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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl182
1 files changed, 182 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
new file mode 100644
index 00000000000..d0a365f5a3e
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+++ b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
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+/* Bsdf direct light function */
+/* in other word, how materials react to scene lamps */
+
+/* Naming convention
+ * V View vector (normalized)
+ * N World Normal (normalized)
+ * L Outgoing Light Vector (Surface to Light in World Space) (normalized)
+ * Ldist Distance from surface to the light
+ * W World Pos
+ */
+
+/* ------------ Diffuse ------------- */
+
+float direct_diffuse_point(vec3 N, vec4 l_vector)
+{
+ float dist = l_vector.w;
+ vec3 L = l_vector.xyz / dist;
+ float bsdf = max(0.0, dot(N, L));
+ bsdf /= dist * dist;
+ return bsdf;
+}
+
+/* infinitly far away point source, no decay */
+float direct_diffuse_sun(LightData ld, vec3 N)
+{
+ float bsdf = max(0.0, dot(N, -ld.l_forward));
+ bsdf *= M_1_PI; /* Normalize */
+ return bsdf;
+}
+
+/* From Frostbite PBR Course
+ * Analytical irradiance from a sphere with correct horizon handling
+ * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
+float direct_diffuse_sphere(LightData ld, vec3 N, vec4 l_vector)
+{
+ float dist = l_vector.w;
+ vec3 L = l_vector.xyz / dist;
+ float radius = max(ld.l_sizex, 0.0001);
+ float costheta = clamp(dot(N, L), -0.999, 0.999);
+ float h = min(ld.l_radius / dist , 0.9999);
+ float h2 = h*h;
+ float costheta2 = costheta * costheta;
+ float bsdf;
+
+ if (costheta2 > h2) {
+ bsdf = M_PI * h2 * clamp(costheta, 0.0, 1.0);
+ }
+ else {
+ float sintheta = sqrt(1.0 - costheta2);
+ float x = sqrt(1.0 / h2 - 1.0);
+ float y = -x * (costheta / sintheta);
+ float sinthetasqrty = sintheta * sqrt(1.0 - y * y);
+ bsdf = (costheta * acos(y) - x * sinthetasqrty) * h2 + atan(sinthetasqrty / x);
+ }
+
+ bsdf = max(bsdf, 0.0);
+ bsdf *= M_1_PI2;
+
+ return bsdf;
+}
+
+/* From Frostbite PBR Course
+ * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
+float direct_diffuse_rectangle(LightData ld, vec3 N, vec3 V, vec4 l_vector)
+{
+ vec3 corners[4];
+ corners[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey;
+ corners[1] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[2] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[3] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
+
+ float bsdf = ltc_evaluate(N, V, mat3(1.0), corners);
+ bsdf *= M_1_2PI;
+ return bsdf;
+}
+
+
+#if 0
+float direct_diffuse_unit_disc(vec3 N, vec3 L)
+{
+
+}
+#endif
+
+/* ----------- GGx ------------ */
+vec3 direct_ggx_point(vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
+{
+ roughness = max(1e-3, roughness);
+ float dist = l_vector.w;
+ vec3 L = l_vector.xyz / dist;
+ float bsdf = bsdf_ggx(N, L, V, roughness);
+ bsdf /= dist * dist;
+
+ /* Fresnel */
+ float VH = max(dot(V, normalize(V + L)), 0.0);
+ return F_schlick(f0, VH) * bsdf;
+}
+
+vec3 direct_ggx_sun(LightData ld, vec3 N, vec3 V, float roughness, vec3 f0)
+{
+ roughness = max(1e-3, roughness);
+ float bsdf = bsdf_ggx(N, -ld.l_forward, V, roughness);
+ float VH = dot(V, -ld.l_forward) * 0.5 + 0.5;
+ return F_schlick(f0, VH) * bsdf;
+}
+
+vec3 direct_ggx_sphere(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
+{
+ vec3 L = l_vector.xyz / l_vector.w;
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughness);
+ vec3 P = line_aligned_plane_intersect(vec3(0.0), spec_dir, l_vector.xyz);
+
+ vec3 Px = normalize(P - l_vector.xyz) * ld.l_radius;
+ vec3 Py = cross(Px, L);
+
+ vec2 uv = lut_coords(dot(N, V), sqrt(roughness));
+ vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb;
+ vec4 ltc_lut = texture(utilTex, vec3(uv, 0.0)).rgba;
+ mat3 ltc_mat = ltc_matrix(ltc_lut);
+
+// #define HIGHEST_QUALITY
+#ifdef HIGHEST_QUALITY
+ vec3 Pxy1 = normalize( Px + Py) * ld.l_radius;
+ vec3 Pxy2 = normalize(-Px + Py) * ld.l_radius;
+
+ /* counter clockwise */
+ vec3 points[8];
+ points[0] = l_vector.xyz + Px;
+ points[1] = l_vector.xyz - Pxy2;
+ points[2] = l_vector.xyz - Py;
+ points[3] = l_vector.xyz - Pxy1;
+ points[4] = l_vector.xyz - Px;
+ points[5] = l_vector.xyz + Pxy2;
+ points[6] = l_vector.xyz + Py;
+ points[7] = l_vector.xyz + Pxy1;
+ float bsdf = ltc_evaluate_circle(N, V, ltc_mat, points);
+#else
+ vec3 points[4];
+ points[0] = l_vector.xyz + Px;
+ points[1] = l_vector.xyz - Py;
+ points[2] = l_vector.xyz - Px;
+ points[3] = l_vector.xyz + Py;
+ float bsdf = ltc_evaluate(N, V, ltc_mat, points);
+ /* sqrt(pi/2) difference between square and disk area */
+ bsdf *= 1.25331413731;
+#endif
+
+ bsdf *= brdf_lut.b; /* Bsdf intensity */
+ bsdf *= M_1_2PI * M_1_PI;
+
+ vec3 spec = F_area(f0, brdf_lut.xy) * bsdf;
+
+ return spec;
+}
+
+vec3 direct_ggx_rectangle(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
+{
+ vec3 corners[4];
+ corners[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey;
+ corners[1] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[2] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[3] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
+
+ vec2 uv = lut_coords(dot(N, V), sqrt(roughness));
+ vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb;
+ vec4 ltc_lut = texture(utilTex, vec3(uv, 0.0)).rgba;
+ mat3 ltc_mat = ltc_matrix(ltc_lut);
+ float bsdf = ltc_evaluate(N, V, ltc_mat, corners);
+ bsdf *= brdf_lut.b; /* Bsdf intensity */
+ bsdf *= M_1_2PI;
+
+ vec3 spec = F_area(f0, brdf_lut.xy) * bsdf;
+
+ return spec;
+}
+
+#if 0
+float direct_ggx_disc(vec3 N, vec3 L)
+{
+
+}
+#endif \ No newline at end of file