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author | Clément Foucault <foucault.clem@gmail.com> | 2019-08-22 17:04:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-09-05 18:37:50 +0300 |
commit | d8aaf25c23fa10ee121dc4fdd1cafe544bcca355 (patch) | |
tree | b5a16157beac22e4b474c699c1ce25f3d8c5be51 /source/blender/draw/engines/eevee/eevee_sampling.c | |
parent | ca58936f2ff2b14a649722be20d98f8fa35831ff (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.c | 111 |
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); +}
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