diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-29 13:32:05 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-29 16:52:27 +0300 |
commit | dbed33479a9f55e42b70ea03fe796b10337a21c7 (patch) | |
tree | 63657d2bf0c63f7fd56a658db074386af616dd5b /source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl | |
parent | 932399612bdd444cdf7438ef04427864564b41b4 (diff) |
Eevee: Remove non-ltc area light code + optimisation.
Reduce size ShadingData struct leads to some improvement even with more computation.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl | 111 |
1 files changed, 47 insertions, 64 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl index 9097f4aca5a..07fff8ac2d2 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl @@ -13,8 +13,10 @@ float direct_diffuse_point(LightData ld, ShadingData sd) { - float bsdf = max(0.0, dot(sd.N, sd.L)); - bsdf /= sd.l_distance * sd.l_distance; + float dist = length(sd.l_vector); + vec3 L = sd.l_vector / dist; + float bsdf = max(0.0, dot(sd.N, L)); + bsdf /= dist * dist; return bsdf; } @@ -23,9 +25,11 @@ float direct_diffuse_point(LightData ld, ShadingData sd) * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */ float direct_diffuse_sphere(LightData ld, ShadingData sd) { + float dist = length(sd.l_vector); + vec3 L = sd.l_vector / dist; float radius = max(ld.l_sizex, 0.0001); - float costheta = clamp(dot(sd.N, sd.L), -0.999, 0.999); - float h = min(ld.l_radius / sd.l_distance , 0.9999); + float costheta = clamp(dot(sd.N, L), -0.999, 0.999); + float h = min(ld.l_radius / dist , 0.9999); float h2 = h*h; float costheta2 = costheta * costheta; float bsdf; @@ -51,26 +55,21 @@ float direct_diffuse_sphere(LightData ld, ShadingData sd) * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */ float direct_diffuse_rectangle(LightData ld, ShadingData sd) { -#ifdef USE_LTC - float bsdf = ltc_evaluate(sd.N, sd.V, mat3(1.0), sd.area_data.corner); + vec3 corners[4]; + corners[0] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey; + corners[1] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey; + corners[2] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey; + corners[3] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey; + + float bsdf = ltc_evaluate(sd.N, sd.V, mat3(1.0), corners); bsdf *= M_1_2PI; -#else - float bsdf = sd.area_data.solid_angle * 0.2 * ( - max(0.0, dot(normalize(sd.area_data.corner[0]), sd.N)) + - max(0.0, dot(normalize(sd.area_data.corner[1]), sd.N)) + - max(0.0, dot(normalize(sd.area_data.corner[2]), sd.N)) + - max(0.0, dot(normalize(sd.area_data.corner[3]), sd.N)) + - max(0.0, dot(sd.L, sd.N)) - ); - bsdf *= M_1_PI; -#endif return bsdf; } /* infinitly far away point source, no decay */ float direct_diffuse_sun(LightData ld, ShadingData sd) { - float bsdf = max(0.0, dot(sd.N, sd.L)); + float bsdf = max(0.0, dot(sd.N, -ld.l_forward)); bsdf *= M_1_PI; /* Normalize */ return bsdf; } @@ -85,25 +84,29 @@ float direct_diffuse_unit_disc(vec3 N, vec3 L) /* ----------- GGx ------------ */ vec3 direct_ggx_point(ShadingData sd, float roughness, vec3 f0) { - float bsdf = bsdf_ggx(sd.N, sd.L, sd.V, roughness); - bsdf /= sd.l_distance * sd.l_distance; + float dist = length(sd.l_vector); + vec3 L = sd.l_vector / dist; + float bsdf = bsdf_ggx(sd.N, L, sd.V, roughness); + bsdf /= dist * dist; /* Fresnel */ - float VH = max(dot(sd.V, normalize(sd.V + sd.L)), 0.0); + float VH = max(dot(sd.V, normalize(sd.V + L)), 0.0); return F_schlick(f0, VH) * bsdf; } vec3 direct_ggx_sphere(LightData ld, ShadingData sd, float roughness, vec3 f0) { -#ifdef USE_LTC - float NV = max(dot(sd.N, sd.V), 1e-8); - vec3 