ -0,0 +1,38 @@ +#version 450 + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (location = 0) in vec3 inPos; +layout (location = 1) in vec3 inNormal; +layout (location = 2) in vec2 inUV; + +layout (binding = 0) uniform UBO +{ + mat4 projection; + mat4 model; + mat4 view; + vec3 camPos; +} ubo; + +layout (location = 0) out vec3 outWorldPos; +layout (location = 1) out vec3 outNormal; +layout (location = 2) out vec2 outUV; + +layout(push_constant) uniform PushConsts { + vec3 objPos; +} pushConsts; + +out gl_PerVertex +{ + vec4 gl_Position; +}; + +void main() +{ + vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0)); + outWorldPos = locPos + pushConsts.objPos; + outNormal = mat3(ubo.model) * inNormal; + outUV = inUV; + gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0); +} diff --git a/data/shaders/pbr/pbr.vert.spv b/data/shaders/pbr/pbr.vert.spv new file mode 100644 index 00000000..a9abfe39 Binary files /dev/null and b/data/shaders/pbr/pbr.vert.spv differ diff --git a/data/shaders/pbr/skybox.frag b/data/shaders/pbr/skybox.frag new file mode 100644 index 00000000..9bdf6f20 --- /dev/null +++ b/data/shaders/pbr/skybox.frag @@ -0,0 +1,12 @@ +#version 450 + +layout (binding = 1) uniform samplerCube samplerEnv; + +layout (location = 0) in vec3 inUVW; + +layout (location = 0) out vec4 outFragColor; + +void main() +{ + outFragColor = texture(samplerEnv, inUVW); +} \ No newline at end of file diff --git a/data/shaders/pbr/skybox.frag.spv b/data/shaders/pbr/skybox.frag.spv new file mode 100644 index 00000000..f01311db Binary files /dev/null and b/data/shaders/pbr/skybox.frag.spv differ diff --git a/data/shaders/pbr/skybox.vert b/data/shaders/pbr/skybox.vert new file mode 100644 index 00000000..785a3010 --- /dev/null +++ b/data/shaders/pbr/skybox.vert @@ -0,0 +1,27 @@ +#version 450 + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (location = 0) in vec3 inPos; +layout (location = 1) in vec3 inNormal; +layout (location = 2) in vec2 inUV; + +layout (binding = 0) uniform UBO +{ + mat4 projection; + mat4 model; +} ubo; + +layout (location = 0) out vec3 outUVW; + +out gl_PerVertex +{ + vec4 gl_Position; +}; + +void main() +{ + outUVW = inPos; + gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); +} diff --git a/data/shaders/pbr/skybox.vert.spv b/data/shaders/pbr/skybox.vert.spv new file mode 100644 index 00000000..a6d9ade4 Binary files /dev/null and b/data/shaders/pbr/skybox.vert.spv differ diff --git a/pbr/pbr.cpp b/pbr/pbr.cpp index cd7a95dd..edbbac87 100644 --- a/pbr/pbr.cpp +++ b/pbr/pbr.cpp @@ -33,8 +33,7 @@ struct Material { float roughness; float metallic; - float ao; - float rim = 0.15f; + float r,g,b; // Color components as single floats because we use push constants }; class VulkanExample : public VulkanExampleBase @@ -43,7 +42,8 @@ public: bool displaySkybox = true; vks::TextureCubeMap envmap; - vks::TextureCubeMap irradiancemap; + vks::TextureCubeMap envmapiblDiff; + vks::TextureCubeMap envmapiblRefl; // Vertex layout for the models vks::VertexLayout vertexLayout = vks::VertexLayout({ @@ -88,8 +88,8 @@ public: title = "Vulkan Example - Physical based rendering"; enableTextOverlay = true; camera.type = Camera::CameraType::firstperson; - camera.setPosition(glm::vec3(-15.0f, 4.0f, -4.0f)); - camera.setRotation(glm::vec3(-15.0f, -70.0f, 0.0f)); + camera.setPosition(glm::vec3(8.0f, 7.25f, -13.0f)); + camera.setRotation(glm::vec3(-31.0f, 24.0f, 0.0f)); camera.movementSpeed = 4.0f; camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f); camera.rotationSpeed = 0.25f; @@ -113,7 +113,8 @@ public: uniformBuffers.object.destroy(); uniformBuffers.skybox.destroy(); envmap.destroy(); - irradiancemap.destroy(); + envmapiblDiff.destroy(); + envmapiblRefl.destroy(); } void reBuildCommandBuffers() @@ -177,7 +178,19 @@ public: vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.pbr); Material mat; - mat.ao = 1.0f; + mat.r = 1.0f; + mat.g = 0.0f; + mat.b = 0.0f; + +//#define SINGLE_MESH 1 +#ifdef SINGLE_MESH + mat.metallic = 0.1; + mat.roughness = 1.0; + glm::vec3 pos = glm::vec3(0.0f); + vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos); + vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(glm::vec3), sizeof(Material), &mat); + vkCmdDrawIndexed(drawCmdBuffers[i], models.objects[models.objectIndex].indexCount, 1, 0, 0, 0); +#else for (uint32_t y = 0; y < GRID_DIM; y++) { for (uint32_t x = 0; x < GRID_DIM; x++) { glm::vec3 pos = glm::vec3(float(x - (GRID_DIM / 2.0f)) * 2.5f, 0.0f, float(y - (GRID_DIM / 2.0f)) * 2.5f); @@ -188,7 +201,7 @@ public: vkCmdDrawIndexed(drawCmdBuffers[i], models.objects[models.objectIndex].indexCount, 1, 0, 0, 0); } } - +#endif vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); @@ -200,14 +213,16 @@ public: // Skybox models.skybox.loadFromFile(getAssetPath() + "models/cube.obj", vertexLayout, 1.0f, vulkanDevice, queue); // Objects - std::vector filenames = { "sphere.obj", "teapot.dae", "torusknot.obj", "venus.fbx" }; + std::vector filenames = { "geosphere.obj", "teapot.dae", "torusknot.obj", "suzanne.obj" }; for (auto file : filenames) { vks::Model model; - model.loadFromFile(getAssetPath() + "models/" + file, vertexLayout, OBJ_DIM * (file == "venus.fbx" ? 