在learnopengl specular IBL tutorial中,为了解决预过滤器卷积中的亮点,教程参考this article和预过滤器计算如下:
float3 PreFilterEnvMap(TextureCube envMap,sampler samEnv,float roughness,float3 R)
{
float3 res = (float3)0.0f;
float totalWeight = 0.0f;
float3 normal = normalize(R);
float3 toEye = normal;
//roughness = max(0.02f,roughness);
static const uint NUM_SAMPLES = 512;
for(uint i=0;i<NUM_SAMPLES;++i)
{
float2 xi = hammersley_seq(i,NUM_SAMPLES);
float3 halfway = ImportanceSampleGGX(xi,roughness,normal);
float3 lightVec = 2.0f * dot( toEye,halfway ) * halfway - toEye;
float NdotL = saturate ( dot( normal,lightVec ) ) ;
//float NdotV = saturate ( dot( normal,toEye ) ) ;
float NdotH = saturate ( dot( normal,halfway ) ) ;
float HdotV = saturate ( dot( halfway,toEye ) ) ;
if( NdotL > 0 )
{
float D = DFactor(roughness,NdotH);
float pdf = (D * NdotH / (4 * HdotV)) + 0.0001f ;
float saTexel = 4.0f * CH_PI / (6.0f * CONV_SPEC_TEX_WIDTH * CONV_SPEC_TEX_WIDTH);
float saSample = 1.0f / (NUM_SAMPLES * pdf + 0.00001f);
float mipLevel = roughness == 0.0f ? 0.0f : 0.5f * log2( saSample / saTexel ) ;
res += envMap.SampleLevel( samEnv,lightVec,mipLevel ).rgb *NdotL;
totalWeight += NdotL;
}
}
return res / max(totalWeight,0.001f);
}
这是我的代码:
#version 330 core
out vec4 FragColor;
in vec3 localPos;
uniform float roughness;
uniform samplerCube environmentMap;
const float Pi = 3.14159265359;
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 * 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);
vec3 H;
H.x = sinTheta * cos(Phi);
H.y = sinTheta * sin(Phi);
H.z = cosTheta;
vec3 up = N.z < 0.999 ? vec3(0.0,0.0,1.0) : vec3(1.0,0.0);
vec3 tangent = normalize(cross(up,N));
vec3 bitangent = normalize(cross(N,tangent));
vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
return normalize(sampleVec);
}
float DistributionGGX(vec3 N,vec3 H,float roughness){
float a = roughness * roughness; // according to Disney and Epic game,squaring looks more correct
float a2 = a * a;
float NdotH = max(dot(N,H),0.0);
float NdotH2 = NdotH * NdotH;
float denom = NdotH2 * (a2 - 1.0) + 1.0;
denom = Pi * denom * denom;
return a2 / max(denom,0.00000001);
// return a2 / denom;
}
vec3 prefilterEnvironmentMap(vec3 N,vec3 V,float roughness){
const uint SAMPLE_COUNT = 512u;
vec3 prefilterColor = vec3(0.0);
float totalWeight = 0.0;
for(uint i = 0u; i < SAMPLE_COUNT; ++i){
vec2 Xi = Hammersley(i,SAMPLE_COUNT);
vec3 H = ImportanceSampleGGX(Xi,N,roughness);
vec3 L = normalize(2.0 * dot(V,H) * H - V);
float NdotH = max(dot(N,0.0);
float NdotL = max(dot(N,L),0.0);
float HdotV = max(dot(H,V),0.0);
if(NdotL > 0.0){
float D = DistributionGGX(N,H,roughness);
float pdf = (D * NdotH / (4.0 * HdotV)) + 0.0001;
float resolution = 512.0; // resolution of source cubemap (per face)
float saTexel = 4.0 * Pi / (6.0 * resolution * resolution);
float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001);
float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel);
// prefilterColor += texture(environmentMap,L).rgb * NdotL;
prefilterColor += textureLod(environmentMap,L,mipLevel).rgb;
totalWeight += NdotL;
}
}
return prefilterColor / max(totalWeight,0.0);
}
void main(){
vec3 N = normalize(localPos);
vec3 R = N;
vec3 V = R;
vec3 color = prefilterEnvironmentMap(N,V,roughness);
FragColor = vec4(color,1.0);
}
当我仅在球体上显示预过滤器颜色时,它看起来像这样:
如果我使用const uint SAMPLE_COUNT = 4096u;
,它将减少绿色,而当使用prefilterColor += textureLod(environmentMap,0.0).rgb;
时,没有绿色和亮点
我应该在该代码中的什么地方发出警报,以防止出现绿色和亮点?