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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl130
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl22
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/octahedron_lib.glsl18
5 files changed, 135 insertions, 47 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl b/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl
new file mode 100644
index 00000000000..90272400915
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl
@@ -0,0 +1,130 @@
+
+#ifdef GPU_ARB_texture_cube_map_array
+
+# define textureLod_cubemapArray(tex, co, lod) textureLod(tex, co, lod)
+
+#else
+
+/* Fallback implementation for hardware not supporting cubemap arrays. */
+# define samplerCubeArray sampler2DArray
+
+float cubemap_face_index(vec3 P)
+{
+ vec3 aP = abs(P);
+ if (all(greaterThan(aP.xx, aP.yz))) {
+ return (P.x > 0.0) ? 0.0 : 1.0;
+ }
+ else if (all(greaterThan(aP.yy, aP.xz))) {
+ return (P.y > 0.0) ? 2.0 : 3.0;
+ }
+ else {
+ return (P.z > 0.0) ? 4.0 : 5.0;
+ }
+}
+
+vec2 cubemap_face_coord(vec3 P, float face)
+{
+ if (face < 2.0) {
+ return (P.zy / P.x) * vec2(-0.5, -sign(P.x) * 0.5) + 0.5;
+ }
+ else if (face < 4.0) {
+ return (P.xz / P.y) * vec2(sign(P.y) * 0.5, 0.5) + 0.5;
+ }
+ else {
+ return (P.xy / P.z) * vec2(0.5, -sign(P.z) * 0.5) + 0.5;
+ }
+}
+
+vec3 cubemap_adj_x(float face)
+{
+ bool y_axis = (face == 2.0 || face == 3.0);
+ return y_axis ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+}
+
+vec3 cubemap_adj_y(float face)
+{
+ bool x_axis = (face < 2.0);
+ return x_axis ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+}
+
+vec3 cubemap_adj_xy(float face)
+{
+ if (face < 2.0) {
+ return vec3(0.0, 1.0, 1.0);
+ }
+ else if (face < 4.0) {
+ return vec3(1.0, 0.0, 1.0);
+ }
+ else {
+ return vec3(1.0, 1.0, 0.0);
+ }
+}
+
+vec4 cubemap_seamless(sampler2DArray tex, vec4 cubevec, float lod)
+{
+ /* Manual Cube map Layer indexing. */
+ float face = cubemap_face_index(cubevec.xyz);
+ vec2 uv = cubemap_face_coord(cubevec.xyz, face);
+ vec3 coord = vec3(uv, cubevec.w * 6.0 + face);
+
+ vec4 col = textureLod(tex, coord, lod);
+
+ float cube_size = float(textureSize(tex, int(lod)).x);
+
+ vec2 uv_border = (abs(uv - 0.5) + (0.5 / cube_size - 0.5)) * 2.0 * cube_size;
+ bvec2 border = greaterThan(uv_border, vec2(0.0));
+ if (all(border)) {
+ /* Corners case. */
+ vec3 cubevec_adj;
+ float face_adj;
+ /* Get the other face coords. */
+ cubevec_adj = cubevec.xyz * cubemap_adj_x(face);
+ face_adj = cubemap_face_index(cubevec_adj);
+ /* Still use the original cubevec to get the outer texels or the face. */
+ uv = cubemap_face_coord(cubevec.xyz, face_adj);
+ coord = vec3(uv, cubevec.w * 6.0 + face_adj);
+ vec4 col1 = textureLod(tex, coord, lod);
+
+ /* Get the 3rd face coords. */
+ cubevec_adj = cubevec.xyz * cubemap_adj_y(face);
+ face_adj = cubemap_face_index(cubevec_adj);
+ /* Still use the original cubevec to get the outer texels or the face. */
+ uv = cubemap_face_coord(cubevec.xyz, face_adj);
+ coord = vec3(uv, cubevec.w * 6.0 + face_adj);
+ vec4 col2 = textureLod(tex, coord, lod);
+
+ /* Mix all colors to get the corner color. */
+ vec4 col3 = (col + col1 + col2) / 3.0;
+
+ vec2 mix_fac = uv_border * 0.5;
+ return mix(mix(col, col2, mix_fac.x), mix(col1, col3, mix_fac.x), mix_fac.y);
+ }
+ else if (any(border)) {
+ /* Edges case. */
+ /* Get the other face coords. */
+ vec3 cubevec_adj = cubevec.xyz * cubemap_adj_xy(face);
+ face = cubemap_face_index(cubevec_adj);
+ /* Still use the original cubevec to get the outer texels or the face. */
+ uv = cubemap_face_coord(cubevec.xyz, face);
+ coord = vec3(uv, cubevec.w * 6.0 + face);
+
+ float mix_fac = max(uv_border.x, uv_border.y) * 0.5;
