Review PBR shaders

Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
This commit is contained in:
Ray 2019-04-05 16:43:09 +02:00
parent 0f9fe34c3a
commit c600dd0766
6 changed files with 41 additions and 6 deletions

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@ -38,7 +38,11 @@ int main()
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");
// Mesh tangents are generated... and uploaded to GPU
// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
MeshTangents(&model.meshes[0]);
model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
// Define lights attributes
@ -143,9 +147,13 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
#define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader
Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
printf("Loaded shader: cubemap\n");
Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
printf("Loaded shader: irradiance\n");
Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
printf("Loaded shader: prefilter\n");
Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
printf("Loaded shader: brdf\n");
// Setup required shader locations
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);

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@ -10,13 +10,13 @@
#version 330
#define MAX_SAMPLES 1024u
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Constant values
const float PI = 3.14159265359;
const uint MAX_SAMPLES = 1024u;
// Output fragment color
out vec4 finalColor;
@ -93,7 +93,7 @@ vec2 IntegrateBRDF(float NdotV, float roughness)
vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
vec3 N = vec3(0.0, 0.0, 1.0);
for (int i = 0; i < MAX_SAMPLES; i++)
for (uint i = 0u; i < MAX_SAMPLES; i++)
{
// Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)

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@ -9,7 +9,7 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPos;
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
@ -23,7 +23,7 @@ out vec4 finalColor;
void main()
{
// The sample direction equals the hemisphere's orientation
vec3 normal = normalize(fragPos);
vec3 normal = normalize(fragPosition);
vec3 irradiance = vec3(0.0);

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@ -11,7 +11,7 @@
#define CUBEMAP_RESOLUTION 1024.0
// Input vertex attributes (from vertex shader)
in vec3 fragPos;
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
@ -79,7 +79,7 @@ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
void main()
{
// Make the simplyfying assumption that V equals R equals the normal
vec3 N = normalize(fragPos);
vec3 N = normalize(fragPosition);
vec3 R = N;
vec3 V = R;

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@ -2302,6 +2302,9 @@ void MeshTangents(Mesh *mesh)
free(tan1);
free(tan2);
// Load a new tangent attributes buffer
mesh->vboId[LOC_VERTEX_TANGENT] = rlLoadAttribBuffer(mesh->vaoId, LOC_VERTEX_TANGENT, mesh->tangents, mesh->vertexCount*4*sizeof(float), false);
TraceLog(LOG_INFO, "Tangents computed for mesh");
}

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@ -456,6 +456,7 @@ void rlDeleteBuffers(unsigned int id); // Unload vertex data (V
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
void rlUpdateBuffer(int bufferId, void *data, int dataSize); // Update GPU buffer with new data
unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic); // Load a new attributes buffer
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
@ -2532,6 +2533,29 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
#endif
}
// Load a new attributes buffer
unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer, int size, bool dynamic)
{
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
if (vaoSupported) glBindVertexArray(vaoId);
glGenBuffers(1, &id);
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, size, buffer, drawHint);
glVertexAttribPointer(shaderLoc, 2, GL_FLOAT, 0, 0, 0);
glEnableVertexAttribArray(shaderLoc);
if (vaoSupported) glBindVertexArray(0);
#endif
return id;
}
// Update vertex data on GPU (upload new data to one buffer)
void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
{