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authorClément Foucault <foucault.clem@gmail.com>2019-08-22 17:04:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-05 18:37:50 +0300
commitd8aaf25c23fa10ee121dc4fdd1cafe544bcca355 (patch)
treeb5a16157beac22e4b474c699c1ce25f3d8c5be51 /source/blender/draw/engines/eevee/eevee_sampling.c
parentca58936f2ff2b14a649722be20d98f8fa35831ff (diff)
Eevee: Shadow map refactor
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_sampling.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_sampling.c111
1 files changed, 111 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_sampling.c b/source/blender/draw/engines/eevee/eevee_sampling.c
new file mode 100644
index 00000000000..9d91e000562
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_sampling.c
@@ -0,0 +1,111 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2019, Blender Foundation.
+ */
+
+/** \file
+ * \ingroup EEVEE
+ */
+
+#include "eevee_private.h"
+
+#include "BLI_rand.h"
+
+/**
+ * Special ball distribution:
+ * Point are distributed in a way that when they are orthogonally
+ * projected into any plane, the resulting distribution is (close to)
+ * a uniform disc distribution.
+ */
+void EEVEE_sample_ball(int sample_ofs, float radius, float rsample[3])
+{
+ double ht_point[3];
+ double ht_offset[3] = {0.0, 0.0, 0.0};
+ uint ht_primes[3] = {2, 3, 7};
+
+ BLI_halton_3d(ht_primes, ht_offset, sample_ofs, ht_point);
+
+ float omega = ht_point[1] * 2.0f * M_PI;
+
+ rsample[2] = ht_point[0] * 2.0f - 1.0f; /* cos theta */
+
+ float r = sqrtf(fmaxf(0.0f, 1.0f - rsample[2] * rsample[2])); /* sin theta */
+
+ rsample[0] = r * cosf(omega);
+ rsample[1] = r * sinf(omega);
+
+ radius *= sqrt(sqrt(ht_point[2]));
+ mul_v3_fl(rsample, radius);
+}
+
+void EEVEE_sample_rectangle(int sample_ofs,
+ const float x_axis[3],
+ const float y_axis[3],
+ float size_x,
+ float size_y,
+ float rsample[3])
+{
+ double ht_point[2];
+ double ht_offset[2] = {0.0, 0.0};
+ uint ht_primes[2] = {2, 3};
+
+ BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point);
+
+ /* Change ditribution center to be 0,0 */
+ ht_point[0] = (ht_point[0] > 0.5f) ? ht_point[0] - 1.0f : ht_point[0];
+ ht_point[1] = (ht_point[1] > 0.5f) ? ht_point[1] - 1.0f : ht_point[1];
+
+ zero_v3(rsample);
+ madd_v3_v3fl(rsample, x_axis, (ht_point[0] * 2.0f) * size_x);
+ madd_v3_v3fl(rsample, y_axis, (ht_point[1] * 2.0f) * size_y);
+}
+
+void EEVEE_sample_ellipse(int sample_ofs,
+ const float x_axis[3],
+ const float y_axis[3],
+ float size_x,
+ float size_y,
+ float rsample[3])
+{
+ double ht_point[2];
+ double ht_offset[2] = {0.0, 0.0};
+ uint ht_primes[2] = {2, 3};
+
+ BLI_halton_2d(ht_primes, ht_offset, sample_ofs, ht_point);
+
+ /* Uniform disc sampling. */
+ float omega = ht_point[1] * 2.0f * M_PI;
+ float r = sqrtf(ht_point[0]);
+ ht_point[0] = r * cosf(omega) * size_x;
+ ht_point[1] = r * sinf(omega) * size_y;
+
+ zero_v3(rsample);
+ madd_v3_v3fl(rsample, x_axis, ht_point[0]);
+ madd_v3_v3fl(rsample, y_axis, ht_point[1]);
+}
+
+void EEVEE_random_rotation_m4(int sample_ofs, float scale, float r_mat[4][4])
+{
+ double ht_point[3];
+ double ht_offset[3] = {0.0, 0.0, 0.0};
+ uint ht_primes[3] = {2, 3, 5};
+
+ BLI_halton_3d(ht_primes, ht_offset, sample_ofs, ht_point);
+
+ rotate_m4(r_mat, 'X', ht_point[0] * scale);
+ rotate_m4(r_mat, 'Y', ht_point[1] * scale);
+ rotate_m4(r_mat, 'Z', ht_point[2] * scale);
+} \ No newline at end of file