+ return mix(col, textureLod(tex, coord, lod), mix_fac);
+ }
+ else {
+ return col;
+ }
+}
+
+vec4 textureLod_cubemapArray(sampler2DArray tex, vec4 cubevec, float lod)
+{
+ float lod1 = floor(lod);
+ float lod2 = ceil(lod);
+
+ vec4 col_lod1 = cubemap_seamless(tex, cubevec, lod1);
+ vec4 col_lod2 = cubemap_seamless(tex, cubevec, lod2);
+
+ return mix(col_lod1, col_lod2, lod - lod1);
+}
+
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
index a852dd47872..96fe94fc41e 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
@@ -15,6 +15,5 @@ void main()
vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr)));
vec3 world_ref = mat3(ViewMatrixInverse) * reflect(vec3(0.0, 0.0, -1.0), view_nor);
- FragColor = vec4(textureLod_octahedron(probeCubes, vec4(world_ref, pid), 0.0, prbLodCubeMax).rgb,
- 1.0);
+ FragColor = vec4(textureLod_cubemapArray(probeCubes, vec4(world_ref, pid), 0.0).rgb, 1.0);
}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
index 06c31272ecd..00eb3c7e200 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
@@ -33,29 +33,9 @@ vec3 octahedral_to_cubemap_proj(vec2 co)
void main()
{
- vec2 uvs = gl_FragCoord.xy * texelSize;
-
- /* Add a N pixel border to ensure filtering is correct
- * for N mipmap levels. */
- uvs = (uvs - paddingSize) / (1.0 - 2.0 * paddingSize);
-
- /* edge mirroring : only mirror if directly adjacent
- * (not diagonally adjacent) */
- vec2 m = abs(uvs - 0.5) + 0.5;
- vec2 f = floor(m);
- if (f.x - f.y != 0.0) {
- uvs = 1.0 - uvs;
- }
-
- /* clamp to [0-1] */
- uvs = fract(uvs);
-
- /* get cubemap vector */
- vec3 cubevec = octahedral_to_cubemap_proj(uvs);
-
vec3 N, T, B, V;
- vec3 R = normalize(cubevec);
+ vec3 R = normalize(worldPosition);
/* Isotropic assumption */
N = V = R;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index ab205b78274..6c6db88139b 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -1,7 +1,7 @@
/* ----------- Uniforms --------- */
uniform sampler2DArray probePlanars;
-uniform sampler2DArray probeCubes;
+uniform samplerCubeArray probeCubes;
/* ----------- Structures --------- */
@@ -172,15 +172,12 @@ vec3 probe_evaluate_cube(int pd_id, vec3 W, vec3 R, float roughness)
float fac = saturate(original_roughness * 2.0 - 1.0);
R = mix(intersection, R, fac * fac);
- return textureLod_octahedron(
- probeCubes, vec4(R, float(pd_id)), roughness * prbLodCubeMax, prbLodCubeMax)
- .rgb;
+ return textureLod_cubemapArray(probeCubes, vec4(R, float(pd_id)), roughness * prbLodCubeMax).rgb;
}
vec3 probe_evaluate_world_spec(vec3 R, float roughness)
{
- return textureLod_octahedron(probeCubes, vec4(R, 0.0), roughness * prbLodCubeMax, prbLodCubeMax)
- .rgb;
+ return textureLod_cubemapArray(probeCubes, vec4(R, 0.0), roughness * prbLodCubeMax).rgb;
}
vec3 probe_evaluate_planar(
diff --git a/source/blender/draw/engines/eevee/shaders/octahedron_lib.glsl b/source/blender/draw/engines/eevee/shaders/octahedron_lib.glsl
index bfb6bc890ec..e05cc2719fa 100644
--- a/source/blender/draw/engines/eevee/shaders/octahedron_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/octahedron_lib.glsl
@@ -18,21 +18,3 @@ vec2 mapping_octahedron(vec3 cubevec, vec2 texel_size)
return uvs;
}
-
-vec4 textureLod_octahedron(sampler2DArray tex, vec4 cubevec, float lod, float lod_max)
-{
- vec2 texelSize = 1.0 / vec2(textureSize(tex, int(lod_max)));
-
- vec2 uvs = mapping_octahedron(cubevec.xyz, texelSize);
-
- return textureLod(tex, vec3(uvs, cubevec.w), lod);
-}
-
-vec4 texture_octahedron(sampler2DArray tex, vec4 cubevec)
-{
- vec2 texelSize = 1.0 / vec2(textureSize(tex, 0));
-
- vec2 uvs = mapping_octahedron(cubevec.xyz, texelSize);
-
- return texture(tex, vec3(uvs, cubevec.w));
-}