3.0f : 1.0f) , vulkanDevice, queue); + model.loadFromFile(getAssetPath() + "models/" + file, vertexLayout, OBJ_DIM * (file == "suzanne.obj" ? 2.0f : 1.0f), vulkanDevice, queue); models.objects.push_back(model); } - envmap.loadFromFile(getAssetPath() + "textures/cube_env_01_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue); - irradiancemap.loadFromFile(getAssetPath() + "textures/cube_env_01_irradiance_rgba8.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); + // Example uses three different cubemaps (environment, diffuse for IBL (irradiance) and reflective for IBL) + envmap.loadFromFile(getAssetPath() + "textures/cubemap_uffizi_env.dds", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue); + envmapiblDiff.loadFromFile(getAssetPath() + "textures/cubemap_uffizi_ibl_diff.dds", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); + envmapiblRefl.loadFromFile(getAssetPath() + "textures/cubemap_uffizi_ibl_refl.dds", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); } void setupDescriptorSetLayout() @@ -216,19 +231,16 @@ public: vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0), vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), + vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 3), }; VkDescriptorSetLayoutCreateInfo descriptorLayout = - vks::initializers::descriptorSetLayoutCreateInfo( - setLayoutBindings.data(), - setLayoutBindings.size()); + vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = - vks::initializers::pipelineLayoutCreateInfo( - &descriptorSetLayout, - 1); + vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1); std::vector pushConstantRanges = { vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec3), 0), @@ -246,11 +258,11 @@ public: // Descriptor Pool std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2), - vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4) + vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6) }; VkDescriptorPoolCreateInfo descriptorPoolInfo = - vks::initializers::descriptorPoolCreateInfo(poolSizes.size(), poolSizes.data(), 2); + vks::initializers::descriptorPoolCreateInfo(poolSizes, 2); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); @@ -265,19 +277,19 @@ public: std::vector writeDescriptorSets = { vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.object.descriptor), vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &envmap.descriptor), - vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &irradiancemap.descriptor), + vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &envmapiblDiff.descriptor), + vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &envmapiblRefl.descriptor), }; - vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); + vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL); // Sky box descriptor set VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.skybox)); writeDescriptorSets = { vks::initializers::writeDescriptorSet(descriptorSets.skybox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.skybox.descriptor), - vks::initializers::writeDescriptorSet(descriptorSets.skybox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &envmap.descriptor), - vks::initializers::writeDescriptorSet(descriptorSets.skybox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &irradiancemap.descriptor), + vks::initializers::writeDescriptorSet(descriptorSets.skybox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &envmapiblRefl.descriptor), }; - vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); + vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL); } void preparePipelines() @@ -308,7 +320,7 @@ public: VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = - vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size()); + vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass); @@ -322,7 +334,7 @@ public: pipelineCreateInfo.pViewportState = &viewportState; pipelineCreateInfo.pDepthStencilState = &depthStencilState; pipelineCreateInfo.pDynamicState = &dynamicState; - pipelineCreateInfo.stageCount = shaderStages.size(); + pipelineCreateInfo.stageCount = static_cast(shaderStages.size()); pipelineCreateInfo.pStages = shaderStages.data(); // Vertex bindings an attributes @@ -391,7 +403,7 @@ public: // 3D object uboVS.projection = camera.matrices.perspective; uboVS.view = camera.matrices.view; - uboVS.model = glm::rotate(glm::mat4(), glm::radians(45.0f), glm::vec3(0.0f, 1.0f, 0.0f)); + uboVS.model = glm::rotate(glm::mat4(), glm::radians(-45.0f), glm::vec3(0.0f, 1.0f, 0.0f)); uboVS.camPos = camera.position * -1.0f; memcpy(uniformBuffers.object.mapped, &uboVS, sizeof(uboVS));