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- #ifndef SHADER_H
- #define SHADER_H
- // ===============================
- // AUTHOR : Angel Ortiz (angelo12 AT vt DOT edu)
- // CREATE DATE : 2018-07-12
- // PURPOSE : Emulate modern programmable vertex and fragment shaders. Allow texture
- // reading and full Physically based rendering models.
- // ===============================
- // SPECIAL NOTES: I kpet the older shaders that I wrote while working towards
- // building the final PBR model because I thought it would be nice to see the progression
- // Although using pure interface classes would seem to incur a perforamnce
- // penalty through pointer chasing I did not measure it through profiling.
- // ===============================
- //Headers
- #include "vector3D.h"
- #include "matrix.h"
- #include "texture.h"
- #include <math.h>
- //Shader Interface for a class that emulates modern GPU fragment and vertex shaders
- struct IShader {
- virtual ~IShader() {};
- virtual Vector3f vertex(const Vector3f &vertex, const Vector3f &normal,
- const Vector3f &textureVals,const Vector3f &tangent,
- int index, const Vector3f &light = Vector3f{1,1,1}) = 0;
- virtual Vector3f fragment(float u, float v) = 0;
- };
- //Simplest shader. Calculates light intensity per triangle.
- struct FlatShader : public IShader {
- Matrix4 MVP, MV;
- float varIntensity;
- Vector3f rgb{255,255,255};
- Vector3f vertex(const Vector3f &vertex, const Vector3f &normal,
- const Vector3f &textureVals,const Vector3f &tangent,
- int index, const Vector3f &light) override
- {
- varIntensity = std::max(0.0f,normal.dotProduct(light));
- return MVP.matMultVec(vertex); //Transforms verts into projected space
- }
- Vector3f fragment(float u, float v) override{
- return rgb*varIntensity;
- }
- };
- //More Complex shader that calculates a per-vertex intensity and interpolates
- //through the fragments of the triangle
- struct GouraudShader : public IShader {
- //Per object data
- Matrix4 MVP, MV, V, N;
- Vector3f lightColor1{1,1,1}, lightColor2{0,0,1}, lightColor3{1,1,1};
- float ambientStrength = 0.05, diffStrength = 0, specularStrength = 0.5, spec = 0;
- Vector3f rgb{255,255,255};
- //Per vertex data
- Vector3f varying_diffuse, varying_specular, reflectDir, viewDir, lightDir, correctNormal;
- //Per pixel data
- Vector3f ambient, diffuse, specular;
- Vector3f vertex(const Vector3f &vertex, const Vector3f &normal,
- const Vector3f &textureVals,const Vector3f &tangent,
- int index, const Vector3f &light) override
- {
- //Vertex attributes
- correctNormal = N.matMultDir(normal).normalized();
- lightDir = V.matMultDir(light).normalized();
- reflectDir = Vector3f::reflect(-lightDir, correctNormal);
- viewDir = MV.matMultVec(vertex).normalized();
-
- //Values to be interpolated
- varying_specular.data[index] = std::pow( std::max( -viewDir.dotProduct(reflectDir), 0.0f), 32.0f);
- varying_diffuse.data[index] = std::max(0.0f, (correctNormal).dotProduct(-lightDir));
- return MVP.matMultVec(vertex);
- }
- Vector3f fragment(float u, float v) override{
- //Interpolating
- diffStrength = varying_diffuse.x + u*(varying_diffuse.y - varying_diffuse.x) + v*(varying_diffuse.z - varying_diffuse.x);
- spec = varying_specular.x + u*(varying_specular.y - varying_specular.x) + v*(varying_specular.z - varying_specular.x);
- //Phong reflection model
- ambient = lightColor1 * ambientStrength;
- diffuse = lightColor2 * diffStrength;
- specular = lightColor3 * (specularStrength * spec);
- return (ambient + diffuse + specular) * rgb;
- }
- };
- //Even more complex shader that interpolates normals and calculates intensities per fragment instead
- //instead of per vertex.
