漫反射辐照——并不是很完全的翻译

本文介绍PBR(基于物理渲染)中的漫反射辐照原理及其实现方法,包括使用HDR环境贴图、计算辐照贴图以及PBR着色器等内容。

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注:本文原文是learnopengl网站Diffuse irradiance一文,一直没人翻译,这两天我抽出时间阅读了这部分内容,无奈本人英文渣,完整的翻译实在拿不出,只能读懂大体含义,于是想先记录下来目前能读懂的内容以及一些心得。 原文地址:https://learnopengl.com/#!PBR/IBL/Diffuse-irradiance

一、一些简单介绍

这一节对应于原文的第一节,该节的大体意思主要是告诉我们漫反射辐照需要解决两个问题:1、需要计算来自各个方向的光线。2、解决如何实时、快速的求解反射率方程的积分。还表示这篇教程主要探讨环境光的漫反射所以环境光的镜面反射暂且不提。
至于解决方法,则是使用辐照贴图,即在原先的环境贴图的基础上,我们先对其各个部分进行卷积算出对应的辐照度贴图,然后采样的时候直接去采样辐照度贴图得出环境光照。而这一部分恰好对应了Opengl红宝书基于图像的光照模型那一部分内容。

二、PBR与HDR

这一部分的大体含义是,为了得到更好的PBR效果,我们对图片的要求较高,它的数据不能仅仅是【0,1.0】之间的LDR,必须是HDR,然后为了读取这种图片,我们需要使用stb_image.h这个头文件,其下载地址是:https://github.com/nothings/stb/blob/master/stb_image.h,HDR图片下载地是:http://www.hdrlabs.com/sibl/archive.html
又因为原始的HDR图片是一个圆柱体贴图,而我们需要的是立方体贴图,所以我们需要使用直角坐标系与柱面坐标系的转换关系,对其进行采样。

三、计算辐照度贴图

这一部分主要是告诉我们如何计算其球面积分(因为对于一个点,我们要算出以它为中心的半球体表面所有光线对其的影响)。其主要办法是离散化,因为是对角度进行积分,所以我们要离散化的自然是角度。具体实现方式是,将球面坐标转化为笛卡尔坐标(此时是在切线空间中),然后通过TBN矩阵转换到世界坐标系。

四、PBR和简介辐射光线

这一节就是告诉我们采样后如何计算器PBR,没什么新的东西。

五、注释代码

1、主程序

#include <string>

#define GLEW_STATIC
#include <GL/glew.h>

#include <GLFW/glfw3.h>

#include <GL/shader.h>
#include <GL/camera.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#define STB_IMAGE_IMPLEMENTATION
#include <GL/stb_image.h>

const GLuint SCR_WIDTH = 1280, SCR_HEIGHT = 720;

Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));

GLfloat deltaTime = 0.0f;
GLfloat lastFrame = 0.0f;

GLuint sphereVAO = 0;
GLuint indexCount;
void renderSphere()
{
    if (sphereVAO == 0)
    {
        glGenVertexArrays(1, &sphereVAO);

        GLuint vbo, ebo;
        glGenBuffers(1, &vbo);
        glGenBuffers(1, &ebo);

        std::vector<glm::vec3> positions;
        std::vector<glm::vec2> uv;
        std::vector<glm::vec3> normals;
        std::vector<GLuint> indices;

        const GLuint X_SEGMENTS = 64;
        const GLuint Y_SEGMENTS = 64;
        const float PI = 3.14159265359;
        for (GLuint y = 0; y <= Y_SEGMENTS; ++y)
        {
            for (GLuint x = 0; x <= X_SEGMENTS; ++x)
            {
                float xSegment = (float)x / (float)X_SEGMENTS;
                float ySegment = (float)y / (float)Y_SEGMENTS;
                float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
                float yPos = std::cos(ySegment * PI);
                float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);

                positions.push_back(glm::vec3(xPos, yPos, zPos));
                uv.push_back(glm::vec2(xSegment, ySegment));
                normals.push_back(glm::vec3(xPos, yPos, zPos));
            }
        }

