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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl177
1 files changed, 177 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
new file mode 100644
index 00000000000..132cc16fcbd
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
@@ -0,0 +1,177 @@
+
+uniform sampler2DArray irradianceGrid;
+
+#define IRRADIANCE_LIB
+
+#ifdef IRRADIANCE_CUBEMAP
+struct IrradianceData {
+ vec3 color;
+};
+#elif defined(IRRADIANCE_SH_L2)
+struct IrradianceData {
+ vec3 shcoefs[9];
+};
+#else /* defined(IRRADIANCE_HL2) */
+struct IrradianceData {
+ vec3 cubesides[3];
+};
+#endif
+
+IrradianceData load_irradiance_cell(int cell, vec3 N)
+{
+ /* Keep in sync with diffuse_filter_probe() */
+
+#if defined(IRRADIANCE_CUBEMAP)
+
+ #define AMBIANT_CUBESIZE 8
+ ivec2 cell_co = ivec2(AMBIANT_CUBESIZE);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ vec2 texelSize = 1.0 / vec2(AMBIANT_CUBESIZE);
+
+ vec2 uvs = mapping_octahedron(N, texelSize);
+ uvs *= vec2(AMBIANT_CUBESIZE) / vec2(textureSize(irradianceGrid, 0));
+ uvs += vec2(cell_co) / vec2(textureSize(irradianceGrid, 0));
+
+ IrradianceData ir;
+ ir.color = texture(irradianceGrid, vec3(uvs, 0.0)).rgb;
+
+#elif defined(IRRADIANCE_SH_L2)
+
+ ivec2 cell_co = ivec2(3, 3);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ ivec3 ofs = ivec3(0, 1, 2);
+
+ IrradianceData ir;
+ ir.shcoefs[0] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.xx, 0), 0).rgb;
+ ir.shcoefs[1] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.yx, 0), 0).rgb;
+ ir.shcoefs[2] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.zx, 0), 0).rgb;
+ ir.shcoefs[3] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.xy, 0), 0).rgb;
+ ir.shcoefs[4] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.yy, 0), 0).rgb;
+ ir.shcoefs[5] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.zy, 0), 0).rgb;
+ ir.shcoefs[6] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.xz, 0), 0).rgb;
+ ir.shcoefs[7] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.yz, 0), 0).rgb;
+ ir.shcoefs[8] = texelFetch(irradianceGrid, ivec3(cell_co + ofs.zz, 0), 0).rgb;
+
+#else /* defined(IRRADIANCE_HL2) */
+
+ ivec2 cell_co = ivec2(3, 2);
+ int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
+ cell_co.x *= cell % cell_per_row;
+ cell_co.y *= cell / cell_per_row;
+
+ ivec3 is_negative = ivec3(step(0.0, -N));
+
+ IrradianceData ir;
+ ir.cubesides[0] = irradiance_decode(texelFetch(irradianceGrid, ivec3(cell_co + ivec2(0, is_negative.x), 0), 0));
+ ir.cubesides[1] = irradiance_decode(texelFetch(irradianceGrid, ivec3(cell_co + ivec2(1, is_negative.y), 0), 0));
+ ir.cubesides[2] = irradiance_decode(texelFetch(irradianceGrid, ivec3(cell_co + ivec2(2, is_negative.z), 0), 0));
+
+#endif
+
+ return ir;
+}
+
+float load_visibility_cell(int cell, vec3 L, float dist, float bias, float bleed_bias, float range)
+{
+ /* Keep in sync with diffuse_filter_probe() */
+ ivec2 cell_co = ivec2(prbIrradianceVisSize);
+ ivec2 cell_per_row_col = textureSize(irradianceGrid, 0).xy / prbIrradianceVisSize;
+ cell_co.x *= (cell % cell_per_row_col.x);
+ cell_co.y *= (cell / cell_per_row_col.x) % cell_per_row_col.y;
+ float layer = 1.0 + float((cell / cell_per_row_col.x) / cell_per_row_col.y);
+
+ vec2 texel_size = 1.0 / vec2(textureSize(irradianceGrid, 0).xy);
+ vec2 co = vec2(cell_co) * texel_size;
+
+ vec2 uv = mapping_octahedron(-L, vec2(1.0 / float(prbIrradianceVisSize)));
+ uv *= vec2(prbIrradianceVisSize) * texel_size;
+
+ vec4 data = texture(irradianceGrid, vec3(co + uv, layer));
+
+ /* Decoding compressed data */
+ vec2 moments = visibility_decode(data, range);
+
+ /* Doing chebishev test */
+ float variance = abs(moments.x * moments.x - moments.y);
+ variance = max(variance, bias / 10.0);
+
+ float d = dist - moments.x;
+ float p_max = variance / (variance + d * d);
+
+ /* Increase contrast in the weight by squaring it */
+ p_max *= p_max;
+
+ /* Now reduce light-bleeding by removing the [0, x] tail and linearly rescaling (x, 1] */
+ p_max = clamp((p_max - bleed_bias) / (1.0 - bleed_bias), 0.0, 1.0);
+
+ return (dist <= moments.x) ? 1.0 : p_max;
+}
+
+/* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */
+vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[4])
+{
+ 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;
+}
+
+vec3 hl2_basis(vec3 N, vec3 cubesides[3])
+{
+ vec3 irradiance = vec3(0.0);
+
+ vec3 n_squared = N * N;
+
+ irradiance += n_squared.x * cubesides[0];
+ irradiance += n_squared.y * cubesides[1];
+ irradiance += n_squared.z * cubesides[2];
+
+ return irradiance;
+}
+
+vec3 compute_irradiance(vec3 N, IrradianceData ird)
+{
+#if defined(IRRADIANCE_CUBEMAP)
+ return ird.color;
+#elif defined(IRRADIANCE_SH_L2)
+ return spherical_harmonics_L2(N, ird.shcoefs);
+#else /* defined(IRRADIANCE_HL2) */
+ return hl2_basis(N, ird.cubesides);
+#endif
+}
+
+vec3 irradiance_from_cell_get(int cell, vec3 ir_dir)
+{
+ IrradianceData ir_data = load_irradiance_cell(cell, ir_dir);
+ return compute_irradiance(ir_dir, ir_data);
+}