Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/eevee_raytrace_raygen_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/eevee_raytrace_raygen_lib.glsl83
1 files changed, 83 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/eevee_raytrace_raygen_lib.glsl b/source/blender/draw/engines/eevee/shaders/eevee_raytrace_raygen_lib.glsl
new file mode 100644
index 00000000000..8c1504f2e16
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/eevee_raytrace_raygen_lib.glsl
@@ -0,0 +1,83 @@
+/**
+ * Ray generation routines for each BSDF types.
+ */
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_raytrace_trace_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_shader_shared.hh)
+
+/* Returns viewspace ray. */
+Ray raytrace_create_reflection_ray(
+ SamplingData sampling, vec2 noise, ClosureReflection reflection, vec3 V, vec3 P, out float pdf)
+{
+ vec2 noise_offset = sampling_rng_2D_get(sampling, SAMPLING_RAYTRACE_U);
+ vec3 Xi = sample_cylinder(fract(noise_offset + noise));
+
+ float roughness_sqr = max(1e-3, sqr(reflection.roughness));
+ /* Gives *perfect* reflection for very small roughness. */
+ if (reflection.roughness < 0.0016) {
+ Xi = vec3(0.0);
+ }
+
+ vec3 T, B, N = reflection.N;
+ make_orthonormal_basis(N, T, B);
+
+ Ray ray;
+ ray.origin = P;
+ ray.direction = sample_ggx_reflect(Xi, roughness_sqr, V, N, T, B, pdf);
+ return ray;
+}
+
+Ray raytrace_create_refraction_ray(
+ SamplingData sampling, vec2 noise, ClosureRefraction refraction, vec3 V, vec3 P, out float pdf)
+{
+ vec2 noise_offset = sampling_rng_2D_get(sampling, SAMPLING_RAYTRACE_U);
+ vec3 Xi = sample_cylinder(fract(noise_offset + noise));
+
+ float roughness_sqr = max(1e-3, sqr(refraction.roughness));
+ /* Gives *perfect* refraction for very small roughness. */
+ if (refraction.roughness < 0.0016) {
+ Xi = vec3(0.0);
+ }
+ vec3 T, B, N = refraction.N;
+ make_orthonormal_basis(N, T, B);
+
+ Ray ray;
+ ray.origin = P;
+ ray.direction = sample_ggx_refract(Xi, roughness_sqr, refraction.ior, V, N, T, B, pdf);
+ return ray;
+}
+
+Ray raytrace_create_diffuse_ray(
+ SamplingData sampling, vec2 noise, ClosureDiffuse diffuse, vec3 P, out float pdf)
+{
+ vec2 noise_offset = sampling_rng_2D_get(sampling, SAMPLING_RAYTRACE_U);
+ vec3 Xi = sample_cylinder(fract(noise_offset + noise));
+
+ /* Bias the rays so we never get really high energy rays almost parallel to the surface. */
+ Xi.x = Xi.x * 0.98 + 0.02;
+
+ vec3 T, B, N = diffuse.N;
+ make_orthonormal_basis(N, T, B);
+
+ Ray ray;
+ ray.origin = P;
+ ray.direction = sample_cosine_hemisphere(Xi, N, T, B, pdf);
+ return ray;
+}
+
+Ray raytrace_world_ray_to_view(Ray ray)
+{
+ ray.origin = transform_point(ViewMatrix, ray.origin);
+ ray.direction = transform_direction(ViewMatrix, ray.direction);
+ return ray;
+}
+
+Ray raytrace_view_ray_to_world(Ray ray)
+{
+ ray.origin = transform_point(ViewMatrixInverse, ray.origin);
+ ray.direction = transform_direction(ViewMatrixInverse, ray.direction);
+ return ray;
+}