Image-Based Lighting (IBL) Overview - IBL assets (environment maps + BRDF LUT + SH coefficients) are managed by `IBLManager` (`src/core/assets/ibl_manager.{h,cpp}`) and exposed to passes via `EngineContext::ibl`. - Shaders share a common include, `shaders/ibl_common.glsl`, which defines the IBL bindings for descriptor set 3 and helper functions used by deferred, forward, and background passes. - The engine currently supports: - Specular environment from an equirectangular 2D texture with prefiltered mips (`sampler2D iblSpec2D`). - Diffuse irradiance from 2nd-order SH (9 coefficients baked on the CPU). - A 2D BRDF integration LUT used for the split-sum approximation. - An optional separate background environment texture (`sampler2D iblBackground2D`); when not provided, the system falls back to using the specular environment for background rendering. Data Flow - Init: - `VulkanEngine::init_vulkan()` creates an `IBLManager`, calls `init(context)`, and publishes it via `EngineContext::ibl`. - The engine optionally loads default IBL assets (`IBLPaths` in `src/core/engine.cpp`), typically a BRDF LUT plus a specular environment `.ktx2`. - Loading (IBLManager): - `IBLManager::load(const IBLPaths&)` (synchronous, mostly used in tools/tests): - Specular: - Tries `ktxutil::load_ktx2_cubemap` first. If successful, uploads via `ResourceManager::create_image_compressed_layers` with `VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT`. - If cubemap loading fails, falls back to 2D `.ktx2` via `ktxutil::load_ktx2_2d` and `create_image_compressed`. The image is treated as equirectangular with prefiltered mips. - When the specular `.ktx2` is HDR (`R16G16B16A16_SFLOAT` or `R32G32B32A32_SFLOAT`) and 2:1 aspect, `IBLManager` computes 9 SH coefficients on the CPU: - Integrates the environment over the sphere using real SH basis functions (L2) with solid-angle weighting. - Applies Lambert band scaling (A0 = pi, A1 = 2pi/3, A2 = pi/4). - Uploads the result as `vec4 sh[9]` in a uniform buffer (`_shBuffer`). - Diffuse: - If `IBLPaths::diffuseCube` is provided and valid, loads it as a cubemap via `load_ktx2_cubemap` + `create_image_compressed_layers`. - Current shaders only use the SH buffer for diffuse; the diffuse cubemap is reserved for future variants. - Background: - If `IBLPaths::background2D` is provided and valid, loads it as a 2D equirectangular `.ktx2` via `load_ktx2_2d` + `create_image_compressed`. - This allows using a separate, potentially higher-resolution or unfiltered environment for the sky background while using a prefiltered version for specular IBL. - BRDF LUT: - Loaded as 2D `.ktx2` via `ktxutil::load_ktx2_2d` and uploaded with `create_image_compressed`. - Fallbacks: - If `diffuseCube` is missing but a specular env exists, `_diff` is aliased to `_spec`. - If `background2D` is missing but a specular env exists, `_background` is aliased to `_spec`. - `IBLManager::unload()` releases GPU images, the SH buffer, and the descriptor set layout. - Descriptor layout: - `IBLManager::ensureLayout()` builds a descriptor set layout (set=3) with: - binding 0: `COMBINED_IMAGE_SAMPLER` - specular environment (2D equirect). - binding 1: `COMBINED_IMAGE_SAMPLER` - BRDF LUT 2D. - binding 2: `UNIFORM_BUFFER` - SH coefficients (`vec4 sh[9]`). - binding 3: `COMBINED_IMAGE_SAMPLER` - background environment (2D equirect, optional). - Passes request this layout from `EngineContext::ibl` and plug it into their pipeline set layouts: - Background: `vk_renderpass_background.cpp` (set 3 used for env background). - Lighting: `vk_renderpass_lighting.cpp` (deferred lighting pass, set 3). - Transparent: `vk_renderpass_transparent.cpp` (forward/transparent materials, set 3). Asynchronous Loading - Overview: - `IBLManager` provides an asynchronous loading path via `load_async()` + `pump_async()` to avoid blocking the main/game loop during IBL environment switches or initial loading. - Heavy CPU work (KTX2 file I/O, decompression, SH coefficient baking) runs on a dedicated worker thread. - GPU resource creation (image uploads, buffer allocation) is deferred to the main thread via `pump_async()`. - API: - `bool load_async(const IBLPaths &paths)`: - Queues an asynchronous IBL load job. - Returns `false` if the job could not be queued (e.g., context not initialized). - If called while a previous job is still pending, the new request supersedes the old one (the old result is discarded when ready). - `struct AsyncResult { bool completed; bool success; }`: - `completed`: `true` when an async job finished since the last `pump_async()` call. - `success`: `true` when the finished job successfully produced new GPU IBL resources. - `AsyncResult pump_async()`: - Must be called on the main thread, typically once per frame after the previous frame's GPU work is idle. - If a completed async job is pending: - Destroys old IBL images and SH buffer via `destroy_images_and_sh()`. - Creates new GPU images with `create_image_compressed(_layers)` and uploads the SH buffer. - Returns `AsyncResult` indicating whether a job completed and its success status. - Internal Architecture: - `IBLManager::init()` spawns a persistent worker thread that waits on a condition variable. - When `load_async()` is called: - The request paths and a unique job ID are stored in `AsyncStateData`. - The worker thread is signaled via condition variable. - Any previous pending result is invalidated (superseded by the new job ID). - Worker thread execution: - Calls `prepare_ibl_cpu()` to load KTX2 files and bake SH coefficients. - Stores the prepared data (`PreparedIBLData`) in `AsyncStateData`. - Marks the result as ready with the corresponding job ID. - If the job ID no longer matches (superseded), the result is discarded. - Main thread integration (`pump_async()`): - Checks if a result is ready. - If ready, calls `commit_prepared()` to create GPU resources from the prepared CPU data. - Clears the ready flag and returns the result status. - Thread Safety: - All shared state in `AsyncStateData` is protected by a mutex. - The worker thread only reads request data and writes result data. - The main thread only reads result data and writes request data. - GPU resource creation is strictly on the main thread. - Usage Example: ```cpp // Queue async IBL load (non-blocking) iblManager->load_async(IBLPaths{ .specularCube = "assets/ibl/studio_spec.ktx2", .brdfLut2D = "assets/ibl/brdf_lut.ktx2", .background2D = "assets/ibl/studio_bg.ktx2" }); // In main loop, after waiting for previous frame: auto result = iblManager->pump_async(); if (result.completed) { if (result.success) { // New IBL environment is now active } else { // Loading failed, handle error (e.g., keep previous IBL) } } ``` - Benefits: - No frame stalls when loading large HDR environment maps. - Seamless IBL volume transitions (e.g., entering a building with different lighting). - SH baking (CPU-intensive) happens off the main thread. - Cleanup: - `IBLManager::unload()` shuts down the async worker thread (joins) and releases all GPU resources. - The destructor also calls `shutdown_async()` to ensure clean termination. Shader Side (`shaders/ibl_common.glsl`) - Bindings: - `layout(set=3, binding=0) uniform sampler2D iblSpec2D;` - `layout(set=3, binding=1) uniform sampler2D iblBRDF;` - `layout(std140, set=3, binding=2) uniform IBL_SH { vec4 sh[9]; } iblSH;` - `layout(set=3, binding=3) uniform sampler2D iblBackground2D;` - Helpers: - `vec3 sh_eval_irradiance(vec3 n)`: - Evaluates the 9 SH basis functions (L2) at direction `n` using the same real SH basis as the CPU bake. - Multiplies each basis value by the corresponding `iblSH.sh[i].rgb` coefficient and sums the result. - Coefficients are already convolved with the Lambert kernel on the CPU; the function returns diffuse irradiance directly. - `vec2 dir_to_equirect(vec3 d)`: - Normalizes `d`, computes `(phi, theta)` and returns equirectangular UV in `[0,1]^2`. - Used consistently by background, deferred, and forward pipelines. - `float ibl_lod_from_roughness(float roughness, float levels)`: - Computes the mip LOD for specular IBL using `roughness^2 * (levels - 1)`. - This biases mid-roughness reflections towards blurrier mips and avoids overly sharp reflections. Usage in Passes - Deferred lighting (`shaders/deferred_lighting.frag` and `shaders/deferred_lighting_nort.frag`): - Include: - `#include "input_structures.glsl"` - `#include "ibl_common.glsl"` - IBL contribution (per pixel): - Specular: - `vec3 R = reflect(-V, N);` - `float levels = float(textureQueryLevels(iblSpec2D));` - `float lod = ibl_lod_from_roughness(roughness, levels);` - `vec2 uv = dir_to_equirect(R);` - `vec3 prefiltered = textureLod(iblSpec2D, uv, lod).rgb;` - `vec2 brdf = texture(iblBRDF, vec2(max(dot(N,V),0.0), roughness)).rg;` - `vec3 specIBL = prefiltered * (F0 * brdf.x + brdf.y);` - Diffuse: - `vec3 diffIBL = (1.0 - metallic) * albedo * sh_eval_irradiance(N);` - Combined: - `color += diffIBL + specIBL;` - Forward/transparent (`shaders/mesh.frag`): - Same include and IBL logic as deferred, applied after direct lighting. - Uses the same `ibl_lod_from_roughness` helper for LOD selection. - Background (`shaders/background_env.frag`): - Includes `ibl_common.glsl` and uses `dir_to_equirect(worldDir)` + `textureLod(iblBackground2D, uv, 0.0)` to render the environment at LOD 0. - When a dedicated background texture is provided via `IBLPaths::background2D`, the background pass renders from `iblBackground2D` which may differ from `iblSpec2D`. Authoring IBL Assets - Specular environment: - Preferred: prefiltered HDR cubemap in `.ktx2` (BC6H or `R16G16B16A16_SFLOAT`) with multiple mips. - Alternative: prefiltered equirectangular 2D `.ktx2` with width = 2 x height and full mip chain. - Make sure the mip chain is generated with a GGX importance sampling tool so the BRDF LUT + mip chain match. - BRDF LUT: - A standard 2D preintegrated GGX LUT (RG), usually stored as `R8G8_UNORM` or BC5. - The LUT is sampled with `(NoV, roughness)` coordinates. - Diffuse: - The engine currently uses SH coefficients baked from the specular equirectangular map. If you provide a separate diffuse cubemap, the CPU SH bake still uses the specular HDR; you can adjust this in `IBLManager` if you want SH to come from a different source. - Background: - Optional: equirectangular 2D `.ktx2` used exclusively for the sky background pass. - Useful when you want a sharper or unfiltered environment for the visible sky while using a prefiltered version for specular reflections. - If not provided, the system falls back to using `specularCube` for background rendering. Implementation Notes - CPU SH bake: - Implemented in `IBLManager::load` using libktx to access raw HDR pixel data from `.ktx2`. - Uses a simple nested loop over pixels with solid-angle weighting and the same SH basis as `sh_eval_irradiance`. - Fallbacks: - Lighting and transparent passes create small fallback textures so that the IBL descriptor set is always valid, even when no IBL assets are loaded. - Background pass builds a 1x1x6 black cube as a fallback env. - When `background2D` is not provided, `IBLManager::background()` returns the same image as `specular()`.