diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl | 301 |
1 files changed, 301 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl new file mode 100644 index 00000000000..6ae13e0102d --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -0,0 +1,301 @@ +/* ----------- Uniforms --------- */ + +uniform sampler2DArray probePlanars; +uniform sampler2DArray probeCubes; + +/* ----------- Structures --------- */ + +struct CubeData { + vec4 position_type; + vec4 attenuation_fac_type; + mat4 influencemat; + mat4 parallaxmat; +}; + +#define PROBE_PARALLAX_BOX 1.0 +#define PROBE_ATTENUATION_BOX 1.0 + +#define p_position position_type.xyz +#define p_parallax_type position_type.w +#define p_atten_fac attenuation_fac_type.x +#define p_atten_type attenuation_fac_type.y + +struct PlanarData { + vec4 plane_equation; + vec4 clip_vec_x_fade_scale; + vec4 clip_vec_y_fade_bias; + vec4 clip_edges; + vec4 facing_scale_bias; + mat4 reflectionmat; /* transform world space into reflection texture space */ + mat4 unused; +}; + +#define pl_plane_eq plane_equation +#define pl_normal plane_equation.xyz +#define pl_facing_scale facing_scale_bias.x +#define pl_facing_bias facing_scale_bias.y +#define pl_fade_scale clip_vec_x_fade_scale.w +#define pl_fade_bias clip_vec_y_fade_bias.w +#define pl_clip_pos_x clip_vec_x_fade_scale.xyz +#define pl_clip_pos_y clip_vec_y_fade_bias.xyz +#define pl_clip_edges clip_edges + +struct GridData { + mat4 localmat; + ivec4 resolution_offset; + vec4 ws_corner_atten_scale; /* world space corner position */ + vec4 ws_increment_x_atten_bias; /* world space vector between 2 opposite cells */ + vec4 ws_increment_y_lvl_bias; + vec4 ws_increment_z; + vec4 vis_bias_bleed_range; +}; + +#define g_corner ws_corner_atten_scale.xyz +#define g_atten_scale ws_corner_atten_scale.w +#define g_atten_bias ws_increment_x_atten_bias.w +#define g_level_bias ws_increment_y_lvl_bias.w +#define g_increment_x ws_increment_x_atten_bias.xyz +#define g_increment_y ws_increment_y_lvl_bias.xyz +#define g_increment_z ws_increment_z.xyz +#define g_resolution resolution_offset.xyz +#define g_offset resolution_offset.w +#define g_vis_bias vis_bias_bleed_range.x +#define g_vis_bleed vis_bias_bleed_range.y +#define g_vis_range vis_bias_bleed_range.z + +#ifndef MAX_PROBE +#define MAX_PROBE 1 +#endif +#ifndef MAX_GRID +#define MAX_GRID 1 +#endif +#ifndef MAX_PLANAR +#define MAX_PLANAR 1 +#endif + +#ifndef UTIL_TEX +#define UTIL_TEX +uniform sampler2DArray utilTex; +#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) +#endif /* UTIL_TEX */ + +layout(std140) uniform probe_block { + CubeData probes_data[MAX_PROBE]; +}; + +layout(std140) uniform grid_block { + GridData grids_data[MAX_GRID]; +}; + +layout(std140) uniform planar_block { + PlanarData planars_data[MAX_PLANAR]; +}; + +/* ----------- Functions --------- */ + +float probe_attenuation_cube(CubeData pd, vec3 W) +{ + vec3 localpos = transform_point(pd.influencemat, W); + + float fac; + if (pd.p_atten_type == PROBE_ATTENUATION_BOX) { + vec3 axes_fac = saturate(pd.p_atten_fac - pd.p_atten_fac * abs(localpos)); + fac = min_v3(axes_fac); + } + else { + fac = saturate(pd.p_atten_fac - pd.p_atten_fac * length(localpos)); + } + + return fac; +} + +float probe_attenuation_planar(PlanarData pd, vec3 W, vec3 N, float roughness) +{ + /* Normal Facing */ + float fac = saturate(dot(pd.pl_normal, N) * pd.pl_facing_scale + pd.pl_facing_bias); + + /* Distance from plane */ + fac *= saturate(abs(dot(pd.pl_plane_eq, vec4(W, 1.0))) * pd.pl_fade_scale + pd.pl_fade_bias); + + /* Fancy fast clipping calculation */ + vec2 dist_to_clip; + dist_to_clip.x = dot(pd.pl_clip_pos_x, W); + dist_to_clip.y = dot(pd.pl_clip_pos_y, W); + /* compare and add all tests */ + fac *= step(2.0, dot(step(pd.pl_clip_edges, dist_to_clip.xxyy), vec2(-1.0, 1.0).xyxy)); + + /* Decrease influence for high roughness */ + fac *= saturate(1.0 - roughness * 10.0); + + return fac; +} + +float probe_attenuation_grid(GridData gd, vec3 W, out vec3 localpos) +{ + localpos = transform_point(gd.localmat, W); + + float fade = min(1.0, min_v3(1.0 - abs(localpos))); + return saturate(fade * gd.g_atten_scale + gd.g_atten_bias); +} + +vec3 probe_evaluate_cube(float id, CubeData cd, vec3 W, vec3 R, float roughness) +{ + /* Correct reflection ray using parallax volume intersection. */ + vec3 localpos = transform_point(cd.parallaxmat, W); + vec3 localray = transform_direction(cd.parallaxmat, R); + + float dist; + if (cd.p_parallax_type == PROBE_PARALLAX_BOX) { + dist = line_unit_box_intersect_dist(localpos, localray); + } + else { + dist = line_unit_sphere_intersect_dist(localpos, localray); + } + + /* Use Distance in WS directly to recover intersection */ + vec3 intersection = W + R * dist - cd.p_position; + + /* From Frostbite PBR Course + * Distance based roughness + * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */ + float original_roughness = roughness; + float linear_roughness = sqrt(roughness); + float distance_roughness = saturate(dist * linear_roughness / length(intersection)); + linear_roughness = mix(distance_roughness, linear_roughness, linear_roughness); + roughness = linear_roughness * linear_roughness; + + float fac = saturate(original_roughness * 2.0 - 1.0); + R = mix(intersection, R, fac * fac); + + return textureLod_octahedron(probeCubes, vec4(R, id), roughness * prbLodCubeMax, prbLodCubeMax).rgb; +} + +vec3 probe_evaluate_world_spec(vec3 R, float roughness) +{ + return textureLod_octahedron(probeCubes, vec4(R, 0.0), roughness * prbLodCubeMax, prbLodCubeMax).rgb; +} + +vec3 probe_evaluate_planar( + float id, PlanarData pd, vec3 W, vec3 N, vec3 V, + float roughness, inout float fade) +{ + /* Find view vector / reflection plane intersection. */ + vec3 point_on_plane = line_plane_intersect(W, V, pd.pl_plane_eq); + + /* How far the pixel is from the plane. */ + float ref_depth = 1.0; /* TODO parameter */ + + /* Compute distorded reflection vector based on the distance to the reflected object. + * In other words find intersection between reflection vector and the sphere center + * around point_on_plane. */ + vec3 proj_ref = reflect(reflect(-V, N) * ref_depth, pd.pl_normal); + + /* Final point in world space. */ + vec3 ref_pos = point_on_plane + proj_ref; + + /* Reproject to find texture coords. */ + vec4 refco = ViewProjectionMatrix * vec4(ref_pos, 1.0); + refco.xy /= refco.w; + + /* TODO: If we support non-ssr planar reflection, we should blur them with gaussian + * and chose the right mip depending on the cone footprint after projection */ + vec3 sample = textureLod(probePlanars, vec3(refco.xy * 0.5 + 0.5, id), 0.0).rgb; + + return sample; +} + +void fallback_cubemap( + vec3 N, vec3 V, vec3 W, vec3 viewPosition, float roughness, float roughnessSquared, inout vec4 spec_accum) +{ + /* Specular probes */ + vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared); + + vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy); + vec3 bent_normal; +#ifdef SSR_AO + float final_ao = occlusion_compute(N, viewPosition, 1.0, rand, bent_normal); + final_ao = specular_occlusion(dot(N, V), final_ao, roughness); +#else + const float final_ao = 1.0; +#endif + + /* Starts at 1 because 0 is world probe */ + for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; ++i) { + CubeData cd = probes_data[i]; + + float fade = probe_attenuation_cube(cd, W); + + if (fade > 0.0) { + vec3 spec = final_ao * probe_evaluate_cube(float(i), cd, W, spec_dir, roughness); + accumulate_light(spec, fade, spec_accum); + } + } + + /* World Specular */ + if (spec_accum.a < 0.999) { + vec3 spec = final_ao * probe_evaluate_world_spec(spec_dir, roughness); + accumulate_light(spec, 1.0, spec_accum); + } +} + +#ifdef IRRADIANCE_LIB +vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos) +{ + localpos = localpos * 0.5 + 0.5; + localpos = localpos * vec3(gd.g_resolution) - 0.5; + + vec3 localpos_floored = floor(localpos); + vec3 trilinear_weight = fract(localpos); + + float weight_accum = 0.0; + vec3 irradiance_accum = vec3(0.0); + + /* For each neighboor cells */ + for (int i = 0; i < 8; ++i) { + ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1); + vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0); + + /* Keep in sync with update_irradiance_probe */ + ivec3 icell_cos = ivec3(gd.g_level_bias * floor(cell_cos / gd.g_level_bias)); + int cell = gd.g_offset + icell_cos.z + + icell_cos.y * gd.g_resolution.z + + icell_cos.x * gd.g_resolution.z * gd.g_resolution.y; + + vec3 color = irradiance_from_cell_get(cell, N); + + /* We need this because we render probes in world space (so we need light vector in WS). + * And rendering them in local probe space is too much problem. */ + vec3 ws_cell_location = gd.g_corner + + (gd.g_increment_x * cell_cos.x + + gd.g_increment_y * cell_cos.y + + gd.g_increment_z * cell_cos.z); + + vec3 ws_point_to_cell = ws_cell_location - W; + float ws_dist_point_to_cell = length(ws_point_to_cell); + vec3 ws_light = ws_point_to_cell / ws_dist_point_to_cell; + + vec3 trilinear = mix(1 - trilinear_weight, trilinear_weight, offset); + float weight = trilinear.x * trilinear.y * trilinear.z; + + /* Precomputed visibility */ + weight *= load_visibility_cell(cell, ws_light, ws_dist_point_to_cell, gd.g_vis_bias, gd.g_vis_bleed, gd.g_vis_range); + + /* Smooth backface test */ + weight *= sqrt(max(0.002, dot(ws_light, N))); + + /* Avoid zero weight */ + weight = max(0.00001, weight); + + weight_accum += weight; + irradiance_accum += color * weight; + } + + return irradiance_accum / weight_accum; +} + +vec3 probe_evaluate_world_diff(vec3 N) +{ + return irradiance_from_cell_get(0, N); +} + +#endif /* IRRADIANCE_LIB */ |