diff options
author | Julian Eisel <julian@blender.org> | 2020-03-12 17:58:03 +0300 |
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committer | Julian Eisel <julian@blender.org> | 2020-03-12 17:58:03 +0300 |
commit | b86be9b2145458037fd0b17433b7af0efa7b6472 (patch) | |
tree | f333625555402992ebb35d258f93eda1130389e6 /source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl | |
parent | 00f83ec125207e90bf180b3eb7752d8cb6482a86 (diff) | |
parent | cb6cec904fa14ce0ab10a2a53af5c936d56376cf (diff) |
Merge branch 'temp-openxr-ghostxr' into temp-openxr-blenderside
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl b/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl new file mode 100644 index 00000000000..90272400915 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl @@ -0,0 +1,130 @@ + +#ifdef GPU_ARB_texture_cube_map_array + +# define textureLod_cubemapArray(tex, co, lod) textureLod(tex, co, lod) + +#else + +/* Fallback implementation for hardware not supporting cubemap arrays. */ +# define samplerCubeArray sampler2DArray + +float cubemap_face_index(vec3 P) +{ + vec3 aP = abs(P); + if (all(greaterThan(aP.xx, aP.yz))) { + return (P.x > 0.0) ? 0.0 : 1.0; + } + else if (all(greaterThan(aP.yy, aP.xz))) { + return (P.y > 0.0) ? 2.0 : 3.0; + } + else { + return (P.z > 0.0) ? 4.0 : 5.0; + } +} + +vec2 cubemap_face_coord(vec3 P, float face) +{ + if (face < 2.0) { + return (P.zy / P.x) * vec2(-0.5, -sign(P.x) * 0.5) + 0.5; + } + else if (face < 4.0) { + return (P.xz / P.y) * vec2(sign(P.y) * 0.5, 0.5) + 0.5; + } + else { + return (P.xy / P.z) * vec2(0.5, -sign(P.z) * 0.5) + 0.5; + } +} + +vec3 cubemap_adj_x(float face) +{ + bool y_axis = (face == 2.0 || face == 3.0); + return y_axis ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); +} + +vec3 cubemap_adj_y(float face) +{ + bool x_axis = (face < 2.0); + return x_axis ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); +} + +vec3 cubemap_adj_xy(float face) +{ + if (face < 2.0) { + return vec3(0.0, 1.0, 1.0); + } + else if (face < 4.0) { + return vec3(1.0, 0.0, 1.0); + } + else { + return vec3(1.0, 1.0, 0.0); + } +} + +vec4 cubemap_seamless(sampler2DArray tex, vec4 cubevec, float lod) +{ + /* Manual Cube map Layer indexing. */ + float face = cubemap_face_index(cubevec.xyz); + vec2 uv = cubemap_face_coord(cubevec.xyz, face); + vec3 coord = vec3(uv, cubevec.w * 6.0 + face); + + vec4 col = textureLod(tex, coord, lod); + + float cube_size = float(textureSize(tex, int(lod)).x); + + vec2 uv_border = (abs(uv - 0.5) + (0.5 / cube_size - 0.5)) * 2.0 * cube_size; + bvec2 border = greaterThan(uv_border, vec2(0.0)); + if (all(border)) { + /* Corners case. */ + vec3 cubevec_adj; + float face_adj; + /* Get the other face coords. */ + cubevec_adj = cubevec.xyz * cubemap_adj_x(face); + face_adj = cubemap_face_index(cubevec_adj); + /* Still use the original cubevec to get the outer texels or the face. */ + uv = cubemap_face_coord(cubevec.xyz, face_adj); + coord = vec3(uv, cubevec.w * 6.0 + face_adj); + vec4 col1 = textureLod(tex, coord, lod); + + /* Get the 3rd face coords. */ + cubevec_adj = cubevec.xyz * cubemap_adj_y(face); + face_adj = cubemap_face_index(cubevec_adj); + /* Still use the original cubevec to get the outer texels or the face. */ + uv = cubemap_face_coord(cubevec.xyz, face_adj); + coord = vec3(uv, cubevec.w * 6.0 + face_adj); + vec4 col2 = textureLod(tex, coord, lod); + + /* Mix all colors to get the corner color. */ + vec4 col3 = (col + col1 + col2) / 3.0; + + vec2 mix_fac = uv_border * 0.5; + return mix(mix(col, col2, mix_fac.x), mix(col1, col3, mix_fac.x), mix_fac.y); + } + else if (any(border)) { + /* Edges case. */ + /* Get the other face coords. */ + vec3 cubevec_adj = cubevec.xyz * cubemap_adj_xy(face); + face = cubemap_face_index(cubevec_adj); + /* Still use the original cubevec to get the outer texels or the face. */ + uv = cubemap_face_coord(cubevec.xyz, face); + coord = vec3(uv, cubevec.w * 6.0 + face); + + float mix_fac = max(uv_border.x, uv_border.y) * 0.5; + return mix(col, textureLod(tex, coord, lod), mix_fac); + } + else { + return col; + } +} + +vec4 textureLod_cubemapArray(sampler2DArray tex, vec4 cubevec, float lod) +{ + float lod1 = floor(lod); + float lod2 = ceil(lod); + + vec4 col_lod1 = cubemap_seamless(tex, cubevec, lod1); + vec4 col_lod2 = cubemap_seamless(tex, cubevec, lod2); + + return mix(col_lod1, col_lod2, lod - lod1); +} + +#endif |