diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl new file mode 100644 index 00000000000..0eea4a5ff33 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_sampling_lib.glsl @@ -0,0 +1,104 @@ + +/** + * Sampling data accessors and random number generators. + * Also contains some sample mapping functions. + **/ + +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + +/* -------------------------------------------------------------------- */ +/** \name Sampling data. + * + * Return a random values from Low Discrepancy Sequence in [0..1) range. + * This value is uniform (constant) for the whole scene sample. + * You might want to couple it with a noise function. + * \{ */ + +#ifdef EEVEE_SAMPLING_DATA + +float sampling_rng_1D_get(const eSamplingDimension dimension) +{ + return sampling_buf.dimensions[dimension]; +} + +vec2 sampling_rng_2D_get(const eSamplingDimension dimension) +{ + return vec2(sampling_buf.dimensions[dimension], sampling_buf.dimensions[dimension + 1u]); +} + +vec3 sampling_rng_3D_get(const eSamplingDimension dimension) +{ + return vec3(sampling_buf.dimensions[dimension], + sampling_buf.dimensions[dimension + 1u], + sampling_buf.dimensions[dimension + 2u]); +} + +#endif + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Random Number Generators. + * \{ */ + +/* Interlieved gradient noise by Jorge Jimenez + * http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare + * Seeding found by Epic Game. */ +float interlieved_gradient_noise(vec2 pixel, float seed, float offset) +{ + pixel += seed * (vec2(47, 17) * 0.695); + return fract(offset + 52.9829189 * fract(0.06711056 * pixel.x + 0.00583715 * pixel.y)); +} + +/* From: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */ +float van_der_corput_radical_inverse(uint bits) +{ +#if 0 /* Reference */ + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); +#else + bits = bitfieldReverse(bits); +#endif + /* Same as dividing by 0x100000000. */ + return float(bits) * 2.3283064365386963e-10; +} + +vec2 hammersley_2d(float i, float sample_count) +{ + vec2 rand; + rand.x = i / sample_count; + rand.y = van_der_corput_radical_inverse(uint(i)); + return rand; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Distribution mapping. + * + * Functions mapping input random numbers to sampling shapes (i.e: hemisphere). + * \{ */ + +/* Given 2 random number in [0..1] range, return a random unit disk sample. */ +vec2 sample_disk(vec2 noise) +{ + float angle = noise.x * M_2PI; + return vec2(cos(angle), sin(angle)) * sqrt(noise.y); +} + +/* This transform a 2d random sample (in [0..1] range) to a sample located on a cylinder of the + * same range. This is because the sampling functions expect such a random sample which is + * normally precomputed. */ +vec3 sample_cylinder(vec2 rand) +{ + float theta = rand.x; + float phi = (rand.y - 0.5) * M_2PI; + float cos_phi = cos(phi); + float sin_phi = sqrt(1.0 - sqr(cos_phi)) * sign(phi); + return vec3(theta, cos_phi, sin_phi); +} + +/** \} */ |