P = line_aligned_plane_intersect(vec3(0.0), sd.spec_dominant_dir, sd.l_vector); + vec3 L = normalize(sd.l_vector); + vec3 spec_dir = get_specular_dominant_dir(sd.N, reflect(-sd.V, sd.N), roughness); + vec3 P = line_aligned_plane_intersect(vec3(0.0), spec_dir, sd.l_vector); vec3 Px = normalize(P - sd.l_vector) * ld.l_radius; - vec3 Py = cross(Px, sd.L); + vec3 Py = cross(Px, L); - vec2 uv = lut_coords(NV, sqrt(roughness)); - mat3 ltcmat = ltc_matrix(uv); + vec2 uv = lut_coords(dot(sd.N, sd.V), sqrt(roughness)); + vec3 brdf_lut = texture(brdfLut, uv).rgb; + vec4 ltc_lut = texture(ltcMat, uv).rgba; + mat3 ltc_mat = ltc_matrix(ltc_lut); // #define HIGHEST_QUALITY #ifdef HIGHEST_QUALITY @@ -120,64 +123,44 @@ vec3 direct_ggx_sphere(LightData ld, ShadingData sd, float roughness, vec3 f0) points[5] = sd.l_vector + Pxy2; points[6] = sd.l_vector + Py; points[7] = sd.l_vector + Pxy1; - float bsdf = ltc_evaluate_circle(sd.N, sd.V, ltcmat, points); + float bsdf = ltc_evaluate_circle(sd.N, sd.V, ltc_mat, points); #else vec3 points[4]; points[0] = sd.l_vector + Px; points[1] = sd.l_vector - Py; points[2] = sd.l_vector - Px; points[3] = sd.l_vector + Py; - float bsdf = ltc_evaluate(sd.N, sd.V, ltcmat, points); + float bsdf = ltc_evaluate(sd.N, sd.V, ltc_mat, points); /* sqrt(pi/2) difference between square and disk area */ bsdf *= 1.25331413731; #endif - vec3 lut = texture(brdfLut, uv).rgb; - bsdf *= lut.b; /* Bsdf intensity */ - bsdf *= M_1_2PI * M_1_PI; - vec3 spec = F_area(f0, lut.xy) * bsdf; -#else - float energy_conservation; - vec3 L = mrp_sphere(ld, sd, sd.spec_dominant_dir, roughness, energy_conservation); - float bsdf = bsdf_ggx(sd.N, L, sd.V, roughness); + bsdf *= brdf_lut.b; /* Bsdf intensity */ + bsdf *= M_1_2PI * M_1_PI; - bsdf *= energy_conservation / (sd.l_distance * sd.l_distance); - bsdf *= max(ld.l_radius * ld.l_radius, 1e-16); /* radius is already inside energy_conservation */ + vec3 spec = F_area(f0, brdf_lut.xy) * bsdf; - /* Fresnel */ - float VH = max(dot(sd.V, normalize(sd.V + sd.L)), 0.0); - vec3 spec = F_schlick(f0, VH) * bsdf; -#endif return spec; } vec3 direct_ggx_rectangle(LightData ld, ShadingData sd, float roughness, vec3 f0) { -#ifdef USE_LTC - float NV = max(dot(sd.N, sd.V), 1e-8); - vec2 uv = lut_coords(NV, sqrt(roughness)); - mat3 ltcmat = ltc_matrix(uv); - - float bsdf = ltc_evaluate(sd.N, sd.V, ltcmat, sd.area_data.corner); - vec3 lut = texture(brdfLut, uv).rgb; - bsdf *= lut.b; /* Bsdf intensity */ + vec3 corners[4]; + corners[0] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey; + corners[1] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey; + corners[2] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey; + corners[3] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey; + + vec2 uv = lut_coords(dot(sd.N, sd.V), sqrt(roughness)); + vec3 brdf_lut = texture(brdfLut, uv).rgb; + vec4 ltc_lut = texture(ltcMat, uv).rgba; + mat3 ltc_mat = ltc_matrix(ltc_lut); + float bsdf = ltc_evaluate(sd.N, sd.V, ltc_mat, corners); + bsdf *= brdf_lut.b; /* Bsdf intensity */ bsdf *= M_1_2PI; - vec3 spec = F_area(f0, lut.xy) * bsdf; -#else - float energy_conservation; - vec3 L = mrp_area(ld, sd, sd.spec_dominant_dir, roughness, energy_conservation); - float bsdf = bsdf_ggx(sd.N, L, sd.V, roughness); + vec3 spec = F_area(f0, brdf_lut.xy) * bsdf; - bsdf *= energy_conservation; - /* fade mrp artifacts */ - bsdf *= max(0.0, dot(-sd.spec_dominant_dir, ld.l_forward)); - bsdf *= max(0.0, -dot(L, ld.l_forward)); - - /* Fresnel */ - float VH = max(dot(sd.V, normalize(sd.V + sd.L)), 0.0); - vec3 spec = F_schlick(f0, VH) * bsdf; -#endif return spec; } |