[Bf-blender-cvs] [49ba446f689] blender2.8: Eevee: Split irradiance functions to their own new file.
Clément Foucault
noreply at git.blender.org
Thu Jun 15 01:16:14 CEST 2017
Commit: 49ba446f68954b7c32fbe40d733044cfbe39ff5d
Author: Clément Foucault
Date: Wed Jun 14 11:09:13 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB49ba446f68954b7c32fbe40d733044cfbe39ff5d
Eevee: Split irradiance functions to their own new file.
===================================================================
M source/blender/draw/engines/eevee/eevee_materials.c
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
A source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
M source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 6de9e7fef1d..35dcc8dbd88 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -83,6 +83,7 @@ extern char datatoc_bsdf_lut_frag_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_bsdf_direct_lib_glsl[];
extern char datatoc_bsdf_sampling_lib_glsl[];
+extern char datatoc_irradiance_lib_glsl[];
extern char datatoc_lit_surface_frag_glsl[];
extern char datatoc_lit_surface_vert_glsl[];
extern char datatoc_shadow_frag_glsl[];
@@ -167,6 +168,7 @@ void EEVEE_materials_init(void)
/* Shaders */
DynStr *ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_irradiance_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_ltc_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lit_surface_frag_glsl);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 77ff614b2c1..ece4250741c 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -40,31 +40,6 @@ struct GridData {
#define g_resolution resolution_offset.xyz
#define g_offset resolution_offset.w
-#ifdef IRRADIANCE_CUBEMAP
-struct IrradianceData {
- vec3 color;
-};
-#elif defined(IRRADIANCE_SH_L2)
-struct IrradianceData {
- vec3 shcoefs[9];
-};
-#else /* defined(IRRADIANCE_HL2) */
-struct IrradianceData {
- vec3 cubesides[3];
-};
-#endif
-
-/* TODO remove sh once we have irradiance grid */
-#define shcoef0 shcoefs[0].rgb
-#define shcoef1 vec3(shcoefs[0].a, shcoefs[1].rg)
-#define shcoef2 vec3(shcoefs[1].ba, shcoefs[2].r)
-#define shcoef3 shcoefs[2].gba
-#define shcoef4 shcoefs[3].rgb
-#define shcoef5 vec3(shcoefs[3].a, shcoefs[4].rg)
-#define shcoef6 vec3(shcoefs[4].ba, shcoefs[5].r)
-#define shcoef7 shcoefs[5].gba
-#define shcoef8 shcoefs[6].rgb
-
struct LightData {
vec4 position_influence; /* w : InfluenceRadius */
vec4 color_spec; /* w : Spec Intensity */
@@ -252,65 +227,6 @@ float buffer_depth(bool is_persp, float z, float zf, float zn)
}
}
-#define spherical_harmonics spherical_harmonics_L2
-
-/* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */
-vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[4])
-{
- vec3 sh = vec3(0.0);
-
- sh += 0.282095 * shcoefs[0];
-
- sh += -0.488603 * N.z * shcoefs[1];
- sh += 0.488603 * N.y * shcoefs[2];
- sh += -0.488603 * N.x * shcoefs[3];
-
- return sh;
-}
-
-vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9])
-{
- vec3 sh = vec3(0.0);
-
- sh += 0.282095 * shcoefs[0];
-
- sh += -0.488603 * N.z * shcoefs[1];
- sh += 0.488603 * N.y * shcoefs[2];
- sh += -0.488603 * N.x * shcoefs[3];
-
- sh += 1.092548 * N.x * N.z * shcoefs[4];
- sh += -1.092548 * N.z * N.y * shcoefs[5];
- sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoefs[6];
