diff options
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl | 22 | ||||
-rw-r--r-- | source/blender/draw/intern/shaders/common_math_geom_lib.glsl | 7 |
2 files changed, 17 insertions, 12 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index 5ea7e502a55..5c4fe6d47a0 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -12,6 +12,7 @@ uniform sampler2DArray planarDepth; struct Ray { vec3 origin; + /* Ray direction premultiplied by its maximum length. */ vec3 direction; }; @@ -46,12 +47,7 @@ void raytrace_screenspace_ray_finalize(inout ScreenSpaceRay ray) /* If the line is degenerate, make it cover at least one pixel * to not have to handle zero-pixel extent as a special case later */ if (len_squared(ray.direction.xy) < 0.00001) { - ray.direction.xy = vec2(0.0, 0.01); - } - /* Avoid divide by 0 error in line_unit_box_intersect_dist, leading to undefined behavior - * (see T86429). */ - if (ray.direction.z == 0.0) { - ray.direction.z = 0.0001; + ray.direction.xy = vec2(0.0, 0.00001); } float ray_len_sqr = len_squared(ray.direction.xyz); /* Make ray.direction cover one pixel. */ @@ -61,7 +57,7 @@ void raytrace_screenspace_ray_finalize(inout ScreenSpaceRay ray) /* Clip to segment's end. */ ray.max_time = sqrt(ray_len_sqr * safe_rcp(len_squared(ray.direction.xyz))); /* Clipping to frustum sides. */ - float clip_dist = line_unit_box_intersect_dist(ray.origin.xyz, ray.direction.xyz); + float clip_dist = line_unit_box_intersect_dist_safe(ray.origin.xyz, ray.direction.xyz); ray.max_time = min(ray.max_time, clip_dist); /* Convert to texture coords [0..1] range. */ ray.origin = ray.origin * 0.5 + 0.5; @@ -104,8 +100,7 @@ struct RayTraceParameters { float roughness; }; -/* Return true on hit. */ -/* __ray_dir__ is the ray direction premultiplied by its maximum length */ +/* Returns true on hit. */ /* TODO fclem remove the backface check and do it the SSR resolve code. */ bool raytrace(Ray ray, RayTraceParameters params, @@ -119,7 +114,10 @@ bool raytrace(Ray ray, ScreenSpaceRay ssray = raytrace_screenspace_ray_create(ray, params.thickness); /* Avoid no iteration. */ - ssray.max_time = max(ssray.max_time, 1.1); + if (ssray.max_time < 1.1) { + hit_position = ssray.origin.xyz + ssray.direction.xyz; + return false; + } float prev_delta = 0.0, prev_time = 0.0; float depth_sample = get_depth_from_view_z(ray.origin.z); @@ -177,13 +175,13 @@ bool raytrace_planar(Ray ray, RayTraceParameters params, int planar_ref_id, out ssray.direction.x = -ssray.direction.x; float prev_delta = 0.0, prev_time = 0.0; - float depth_sample = get_depth_from_view_z(ray.origin.z); + float depth_sample = texture(planarDepth, vec3(ssray.origin.xy, planar_ref_id)).r; float delta = depth_sample - ssray.origin.z; float t = 0.0, time = 0.0; /* On very sharp reflections, the ray can be perfectly aligned with the view direction * making the tracing useless. Bypass tracing in this case. */ - bool hit = (ssray.max_time < 1.0); + bool hit = false; const float max_steps = 255.0; for (float iter = 1.0; !hit && (time < ssray.max_time) && (iter < max_steps); iter++) { float stride = 1.0 + iter * params.trace_quality; diff --git a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl index 6b0a7b028ee..7b701d1d81b 100644 --- a/source/blender/draw/intern/shaders/common_math_geom_lib.glsl +++ b/source/blender/draw/intern/shaders/common_math_geom_lib.glsl @@ -83,6 +83,13 @@ float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection) return min_v3(furthestplane); } +float line_unit_box_intersect_dist_safe(vec3 lineorigin, vec3 linedirection) +{ + vec3 safe_linedirection = max(vec3(1e-8), abs(linedirection)) * + mix(vec3(1.0), -vec3(1.0), lessThan(linedirection, vec3(0.0))); + return line_unit_box_intersect_dist(lineorigin, safe_linedirection); +} + /** \} */ /* ---------------------------------------------------------------------- */ |