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authorClément Foucault <foucault.clem@gmail.com>2017-06-14 12:09:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-15 01:55:44 +0300
commit49ba446f68954b7c32fbe40d733044cfbe39ff5d (patch)
tree47456f044b78629818eceb3479fe3f3c1bc5df15 /source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
parent88602ea017da9b658e0e03d2f740098fcc0e6cc4 (diff)
Eevee: Split irradiance functions to their own new file.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl141
1 files changed, 141 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
new file mode 100644
index 00000000000..0f95d552d1f
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
@@ -0,0 +1,141 @@
+
+uniform sampler2D irradianceGrid;
+
+#ifdef IRRADIANCE_CUBEMAP
+struct IrradianceData {
+ vec3 color;
+};
+#elif defined(IRRADIANCE_SH_L2)
+struct IrradianceData {
+ vec3 shcoefs[9];
+};
+#else /* defined(IRRADIANCE_HL2) */
+struct IrradianceData {
+ vec3 cubesides[3];
+};
+#endif
+
+IrradianceData load_irradiance_cell(int cell, vec3 N)
+{
+ /* Keep in sync with diffuse_filter_probe() */
+
+#if defined(IRRADIANCE_CUBEMAP)
+
+ #define AMBIANT_CUBESIZE 8
+ ivec2 cell_co = ivec2(AMBIANT_CUBESIZE);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ vec2 texelSize = 1.0 / vec2(AMBIANT_CUBESIZE);
+
+ vec2 uvs = mapping_octahedron(N, texelSize);
+ uvs *= vec2(AMBIANT_CUBESIZE) / vec2(textureSize(irradianceGrid, 0));
+ uvs += vec2(cell_co) / vec2(textureSize(irradianceGrid, 0));
+
+ IrradianceData ir;
+ ir.color = texture(irradianceGrid, uvs).rgb;
+
+#elif defined(IRRADIANCE_SH_L2)
+
+ ivec2 cell_co = ivec2(3, 3);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ ivec3 ofs = ivec3(0, 1, 2);
+
+ IrradianceData ir;
+ ir.shcoefs[0] = texelFetch(irradianceGrid, cell_co + ofs.xx, 0).rgb;
+ ir.shcoefs[1] = texelFetch(irradianceGrid, cell_co + ofs.yx, 0).rgb;
+ ir.shcoefs[2] = texelFetch(irradianceGrid, cell_co + ofs.zx, 0).rgb;
+ ir.shcoefs[3] = texelFetch(irradianceGrid, cell_co + ofs.xy, 0).rgb;
+ ir.shcoefs[4] = texelFetch(irradianceGrid, cell_co + ofs.yy, 0).rgb;
+ ir.shcoefs[5] = texelFetch(irradianceGrid, cell_co + ofs.zy, 0).rgb;
+ ir.shcoefs[6] = texelFetch(irradianceGrid, cell_co + ofs.xz, 0).rgb;
+ ir.shcoefs[7] = texelFetch(irradianceGrid, cell_co + ofs.yz, 0).rgb;
+ ir.shcoefs[8] = texelFetch(irradianceGrid, cell_co + ofs.zz, 0).rgb;
+
+#else /* defined(IRRADIANCE_HL2) */
+
+ ivec2 cell_co = ivec2(3, 2);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ ivec3 is_negative = ivec3(step(0.0, -N));
+
+ IrradianceData ir;
+ ir.cubesides[0] = texelFetch(irradianceGrid, cell_co + ivec2(0, is_negative.x), 0).rgb;
+ ir.cubesides[1] = texelFetch(irradianceGrid, cell_co + ivec2(1, is_negative.y), 0).rgb;
+ ir.cubesides[2] = texelFetch(irradianceGrid, cell_co + ivec2(2, is_negative.z), 0).rgb;
+
+#endif
+
+ return ir;
+}
+
+/* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */
+vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[4])
+{
+ vec3 sh = vec3(0.0);
+
+ sh += 0.282095 * shcoefs[0];
+
+ sh += -0.488603 * N.z * shcoefs[1];
+ sh += 0.488603 * N.y * shcoefs[2];
+ sh += -0.488603 * N.x * shcoefs[3];
+
+ return sh;
+}
+
+vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9])
+{
+ vec3 sh = vec3(0.0);
+
+ sh += 0.282095 * shcoefs[0];
+
+ sh += -0.488603 * N.z * shcoefs[1];
+ sh += 0.488603 * N.y * shcoefs[2];
+ sh += -0.488603 * N.x * shcoefs[3];
+
+ sh += 1.092548 * N.x * N.z * shcoefs[4];
+ sh += -1.092548 * N.z * N.y * shcoefs[5];
+ sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoefs[6];
+ sh += -1.092548 * N.x * N.y * shcoefs[7];
+ sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoefs[8];
+
+ return sh;
+}
+
+vec3 hl2_basis(vec3 N, vec3 cubesides[3])
+{
+ vec3 irradiance = vec3(0.0);
+
+ vec3 n_squared = N * N;
+
+ irradiance += n_squared.x * cubesides[0];
+ irradiance += n_squared.y * cubesides[1];
+ irradiance += n_squared.z * cubesides[2];
+
+ return irradiance;
+}
+
+vec3 compute_irradiance(vec3 N, IrradianceData ird)
+{
+#if defined(IRRADIANCE_CUBEMAP)
+ return ird.color;
+#elif defined(IRRADIANCE_SH_L2)
+ return spherical_harmonics_L2(N, ird.shcoefs);
+#else /* defined(IRRADIANCE_HL2) */
+ return hl2_basis(N, ird.cubesides);
+#endif
+}
+
+vec3 get_cell_color(ivec3 localpos, ivec3 gridres, int offset, vec3 ir_dir)
+{
+ /* Keep in sync with update_irradiance_probe */
+ int cell = offset + localpos.z + localpos.y * gridres.z + localpos.x * gridres.z * gridres.y;
+ IrradianceData ir_data = load_irradiance_cell(cell, ir_dir);
+ return compute_irradiance(ir_dir, ir_data);
+}