OpenGL_JS-brdfLutt

302 阅读2分钟

反射方程

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镜面反射部分

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简化 分割求和近似法

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简化image.png

  • 代入F菲涅尔方程 简化方程
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  • 由于 f(p,ωi,ωo) 已经包含 F 项,它们被约分了,这里的 f 中不计算 F 项。
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BRDF积分贴图

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  • 2D 查找纹理存储是菲涅耳响应的系数(R 通道)和偏差值(G 通道)
  • 以 BRDF 的输入n⋅ωi(范围在 0.0 和 1.0 之间)作为横坐标,以粗糙度作为纵坐标
  • 这里很多计算方式跨度有点大

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  • brdf顶点着色器
export var vs_brdf =
`#version 300 es
precision mediump float;

layout (location = 0) in vec3 aPos;
//D3Q: location 1 introduced because of code in renderQuad()
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoords;

out vec2 TexCoords;

void main()
{
    TexCoords = aTexCoords;
    gl_Position = vec4(aPos, 1.0);
}`
  • brdf片元着色器
export var fs_brdf =
`#version 300 es
precision mediump float;

out vec2 FragColor;
in vec2 TexCoords;

const float PI = 3.14159265359;
// ----------------------------------------------------------------------------
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
// efficient VanDerCorpus calculation.
float RadicalInverse_VdC(uint bits) 
{
     bits = (bits << 16u) | (bits >> 16u);
     bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
     bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
     bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
     bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
     return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
// ----------------------------------------------------------------------------
vec2 Hammersley(uint i, uint N)
{
	return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}
// ----------------------------------------------------------------------------
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
{
	float a = roughness*roughness;
	
	float phi = 2.0 * PI * Xi.x;
	float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
	float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
	
	// from spherical coordinates to cartesian coordinates - halfway vector
	vec3 H;
	H.x = cos(phi) * sinTheta;
	H.y = sin(phi) * sinTheta;
	H.z = cosTheta;
	
	// from tangent-space H vector to world-space sample vector
	vec3 up          = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
	vec3 tangent   = normalize(cross(up, N));
	vec3 bitangent = cross(N, tangent);
	
	vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
	return normalize(sampleVec);
}
// ----------------------------------------------------------------------------
float GeometrySchlickGGX(float NdotV, float roughness)
{
    // note that we use a different k for IBL
    float a = roughness;
    float k = (a * a) / 2.0;

    float nom   = NdotV;
    float denom = NdotV * (1.0 - k) + k;

    return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
    float NdotV = max(dot(N, V), 0.0);
    float NdotL = max(dot(N, L), 0.0);
    float ggx2 = GeometrySchlickGGX(NdotV, roughness);
    float ggx1 = GeometrySchlickGGX(NdotL, roughness);

    return ggx1 * ggx2;
}
// ----------------------------------------------------------------------------
vec2 IntegrateBRDF(float NdotV, float roughness)
{
    vec3 V;
    V.x = sqrt(1.0 - NdotV*NdotV);
    V.y = 0.0;
    V.z = NdotV;

    float A = 0.0;
    float B = 0.0; 

    vec3 N = vec3(0.0, 0.0, 1.0);
    
    const uint SAMPLE_COUNT = 1024u;
    for(uint i = 0u; i < SAMPLE_COUNT; ++i)
    {
        // generates a sample vector that's biased towards the
        // preferred alignment direction (importance sampling).
        vec2 Xi = Hammersley(i, SAMPLE_COUNT);
        vec3 H = ImportanceSampleGGX(Xi, N, roughness);
        vec3 L = normalize(2.0 * dot(V, H) * H - V);

        float NdotL = max(L.z, 0.0);
        float NdotH = max(H.z, 0.0);
        float VdotH = max(dot(V, H), 0.0);

        if(NdotL > 0.0)
        {
            float G = GeometrySmith(N, V, L, roughness);
            float G_Vis = (G * VdotH) / (NdotH * NdotV);
            float Fc = pow(1.0 - VdotH, 5.0); .//5次方 这个是公式里的

            A += (1.0 - Fc) * G_Vis;
            B += Fc * G_Vis;
        }
    }
    A /= float(SAMPLE_COUNT);
    B /= float(SAMPLE_COUNT);
    return vec2(A, B);
}
// ----------------------------------------------------------------------------
void main() 
{
    vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
    FragColor = integratedBRDF;
}`
  • FBO生成贴图 brdfLUTTexture
  • 注意 whCube 出现的地方
const sizeFloat = 4;
const whCube = 512;
const ext = gl.getExtension("EXT_color_buffer_float");
let brdfShader = null;
let textureShader = null;
let quadVAO = null;
let captureFBO = null;
let brdfLUTTexture = null;
let error;
let main = function () {
    brdfShader = new Shader(gl, vs_brdf, fs_brdf);
    brdfLUTTexture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, brdfLUTTexture);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RG16F, whCube, whCube, 0, gl.RG, gl.FLOAT, new Float32Array(whCube * whCube * 2), 0);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    let captureRBO = gl.createRenderbuffer();
    captureFBO = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, captureFBO);
    gl.bindRenderbuffer(gl.RENDERBUFFER, captureRBO);
    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT24, whCube, whCube);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, brdfLUTTexture, 0);
    gl.viewport(0, 0, whCube, whCube);
    brdfShader.use(gl);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    renderQuad();
  • 使用贴图展示
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    let vs_texture = `#version 300 es
        precision mediump float;
        layout (location = 0) in vec3 aPos;
        layout (location = 1) in vec3 aColor;
        layout (location = 2) in vec2 aTexCoord;
        out vec3 ourColor;
        out vec2 TexCoord;
        void main()
        {
        gl_Position = vec4(aPos, 1.0);
        ourColor = aColor;
        TexCoord = aTexCoord;
        }`;
    let fs_texture = `#version 300 es
        precision mediump float;
        out vec4 FragColor;
        in vec3 ourColor;
        in vec2 TexCoord;
        uniform sampler2D ourTexture;
        void main()
        {
            //D3Q: test. FragColor = vec4(ourColor, 1.0); //texture(ourTexture, TexCoord);
            FragColor = texture(ourTexture, TexCoord);
        }`;
    textureShader = new Shader(gl, vs_texture, fs_texture);
    textureShader.use(gl);
    textureShader.setInt(gl, "ourTexture", 0);
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, brdfLUTTexture);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    renderQuad();
}();
  • drawcall函数
function renderQuad() {
    if (!quadVAO) {
        let vertices = new Float32Array([
            -1.0, -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
            1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
            1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
            1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
            -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
            -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
        ]);
        quadVAO = gl.createVertexArray();
        let quadVBO = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, quadVBO);
        gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
        gl.bindVertexArray(quadVAO);
        gl.enableVertexAttribArray(0);
        gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 8 * sizeFloat, 0);
        gl.enableVertexAttribArray(1);
        gl.vertexAttribPointer(1, 3, gl.FLOAT, false, 8 * sizeFloat, (3 * sizeFloat));
        gl.enableVertexAttribArray(2);
        gl.vertexAttribPointer(2, 2, gl.FLOAT, false, 8 * sizeFloat, (6 * sizeFloat));
        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        gl.bindVertexArray(null);
    }
    gl.bindVertexArray(quadVAO);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    gl.bindVertexArray(null);
}