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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl312
1 files changed, 312 insertions, 0 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
new file mode 100644
index 00000000000..ef8af646ec1
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -0,0 +1,312 @@
+
+#define M_PI 3.14159265358979323846 /* pi */
+#define M_PI_2 1.57079632679489661923 /* pi/2 */
+#define M_1_PI 0.318309886183790671538 /* 1/pi */
+#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */
+#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */
+
+/* ------- Structures -------- */
+
+struct LightData {
+ vec4 position_influence; /* w : InfluenceRadius */
+ vec4 color_spec; /* w : Spec Intensity */
+ vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
+ vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
+ vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
+ vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */
+};
+
+/* convenience aliases */
+#define l_color color_spec.rgb
+#define l_spec color_spec.a
+#define l_position position_influence.xyz
+#define l_influence position_influence.w
+#define l_sizex rightvec_sizex.w
+#define l_sizey upvec_sizey.w
+#define l_right rightvec_sizex.xyz
+#define l_up upvec_sizey.xyz
+#define l_forward forwardvec_type.xyz
+#define l_type forwardvec_type.w
+#define l_spot_size spotdata_radius_shadow.x
+#define l_spot_blend spotdata_radius_shadow.y
+#define l_radius spotdata_radius_shadow.z
+#define l_shadowid spotdata_radius_shadow.w
+
+
+struct ShadowCubeData {
+ vec4 near_far_bias;
+};
+
+/* convenience aliases */
+#define sh_cube_near near_far_bias.x
+#define sh_cube_far near_far_bias.y
+#define sh_cube_bias near_far_bias.z
+
+
+struct ShadowMapData {
+ mat4 shadowmat;
+ vec4 near_far_bias;
+};
+
+/* convenience aliases */
+#define sh_map_near near_far_bias.x
+#define sh_map_far near_far_bias.y
+#define sh_map_bias near_far_bias.z
+
+#ifndef MAX_CASCADE_NUM
+#define MAX_CASCADE_NUM 4
+#endif
+
+struct ShadowCascadeData {
+ mat4 shadowmat[MAX_CASCADE_NUM];
+ /* arrays of float are not aligned so use vec4 */
+ vec4 split_distances;
+ vec4 bias;
+};
+
+struct AreaData {
+ vec3 corner[4];
+ float solid_angle;
+};
+
+struct ShadingData {
+ vec3 V; /* View vector */
+ vec3 N; /* World Normal of the fragment */
+ vec3 W; /* World Position of the fragment */
+ vec3 R; /* Reflection vector */
+ vec3 L; /* Current Light vector (normalized) */
+ vec3 spec_dominant_dir; /* dominant direction of the specular rays */
+ vec3 l_vector; /* Current Light vector */
+ float l_distance; /* distance(l_position, W) */
+ AreaData area_data; /* If current light is an area light */
+};
+
+/* ------- Convenience functions --------- */
+
+vec3 mul(mat3 m, vec3 v) { return m * v; }
+mat3 mul(mat3 m1, mat3 m2) { return m1 * m2; }
+
+float saturate(float a) { return clamp(a, 0.0, 1.0); }
+vec2 saturate(vec2 a) { return vec2(saturate(a.x), saturate(a.y)); }
+vec3 saturate(vec3 a) { return vec3(saturate(a.x), saturate(a.y), saturate(a.z)); }
+vec4 saturate(vec4 a) { return vec4(saturate(a.x), saturate(a.y), saturate(a.z), saturate(a.w)); }
+
+float distance_squared(vec2 a, vec2 b) { a -= b; return dot(a, a); }
+float distance_squared(vec3 a, vec3 b) { a -= b; return dot(a, a); }
+
+float inverse_distance(vec3 V) { return max( 1 / length(V), 1e-8); }
+
+float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
+{
+ return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
+}
+
+vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
+{
+ float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal);
+ return lineorigin + linedirection * dist;
+}
+
+float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+{
+ /* aligned plane normal */
+ vec3 L = planeorigin - lineorigin;
+ float diskdist = length(L);
+ vec3 planenormal = -normalize(L);
+ return -diskdist / dot(planenormal, linedirection);
+}
+
+vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
+{
+ float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin);
+ if (dist < 0) {
+ /* if intersection is behind we fake the intersection to be
+ * really far and (hopefully) not inside the radius of interest */
+ dist = 1e16;
+ }
+ return lineorigin + linedirection * dist;
+}
+
+/* -- Tangent Space conversion -- */
+vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B)
+{
+ return T * vector.x + B * vector.y + N * vector.z;
+}
+
+vec3 world_to_tangent(vec3 vector, vec3 N, vec3 T, vec3 B)
+{
+ return vec3( dot(T, vector), dot(B, vector), dot(N, vector));
+}
+
+void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
+{
+ vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0,0.0,1.0) : vec3(1.0,0.0,0.0);
