diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2021-03-05 22:46:30 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-03-08 19:25:16 +0300 |
commit | 5db5966cdb61d5711d5c737fd8d000c69be9cf5e (patch) | |
tree | 30d7102471c8b6057ad44b6fe839418748049bcf /source/blender/draw/engines/eevee/shaders | |
parent | 6842c549bb3f976fc4891d2e6f7469b3705655f5 (diff) |
EEVEE: Sampling: Split hemisphere sampling just like GGX
This is useful for debugging raycasting.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl | 32 |
1 files changed, 21 insertions, 11 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 4abc313d7e3..bbc79a2d05b 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -36,7 +36,7 @@ vec3 sample_ggx(vec3 rand, float a2) { /* Theta is the cone angle. */ float z = sqrt((1.0 - rand.x) / (1.0 + a2 * rand.x - rand.x)); /* cos theta */ - float r = sqrt(max(0.0, 1.0f - z * z)); /* sin theta */ + float r = sqrt(max(0.0, 1.0 - z * z)); /* sin theta */ float x = r * rand.y; float y = r * rand.z; @@ -51,6 +51,23 @@ vec3 sample_ggx(vec3 rand, float a2, vec3 N, vec3 T, vec3 B, out float NH) return tangent_to_world(Ht, N, T, B); } +vec3 sample_hemisphere(vec3 rand) +{ + /* Theta is the cone angle. */ + float z = rand.x; /* cos theta */ + float r = sqrt(max(0.0, 1.0 - z * z)); /* sin theta */ + float x = r * rand.y; + float y = r * rand.z; + + return vec3(x, y, z); +} + +vec3 sample_hemisphere(vec3 rand, vec3 N, vec3 T, vec3 B) +{ + vec3 Ht = sample_hemisphere(rand); + return tangent_to_world(Ht, N, T, B); +} + #ifdef HAMMERSLEY_SIZE vec3 sample_ggx(float nsample, float inv_sample_count, float a2, vec3 N, vec3 T, vec3 B) { @@ -62,14 +79,7 @@ vec3 sample_ggx(float nsample, float inv_sample_count, float a2, vec3 N, vec3 T, vec3 sample_hemisphere(float nsample, float inv_sample_count, vec3 N, vec3 T, vec3 B) { vec3 Xi = hammersley_3d(nsample, inv_sample_count); - - float z = Xi.x; /* cos theta */ - float r = sqrt(max(0.0, 1.0f - z * z)); /* sin theta */ - float x = r * Xi.y; - float y = r * Xi.z; - - vec3 Ht = vec3(x, y, z); - + vec3 Ht = sample_hemisphere(Xi); return tangent_to_world(Ht, N, T, B); } @@ -77,8 +87,8 @@ vec3 sample_cone(float nsample, float inv_sample_count, float angle, vec3 N, vec { vec3 Xi = hammersley_3d(nsample, inv_sample_count); - float z = cos(angle * Xi.x); /* cos theta */ - float r = sqrt(max(0.0, 1.0f - z * z)); /* sin theta */ + float z = cos(angle * Xi.x); /* cos theta */ + float r = sqrt(max(0.0, 1.0 - z * z)); /* sin theta */ float x = r * Xi.y; float y = r * Xi.z; |