Review formating

This commit is contained in:
Ray 2023-12-23 14:07:45 +01:00
parent 706f74bce0
commit e039a221a3
4 changed files with 92 additions and 90 deletions

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@ -24,8 +24,8 @@ in mat3 TBN;
// Output fragment color
out vec4 finalColor;
// Input uniform values
// Input uniform values
uniform int numOfLights;
uniform sampler2D albedoMap;
uniform sampler2D mraMap;
@ -55,105 +55,108 @@ uniform vec3 viewPos;
uniform vec3 ambientColor;
uniform float ambient;
// refl in range 0 to 1
// returns base reflectivity to 1
// incrase reflectivity when surface view at larger angle
vec3 schlickFresnel(float hDotV,vec3 refl)
// Reflectivity in range 0.0 to 1.0
// NOTE: Reflectivity is increased when surface view at larger angle
vec3 SchlickFresnel(float hDotV,vec3 refl)
{
return refl + (1.0 - refl) * pow(1.0 - hDotV,5.0);
return refl + (1.0 - refl)*pow(1.0 - hDotV, 5.0);
}
float ggxDistribution(float nDotH,float roughness)
float GgxDistribution(float nDotH,float roughness)
{
float a = roughness * roughness * roughness * roughness;
float d = nDotH * nDotH * (a - 1.0) + 1.0;
d = PI * d * d;
return a / max(d,0.0000001);
float a = roughness * roughness * roughness * roughness;
float d = nDotH * nDotH * (a - 1.0) + 1.0;
d = PI * d * d;
return a / max(d,0.0000001);
}
float geomSmith(float nDotV,float nDotL,float roughness)
float GeomSmith(float nDotV,float nDotL,float roughness)
{
float r = roughness + 1.0;
float k = r * r / 8.0;
float ik = 1.0 - k;
float ggx1 = nDotV / (nDotV * ik + k);
float ggx2 = nDotL / (nDotL * ik + k);
return ggx1 * ggx2;
float r = roughness + 1.0;
float k = r*r / 8.0;
float ik = 1.0 - k;
float ggx1 = nDotV/(nDotV*ik + k);
float ggx2 = nDotL/(nDotL*ik + k);
return ggx1*ggx2;
}
vec3 pbr(){
vec3 albedo = texture(albedoMap,vec2(fragTexCoord.x*tiling.x+offset.x,fragTexCoord.y*tiling.y+offset.y)).rgb;
albedo = vec3(albedoColor.x*albedo.x,albedoColor.y*albedo.y,albedoColor.z*albedo.z);
float metallic = clamp(metallicValue,0.0,1.0);
float roughness = clamp(roughnessValue,0.0,1.0);
float ao = clamp(aoValue,0.0,1.0);
if(useTexMRA == 1) {
vec4 mra = texture(mraMap, vec2(fragTexCoord.x * tiling.x + offset.x, fragTexCoord.y * tiling.y + offset.y)) * useTexMRA;
metallic = clamp(mra.r+metallicValue,0.04,1.0);
roughness = clamp(mra.g+roughnessValue,0.04,1.0);
ao = (mra.b+aoValue)*0.5;
}
vec3 ComputePBR()
{
vec3 albedo = texture(albedoMap,vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb;
albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z);
float metallic = clamp(metallicValue, 0.0, 1.0);
float roughness = clamp(roughnessValue, 0.0, 1.0);
float ao = clamp(aoValue, 0.0, 1.0);
if (useTexMRA == 1)
{
vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y))*useTexMRA;
metallic = clamp(mra.r + metallicValue, 0.04, 1.0);
roughness = clamp(mra.g + roughnessValue, 0.04, 1.0);
ao = (mra.b + aoValue)*0.5;
}
vec3 N = normalize(fragNormal);
if (useTexNormal == 1)
{
N = texture(normalMap, vec2(fragTexCoord.x*tiling.x + offset.y, fragTexCoord.y*tiling.y + offset.y)).rgb;
N = normalize(N*2.0 - 1.0);
N = normalize(N*TBN);
}
vec3 V = normalize(viewPos - fragPosition);
vec3 N = normalize(fragNormal);
if(useTexNormal == 1) {
N = texture(normalMap, vec2(fragTexCoord.x * tiling.x + offset.y, fragTexCoord.y * tiling.y + offset.y)).rgb;
N = normalize(N * 2.0 - 1.0);
N = normalize(N * TBN);
}
vec3 emissive = vec3(0);
emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * useTexEmissive;
vec3 V = normalize(viewPos - fragPosition);
// return N;//vec3(metallic,metallic,metallic);
// if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic);
vec3 lightAccum = vec3(0.0); // Acumulate lighting lum
vec3 e = vec3(0);
e = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x+offset.x, fragTexCoord.y*tiling.y+offset.y)).rgb).g * emissiveColor.rgb*emissivePower * useTexEmissive;
for (int i = 0; i < numOfLights; i++)
{
vec3 L = normalize(lights[i].position - fragPosition); // Compute light vector
vec3 H = normalize(V + L); // Compute halfway bisecting vector
float dist = length(lights[i].position - fragPosition); // Compute distance to light
float attenuation = 1.0/(dist*dist*0.23); // Compute attenuation
vec3 radiance = lights[i].color.rgb*lights[i].intensity*attenuation; // Compute input radiance, light energy comming in
// Cook-Torrance BRDF distribution function
float nDotV = max(dot(N,V), 0.0000001);
float nDotL = max(dot(N,L), 0.0000001);
float hDotV = max(dot(H,V), 0.0);
float nDotH = max(dot(N,H), 0.0);
float D = GgxDistribution(nDotH, roughness); // Larger the more micro-facets aligned to H
float G = GeomSmith(nDotV, nDotL, roughness); // Smaller the more micro-facets shadow
vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
//return N;//vec3(metallic,metallic,metallic);
//if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
vec3 Lo = vec3(0.0); // acumulate lighting lum
for(int i=0;i<numOfLights;++i){
vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
vec3 H = normalize(V + L); // calc halfway bisecting vector
float dist = length(lights[i].position - fragPosition); // calc distance to light
float attenuation = 1.0 / (dist * dist * 0.23); // calc attenuation
vec3 radiance = lights[i].color.rgb * lights[i].intensity * attenuation; // calc input radiance,light energy comming in
//Cook-Torrance BRDF distribution function
float nDotV = max(dot(N,V),0.0000001);
float nDotL = max(dot(N,L),0.0000001);
float hDotV = max(dot(H,V),0.0);
float nDotH = max(dot(N,H),0.0);
float D = ggxDistribution(nDotH,roughness); // larger the more micro-facets aligned to H
float G = geomSmith(nDotV,nDotL,roughness); // smaller the more micro-facets shadow
vec3 F = schlickFresnel(hDotV, baseRefl); // fresnel proportion of specular reflectance
vec3 spec = (D * G * F) / (4.0 * nDotV * nDotL);
// difuse and spec light can't be above 1.0
// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
vec3 kD = vec3(1.0) - F;
//mult kD by the inverse of metallnes , only non-metals should have diffuse light
kD *= 1.0 - metallic;
Lo += ((kD * albedo.rgb / PI + spec) * radiance * nDotL)*lights[i].enabled; // angle of light has impact on result
}
vec3 ambient_final = (ambientColor + albedo)* ambient * 0.5;
return ambient_final+Lo*ao+e;
vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
// Difuse and spec light can't be above 1.0
// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
vec3 kD = vec3(1.0) - F;
// Mult kD by the inverse of metallnes, only non-metals should have diffuse light
kD *= 1.0 - metallic;
lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*lights[i].enabled; // Angle of light has impact on result
}
vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
return ambientFinal + lightAccum*ao + emissive;
}
void main()
{
vec3 color = pbr();
vec3 color = ComputePBR();
//HDR tonemapping
color = pow(color,color + vec3(1.0));
//gamma correction
color = pow(color,vec3(1.0/2.2));
// HDR tonemapping
color = pow(color, color + vec3(1.0));
// Gamma correction
color = pow(color, vec3(1.0/2.2));
finalColor = vec4(color,1.0);
finalColor = vec4(color, 1.0);
}

