cleanup and refactoring
This commit is contained in:
parent
2302158928
commit
76f6bf62a4
1285 changed files with 757994 additions and 8 deletions
135
raytracer/nvpro_core/nvvkhl/shaders/ggx.glsl
Normal file
135
raytracer/nvpro_core/nvvkhl/shaders/ggx.glsl
Normal file
|
|
@ -0,0 +1,135 @@
|
|||
/*
|
||||
* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#ifndef GGX_GLSL
|
||||
#define GGX_GLSL 1
|
||||
|
||||
|
||||
#include "constants.glsl"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// The following equation models the Fresnel reflectance term of the spec equation (aka F())
|
||||
// Implementation of fresnel from [4], Equation 15
|
||||
//-----------------------------------------------------------------------
|
||||
vec3 fresnelSchlick(vec3 f0, vec3 f90, float VdotH)
|
||||
{
|
||||
return f0 + (f90 - f0) * pow(clamp(vec3(1.0F) - VdotH, vec3(0.0F), vec3(1.0F)), vec3(5.0F));
|
||||
}
|
||||
|
||||
float fresnelSchlick(float f0, float f90, float VdotH)
|
||||
{
|
||||
return f0 + (f90 - f0) * pow(clamp(1.0 - VdotH, 0.0F, 1.0F), 5.0F);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Smith Joint GGX
|
||||
// Note: Vis = G / (4 * NdotL * NdotV)
|
||||
// see Eric Heitz. 2014. Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs. Journal of Computer Graphics Techniques, 3
|
||||
// see Real-Time Rendering. Page 331 to 336.
|
||||
// see https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg)
|
||||
//-----------------------------------------------------------------------
|
||||
float smithJointGGX(float NdotL, float NdotV, float alphaRoughness)
|
||||
{
|
||||
float alphaRoughnessSq = max(alphaRoughness * alphaRoughness, 1e-07);
|
||||
|
||||
float ggxV = NdotL * sqrt(NdotV * NdotV * (1.0F - alphaRoughnessSq) + alphaRoughnessSq);
|
||||
float ggxL = NdotV * sqrt(NdotL * NdotL * (1.0F - alphaRoughnessSq) + alphaRoughnessSq);
|
||||
|
||||
float ggx = ggxV + ggxL;
|
||||
if(ggx > 0.0F)
|
||||
{
|
||||
return 0.5F / ggx;
|
||||
}
|
||||
return 0.0F;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D())
|
||||
// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
|
||||
// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3.
|
||||
//-----------------------------------------------------------------------
|
||||
float distributionGGX(float NdotH, float alphaRoughness) // alphaRoughness = roughness * roughness;
|
||||
{
|
||||
float alphaSqr = max(alphaRoughness * alphaRoughness, 1e-07);
|
||||
|
||||
float NdotHSqr = NdotH * NdotH;
|
||||
float denom = NdotHSqr * (alphaSqr - 1.0) + 1.0;
|
||||
|
||||
return alphaSqr / (M_PI * denom * denom);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#acknowledgments AppendixB
|
||||
//-----------------------------------------------------------------------
|
||||
vec3 brdfLambertian(vec3 diffuseColor, float metallic)
|
||||
{
|
||||
return (1.0F - metallic) * (diffuseColor / M_PI);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#acknowledgments AppendixB
|
||||
//-----------------------------------------------------------------------
|
||||
vec3 brdfSpecularGGX(vec3 f0, vec3 f90, float alphaRoughness, float VdotH, float NdotL, float NdotV, float NdotH)
|
||||
{
|
||||
vec3 f = fresnelSchlick(f0, f90, VdotH);
|
||||
float vis = smithJointGGX(NdotL, NdotV, alphaRoughness); // Vis = G / (4 * NdotL * NdotV)
|
||||
float d = distributionGGX(NdotH, alphaRoughness);
|
||||
|
||||
return f * vis * d;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------
|
||||
// Sample the GGX distribution
|
||||
// - Return the half vector
|
||||
//-----------------------------------------------------------------------
|
||||
vec3 ggxSampling(float alphaRoughness, float r1, float r2)
|
||||
{
|
||||
float alphaSqr = max(alphaRoughness * alphaRoughness, 1e-07);
|
||||
|
||||
float phi = 2.0 * M_PI * r1;
|
||||
float cosTheta = sqrt((1.0 - r2) / (1.0 + (alphaSqr - 1.0) * r2));
|
||||
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
|
||||
|
||||
return vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
|
||||
}
|
||||
|
||||
// Return false if it produce a total internal reflection
|
||||
bool refract(vec3 incident, vec3 normal, float eta, out vec3 transmitted)
|
||||
{
|
||||
float cosTheta = dot(incident, normal);
|
||||
float k = 1.0F - eta * eta * (1.0F - cosTheta * cosTheta);
|
||||
|
||||
if(k < 0.0F)
|
||||
{
|
||||
// Total internal reflection
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
transmitted = eta * incident - (eta * cosTheta + sqrt(k)) * normal;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif // GGX_H
|
||||
Loading…
Add table
Add a link
Reference in a new issue