feat(renderer): add normal mapping and procedural IBL to PBR shader
- Add tangent input (location 3) and TBN computation in vertex shader - Add normal map sampling (group 1, bindings 2-3) for tangent-space normal mapping - Add BRDF LUT binding (group 4, bindings 0-1) for specular IBL - Add procedural sky environment function for diffuse/specular IBL - Replace flat ambient with split-sum IBL approximation - Add pbr_texture_bind_group_layout (4 entries: albedo + normal) - Add create_pbr_texture_bind_group helper and flat_normal_1x1 texture - Update create_pbr_pipeline to accept ibl_layout parameter (group 4) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -18,7 +18,7 @@ pub use gpu::{GpuContext, DEPTH_FORMAT};
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pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
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pub use mesh::Mesh;
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pub use camera::{Camera, FpsController};
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pub use texture::GpuTexture;
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pub use texture::{GpuTexture, pbr_texture_bind_group_layout, create_pbr_texture_bind_group};
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pub use material::MaterialUniform;
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pub use sphere::generate_sphere;
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pub use pbr_pipeline::create_pbr_pipeline;
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@@ -8,6 +8,7 @@ pub fn create_pbr_pipeline(
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texture_layout: &wgpu::BindGroupLayout,
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material_layout: &wgpu::BindGroupLayout,
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shadow_layout: &wgpu::BindGroupLayout,
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ibl_layout: &wgpu::BindGroupLayout,
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("PBR Shader"),
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@@ -16,7 +17,7 @@ pub fn create_pbr_pipeline(
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("PBR Pipeline Layout"),
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bind_group_layouts: &[camera_light_layout, texture_layout, material_layout, shadow_layout],
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bind_group_layouts: &[camera_light_layout, texture_layout, material_layout, shadow_layout, ibl_layout],
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immediate_size: 0,
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});
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@@ -34,6 +34,8 @@ struct MaterialUniform {
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@group(1) @binding(0) var t_diffuse: texture_2d<f32>;
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@group(1) @binding(1) var s_diffuse: sampler;
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@group(1) @binding(2) var t_normal: texture_2d<f32>;
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@group(1) @binding(3) var s_normal: sampler;
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@group(2) @binding(0) var<uniform> material: MaterialUniform;
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@@ -47,10 +49,14 @@ struct ShadowUniform {
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@group(3) @binding(1) var s_shadow: sampler_comparison;
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@group(3) @binding(2) var<uniform> shadow: ShadowUniform;
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@group(4) @binding(0) var t_brdf_lut: texture_2d<f32>;
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@group(4) @binding(1) var s_brdf_lut: sampler;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) normal: vec3<f32>,
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@location(2) uv: vec2<f32>,
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@location(3) tangent: vec4<f32>,
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};
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struct VertexOutput {
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@@ -59,6 +65,8 @@ struct VertexOutput {
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@location(1) world_pos: vec3<f32>,
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@location(2) uv: vec2<f32>,
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@location(3) light_space_pos: vec4<f32>,
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@location(4) world_tangent: vec3<f32>,
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@location(5) world_bitangent: vec3<f32>,
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};
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@vertex
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@@ -70,6 +78,13 @@ fn vs_main(model_v: VertexInput) -> VertexOutput {
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out.clip_position = camera.view_proj * world_pos;
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out.uv = model_v.uv;
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out.light_space_pos = shadow.light_view_proj * world_pos;
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let T = normalize((camera.model * vec4<f32>(model_v.tangent.xyz, 0.0)).xyz);
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let N_out = normalize((camera.model * vec4<f32>(model_v.normal, 0.0)).xyz);
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let B = cross(N_out, T) * model_v.tangent.w;
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out.world_tangent = T;
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out.world_bitangent = B;
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return out;
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}
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@@ -215,6 +230,23 @@ fn calculate_shadow(light_space_pos: vec4<f32>) -> f32 {
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return shadow_val / 9.0;
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}
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// Procedural environment sampling for IBL
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fn sample_environment(direction: vec3<f32>, roughness: f32) -> vec3<f32> {
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let t = direction.y * 0.5 + 0.5;
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var env: vec3<f32>;
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if direction.y > 0.0 {
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let horizon = vec3<f32>(0.6, 0.6, 0.5);
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let sky = vec3<f32>(0.3, 0.5, 0.9);
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env = mix(horizon, sky, pow(direction.y, 0.4));
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} else {
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let horizon = vec3<f32>(0.6, 0.6, 0.5);
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let ground = vec3<f32>(0.1, 0.08, 0.06);
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env = mix(horizon, ground, pow(-direction.y, 0.4));
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}
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let avg = vec3<f32>(0.3, 0.35, 0.4);
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return mix(env, avg, roughness * roughness);
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let tex_color = textureSample(t_diffuse, s_diffuse, in.uv);
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@@ -223,7 +255,19 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let roughness = material.roughness;
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let ao = material.ao;
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let N = normalize(in.world_normal);