        bool oddRow = false;
        for (int y = 0; y < Y_SEGMENTS; ++y)
        {
            if (!oddRow) // even rows: y == 0, y == 2; and so on
            {
                for (int x = 0; x <= X_SEGMENTS; ++x)
                {
                    indices.push_back(y       * (X_SEGMENTS + 1) + x);
                    indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
                }
            }
            else
            {
                for (int x = X_SEGMENTS; x >= 0; --x)
                {
                    indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
                    indices.push_back(y       * (X_SEGMENTS + 1) + x);
                }
            }
            oddRow = !oddRow;
        }
        indexCount = indices.size();

        std::vector<float> data;
        for (int i = 0; i < positions.size(); ++i)
        {
            data.push_back(positions[i].x);
            data.push_back(positions[i].y);
            data.push_back(positions[i].z);
            if (uv.size() > 0)
            {
                data.push_back(uv[i].x);
                data.push_back(uv[i].y);
            }
            if (normals.size() > 0)
            {
                data.push_back(normals[i].x);
                data.push_back(normals[i].y);
                data.push_back(normals[i].z);
            }
        }
        glBindVertexArray(sphereVAO);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
        float stride = (3 + 2 + 3) * sizeof(float);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(3 * sizeof(float)));
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(5 * sizeof(float)));
    }

    glBindVertexArray(sphereVAO);
    glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
}
GLuint cubeVAO = 0;
GLuint cubeVBO = 0;
void renderCube()
{
    if (cubeVAO == 0)
    {
        GLfloat vertices[] = {
            // Back face
            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
            1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f, // top-right
            1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 0.0f, // bottom-right         
            1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 1.0f, 1.0f,  // top-right
            -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 0.0f,  // bottom-left
            -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, -1.0f, 0.0f, 1.0f,// top-left
                                                                 // Front face
            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f, // bottom-left
            1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 0.0f,  // bottom-right
            1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f,  // top-right
            1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 1.0f, 1.0f, // top-right
            -1.0f,  1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 1.0f,  // top-left
            -1.0f, -1.0f,  1.0f,  0.0f,  0.0f,  1.0f, 0.0f, 0.0f,  // bottom-left
                                                                   // Left face
            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
            -1.0f,  1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-left
            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f,  // bottom-left
            -1.0f, -1.0f, -1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-left
            -1.0f, -1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 0.0f, 0.0f,  // bottom-right
            -1.0f,  1.0f,  1.0f, -1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-right
                                                                  // Right face
            1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f, // top-left
            1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f, // bottom-right
            1.0f,  1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 1.0f, // top-right         
            1.0f, -1.0f, -1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 1.0f,  // bottom-right
            1.0f,  1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 1.0f, 0.0f,  // top-left
            1.0f, -1.0f,  1.0f,  1.0f,  0.0f,  0.0f, 0.0f, 0.0f, // bottom-left     
                                                                 // Bottom face
            -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
            1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 1.0f, // top-left
            1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f,// bottom-left
            1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 1.0f, 0.0f, // bottom-left
            -1.0f, -1.0f,  1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 0.0f, // bottom-right
            -1.0f, -1.0f, -1.0f,  0.0f, -1.0f,  0.0f, 0.0f, 1.0f, // top-right
                                                                  // Top face
            -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f,// top-left
            1.0f,  1.0f , 1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
            1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 1.0f, // top-right     
            1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 1.0f, 0.0f, // bottom-right
            -1.0f,  1.0f, -1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 1.0f,// top-left
            -1.0f,  1.0f,  1.0f,  0.0f,  1.0f,  0.0f, 0.0f, 0.0f // bottom-left        
        };
        glGenVertexArrays(1, &cubeVAO);
        glGenBuffers(1, &cubeVBO);
        glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
        glBindVertexArray(cubeVAO);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    }
    glBindVertexArray(cubeVAO);
    glDrawArrays(GL_TRIANGLES, 0, 36);
    glBindVertexArray(0);
}

GLuint loadTexture(char const * path)
{
    GLuint textureID;
    glGenTextures(1, &textureID);
    int width, height, nrComponents;
    unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }

    return textureID;
}

#pragma region "User input"

bool keys[1024];
bool keysPressed[1024];
void Do_Movement()
{
    if (keys[GLFW_KEY_W])
        camera.ProcessKeyboard(FORWARD, deltaTime);
    if (keys[GLFW_KEY_S])
        camera.ProcessKeyboard(BACKWARD, deltaTime);
    if (keys[GLFW_KEY_A])
        camera.ProcessKeyboard(LEFT, deltaTime);
    if (keys[GLFW_KEY_D])
        camera.ProcessKeyboard(RIGHT, deltaTime);
}

void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
        glfwSetWindowShouldClose(window, GL_TRUE);

    if (key >= 0 && key <= 1024)
    {
        if (action == GLFW_PRESS)
            keys[key] = true;
        else if (action == GLFW_RELEASE)
        {
            keys[key] = false;
            keysPressed[key] = false;
        }
    }
}