+ T = normalize( cross(UpVector, N) );
+ B = cross(N, T);
+}
+
+/* ---- Opengl Depth conversion ---- */
+float linear_depth(bool is_persp, float z, float zf, float zn)
+{
+ if (is_persp) {
+ return (zn * zf) / (z * (zn - zf) + zf);
+ }
+ else {
+ return (z * 2.0 - 1.0) * zf;
+ }
+}
+
+float buffer_depth(bool is_persp, float z, float zf, float zn)
+{
+ if (is_persp) {
+ return (zf * (zn - z)) / (z * (zn - zf));
+ }
+ else {
+ return (z / (zf * 2.0)) + 0.5;
+ }
+}
+
+#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 sh = vec3(0.0);
+
+ sh += 0.282095 * shcoefs[0];
+
+ sh += -0.488603 * N.z * shcoefs[1];
+ sh += 0.488603 * N.y * shcoefs[2];
+ sh += -0.488603 * N.x * shcoefs[3];
+
+ return sh;
+}
+
+vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9])
+{
+ vec3 sh = vec3(0.0);
+
+ sh += 0.282095 * shcoefs[0];
+
+ sh += -0.488603 * N.z * shcoefs[1];
+ sh += 0.488603 * N.y * shcoefs[2];
+ sh += -0.488603 * N.x * shcoefs[3];
+
+ 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];
+
+ return sh;
+}
+
+float rectangle_solid_angle(AreaData ad)
+{
+ vec3 n0 = normalize(cross(ad.corner[0], ad.corner[1]));
+ vec3 n1 = normalize(cross(ad.corner[1], ad.corner[2]));
+ vec3 n2 = normalize(cross(ad.corner[2], ad.corner[3]));
+ vec3 n3 = normalize(cross(ad.corner[3], ad.corner[0]));
+
+ float g0 = acos(dot(-n0, n1));
+ float g1 = acos(dot(-n1, n2));
+ float g2 = acos(dot(-n2, n3));
+ float g3 = acos(dot(-n3, n0));
+
+ return max(0.0, (g0 + g1 + g2 + g3 - 2.0 * M_PI));
+}
+
+vec3 get_specular_dominant_dir(vec3 N, vec3 R, float roughness)
+{
+ float smoothness = 1.0 - roughness;
+ float fac = smoothness * (sqrt(smoothness) + roughness);
+ return normalize(mix(N, R, fac));
+}
+
+/* From UE4 paper */
+vec3 mrp_sphere(LightData ld, ShadingData sd, vec3 dir, inout float roughness, out float energy_conservation)
+{
+ roughness = max(3e-3, roughness); /* Artifacts appear with roughness below this threshold */
+
+ /* energy preservation */
+ float sphere_angle = saturate(ld.l_radius / sd.l_distance);
+ energy_conservation = pow(roughness / saturate(roughness + 0.5 * sphere_angle), 2.0);
+
+ /* sphere light */
+ float inter_dist = dot(sd.l_vector, dir);
+ vec3 closest_point_on_ray = inter_dist * dir;
+ vec3 center_to_ray = closest_point_on_ray - sd.l_vector;
+
+ /* closest point on sphere */
+ vec3 closest_point_on_sphere = sd.l_vector + center_to_ray * saturate(ld.l_radius * inverse_distance(center_to_ray));
+
+ return normalize(closest_point_on_sphere);
+}
+
+vec3 mrp_area(LightData ld, ShadingData sd, vec3 dir, inout float roughness, out float energy_conservation)
+{
+ roughness = max(3e-3, roughness); /* Artifacts appear with roughness below this threshold */
+
+ /* FIXME : This needs to be fixed */
+ energy_conservation = pow(roughness / saturate(roughness + 0.5 * sd.area_data.solid_angle), 2.0);
+
+ vec3 refproj = line_plane_intersect(sd.W, dir, ld.l_position, ld.l_forward);
+
+ /* Project the point onto the light plane */
+ vec3 refdir = refproj - ld.l_position;
+ vec2 mrp = vec2(dot(refdir, ld.l_right), dot(refdir, ld.l_up));
+
+ /* clamp to light shape bounds */
+ vec2 area_half_size = vec2(ld.l_sizex, ld.l_sizey);
+ mrp = clamp(mrp, -area_half_size, area_half_size);
+
+ /* go back in world space */
+ vec3 closest_point_on_rectangle = sd.l_vector + mrp.x * ld.l_right + mrp.y * ld.l_up;
+
+ float len = length(closest_point_on_rectangle);
+ energy_conservation /= len * len;
+
+ return closest_point_on_rectangle / len;
+}
+
+/* Fresnel */
+vec3 F_schlick(vec3 f0, float cos_theta)
+{
+ float fac = pow(1.0 - cos_theta, 5);
+ return f0 + (1.0 - f0) * fac;
+}
+
+/* GGX */
+float D_ggx_opti(float NH, float a2)
+{
+ float tmp = (NH * a2 - NH) * NH + 1.0;
+ return M_PI * tmp*tmp; /* Doing RCP and mul a2 at the end */
+}
+
+float G1_Smith_GGX(float NX, float a2)
+{
+ /* Using Brian Karis approach and refactoring by NX/NX
+ * this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV
+ * Rcp is done on the whole G later
+ * Note that this is not convenient for the transmition formula */
+ return NX + sqrt(NX * (NX - NX * a2) + a2);
+ /* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */
+}
+
+float bsdf_ggx(vec3 N, vec3 L, vec3 V, float roughness)
+{
+ float a = roughness;
+ float a2 = a * a;
+
+ vec3 H = normalize(L + V);
+ float NH = max(dot(N, H), 1e-8);
+ float NL = max(dot(N, L), 1e-8);
+ float NV = max(dot(N, V), 1e-8);
+
+ float G = G1_Smith_GGX(NV, a2) * G1_Smith_GGX(NL, a2); /* Doing RCP at the end */
+ float D = D_ggx_opti(NH, a2);
+
+ /* Denominator is canceled by G1_Smith */
+ /* bsdf = D * G / (4.0 * NL * NV); /* Reference function */
+ return NL * a2 / (D * G); /* NL to Fit cycles Equation : line. 345 in bsdf_microfacet.h */
+}