[Bf-blender-cvs] [711a50c5ea4] blender2.8: Merge branch 'master' into blender2.8
Brecht Van Lommel
noreply at git.blender.org
Wed Jun 13 19:27:57 CEST 2018
Commit: 711a50c5ea4de65be1512a1dbfa82b83ef993f56
Author: Brecht Van Lommel
Date: Wed Jun 13 19:24:17 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB711a50c5ea4de65be1512a1dbfa82b83ef993f56
Merge branch 'master' into blender2.8
This includes making Eevee match Cycles behavior of inserting an emission
node when linking colors to closures.
===================================================================
===================================================================
diff --cc source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index a1890433b0f,00000000000..8b232bf14a4
mode 100644,000000..100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@@ -1,841 -1,0 +1,855 @@@
+
+#define M_PI 3.14159265358979323846 /* pi */
+#define M_2PI 6.28318530717958647692 /* 2*pi */
+#define M_PI_2 1.57079632679489661923 /* pi/2 */
+#define M_1_PI 0.318309886183790671538 /* 1/pi */
+#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */
+#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */
+
+#define LUT_SIZE 64
+
+/* Buffers */
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
+uniform sampler2D maxzBuffer;
+uniform sampler2D minzBuffer;
+uniform sampler2DArray planarDepth;
+
+#define cameraForward normalize(ViewMatrixInverse[2].xyz)
+#define cameraPos ViewMatrixInverse[3].xyz
+#define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
+#define viewCameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0))
+
+/* ------- Structures -------- */
+
+/* ------ Lights ----- */
+struct LightData {
+ vec4 position_influence; /* w : InfluenceRadius */
+ vec4 color_spec; /* w : Spec Intensity */
+ vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
+ vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
+ vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
+ vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */
+};
+
+/* convenience aliases */
+#define l_color color_spec.rgb
+#define l_spec color_spec.a
+#define l_position position_influence.xyz
+#define l_influence position_influence.w
+#define l_sizex rightvec_sizex.w
+#define l_sizey upvec_sizey.w
+#define l_right rightvec_sizex.xyz
+#define l_up upvec_sizey.xyz
+#define l_forward forwardvec_type.xyz
+#define l_type forwardvec_type.w
+#define l_spot_size spotdata_radius_shadow.x
+#define l_spot_blend spotdata_radius_shadow.y
+#define l_radius spotdata_radius_shadow.z
+#define l_shadowid spotdata_radius_shadow.w
+
+/* ------ Shadows ----- */
+#ifndef MAX_CASCADE_NUM
+#define MAX_CASCADE_NUM 4
+#endif
+
+struct ShadowData {
+ vec4 near_far_bias_exp;
+ vec4 shadow_data_start_end;
+ vec4 contact_shadow_data;
+};
+
+struct ShadowCubeData {
+ vec4 position;
+};
+
+struct ShadowCascadeData {
+ mat4 shadowmat[MAX_CASCADE_NUM];
+ vec4 split_start_distances;
+ vec4 split_end_distances;
+};
+
+/* convenience aliases */
+#define sh_near near_far_bias_exp.x
+#define sh_far near_far_bias_exp.y
+#define sh_bias near_far_bias_exp.z
+#define sh_exp near_far_bias_exp.w
+#define sh_bleed near_far_bias_exp.w
+#define sh_tex_start shadow_data_start_end.x
+#define sh_data_start shadow_data_start_end.y
+#define sh_multi_nbr shadow_data_start_end.z
+#define sh_blur shadow_data_start_end.w
+#define sh_contact_dist contact_shadow_data.x
+#define sh_contact_offset contact_shadow_data.y
+#define sh_contact_spread contact_shadow_data.z
+#define sh_contact_thickness contact_shadow_data.w
+
+/* ------- Convenience functions --------- */
+
+vec3 mul(mat3 m, vec3 v) { return m * v; }
+mat3 mul(mat3 m1, mat3 m2) { return m1 * m2; }
+vec3 transform_direction(mat4 m, vec3 v) { return mat3(m) * v; }
+vec3 transform_point(mat4 m, vec3 v) { return (m * vec4(v, 1.0)).xyz; }
+vec3 project_point(mat4 m, vec3 v) {
+ vec4 tmp = m * vec4(v, 1.0);
+ return tmp.xyz / tmp.w;
+}
+
+#define min3(a, b, c) min(a, min(b, c))
+#define min4(a, b, c, d) min(a, min3(b, c, d))
+#define min5(a, b, c, d, e) min(a, min4(b, c, d, e))
+#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f))
+#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g))
+#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h))
+#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i))
+
+#define max3(a, b, c) max(a, max(b, c))
+#define max4(a, b, c, d) max(a, max3(b, c, d))
+#define max5(a, b, c, d, e) max(a, max4(b, c, d, e))
+#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f))
+#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g))
+#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h))
+#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i))
+