GLfloat lastX = 400, lastY = 300;
bool firstMouse = true;
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
    if (firstMouse)
    {
        lastX = xpos;
        lastY = ypos;
        firstMouse = false;
    }

    GLfloat xoffset = xpos - lastX;
    GLfloat yoffset = lastY - ypos;

    lastX = xpos;
    lastY = ypos;

    camera.ProcessMouseMovement(xoffset, yoffset);
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
    camera.ProcessMouseScroll(yoffset);
}

#pragma endregion

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); 
    glfwMakeContextCurrent(window);

    glfwSetKeyCallback(window, key_callback);
    glfwSetCursorPosCallback(window, mouse_callback);
    glfwSetScrollCallback(window, scroll_callback);

    glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);

    glewExperimental = GL_TRUE;
    glewInit();
    glGetError();

    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL); 

    Shader pbrShader("pbr.vs", "pbr.frag");
    Shader equirectangularToCubemapShader("cubemap.vs", "equirectangular_to_cubemap.frag");
    Shader irradianceShader("cubemap.vs", "irradiance_convolution.frag");
    Shader backgroundShader("background.vs", "background.frag");

    pbrShader.Use();
    glUniform1i(glGetUniformLocation(pbrShader.Program, "irradianceMap"), 0);
    glUniform3f(glGetUniformLocation(pbrShader.Program, "albedo"), 0.5f, 0.0f, 0.0f);
    glUniform1f(glGetUniformLocation(pbrShader.Program, "ao"), 1.0f);

    backgroundShader.Use();
    glUniform1i(glGetUniformLocation(backgroundShader.Program, "environmentMap"), 0);

    glm::vec3 lightPositions[] = 
    {
        glm::vec3(-10.0f,  10.0f, 10.0f),
        glm::vec3(10.0f,  10.0f, 10.0f),
        glm::vec3(-10.0f, -10.0f, 10.0f),
        glm::vec3(10.0f, -10.0f, 10.0f),
    };
    glm::vec3 lightColors[] = 
    {
        glm::vec3(300.0f, 300.0f, 300.0f),
        glm::vec3(300.0f, 300.0f, 300.0f),
        glm::vec3(300.0f, 300.0f, 300.0f),
        glm::vec3(300.0f, 300.0f, 300.0f)
    };
    int nrRows = 7;
    int nrColumns = 7;
    float spacing = 2.5;

    // pbr: 设置帧缓冲
    // ----------------------
    GLuint captureFBO;
    GLuint captureRBO;
    glGenFramebuffers(1, &captureFBO);
    glGenRenderbuffers(1, &captureRBO);

    glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
    glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 512, 512);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);

    // pbr: 读取HDR环境映射贴图
    // ---------------------------------
    stbi_set_flip_vertically_on_load(true);
    int width, height, nrComponents;
    float *data = stbi_loadf("Newport_Loft/Newport_Loft_Ref.hdr", &width, &height, &nrComponents, 0);
    GLuint hdrTexture;
    if (data)
    {
        glGenTextures(1, &hdrTexture);
        glBindTexture(GL_TEXTURE_2D, hdrTexture);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, data); 

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
    }
    else
    {
        std::cout << "Failed to load HDR image." << std::endl;
    }

    // pbr: 设置用于渲染的立方体贴图并挂载到帧缓冲上
    // ---------------------------------------------------------
    GLuint envCubemap;
    glGenTextures(1, &envCubemap);
    glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
    for (GLuint i = 0; i < 6; ++i)
    {
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, 512, 512, 0, GL_RGB, GL_FLOAT, nullptr);
    }
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);