- sh += -1.092548 * N.x * N.y * shcoefs[7];
- sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoefs[8];
-
- return sh;
-}
-
-vec3 hl2_basis(vec3 N, vec3 cubesides[3])
-{
- vec3 irradiance = vec3(0.0);
-
- vec3 n_squared = N * N;
-
- irradiance += n_squared.x * cubesides[0];
- irradiance += n_squared.y * cubesides[1];
- irradiance += n_squared.z * cubesides[2];
-
- return irradiance;
-}
-
-vec3 compute_irradiance(vec3 N, IrradianceData ird)
-{
-#if defined(IRRADIANCE_CUBEMAP)
- return ird.color;
-#elif defined(IRRADIANCE_SH_L2)
- return spherical_harmonics_L2(N, ird.shcoefs);
-#else /* defined(IRRADIANCE_HL2) */
- return hl2_basis(N, ird.cubesides);
-#endif
-}
-
vec3 get_specular_dominant_dir(vec3 N, vec3 R, float roughness)
{
float smoothness = 1.0 - roughness;
diff --git a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
new file mode 100644
index 00000000000..0f95d552d1f
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
@@ -0,0 +1,141 @@
+
+uniform sampler2D irradianceGrid;
+
+#ifdef IRRADIANCE_CUBEMAP
+struct IrradianceData {
+ vec3 color;
+};
+#elif defined(IRRADIANCE_SH_L2)
+struct IrradianceData {
+ vec3 shcoefs[9];
+};
+#else /* defined(IRRADIANCE_HL2) */
+struct IrradianceData {
+ vec3 cubesides[3];
+};
+#endif
+
+IrradianceData load_irradiance_cell(int cell, vec3 N)
+{
+ /* Keep in sync with diffuse_filter_probe() */
+
+#if defined(IRRADIANCE_CUBEMAP)
+
+ #define AMBIANT_CUBESIZE 8
+ ivec2 cell_co = ivec2(AMBIANT_CUBESIZE);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ vec2 texelSize = 1.0 / vec2(AMBIANT_CUBESIZE);
+
+ vec2 uvs = mapping_octahedron(N, texelSize);
+ uvs *= vec2(AMBIANT_CUBESIZE) / vec2(textureSize(irradianceGrid, 0));
+ uvs += vec2(cell_co) / vec2(textureSize(irradianceGrid, 0));
+
+ IrradianceData ir;
+ ir.color = texture(irradianceGrid, uvs).rgb;
+
+#elif defined(IRRADIANCE_SH_L2)
+
+ ivec2 cell_co = ivec2(3, 3);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ ivec3 ofs = ivec3(0, 1, 2);
+
+ IrradianceData ir;
+ ir.shcoefs[0] = texelFetch(irradianceGrid, cell_co + ofs.xx, 0).rgb;
+ ir.shcoefs[1] = texelFetch(irradianceGrid, cell_co + ofs.yx, 0).rgb;
+ ir.shcoefs[2] = texelFetch(irradianceGrid, cell_co + ofs.zx, 0).rgb;
+ ir.shcoefs[3] = texelFetch(irradianceGrid, cell_co + ofs.xy, 0).rgb;
+ ir.shcoefs[4] = texelFetch(irradianceGrid, cell_co + ofs.yy, 0).rgb;
+ ir.shcoefs[5] = texelFetch(irradianceGrid, cell_co + ofs.zy, 0).rgb;
+ ir.shcoefs[6] = texelFetch(irradianceGrid, cell_co + ofs.xz, 0).rgb;
+ ir.shcoefs[7] = texelFetch(irradianceGrid, cell_co + ofs.yz, 0).rgb;
+ ir.shcoefs[8] = texelFetch(irradianceGrid, cell_co + ofs.zz, 0).rgb;
+
+#else /* defined(IRRADIANCE_HL2) */
+
+ ivec2 cell_co = ivec2(3, 2);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ ivec3 is_negative = ivec3(step(0.0, -N));
+
+ IrradianceData ir;
+ ir.cubesides[0] = texelFetch(irradianceGrid, cell_co + ivec2(0, is_negative.x), 0).rgb;
+ ir.cubesides[1] = texelFetch(irradianceGrid, cell_co + ivec2(1, is_negative.y), 0).rgb;
+ ir.cubesides[2] = texelFetch(irradianceGrid, cell_co + ivec2(2, is_negative.z), 0).rgb;
+
+#endif
+
+ return ir;
+}
+
+/* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */
+vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[4])