+#define avg3(a, b, c) (a + b + c) * (1.0 / 3.0)
+#define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0)
+#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0)
+#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0)
+#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0)
+#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0)
+#define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0)
+
+float min_v2(vec2 v) { return min(v.x, v.y); }
+float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }
+float max_v2(vec2 v) { return max(v.x, v.y); }
+float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); }
+
+float sum(vec2 v) { return dot(vec2(1.0), v); }
+float sum(vec3 v) { return dot(vec3(1.0), v); }
+float sum(vec4 v) { return dot(vec4(1.0), v); }
+
+float saturate(float a) { return clamp(a, 0.0, 1.0); }
+vec2 saturate(vec2 a) { return clamp(a, 0.0, 1.0); }
+vec3 saturate(vec3 a) { return clamp(a, 0.0, 1.0); }
+vec4 saturate(vec4 a) { return clamp(a, 0.0, 1.0); }
+
+float distance_squared(vec2 a, vec2 b) { a -= b; return dot(a, a); }
+float distance_squared(vec3 a, vec3 b) { a -= b; return dot(a, a); }
+float len_squared(vec3 a) { return dot(a, a); }
+
+float inverse_distance(vec3 V) { return max( 1 / length(V), 1e-8); }
+
+vec2 mip_ratio_interp(float mip) {
+ float low_mip = floor(mip);
+ return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip);
+}
+
+/* ------- RNG ------- */
+
+float wang_hash_noise(uint s)
+{
+ s = (s ^ 61u) ^ (s >> 16u);
+ s *= 9u;
+ s = s ^ (s >> 4u);
+ s *= 0x27d4eb2du;
+ s = s ^ (s >> 15u);
+
+ return fract(float(s) / 4294967296.0);
+}
+
+/* ------- Fast Math ------- */
+
+/* [Drobot2014a] Low Level Optimizations for GCN */
+float fast_sqrt(float v)
+{
+ return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
+}
+
+vec2 fast_sqrt(vec2 v)
+{
+ return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
+}
+
+/* [Eberly2014] GPGPU Programming for Games and Science */
+float fast_acos(float v)
+{
+ float res = -0.156583 * abs(v) + M_PI_2;
+ res *= fast_sqrt(1.0 - abs(v));
+ return (v >= 0) ? res : M_PI - res;
+}
+
+vec2 fast_acos(vec2 v)
+{
+ vec2 res = -0.156583 * abs(v) + M_PI_2;
+ res *= fast_sqrt(1.0 - abs(v));
+ v.x = (v.x >= 0) ? res.x : M_PI - res.x;
+ v.y = (v.y >= 0) ? res.y : M_PI - res.y;
+ return v;
+}
+
+float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal)
+{
+ return dot(planenormal, planeorigin - lineorigin);
+}
+
+float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
+{
+ return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
+}
+
+float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane)
+{
+ vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz));
+ vec3 h = lineorigin - plane_co;
+ return -dot(plane.xyz, h) / dot(plane.xyz, linedirection);
+}
+
+vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
+{
+ float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal);
+ return lineorigin + linedirection * dist;
+}
+
+vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane)
+{
+ float dist = line_plane_intersect_dist(lineorigin, linedirection, plane);
+ return lineorigin + linedirection * dist;
+}
+
+float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+{
+ /* aligned plane normal */
+ vec3 L = planeorigin - lineorigin;
+ float diskdist = length(L);
+ vec3 planenormal = -normalize(L);
+ return -diskdist / dot(planenormal, linedirection);
+}
+
+vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+{
+ float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin);
+ if (dist < 0) {
+ /* if intersection is behind we fake the intersection to be
+ * really far and (hopefully) not inside the radius of interest */
+ dist = 1e16;
+ }
+ return lineorigin + linedirection * dist;
+}
+
+float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
+{
+ float a = dot(linedirection, linedirection);
+ float b = dot(linedirection, lineorigin);
+ float c = dot(lineorigin, lineorigin) - 1;
+
+ float dist = 1e15;
+ float determinant = b * b - a * c;
+ if (determinant >= 0)
+ dist = (sqrt(determinant) - b) / a;
+
+ return dist;
+}
+
+float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
+{
+ /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ */
+ vec3 firstplane = (vec3( 1.0) - lineorigin) / linedirection;
+ vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
+ vec3 furthestplane = max(firstplane, secondplane);
+
+ return min_v3(furthestplane);
+}
+
+
+/* Return texture coordinates to sample Surface LUT */
+vec2 lut_coords(float cosTheta, float roughness)
+{
+ float theta = acos(cosTheta);
+ vec2 coords = vec2(roughness, theta / M_PI_2);
+
+ /*
@@ Diff output truncated at 10240 characters. @@
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