    // pbr: 设置投影矩阵和观察矩阵用于分别捕获6各面的立方体贴图6各面的数据
    // ----------------------------------------------------------------------------------------------
    glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
    glm::mat4 captureViews[] =
    {
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f,  0.0f,  0.0f), glm::vec3(0.0f, -1.0f,  0.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f,  0.0f,  0.0f), glm::vec3(0.0f, -1.0f,  0.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,  1.0f,  0.0f), glm::vec3(0.0f,  0.0f,  1.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f,  0.0f), glm::vec3(0.0f,  0.0f, -1.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,  0.0f,  1.0f), glm::vec3(0.0f, -1.0f,  0.0f)),
        glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,  0.0f, -1.0f), glm::vec3(0.0f, -1.0f,  0.0f))
    };

    // pbr: 将圆柱形HDR环境贴图变为立方体贴图
    // ----------------------------------------------------------------------
    equirectangularToCubemapShader.Use();
    glUniform1i(glGetUniformLocation(equirectangularToCubemapShader.Program, "equirectangularMap"), 0);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, hdrTexture);
    glUniformMatrix4fv(glGetUniformLocation(equirectangularToCubemapShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(captureProjection));

    glViewport(0, 0, 512, 512); // 不要忘记将视口大小变为捕获数据的大小.
    glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
    for (GLuint i = 0; i < 6; ++i)
    {
        glUniformMatrix4fv(glGetUniformLocation(equirectangularToCubemapShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i]));
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, envCubemap, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        renderCube();
    }
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // pbr: 创建一个辐照度立方体贴图, 并重新捕获FBO。
    // --------------------------------------------------------------------------------
    GLuint irradianceMap;
    glGenTextures(1, &irradianceMap);
    glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
    for (GLuint i = 0; i < 6; ++i)
    {
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, 32, 32, 0, GL_RGB, GL_FLOAT, nullptr);
    }
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
    glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 32, 32);

    // pbr: 通过创建一个辐照度贴图来解决用卷积计算漫反射积分的问题
    // -----------------------------------------------------------------------------
    irradianceShader.Use();
    glUniform1i(glGetUniformLocation(irradianceShader.Program, "environmentMap"), 0);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);
    glUniformMatrix4fv(glGetUniformLocation(irradianceShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(captureProjection));

    glViewport(0, 0, 32, 32); // 不要忘记将视口大小变为捕获数据的大小.
    glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
    for (GLuint i = 0; i < 6; ++i)
    {
        glUniformMatrix4fv(glGetUniformLocation(irradianceShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(captureViews[i]));
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, irradianceMap, 0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        renderCube();
    }
    glBindFramebuffer(GL_FRAMEBUFFER, 0);


    glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
    pbrShader.Use();
    glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
    backgroundShader.Use();
    glUniformMatrix4fv(glGetUniformLocation(backgroundShader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));

    glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);

    while (!glfwWindowShouldClose(window))
    {
        GLfloat currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        glfwPollEvents();
        Do_Movement();

        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // 渲染场景,向最终着色器提供辐照度贴图
        // ------------------------------------------------------------------------------------------
        pbrShader.Use();
        glm::mat4 view = camera.GetViewMatrix();
        glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
        glUniform3fv(glGetUniformLocation(pbrShader.Program, "camPos"), 1, &camera.Position[0]);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);

        glm::mat4 model;
        for (int row = 0; row < nrRows; ++row)
        {
            glUniform1f(glGetUniformLocation(pbrShader.Program, "metallic"), (float)row / (float)nrRows);
            for (int col = 0; col < nrColumns; ++col)
            {
                glUniform1f(glGetUniformLocation(pbrShader.Program, "roughness"), glm::clamp((float)col / (float)nrColumns, 0.05f, 1.0f));

                model = glm::mat4();
                model = glm::translate(model, glm::vec3((float)(col - (nrColumns / 2)) * spacing,(float)(row - (nrRows / 2)) * spacing,-2.0f));
                glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
                renderSphere();
            }
        }

        for (GLuint i = 0; i < sizeof(lightPositions) / sizeof(lightPositions[0]); ++i)
        {
            glm::vec3 newPos = lightPositions[i] + glm::vec3(sin(glfwGetTime() * 5.0) * 5.0, 0.0, 0.0);
            newPos = lightPositions[i];
            glUniform3fv(glGetUniformLocation(pbrShader.Program, ("lightPositions[" + std::to_string(i) + "]").c_str()), 1, &newPos[0]); 
            glUniform3fv(glGetUniformLocation(pbrShader.Program, ("lightColors[" + std::to_string(i) + "]").c_str()), 1, &lightColors[i][0]);

            model = glm::mat4();
            model = glm::translate(model, newPos);
            model = glm::scale(model, glm::vec3(0.5f));
            glUniformMatrix4fv(glGetUniformLocation(pbrShader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
            renderSphere();
        }

