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Added missing brdf and tonemapping files to viewer
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seanbaxter committed Nov 1, 2020
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153 changes: 153 additions & 0 deletions viewer/brdf.hxx
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// Adapted from https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/src/shaders/brdf.glsl

#pragma once
#include <cmath>

//
// Fresnel
//
// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
// https://github.com/wdas/brdf/tree/master/src/brdfs
// https://google.github.io/filament/Filament.md.html
inline vec3 F_None(vec3 f0, vec3 f90, float VdotH) {
return f0;
}

// The following equation models the Fresnel reflectance term of the spec equation (aka F())
// Implementation of fresnel from [4], Equation 15
inline vec3 F_Schlick(vec3 f0, vec3 f90, float VdotH) {
return f0 + (f90 - f0) * pow(clamp(1 - VdotH, 0.0f, 1.0f), 5);
}

inline vec3 F_CookTorrance(vec3 f0, vec3 f90, float VdotH) {
vec3 f0_sqrt = sqrt(f0);
vec3 ior = (1 + f0_sqrt) / (1 - f0_sqrt);
vec3 c = vec3(VdotH);
vec3 g = sqrt(ior * ior + c*c - 1);
return 0.5f * pow(g-c, vec3(2)) /
pow(g+c, vec3(2)) * (1 + pow(c*(g+c) - 1, 2) / pow(c*(g-c) + 1, 2));
}

// 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)
inline float V_GGX(float NdotL, float NdotV, float alphaRoughness) {
float r2 = alphaRoughness * alphaRoughness;

float GGXV = NdotL * sqrt(NdotV * NdotV * (1 - r2) + r2);
float GGXL = NdotV * sqrt(NdotL * NdotL * (1 - r2) + r2);

float GGX = GGXV + GGXL;
return (GGX > 0) ? 0.5f / GGX : 0;
}

// Anisotropic GGX visibility function, with height correlation.
// T: Tanget, B: Bi-tanget
inline float V_GGX_anisotropic(float NdotL, float NdotV, float BdotV,
float TdotV, float TdotL, float BdotL, float anisotropy, float at, float ab) {
float GGXV = NdotL * length(vec3(at * TdotV, ab * BdotV, NdotV));
float GGXL = NdotV * length(vec3(at * TdotL, ab * BdotL, NdotL));
float v = 0.5f / (GGXV + GGXL);
return clamp(v, 0.f, 1.f);
}

// https://github.com/google/filament/blob/master/shaders/src/brdf.fs#L136
// https://github.com/google/filament/blob/master/libs/ibl/src/CubemapIBL.cpp#L179
// Note: Google call it V_Ashikhmin and V_Neubelt
inline float V_Ashikhmin(float NdotL, float NdotV) {
return clamp(1 / (4 * (NdotL + NdotV - NdotL * NdotV)), 0.f, 1.f);
}

// https://github.com/google/filament/blob/master/shaders/src/brdf.fs#L131
inline float V_Kelemen(float LdotH) {
// Kelemen 2001, "A Microfacet Based Coupled Specular-Matte BRDF Model with Importance Sampling"
return 0.25f / (LdotH * LdotH);
}

// 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.
inline float D_GGX(float NdotH, float alphaRoughness) {
float alphaRoughnessSq = alphaRoughness * alphaRoughness;
float f = (NdotH * NdotH) * (alphaRoughnessSq - 1) + 1;
return alphaRoughnessSq / (M_PIf32 * f * f);
}

// Anisotropic GGX NDF with a single anisotropy parameter controlling the normal orientation.
// See https://google.github.io/filament/Filament.html#materialsystem/anisotropicmodel
// T: Tanget, B: Bi-tanget
inline float D_GGX_anisotropic(float NdotH, float TdotH, float BdotH,
float anisotropy, float at, float ab) {

float a2 = at * ab;
vec3 f = vec3(ab * TdotH, at * BdotH, a2 * NdotH);
float w2 = a2 / dot(f, f);
return a2 * w2 * w2 / M_PIf32;
}

inline float D_Ashikhmin(float NdotH, float alphaRoughness) {
// Ashikhmin 2007, "Distribution-based BRDFs"
float a2 = alphaRoughness * alphaRoughness;
float cos2h = NdotH * NdotH;
float sin2h = 1.0 - cos2h;
float sin4h = sin2h * sin2h;
float cot2 = -cos2h / (a2 * sin2h);
return 1 / (M_PIf32 * (4 * a2 + 1) * sin4h) * (4 * exp(cot2) + sin4h);
}

//Sheen implementation-------------------------------------------------------------------------------------
// See https://github.com/sebavan/glTF/tree/KHR_materials_sheen/extensions/2.0/Khronos/KHR_materials_sheen