- struct PhongShader : public IShader {
- //Per object data
- Matrix4 MVP, MV, V, N;
- float ambientStrength = 0.05, diffStrength = 0, specularStrength = 0.9, spec = 0;
- Vector3f lightColor{0,0.1,1},lightColorSpec{1,1,1};
- Vector3f rgb{255,255,255};
- //Per vertex data
- Vector3f normals[3], viewDir[3];
- Vector3f varying_diffuse, varying_specular, reflectDir, lightDir;
- //Per pixel data
- Vector3f ambient, diffuse, specular, interpNormal, interpViewDir;
- Vector3f vertex(const Vector3f &vertex, const Vector3f &normal,
- const Vector3f &textureVals,const Vector3f &tangent,
- int index, const Vector3f &light) override
- {
- //Vertex attributes
- normals[index] = N.matMultDir(normal).normalized();
- viewDir[index] = MV.matMultVec(vertex).normalized();
- lightDir = V.matMultDir(light).normalized();
- return MVP.matMultVec(vertex);
- }
- Vector3f fragment(float u, float v) override{
- //Interpolated stuff
- interpNormal = normals[0] + (normals[1] - normals[0])* u + (normals[2] - normals[0]) * v;
- interpViewDir = viewDir[0] + (viewDir[1] - viewDir[0])* u + (viewDir[2] - viewDir[0]) * v;
- //Ambient
- ambient = lightColor * ambientStrength;
- //Diffuse
- diffStrength = std::max(0.0f, (interpNormal.normalized()).dotProduct(lightDir));
- diffuse = lightColor * diffStrength;
-
- //Specular
- reflectDir = Vector3f::reflect(-lightDir, interpNormal);
- spec = std::pow( std::max( (-interpViewDir.normalized()).dotProduct(reflectDir), 0.0f), 50.0f);
- specular = lightColorSpec * (specularStrength * spec);
- return (ambient + diffuse + specular) * rgb;
- }
- };
- //Optimized version of Phong shader that uses a half angle instead of individual reflection
- //angles
- struct BlinnPhongShader : public IShader {
- //Per object data
- Texture *albedoT;
- Matrix4 MVP, MV, V, N;
- float ambientStrength = 0.05, diffStrength=1 , specularStrength= 0.5;
- Vector3f lightColor{1,1,1};
- //Per vertex data
- Vector3f normals[3], viewDir[3], UV[3];
- float diff, spec, shininess = 128;
-
- //Per fragment data
- Vector3f ambient, diffuse, specular, interpNormal, interpViewDir, interpUV;
- Vector3f halfwayDir, lightDir;
- Vector3f interpCol, white{255,255,255};
- Vector3f vertex(const Vector3f &vertex, const Vector3f &normal,
- const Vector3f &textureVals,const Vector3f &tangent,
- int index, const Vector3f &light) override{
- normals[index] = N.matMultDir(normal).normalized();
- UV[index] = textureVals;
- viewDir[index] = MV.matMultVec(vertex).normalized();
- lightDir = V.matMultDir(light).normalized();
- return MVP.matMultVec(vertex);
- }
- Vector3f fragment(float u, float v) override{
- //Interpolated stuff
- interpNormal = (normals[0] + (normals[1] - normals[0])* u + (normals[2] - normals[0]) * v).normalized();
- interpViewDir = viewDir[0] + (viewDir[1] - viewDir[0])* u + (viewDir[2] - viewDir[0]) * v;
- interpUV = UV[0] + (UV[1] - UV[0])* u + (UV[2] - UV[0]) * v;
- //Albedo
- interpCol = albedoT->getPixelVal(interpUV.x, interpUV.y);
- //Ambient
- ambient = lightColor * ambientStrength;
- //Diffuse
- diff = std::max(0.0f, interpNormal.dotProduct(lightDir));
- diffuse = lightColor * diff * diffStrength;
-
- //Specular
- halfwayDir = (lightDir - interpViewDir).normalized();
- spec = std::pow(std::max(0.0f, interpNormal.dotProduct(halfwayDir)), shininess);
- specular = lightColor * spec * specularStrength;
- return (ambient + diffuse) * interpCol + specular * white;
- }
- };
- // Shader that uses texture mapping extensively
- struct TextureMapShader : public IShader {
- //Variables set per model
- Texture *albedoT, *normalT, *ambientOT;
- Matrix4 MVP, MV, V, M, N;
- Vector3f cameraPos;
- //Light Variables
- Vector3f lightColor{1,1,1}, white{1,1,1};
- float ambientStrength = 0.1, diffStrength = 0.9, specularStrength = 0.8;
- float diff, spec, shininess = 128;
- Vector3f lightDir[3];
- //Variables set per vertex
- Vector3f viewDir[3], texCoords[3];
- Vector3f normal_WS, tangent_WS, biTangent_WS;
- Matrix4 TBN;
-
- //Interpolated variables
- Vector3f interpCoords, interpLightDir, interpNormal,
- interpViewDir, interpCol, interpAO;
- //Per fragment