        //最后渲染天空盒
        backgroundShader.Use();
        glUniformMatrix4fv(glGetUniformLocation(backgroundShader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_CUBE_MAP, envCubemap);

        renderCube();

        glfwSwapBuffers(window);
    }

    glfwTerminate();
    return 0;
}

2、PBR着色器(这里是对于灯光和环境光的计算)

#version 330 core

layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoords;
layout (location = 2) in vec3 normal;

out vec2 TexCoords;
out vec3 WorldPos;
out vec3 Normal;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;

void main()
{
    TexCoords = texCoords;
    WorldPos = vec3(model * vec4(pos, 1.0f));
    Normal = mat3(model) * normal;
    gl_Position = projection * view * vec4(WorldPos, 1.0f);
}
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
in vec3 WorldPos;
in vec3 Normal;
in mat3 TBN;

// 材质属性
uniform vec3 albedo;
uniform float metallic;
uniform float roughness;
uniform float ao;

// 辐照度贴图
uniform samplerCube irradianceMap;

// 灯光
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];

uniform vec3 camPos;

const float PI = 3.14159265359;
// ----------------------------------------------------------------------------
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
    float a = roughness*roughness;
    float a2 = a*a;
    float NdotH = max(dot(N, H), 0.0);
    float NdotH2 = NdotH*NdotH;

    float nom   = a2;
    float denom = (NdotH2 * (a2 - 1.0) + 1.0);
    denom = PI * denom * denom;

    return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySchlickGGX(float NdotV, float roughness)
{
    float r = (roughness + 1.0);
    float k = (r*r) / 8.0;

    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;
}
// ----------------------------------------------------------------------------
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
    return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
// ----------------------------------------------------------------------------
void main()
{       
    vec3 N = Normal;
    vec3 V = normalize(camPos - WorldPos);
    vec3 R = reflect(-V, N); 

    // 按照普通入射角计算反射; 如果是非电解质(比如塑料)让F0 
    // 为0.04如果是金属则使用它们自身的反射率    
    vec3 F0 = vec3(0.04); 
    F0 = mix(F0, albedo, metallic);

    // 反射率方程
    vec3 Lo = vec3(0.0);
    for(int i = 0; i < 4; ++i) 
    {
        // 计算每个灯光的辐射
        vec3 L = normalize(lightPositions[i] - WorldPos);                           //入射方向
        vec3 H = normalize(V + L);                                                  //半程向量
        float distance = length(lightPositions[i] - WorldPos);                      //距离
        float attenuation = 1.0 / (distance * distance);                            //衰减
        vec3 radiance = lightColors[i] * attenuation;                               //辐射强度

        // 双向反射函数
        float NDF = DistributionGGX(N, H, roughness);                               //计算正态分布函数          
        float G   = GeometrySmith(N, V, L, roughness);                              //计算几何函数
        vec3 F    = fresnelSchlick(max(dot(H, V), 0.0), F0);                        //菲涅尔方程

        vec3 nominator    = NDF * G * F;                                            //分子
        float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;  //分母(加上0.001以防止除以0)
        vec3 brdf = nominator / denominator;                                        //双向反射函数数值

        // 镜面反射等于菲涅尔方程的值
        vec3 kS = F;
        //为了能量守恒,漫反射和镜面反射不能超过1.0(除非该表面自身发光)所以Kd=1.0-kS
        vec3 kD = vec3(1.0) - kS;
        // 只有非金属或者混合一部分金属的物体存在漫反射,纯金属不存在漫反射
        kD *= 1.0 - metallic;                   

        // 计算光照强度
        float NdotL = max(dot(N, L), 0.0);        

        // 添加到出射辐射率
        Lo += (kD * albedo / PI + brdf) * radiance * NdotL; 
        // 我们在计算BRDF的时候已经乘上KS了,所以我们不要再乘一次KS
    }   

