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authorClément Foucault <foucault.clem@gmail.com>2017-06-13 18:39:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-15 01:53:41 +0300
commitdccf46f18ffe741ae5f0193b75d4a5688096cf9a (patch)
tree0fc27ad6908b27d4cc0b3bfc65dd8f4d52e84183 /source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
parent8e5609665fefb004ce2e759a49e063479cf01b3d (diff)
Eevee: Add Irradiance Grid support
Early implementation. Slow and still has quality 3 ways of storing irradiance: - Spherical Harmonics: Have problem with directionnal lighting. - HL2 diffuse cube: Very low resolution but smooth transitions. - Diffuse cube: High storage requirement. Also include some name change.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl19
1 files changed, 19 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
index 898c7bfc578..3997de7a22d 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -37,6 +37,11 @@ float pdf_ggx_reflect(float NH, float a2)
return NH * a2 / D_ggx_opti(NH, a2);
}
+float pdf_hemisphere()
+{
+ return 0.5 * M_1_PI;
+}
+
vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B)
{
vec3 Xi = hammersley_3d(nsample);
@@ -52,3 +57,17 @@ vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B)
return tangent_to_world(Ht, N, T, B);
}
+
+vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B)
+{
+ vec3 Xi = hammersley_3d(nsample);
+
+ float z = Xi.x; /* cos theta */
+ float r = sqrt( 1.0f - z*z ); /* sin theta */
+ float x = r * Xi.y;
+ float y = r * Xi.z;
+
+ vec3 Ht = vec3(x, y, z);
+
+ return tangent_to_world(Ht, N, T, B);
+} \ No newline at end of file