- Vector3f ambient, diffuse, specular ;
- Vector3f halfwayDir;
- Vector3f vertex(const Vector3f &vertex, const Vector3f &normal,
- const Vector3f &textureVals, const Vector3f &tangent,
- int index, const Vector3f &light) override{
- //Creating TBN matrix
- normal_WS = N.matMultDir(normal).normalized();
- tangent_WS = N.matMultDir(tangent).normalized();
- biTangent_WS = normal_WS.crossProduct(tangent_WS);
- TBN = Matrix4::TBNMatrix(tangent_WS, biTangent_WS, normal_WS);
-
- //Getting UV coordinates for use in both albedo and normal textures
- texCoords[index] = textureVals;
- //Passing all lighting related data to tangent space
- lightDir[index] = TBN.matMultVec(light);
- viewDir[index] = TBN.matMultVec(cameraPos - M.matMultVec(vertex));
-
- return MVP.matMultVec(vertex);
- }
- Vector3f fragment(float u, float v) override{
- //Interpolated attributes
- interpCoords = texCoords[0] + (texCoords[1] - texCoords[0])* u + (texCoords[2] - texCoords[0]) * v;
- interpLightDir = lightDir[0] + (lightDir[1] - lightDir[0])* u + (lightDir[2] - lightDir[0]) * v;
- interpViewDir = viewDir[0] + (viewDir[1] - viewDir[0])* u + (viewDir[2] - viewDir[0]) * v;
- //Reading albedo and normal data from textures
- interpCol = albedoT->getPixelVal(interpCoords.x, interpCoords.y);
- interpAO = ambientOT->getIntensityVal(interpCoords.x, interpCoords.y);
- interpNormal = normalT->getPixelVal(interpCoords.x, interpCoords.y);
- interpNormal = interpNormal.normalized();
- //Ambient
- ambient = lightColor * ambientStrength * interpAO;
- //Diffuse
- diff = std::max(0.0f, interpNormal.dotProduct(interpLightDir));
- diffuse = lightColor * diff * diffStrength;
-
- //Specular
- halfwayDir = (interpLightDir + interpViewDir).normalized();
- spec = std::pow(std::max(0.0f, interpNormal.dotProduct(halfwayDir)), shininess);
- specular = lightColor * spec * specularStrength;
- return (ambient + diffuse) * interpCol + specular * white;
- }
- };
- // Shader that uses texture mapping and a PBR approach for shading
- // Uses a cook-torrance BRDF for direct light sources.
- struct PBRShader : public IShader {
- //Variables set per model
- Texture *albedoT, *normalT, *ambientOT, *roughT, *metalT;
- Matrix4 MVP, MV, V, M, N;
- Vector3f cameraPos;
- //Light Variables
- Vector3f F0{0.04, 0.04, 0.04}, F0corrected; //Default value dielectric
- Vector3f *lightDirVal, *lightCol, *lightPos;
- float nDotL, nDotV, ambientInt = 0.01;
- int numLights;
- //Variables set per vertex
- Vector3f viewDir[3], texCoords[3];
- Vector3f normal_WS, tangent_WS, biTangent_WS;
- Matrix4 TBN;
-
- //Interpolated variables
- Vector3f interpCoords, interpNormal, interpViewDir, interpCol;
- //Per fragment
- Vector3f radianceOut, ambient;
- float interpRough, interpAO, interpMetal;
- float uTexture, vTexture, intPart;
- //BRDF functions
- Vector3f fresnelSchlick(float cosTheta, Vector3f &fresnel0 ){
- float invcCosTheta = 1.0 - cosTheta;
- return fresnel0 + (Vector3f(1.0)- fresnel0) * (invcCosTheta * invcCosTheta * invcCosTheta * invcCosTheta * invcCosTheta);
- }
- float distributionGGX(Vector3f normal, Vector3f halfway, float roughness){
- float a = roughness*roughness;
- float a2 = a*a;
- float NdotH = std::max(normal.dotProduct(halfway), 0.0f);
- float NdotH2 = NdotH*NdotH;
-
- float denom = (NdotH2 * (a2 - 1.0f) + 1.0f);
- denom = M_1_PIf32/ (denom * denom);
-
- return a2 * denom;
- }
- float GeometrySchlickGGX(float Ndot, float roughness){
- float r = (roughness + 1.0f);
- float k = (r*r) / 8.0f; //Only useful for direct lighting must be changed in ibr
- float denom = 1.0f / (Ndot * (1.0f- k) + k);
-
- return Ndot * denom;
- }
- float GeometrySmith(float roughness, float nDL, float nDV){
- return GeometrySchlickGGX(nDL, roughness) * GeometrySchlickGGX(nDV, roughness);
- }
- //Vertex shader
- Vector3f vertex(const Vector3f &vertex, const Vector3f &normal,
- const Vector3f &textureVals, const Vector3f &tangent,
- int index, const Vector3f &light = Vector3f{1,1,1}) override
- {
- //Creating TBN matrix
- normal_WS = N.matMultDir(normal).normalized();
- tangent_WS = N.matMultDir(tangent).normalized();