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@ -25,17 +25,16 @@ const float normalOffset = 0.1;
void main()
{
// calc binormal from vertex normal and tangent
// Compute binormal from vertex normal and tangent
vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
// calc fragment normal based on normal transformations
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// calc fragment position based on model transformations
// Compute fragment position based on model transformations
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
fragTexCoord = vertexTexCoord*2.0;
fragNormal = normalize(normalMatrix*vertexNormal);
vec3 fragTangent = normalize(normalMatrix*vertexTangent);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
@ -45,5 +44,5 @@ void main()
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
// Calculate final vertex position
gl_Position = mvp * vec4(vertexPosition, 1.0);
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

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@ -4787,8 +4787,8 @@ static Image LoadImageFromCgltfImage(cgltf_image *cgltfImage, const char *texPat
void *data = NULL;
cgltf_options options = { 0 };
options.file.read = LoadFileGLTFCallback;
options.file.release = ReleaseFileGLTFCallback;
options.file.read = LoadFileGLTFCallback;
options.file.release = ReleaseFileGLTFCallback;
cgltf_result result = cgltf_load_buffer_base64(&options, outSize, cgltfImage->uri + i + 1, &data);
if (result == cgltf_result_success)

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@ -1967,7 +1967,7 @@ void ImageBlurGaussian(Image *image, int blurSize) {
avgG += pixelsCopy1[row*image->width + i].y;
avgB += pixelsCopy1[row*image->width + i].z;
avgAlpha += pixelsCopy1[row*image->width + i].w;
}
}
for (int x = 0; x < image->width; x++)
{