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authorClément Foucault <foucault.clem@gmail.com>2021-04-08 18:08:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-04-08 18:09:59 +0300
commit5c4d24e1fd752a8a89d44d05e8e3f9b31f2d7db0 (patch)
tree55d2e32c7332c37263f855bcc798fa2ebe04f9cd /source/blender/draw
parentcf2baa585cc8788b29147d6e34fa8c46609e5bf9 (diff)
EEVEE: Ensure Reflection: Use new implementation
Use same implementation as Cycles. Is also a bit faster. Should also fix T86578 at the same time.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl65
1 files changed, 20 insertions, 45 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 c8eaa06094e..fdbb70e917d 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -138,55 +138,30 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum)
/* Same thing as Cycles without the comments to make it shorter. */
vec3 ensure_valid_reflection(vec3 Ng, vec3 I, vec3 N)
{
- vec3 R = -reflect(I, N);
-
- /* Reflection rays may always be at least as shallow as the incoming ray. */
- float threshold = min(0.9 * dot(Ng, I), 0.025);
- if (dot(Ng, R) >= threshold) {
- return N;
- }
-
- float NdotNg = dot(N, Ng);
- vec3 X = normalize(N - NdotNg * Ng);
-
- float Ix = dot(I, X), Iz = dot(I, Ng);
- float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
- float a = Ix2 + Iz2;
-
- float b = sqrt(Ix2 * (a - sqr(threshold)));
- float c = Iz * threshold + a;
-
- float fac = 0.5 / a;
- float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
- bool valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
- bool valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
-
- vec2 N_new;
- if (valid1 && valid2) {
- /* If both are possible, do the expensive reflection-based check. */
- vec2 N1 = vec2(sqrt(1.0 - N1_z2), sqrt(N1_z2));
- vec2 N2 = vec2(sqrt(1.0 - N2_z2), sqrt(N2_z2));
-
- float R1 = 2.0 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz;
- float R2 = 2.0 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz;
-
- valid1 = (R1 >= 1e-5);
- valid2 = (R2 >= 1e-5);
- if (valid1 && valid2) {
- N_new = (R1 < R2) ? N1 : N2;
+ vec3 R;
+ float NI = dot(N, I);
+ float NgR, threshold;
+ /* Check if the incident ray is coming from behind normal N. */
+ if (NI > 0.0) {
+ /* Normal reflection. */
+ R = (2.0 * NI) * N - I;
+ NgR = dot(Ng, R);
+ /* Reflection rays may always be at least as shallow as the incoming ray. */
+ threshold = min(0.9 * dot(Ng, I), 0.01);
+ if (NgR >= threshold) {
+ return N;
}
- else {
- N_new = (R1 > R2) ? N1 : N2;
- }
- }
- else if (valid1 || valid2) {
- float Nz2 = valid1 ? N1_z2 : N2_z2;
- N_new = vec2(sqrt(1.0 - Nz2), sqrt(Nz2));
}
else {
- return Ng;
+ /* Bad incident. */
+ R = -I;
+ NgR = dot(Ng, R);
+ threshold = 0.01;
}
- return N_new.x * X + N_new.y * Ng;
+ /* Lift the reflection above the threshold. */
+ R = R + Ng * (threshold - NgR);
+ /* Find a bisector. */
+ return safe_normalize(I * length(R) + R * length(I));
}
/* ----------- Cone angle Approximation --------- */