diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-04 17:50:22 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-04 17:50:22 +0300 |
commit | 819b8adb94f5ab617a0b2bcac37678eb4874dfbd (patch) | |
tree | c332ee04fd4431fe4c7ac7f5baf53bf8b363eb07 /source/blender/draw/engines/eevee/shaders | |
parent | 28b597b6df46b6d2581d7948578922bb3566d242 (diff) |
Eevee: Move Spherical Harmonics to a new Probe UBO.
Keep data packing tight to prevent use of padding floats
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | 47 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl | 37 |
2 files changed, 63 insertions, 21 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 8963ad2b93e..b0b11c489b6 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -9,6 +9,23 @@ /* ------- Structures -------- */ +struct ProbeData { + vec4 position_influence; /* w : InfluenceRadius */ + vec4 shcoefs[7]; +}; + +#define p_position position_influence.xyz +#define p_spec position_influence.w +#define shcoef0 shcoefs[0].rgb +#define shcoef1 vec3(shcoefs[0].a, shcoefs[1].rg) +#define shcoef2 vec3(shcoefs[1].ba, shcoefs[2].r) +#define shcoef3 shcoefs[2].gba +#define shcoef4 shcoefs[3].rgb +#define shcoef5 vec3(shcoefs[3].a, shcoefs[4].rg) +#define shcoef6 vec3(shcoefs[4].ba, shcoefs[5].r) +#define shcoef7 shcoefs[5].gba +#define shcoef8 shcoefs[6].rgb + struct LightData { vec4 position_influence; /* w : InfluenceRadius */ vec4 color_spec; /* w : Spec Intensity */ @@ -172,34 +189,34 @@ float buffer_depth(bool is_persp, float z, float zf, float zn) #define spherical_harmonics spherical_harmonics_L2 /* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */ -vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[9]) +vec3 spherical_harmonics_L1(vec3 N, vec4 shcoefs[3]) { vec3 sh = vec3(0.0); - sh += 0.282095 * shcoefs[0]; + sh += 0.282095 * shcoef0; - sh += -0.488603 * N.z * shcoefs[1]; - sh += 0.488603 * N.y * shcoefs[2]; - sh += -0.488603 * N.x * shcoefs[3]; + sh += -0.488603 * N.z * shcoef1; + sh += 0.488603 * N.y * shcoef2; + sh += -0.488603 * N.x * shcoef3; return sh; } -vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9]) +vec3 spherical_harmonics_L2(vec3 N, vec4 shcoefs[7]) { vec3 sh = vec3(0.0); - sh += 0.282095 * shcoefs[0]; + sh += 0.282095 * shcoef0; - sh += -0.488603 * N.z * shcoefs[1]; - sh += 0.488603 * N.y * shcoefs[2]; - sh += -0.488603 * N.x * shcoefs[3]; + sh += -0.488603 * N.z * shcoef1; + sh += 0.488603 * N.y * shcoef2; + sh += -0.488603 * N.x * shcoef3; - 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]; + sh += 1.092548 * N.x * N.z * shcoef4; + sh += -1.092548 * N.z * N.y * shcoef5; + sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoef6; + sh += -1.092548 * N.x * N.y * shcoef7; + sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoef8; return sh; } diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index b8eb84f24de..5ee0cb74894 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -1,5 +1,6 @@ uniform int light_count; +uniform int probe_count; uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrixInverse; @@ -15,6 +16,10 @@ uniform sampler2DArray utilTex; uniform sampler2DArray shadowCubes; uniform sampler2DArrayShadow shadowCascades; +layout(std140) uniform probe_block { + ProbeData probes_data[MAX_PROBE]; +}; + layout(std140) uniform light_block { LightData lights_data[MAX_LIGHT]; }; @@ -191,6 +196,13 @@ void light_visibility(LightData ld, ShadingData sd, out float vis) } } +void probe_lighting(ShadingData sd, int index, vec3 spec_dir, float roughness, out vec3 diff, out vec3 spec) +{ + ProbeData pd = probes_data[index]; + spec = textureLod_octahedron(probeCubes, vec4(spec_dir, index), roughness * lodMax).rgb; + diff = spherical_harmonics(sd.N, pd.shcoefs); +} + vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness, float ao) { float roughnessSquared = roughness * roughness; @@ -203,8 +215,6 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness, sd.W = worldPosition; vec3 radiance = vec3(0.0); - vec3 indirect_radiance = vec3(0.0); - /* Analitic Lights */ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) { LightData ld = lights_data[i]; @@ -219,14 +229,29 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness, radiance += vis * (diff + spec) * ld.l_color; } - vec3 spec_dir = get_specular_dominant_dir(sd.N, reflect(-sd.V, sd.N), roughnessSquared); /* Envmaps */ + vec3 spec_dir = get_specular_dominant_dir(sd.N, reflect(-sd.V, sd.N), roughnessSquared); vec2 uv = lut_coords(dot(sd.N, sd.V), roughness); vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg; - vec3 Li = textureLod_octahedron(probeCubes, vec4(spec_dir, 0.0), roughness * lodMax).rgb; - indirect_radiance += Li * F_ibl(f0, brdf_lut); - indirect_radiance += spherical_harmonics(sd.N, shCoefs) * albedo; + + vec4 spec_accum = vec4(0.0); + vec4 diff_accum = vec4(0.0); + /* Start at 1 because 0 is world probe */ + for (int i = 1; i < MAX_PROBE && i < probe_count; ++i) { + /* TODO */ + } + + if (spec_accum.a < 1.0 || diff_accum.a < 1.0) { + vec3 diff, spec; + probe_lighting(sd, 0, spec_dir, roughness, diff, spec); + diff_accum.rgb += diff * (1.0 - diff_accum.a); + spec_accum.rgb += spec * (1.0 - spec_accum.a); + } + + vec3 indirect_radiance = + spec_accum.rgb * F_ibl(f0, brdf_lut) + + diff_accum.rgb * albedo; return radiance + indirect_radiance * ao; }
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