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// Normal mapping via TBN matrix
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let T = normalize(in.world_tangent);
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let B = normalize(in.world_bitangent);
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let N_geom = normalize(in.world_normal);
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// Sample normal map (tangent space normal)
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let normal_sample = textureSample(t_normal, s_normal, in.uv).rgb;
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let tangent_normal = normal_sample * 2.0 - 1.0;
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// TBN matrix transforms tangent space -> world space
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let TBN = mat3x3<f32>(T, B, N_geom);
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let N = normalize(TBN * tangent_normal);
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let V = normalize(camera.camera_pos - in.world_pos);
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// F0: base reflectivity; 0.04 for dielectrics, albedo for metals
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@@ -244,8 +288,22 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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Lo += contribution;
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}
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// Ambient term
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let ambient = lights_uniform.ambient_color * albedo * ao;
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// IBL ambient term
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let NdotV_ibl = max(dot(N, V), 0.0);
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let R = reflect(-V, N);
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// Diffuse IBL
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let irradiance = sample_environment(N, 1.0);
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let F_env = fresnel_schlick(NdotV_ibl, F0);
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let kd_ibl = (vec3<f32>(1.0) - F_env) * (1.0 - metallic);
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let diffuse_ibl = kd_ibl * albedo * irradiance;
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// Specular IBL
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let prefiltered = sample_environment(R, roughness);
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let brdf_val = textureSample(t_brdf_lut, s_brdf_lut, vec2<f32>(NdotV_ibl, roughness));
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let specular_ibl = prefiltered * (F0 * brdf_val.r + vec3<f32>(brdf_val.g));
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let ambient = (diffuse_ibl + specular_ibl) * ao;
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var color = ambient + Lo;
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@@ -178,6 +178,142 @@ impl GpuTexture {
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],
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})
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}
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/// Create a 1x1 flat normal map texture (tangent-space up: 0,0,1).
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/// Uses Rgba8Unorm (linear) since normal data is not sRGB.
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pub fn flat_normal_1x1(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> (wgpu::Texture, wgpu::TextureView, wgpu::Sampler) {
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let size = wgpu::Extent3d {
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width: 1,
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height: 1,
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depth_or_array_layers: 1,
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};
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// [128, 128, 255, 255] maps to (0, 0, 1) after * 2 - 1
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let pixels: [u8; 4] = [128, 128, 255, 255];
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("FlatNormalTexture"),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8Unorm,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&pixels,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(4),
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rows_per_image: Some(1),
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},
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size,
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);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("FlatNormalSampler"),
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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address_mode_w: wgpu::AddressMode::Repeat,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::MipmapFilterMode::Linear,
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..Default::default()
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});
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(texture, view, sampler)
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}
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}
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/// Bind group layout for PBR textures: albedo (binding 0-1) + normal map (binding 2-3).
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pub fn pbr_texture_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("PBR Texture Bind Group Layout"),
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entries: &[
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// binding 0: albedo texture
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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// binding 1: albedo sampler
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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// binding 2: normal map texture
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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// binding 3: normal map sampler
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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})
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}
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/// Create a bind group for PBR textures (albedo + normal map).
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pub fn create_pbr_texture_bind_group(
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device: &wgpu::Device,
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layout: &wgpu::BindGroupLayout,
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albedo_view: &wgpu::TextureView,
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albedo_sampler: &wgpu::Sampler,
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normal_view: &wgpu::TextureView,
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normal_sampler: &wgpu::Sampler,
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) -> wgpu::BindGroup {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("PBR Texture Bind Group"),
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layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(albedo_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(albedo_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(normal_view),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::Sampler(normal_sampler),
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},
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],
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})
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}
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#[cfg(test)]
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