// Estevez and Kulla http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf
inline float D_Charlie(float sheenRoughness, float NdotH) {
sheenRoughness = max(sheenRoughness, 0.000001f); //clamp (0,1]
float alphaG = sheenRoughness * sheenRoughness;
float invR = 1 / alphaG;
float cos2h = NdotH * NdotH;
float sin2h = 1 - cos2h;
return (2 + invR) * pow(sin2h, invR * 0.5f) / (2 * M_PIf32);
}

//https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#acknowledgments AppendixB
inline vec3 BRDF_lambertian(vec3 f0, vec3 f90, vec3 diffuseColor, float VdotH) {
// see https://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
return (1 - F_Schlick(f0, f90, VdotH)) * (diffuseColor / M_PIf32);
}

// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#acknowledgments AppendixB
inline vec3 BRDF_specularGGX(vec3 f0, vec3 f90, float alphaRoughness,
float VdotH, float NdotL, float NdotV, float NdotH) {

vec3 F = F_Schlick(f0, f90, VdotH);
float Vis = V_GGX(NdotL, NdotV, alphaRoughness);
float D = D_GGX(NdotH, alphaRoughness);
return F * Vis * D;
}

inline vec3 BRDF_specularAnisotropicGGX(vec3 f0, vec3 f90,
float alphaRoughness, float VdotH, float NdotL, float NdotV, float NdotH,
float BdotV, float TdotV, float TdotL, float BdotL, float TdotH, float BdotH,
float anisotropy) {

// Roughness along tangent and bitangent.
// Christopher Kulla and Alejandro Conty. 2017. Revisiting Physically Based Shading at Imageworks
float at = max(alphaRoughness * (1 + anisotropy), 0.00001f);
float ab = max(alphaRoughness * (1 - anisotropy), 0.00001f);

vec3 F = F_Schlick(f0, f90, VdotH);
float V = V_GGX_anisotropic(NdotL, NdotV, BdotV, TdotV, TdotL, BdotL,
anisotropy, at, ab);
float D = D_GGX_anisotropic(NdotH, TdotH, BdotH, anisotropy, at, ab);

return F * V * D;
}

// f_sheen
inline vec3 BRDF_specularSheen(vec3 sheenColor, float sheenIntensity,
float sheenRoughness, float NdotL, float NdotV, float NdotH) {
float sheenDistribution = D_Charlie(sheenRoughness, NdotH);
float sheenVisibility = V_Ashikhmin(NdotL, NdotV);
return sheenColor * sheenIntensity * sheenDistribution * sheenVisibility;
}
77 changes: 77 additions & 0 deletions viewer/tonemapping.hxx
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#pragma once

// linear to sRGB approximation
// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
inline vec3 linearTosRGB(vec3 color) {
const float GAMMA = 2.2;
const float INV_GAMMA = 1.0 / GAMMA;

return pow(color, vec3(INV_GAMMA));
}

// sRGB to linear approximation
// see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
inline vec3 sRGBToLinear(vec3 srgbIn) {
const float GAMMA = 2.2;
return vec3(pow(srgbIn.xyz, vec3(GAMMA)));
}

inline vec4 sRGBToLinear(vec4 srgbIn) {
return vec4(sRGBToLinear(srgbIn.xyz), srgbIn.w);
}

// Uncharted 2 tone map
// see: http://filmicworlds.com/blog/filmic-tonemapping-operators/
inline vec3 toneMapUncharted2Impl(vec3 color) {
const float A = 0.15;
const float B = 0.50;
const float C = 0.10;
const float D = 0.20;
const float E = 0.02;
const float F = 0.30;
return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
}

inline vec3 toneMapUncharted(vec3 color) {
const float W = 11.2;
color = toneMapUncharted2Impl(2 * color);
vec3 whiteScale = 1 / toneMapUncharted2Impl(W);
return linearTosRGB(color * whiteScale);
}

// Hejl Richard tone map
// see: http://filmicworlds.com/blog/filmic-tonemapping-operators/
inline vec3 toneMapHejlRichard(vec3 color) {
color = max(vec3(0.0), color - vec3(0.004));
return (color * (6.2f * color + .5f)) /
(color * (6.2f * color + 1.7f) + 0.06f);
}

// ACES tone map
// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
inline vec3 toneMapACES(vec3 color) {
const float A = 2.51;
const float B = 0.03;
const float C = 2.43;
const float D = 0.59;
const float E = 0.14;
return linearTosRGB(clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.f, 1.f));
}

inline vec3 toneMap(vec3 color, float exposure) {
color *= exposure;
/*
#ifdef TONEMAP_UNCHARTED
return toneMapUncharted(color);
#endif
#ifdef TONEMAP_HEJLRICHARD
return toneMapHejlRichard(color);
#endif
#ifdef TONEMAP_ACES
return toneMapACES(color);
#endif
*/
return linearTosRGB(color);
}

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