Add missing inverseModelView UBO to fix hdr sample

This commit is contained in:
Ben Clayton 2020-05-21 14:39:30 +01:00
parent b6f2577174
commit 13c081664e
10 changed files with 40 additions and 35 deletions

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@ -34,7 +34,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
| gears | ☑ | ☑ | ☑ | ☑
| geometryshader | ☑ | ☑ | ☑ | ☑
| gltfscene | - | - | ☑ | ☑
| hdr | ☑ | ❌ | ☑ | ❌
| hdr | ☑ | ❌ | ☑ | ☑
| imgui | ☑ | ☑ | ☑ | ☑
| indirectdraw | ☑ | ☑ | ☑ | ☑
| inlineuniformblocks | ☑ | ☑ | ☑ | ☑

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@ -2,12 +2,17 @@
layout (binding = 1) uniform samplerCube samplerEnvMap;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
mat4 inverseModelview;
} ubo;
layout (location = 0) in vec3 inUVW;
layout (location = 1) in vec3 inPos;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in mat4 inInvModelView;
layout (location = 0) out vec4 outColor0;
layout (location = 1) out vec4 outColor1;
@ -17,37 +22,37 @@ layout (constant_id = 0) const int type = 0;
#define PI 3.1415926
#define TwoPI (2.0 * PI)
layout (binding = 2) uniform UBO {
layout (binding = 2) uniform Exposure {
float exposure;
} ubo;
} exposure;
void main()
void main()
{
vec4 color;
vec3 wcNormal;
switch (type) {
case 0: // Skybox
case 0: // Skybox
{
vec3 normal = normalize(inUVW);
color = texture(samplerEnvMap, normal);
}
break;
case 1: // Reflect
{
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
vec3 wViewVec = mat3(ubo.inverseModelview) * normalize(inViewVec);
vec3 normal = normalize(inNormal);
vec3 wNormal = mat3(inInvModelView) * normal;
vec3 wNormal = mat3(ubo.inverseModelview) * normal;
float NdotL = max(dot(normal, inLightVec), 0.0);
vec3 eyeDir = normalize(inViewVec);
vec3 eyeDir = normalize(inViewVec);
vec3 halfVec = normalize(inLightVec + eyeDir);
float NdotH = max(dot(normal, halfVec), 0.0);
float NdotV = max(dot(normal, eyeDir), 0.0);
float NdotH = max(dot(normal, halfVec), 0.0);
float NdotV = max(dot(normal, eyeDir), 0.0);
float VdotH = max(dot(eyeDir, halfVec), 0.0);
// Geometric attenuation
float NH2 = 2.0 * NdotH;
float g1 = (NH2 * NdotV) / VdotH;
@ -61,27 +66,27 @@ void main()
float fresnel = pow(1.0 - VdotH, 5.0);
fresnel *= (1.0 - F0);
fresnel += F0;
float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14);
color = texture(samplerEnvMap, reflect(-wViewVec, wNormal));
color = texture(samplerEnvMap, reflect(-wViewVec, wNormal));
color = vec4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
}
break;
case 2: // Refract
case 2: // Refract
{
vec3 wViewVec = mat3(inInvModelView) * normalize(inViewVec);
vec3 wNormal = mat3(inInvModelView) * inNormal;
color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
vec3 wViewVec = mat3(ubo.inverseModelview) * normalize(inViewVec);
vec3 wNormal = mat3(ubo.inverseModelview) * inNormal;
color = texture(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
}
break;
}
// Color with manual exposure into attachment 0
outColor0.rgb = vec3(1.0) - exp(-color.rgb * ubo.exposure);
outColor0.rgb = vec3(1.0) - exp(-color.rgb * exposure.exposure);
// Bright parts for bloom into attachment 1
float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));

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@ -8,6 +8,7 @@ layout (constant_id = 0) const int type = 0;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 modelview;
mat4 inverseModelview;
} ubo;
layout (location = 0) out vec3 outUVW;
@ -15,14 +16,13 @@ layout (location = 1) out vec3 outPos;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out mat4 outInvModelView;
out gl_PerVertex
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
void main()
{
outUVW = inPos;
@ -37,11 +37,9 @@ void main()
break;
}
outPos = vec3(ubo.modelview * vec4(inPos, 1.0));
outNormal = mat3(ubo.modelview) * inNormal;
outInvModelView = inverse(ubo.modelview);
outNormal = mat3(ubo.modelview) * inNormal;
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
outViewVec = -outPos.xyz;
}

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@ -58,6 +58,7 @@ public:
struct UBOVS {
glm::mat4 projection;
glm::mat4 modelview;
glm::mat4 inverseModelview;
} uboVS;
struct UBOParams {
@ -603,7 +604,7 @@ public:
models.objects.push_back(model);
}
// Load HDR cube map
textures.envmap.loadFromFile(getAssetPath() + "textures/hdr/uffizi_cube.ktx", VK_FORMAT_R16G16B16A16_SFLOAT, vulkanDevice, queue);
textures.envmap.loadFromFile(getAssetPath() + "textures/hdr/uffizi_cube.ktx", VK_FORMAT_R16G16B16A16_SFLOAT, vulkanDevice, queue);
}
void setupDescriptorPool()
@ -613,7 +614,7 @@ public:
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)
};
uint32_t numDescriptorSets = 4;
VkDescriptorPoolCreateInfo descriptorPoolInfo =
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(static_cast<uint32_t>(poolSizes.size()), poolSizes.data(), numDescriptorSets);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
@ -621,12 +622,12 @@ public:
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
};
VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo =
VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo =
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutInfo, nullptr, &descriptorSetLayouts.models));
@ -691,7 +692,7 @@ public:
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
// Bloom filter
// Bloom filter
allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.bloomFilter, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.bloomFilter));
@ -744,7 +745,7 @@ public:
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(
1,
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
@ -839,7 +840,7 @@ public:
dir = 0;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bloom[1]));
// Object rendering pipelines
// Object rendering pipelines
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
// Vertex bindings an attributes for model rendering
@ -922,6 +923,7 @@ public:
{
uboVS.projection = camera.matrices.perspective;
uboVS.modelview = camera.matrices.view;
uboVS.inverseModelview = glm::inverse(camera.matrices.view);
memcpy(uniformBuffers.matrices.mapped, &uboVS, sizeof(uboVS));
}