diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-15 15:18:30 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-15 15:23:35 +0300 |
commit | e8f8c13d4b76ba587ef7cf33370b286d4fbd36bc (patch) | |
tree | 371472ae220ad8740b310aaa8f4c5746448302c5 /source/blender/gpu/shaders/material | |
parent | 0c062a9e082130212447c2b67e8e16b8a2e622d1 (diff) | |
parent | 44bb73e765a6f79bc14a46449368f83e572d8bad (diff) |
PointCloud: Initial rendering support for Workbenchtmp-pointcloud-render
Also includes outline overlays. Removes the temp overlay drawing
We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.
This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.
Differential Revision: https://developer.blender.org/D8301
Diffstat (limited to 'source/blender/gpu/shaders/material')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_tex_sky.glsl | 148 |
1 files changed, 147 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_sky.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_sky.glsl index 981d17b4283..b6aad5904ff 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_sky.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_sky.glsl @@ -1,4 +1,150 @@ -void node_tex_sky(vec3 co, out vec4 color) +float sky_angle_between(float thetav, float phiv, float theta, float phi) +{ + float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta); + + if (cospsi > 1.0) { + return 0.0; + } + if (cospsi < -1.0) { + return M_PI; + } + + return acos(cospsi); +} + +vec3 sky_spherical_coordinates(vec3 dir) +{ + return vec3(M_PI_2 - atan(dir.z, length(dir.xy)), atan(dir.x, dir.y), 0); +} + +/* Preetham */ +/* lam03+lam4: 5 floats passed as vec4+float */ +float sky_perez_function(vec4 lam03, float lam4, float theta, float gamma) +{ + float ctheta = cos(theta); + float cgamma = cos(gamma); + + return (1.0 + lam03[0] * exp(lam03[1] / ctheta)) * + (1.0 + lam03[2] * exp(lam03[3] * gamma) + lam4 * cgamma * cgamma); +} + +vec3 xyY_to_xyz(float x, float y, float Y) +{ + float X, Z; + + if (y != 0.0) { + X = (x / y) * Y; + } + else { + X = 0.0; + } + + if (y != 0.0 && Y != 0.0) { + Z = ((1.0 - x - y) / y) * Y; + } + else { + Z = 0.0; + } + + return vec3(X, Y, Z); +} + +void node_tex_sky_preetham(vec3 co, + vec4 config_Y03, + float config_Y4, + vec4 config_x03, + float config_x4, + vec4 config_y03, + float config_y4, + vec2 sun_angles, + vec3 radiance, + vec3 xyz_to_r, + vec3 xyz_to_g, + vec3 xyz_to_b, + out vec4 color) +{ + /* convert vector to spherical coordinates */ + vec3 spherical = sky_spherical_coordinates(co); + float theta = spherical[0]; + float phi = spherical[1]; + + float suntheta = sun_angles[0]; + float sunphi = sun_angles[1]; + + /* angle between sun direction and dir */ + float gamma = sky_angle_between(theta, phi, suntheta, sunphi); + + /* clamp theta to horizon */ + theta = min(theta, M_PI_2 - 0.001); + + /* compute xyY color space values */ + float Y = radiance[0] * sky_perez_function(config_Y03, config_Y4, theta, gamma); + float x = radiance[1] * sky_perez_function(config_x03, config_x4, theta, gamma); + float y = radiance[2] * sky_perez_function(config_y03, config_y4, theta, gamma); + + /* convert to RGB */ + vec3 xyz = xyY_to_xyz(x, y, Y); + color = vec4(dot(xyz_to_r, xyz), dot(xyz_to_g, xyz), dot(xyz_to_b, xyz), 1); +} + +/* Hosek / Wilkie */ +float sky_radiance_hosekwilkie( + vec4 config03, vec4 config47, float config8, float theta, float gamma) +{ + float ctheta = cos(theta); + float cgamma = cos(gamma); + + float expM = exp(config47[0] * gamma); + float rayM = cgamma * cgamma; + float mieM = (1.0 + rayM) / pow((1.0 + config8 * config8 - 2.0 * config8 * cgamma), 1.5); + float zenith = sqrt(ctheta); + + return (1.0 + config03[0] * exp(config03[1] / (ctheta + 0.01))) * + (config03[2] + config03[3] * expM + config47[1] * rayM + config47[2] * mieM + + config47[3] * zenith); +} + +void node_tex_sky_hosekwilkie(vec3 co, + vec4 config_x03, + vec4 config_x47, + vec4 config_y03, + vec4 config_y47, + vec4 config_z03, + vec4 config_z47, + vec3 config_xyz8, + vec2 sun_angles, + vec3 radiance, + vec3 xyz_to_r, + vec3 xyz_to_g, + vec3 xyz_to_b, + out vec4 color) +{ + /* convert vector to spherical coordinates */ + vec3 spherical = sky_spherical_coordinates(co); + float theta = spherical[0]; + float phi = spherical[1]; + + float suntheta = sun_angles[0]; + float sunphi = sun_angles[1]; + + /* angle between sun direction and dir */ + float gamma = sky_angle_between(theta, phi, suntheta, sunphi); + + /* clamp theta to horizon */ + theta = min(theta, M_PI_2 - 0.001); + + vec3 xyz; + xyz.x = sky_radiance_hosekwilkie(config_x03, config_x47, config_xyz8[0], theta, gamma) * + radiance.x; + xyz.y = sky_radiance_hosekwilkie(config_y03, config_y47, config_xyz8[1], theta, gamma) * + radiance.y; + xyz.z = sky_radiance_hosekwilkie(config_z03, config_z47, config_xyz8[2], theta, gamma) * + radiance.z; + + color = vec4(dot(xyz_to_r, xyz), dot(xyz_to_g, xyz), dot(xyz_to_b, xyz), 1); +} + +void node_tex_sky_nishita(vec3 co, out vec4 color) { color = vec4(1.0); } |