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authorClément Foucault <foucault.clem@gmail.com>2017-07-19 16:39:37 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:28:27 +0300
commitb1a8803c24d83c30bf98a992848a94eafefe533d (patch)
tree39a924e8cfb4ada5fbc81cebb036214c193edd0c /source/blender
parent7938848b636335b0d59cc7cbb42c223ec309c0d7 (diff)
Eevee: SSR: Add roughness random rays.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c6
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl25
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl21
3 files changed, 37 insertions, 15 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index f5a943bfb3f..6414ef8ff32 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -90,6 +90,7 @@ static struct {
} e_data = {NULL}; /* Engine data */
extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_bsdf_sampling_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_effect_ssr_frag_glsl[];
extern char datatoc_effect_minmaxz_frag_glsl[];
@@ -178,6 +179,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
if (!e_data.motion_blur_sh) {
DynStr *ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_raytrace_lib_glsl);
@@ -683,7 +685,8 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRWShadingGroup *grp = DRW_shgroup_create(e_data.ssr_raytrace_sh, psl->ssr_raytrace);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
- DRW_shgroup_uniform_buffer(grp, "specRoughBuffer", &txl->ssr_specrough_input);
+ DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_mat4(grp, "PixelProjMatrix", (float *)&e_data.pixelprojmat);
DRW_shgroup_call_add(grp, quad, NULL);
@@ -693,6 +696,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &txl->color_double_buffer);
DRW_shgroup_uniform_buffer(grp, "hitBuffer", &txl->ssr_hit_output);
DRW_shgroup_uniform_buffer(grp, "pdfBuffer", &txl->ssr_pdf_output);
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 3997de7a22d..5caf3c17e82 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -6,11 +6,14 @@ uniform float invSampleCount;
vec2 jitternoise = vec2(0.0);
+#ifdef NOISE_SIZE
void setup_noise(void)
{
jitternoise = texture(texJitter, gl_FragCoord.xy / NOISE_SIZE).rg; /* Global variable */
}
+#endif
+#ifdef HAMMERSLEY_SIZE
vec3 hammersley_3d(float i, float invsamplenbr)
{
vec3 Xi; /* Theta, cos(Phi), sin(Phi) */
@@ -29,6 +32,7 @@ vec3 hammersley_3d(float i)
{
return hammersley_3d(i, invSampleCount);
}
+#endif
/* -------------- BSDFS -------------- */
@@ -42,22 +46,26 @@ float pdf_hemisphere()
return 0.5 * M_1_PI;
}
-vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B)
+vec3 sample_ggx(vec3 rand, float a2, vec3 N, vec3 T, vec3 B)
{
- vec3 Xi = hammersley_3d(nsample);
-
/* Theta is the aperture angle of the cone */
- float z = sqrt( (1.0 - Xi.x) / ( 1.0 + a2 * Xi.x - Xi.x ) ); /* cos theta */
+ float z = sqrt( (1.0 - rand.x) / ( 1.0 + a2 * rand.x - rand.x ) ); /* cos theta */
float r = sqrt( 1.0 - z * z ); /* sin theta */
- float x = r * Xi.y;
- float y = r * Xi.z;
+ float x = r * rand.y;
+ float y = r * rand.z;
/* Microfacet Normal */
vec3 Ht = vec3(x, y, z);
-
return tangent_to_world(Ht, N, T, B);
}
+#ifdef HAMMERSLEY_SIZE
+vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B)
+{
+ vec3 Xi = hammersley_3d(nsample);
+ return sample_ggx(Xi, a2, N, T, B);
+}
+
vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B)
{
vec3 Xi = hammersley_3d(nsample);
@@ -70,4 +78,5 @@ vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B)
vec3 Ht = vec3(x, y, z);
return tangent_to_world(Ht, N, T, B);
-} \ No newline at end of file
+}
+#endif \ No newline at end of file
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index e51edec5ddf..9e3d3fc64bb 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -1,7 +1,16 @@
-vec3 generate_ray(vec3 V, vec3 N)
+#ifndef UTIL_TEX
+#define UTIL_TEX
+uniform sampler2DArray utilTex;
+#endif /* UTIL_TEX */
+
+vec3 generate_ray(ivec2 pix, vec3 V, vec3 N, float roughnessSquared)
{
- return -reflect(-V, N);
+ vec3 T, B;
+ make_orthonormal_basis(N, T, B); /* Generate tangent space */
+ vec3 rand = texelFetch(utilTex, ivec3(pix % LUT_SIZE, 2), 0).rba;
+ vec3 H = sample_ggx(rand, roughnessSquared, N, T, B); /* Microfacet normal */
+ return -reflect(-V, H);
}
#ifdef STEP_RAYTRACE
@@ -19,7 +28,7 @@ void main()
ivec2 halfres_texel = ivec2(gl_FragCoord.xy);
float depth = texelFetch(depthBuffer, fullres_texel, 0).r;
- /* Early discard */
+ /* Early out */
if (depth == 1.0)
discard;
@@ -36,7 +45,7 @@ void main()
float roughnessSquared = roughness * roughness;
/* Generate Ray */
- vec3 R = generate_ray(V, N);
+ vec3 R = generate_ray(halfres_texel, V, N, roughnessSquared);
/* Search for the planar reflection affecting this pixel */
/* If no planar is found, fallback to screen space */
@@ -164,7 +173,7 @@ void main()
float depth = textureLod(depthBuffer, uvs, 0.0).r;
- /* Early discard */
+ /* Early out */
if (depth == 1.0)
discard;
@@ -182,7 +191,7 @@ void main()
/* We generate the same rays that has been generated in the raycast step.
* But we add this ray from our resolve pixel position, increassing accuracy. */
- vec3 R = generate_ray(-V, N);
+ vec3 R = generate_ray(halfres_texel, -V, N, roughnessSquared);
float ray_length = texelFetch(hitBuffer, halfres_texel, 0).r;
if (ray_length != -1.0) {