- biTangent_WS = normal_WS.crossProduct(tangent_WS);
- TBN = Matrix4::TBNMatrix(tangent_WS, biTangent_WS, normal_WS);
-
- //Getting UV coordinates for use in all textures
- texCoords[index] = textureVals;
- //Passing all lighting related data to tangent space
- for(int lIndex = 0; lIndex < numLights; ++lIndex){
- int indc2 = (lIndex*3) + index;
- lightDirVal[indc2] = TBN.matMultDir(lightPos[lIndex]);
- }
- viewDir[index] = TBN.matMultDir(cameraPos - M.matMultVec(vertex));
-
- return MVP.matMultVec(vertex);
- }
- //Fragment shader
- Vector3f fragment(float u, float v) override{
- //Interpolated attributes
- interpCoords = texCoords[0] + (texCoords[1] - texCoords[0])* u + (texCoords[2] - texCoords[0]) * v;
- interpViewDir = viewDir[0] + (viewDir[1] - viewDir[0])* u + (viewDir[2] - viewDir[0]) * v;
- //Correcting UV's for tiling
- uTexture = std::modf(interpCoords.x, &intPart);
- vTexture = std::modf(interpCoords.y, &intPart);
- //Reading data from textures for use in lighting calculations
- interpCol = albedoT->getPixelVal(uTexture, vTexture);
- interpAO = ambientOT->getIntensityVal(uTexture, vTexture);
- interpRough = roughT->getIntensityVal(uTexture, vTexture);;
- interpMetal = metalT->getIntensityVal(uTexture, vTexture);
- interpNormal = normalT->getPixelVal(uTexture, vTexture);
- interpNormal = interpNormal.normalized();
- interpViewDir = interpViewDir.normalized();
- //Varying f0 based on metallicness of surface
- float invMetal = (1.0f-interpMetal);
- F0corrected = (F0 * invMetal) + (interpCol * interpMetal);
- nDotV = std::max(interpNormal.dotProduct(interpViewDir), 0.0f);
- //Setting up Direct Lighting variables
- const int maxLights = numLights;
- //Fresnel, normal distribution function and geometry occlusion
- Vector3f F[maxLights];
- float NDF[maxLights];
- float G[maxLights];
-
- //Storing in array for vectorizing
- Vector3f radianceLights[maxLights];
- Vector3f interpLightDir[maxLights];
- Vector3f halfwayDir[maxLights];
- float nDotL[maxLights];
- Vector3f numerator[maxLights];
- float invDenominator[maxLights];
- Vector3f specular[maxLights];
- Vector3f kD[maxLights];
-
- //Interpolating each light direction for every light
- int val;
- for(int i = 0; i < maxLights; ++i ){
- val = i*3;
- interpLightDir[i] = (lightDirVal[val] + (lightDirVal[val + 1] - lightDirVal[val])* u + (lightDirVal[val + 2] - lightDirVal[val]) * v).normalized();
- }
- //Per light illumination calculations that can be simdified
- //Currently uses widest SIMD array to perform all light iterations in one trip
- //Which I believe leaves some extra
- #pragma omp simd
- for(int light = 0; light < maxLights; ++light ){
- halfwayDir[light] = (interpLightDir[light] + interpViewDir);
- halfwayDir[light] = halfwayDir[light].normalized();
- nDotL[light] = std::fmax(interpNormal.dotProduct(interpLightDir[light]), 0.0f);
- //No problem vectorizing these functions because they are inlined by the compiler
- //And also only consist of math operations to the vectors
- F[light] = fresnelSchlick(std::fmax(halfwayDir[light].dotProduct(interpViewDir), 0.0f), F0corrected);
- NDF[light] = distributionGGX(interpNormal, halfwayDir[light], interpRough);
- G[light] = GeometrySmith(interpRough, nDotL[light] , nDotV);
- numerator[light] = F[light] * G[light]*NDF[light];
- invDenominator[light] = 1.0f / std::fmax(4.0f * (nDotL[light] * nDotV), 0.001f);
- specular[light] = numerator[light] * invDenominator[light];
- //kd is 1 - kf which is the stuff to the right of the vecotr
- kD[light] = (Vector3f(1.0f) - F[light])*invMetal;
- //The rendering equation result for a given light
- radianceLights[light] = (kD[light] * (interpCol * (M_1_PIf32)) + specular[light] ) * nDotL[light] * lightCol[light];
- }
- //Summing up all radiance values since SIMD won't work if I do this within the
- //previous loop
- radianceOut.zero();
- for(int i = 0; i < maxLights; ++i) {
- radianceOut += radianceLights[i];
- }
- //Simplistic ambient term
- ambient = interpCol * (ambientInt * interpAO);
- return ambient + radianceOut;
- }
-
- };
- #endif
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