+{
+ vec3 sh = vec3(0.0);
+
+ sh += 0.282095 * shcoefs[0];
+
+ sh += -0.488603 * N.z * shcoefs[1];
+ sh += 0.488603 * N.y * shcoefs[2];
+ sh += -0.488603 * N.x * shcoefs[3];
+
+ return sh;
+}
+
+vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9])
+{
+ vec3 sh = vec3(0.0);
+
+ sh += 0.282095 * shcoefs[0];
+
+ sh += -0.488603 * N.z * shcoefs[1];
+ sh += 0.488603 * N.y * shcoefs[2];
+ sh += -0.488603 * N.x * shcoefs[3];
+
+ sh += 1.092548 * N.x * N.z * shcoefs[4];
+ sh += -1.092548 * N.z * N.y * shcoefs[5];
+ sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoefs[6];
+ sh += -1.092548 * N.x * N.y * shcoefs[7];
+ sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoefs[8];
+
+ return sh;
+}
+
+vec3 hl2_basis(vec3 N, vec3 cubesides[3])
+{
+ vec3 irradiance = vec3(0.0);
+
+ vec3 n_squared = N * N;
+
+ irradiance += n_squared.x * cubesides[0];
+ irradiance += n_squared.y * cubesides[1];
+ irradiance += n_squared.z * cubesides[2];
+
+ return irradiance;
+}
+
+vec3 compute_irradiance(vec3 N, IrradianceData ird)
+{
+#if defined(IRRADIANCE_CUBEMAP)
+ return ird.color;
+#elif defined(IRRADIANCE_SH_L2)
+ return spherical_harmonics_L2(N, ird.shcoefs);
+#else /* defined(IRRADIANCE_HL2) */
+ return hl2_basis(N, ird.cubesides);
+#endif
+}
+
+vec3 get_cell_color(ivec3 localpos, ivec3 gridres, int offset, vec3 ir_dir)
+{
+ /* Keep in sync with update_irradiance_probe */
+ int cell = offset + localpos.z + localpos.y * gridres.z + localpos.x * gridres.z * gridres.y;
+ IrradianceData ir_data = load_irradiance_cell(cell, ir_dir);
+ return compute_irradiance(ir_dir, ir_data);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 6dd9bbcdf6c..6bd2e3f4822 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -6,8 +6,8 @@ uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrixInverse;
uniform sampler2DArray probeCubes;
-uniform sampler2D irradianceGrid;
uniform float lodMax;
+uniform bool specToggle;
#ifndef UTIL_TEX
#define UTIL_TEX
@@ -185,6 +185,8 @@ void light_shade(
specular = direct_ggx_point(sd, roughness, f0);
}
#endif
+
+ specular *= float(specToggle);
}
#endif
@@ -310,88 +312,6 @@ float probe_attenuation(vec3 W, ProbeData pd)
return fac;
}
-IrradianceData load_irradiance_cell(int cell, vec3 N)
-{
- /* Keep in sync with diffuse_filter_probe() */
-
-#if defined(IRRADIANCE_CUBEMAP)
-
- #define AMBIANT_CUBESIZE 8
- ivec2 cell_co = ivec2(AMBIANT_CUBESIZE);
- int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
- cell_co.x *= cell % cell_per_row;
- cell_co.y *= cell / cell_per_row;
-
- vec2 texelSize = 1.0 / vec2(AMBIANT_CUBESIZE);
-
- vec2 uvs = mapping_octahedron(N, texelSize);
- uvs *= vec2(AMBIANT_CUBESIZE) / vec2(textureSize(irradianceGrid, 0));
- uvs += vec2(cell_co) / vec2(textureSize(irradianceGrid, 0));
-
- IrradianceData ir;
- ir.color = texture(irradianceGrid, uvs).rgb;
-
-#elif defined(IRRADIANCE_SH_L2)
-
- ivec2 cell_co = ivec2(3, 3);
- int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
- cell_co.x *= cell % cell_per_row;
- cell_co.y *= cell / cell_per_row;
-
- ivec3 ofs = ivec3(0, 1, 2);
-
- IrradianceData ir;
- ir.shcoefs[0] = texelFetch(irradianceGrid, cell_co + ofs.xx, 0).rgb;
- ir.shcoefs[1
@@ Diff output truncated at 10240 characters. @@
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