diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-13 18:39:39 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-15 01:53:41 +0300 |
commit | dccf46f18ffe741ae5f0193b75d4a5688096cf9a (patch) | |
tree | 0fc27ad6908b27d4cc0b3bfc65dd8f4d52e84183 /source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl | |
parent | 8e5609665fefb004ce2e759a49e063479cf01b3d (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.glsl | 19 |
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); +}
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