    // 环境光照计算 (我们现在使用辐照度贴图来计算环境光的影响)
    vec3 kS = fresnelSchlick(max(dot(N, V), 0.0), F0);
    vec3 kD = 1.0 - kS;
    kD *= 1.0 - metallic;     
    vec3 irradiance = texture(irradianceMap, N).rgb;                                //从辐照度贴图中获取辐射强度
    vec3 diffuse      = irradiance * albedo;
    vec3 ambient = (kD * diffuse) * ao;                                             //现在暂时只计算漫反射辐照度

    vec3 color = ambient + Lo;

    // HDR tonemapping
    color = color / (color + vec3(1.0));
    // 伽马校正
    color = pow(color, vec3(1.0/2.2)); 

    FragColor = vec4(color , 1.0);
}

3、圆柱转立方体着色器

#version 330 core
layout (location = 0) in vec3 pos;

out vec3 WorldPos;

uniform mat4 projection;
uniform mat4 view;

void main()
{
    WorldPos = pos;  

    gl_Position =  projection * view * vec4(WorldPos, 1.0);
}
#version 330 core
out vec4 FragColor;
in vec3 WorldPos;

uniform sampler2D equirectangularMap;                   //圆柱贴图采样器

const vec2 invAtan = vec2(0.1591, 0.3183);              
vec2 SampleSphericalMap(vec3 v)
{
    vec2 uv = vec2(atan(v.z, v.x), asin(v.y));          //直角坐标系与柱面坐标系之间的转换
    uv *= invAtan;
    uv += 0.5;
    return uv;
}

void main()
{       
    vec2 uv = SampleSphericalMap(normalize(WorldPos));
    vec3 color = texture(equirectangularMap, uv).rgb;

    FragColor = vec4(color, 1.0);
}

4、辐照度贴图着色器

#version 330 core
layout (location = 0) in vec3 pos;

out vec3 WorldPos;

uniform mat4 projection;
uniform mat4 view;

void main()
{
    WorldPos = pos;  

    gl_Position =  projection * view * vec4(WorldPos, 1.0);
}
#version 330 core
out vec4 FragColor;
in vec3 WorldPos;

uniform samplerCube environmentMap;                                         //立方体贴图采样器

const float PI = 3.14159265359f;

void main()
{       
    vec3 N = normalize(WorldPos);

    vec3 irradiance = vec3(0.0);   


    //计算TBN矩阵
    vec3 up    = vec3(0.0, 1.0, 0.0);
    vec3 right = cross(up, N);
    up         = cross(N, right);

    float sampleDelta = 0.025f;                                             //设置采样增量
    float nrSamples = 0.0f;                                                 //记录一共有多少个采样
    for(float phi = 0.0; phi < 2.0 * PI; phi += sampleDelta)
    {
        for(float theta = 0.0; theta < 0.5 * PI; theta += sampleDelta)
        {
            // 将球面坐标转变为笛卡尔坐标 (在切线空间中)
            vec3 tangentSample = vec3(sin(theta) * cos(phi),  sin(theta) * sin(phi), cos(theta));
            // 将切线空间变换到世界空间
            vec3 sampleVec = tangentSample.x * right + tangentSample.y * up + tangentSample.z * N; 

            //计算该采样区域的辐射量
            irradiance += texture(environmentMap, sampleVec).rgb * cos(theta) * sin(theta);
            nrSamples++;
        }
    }
    irradiance = PI * irradiance * (1.0 / float(nrSamples));                //取平均辐射量

    FragColor = vec4(irradiance, 1.0);
}

5、天空盒着色器

#version 330 core
layout (location = 0) in vec3 pos;

uniform mat4 projection;
uniform mat4 view;

out vec3 WorldPos;

void main()
{
    WorldPos = pos;

    mat4 rotView = mat4(mat3(view));                            //让天空盒随着摄像机移动使其永远位于天空盒中心
    vec4 clipPos = projection * rotView * vec4(WorldPos, 1.0);

    gl_Position = clipPos.xyww;
}
#version 330 core
out vec4 FragColor;
in vec3 WorldPos;

uniform samplerCube environmentMap;

void main()
{       
    vec3 envColor = texture(environmentMap, WorldPos).rgb;

    // HDR tonemap and gamma correct
    envColor = envColor / (envColor + vec3(1.0));
    envColor = pow(envColor, vec3(1.0/2.2)); 

    FragColor = vec4(envColor, 1.0);
}
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