From dccf46f18ffe741ae5f0193b75d4a5688096cf9a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Tue, 13 Jun 2017 17:39:39 +0200 Subject: Eevee: Add Irradiance Grid support Early implementation. Slow and still has quality 3 ways of storing irradiance: - Spherical Harmonics: Have problem with directionnal lighting. - HL2 diffuse cube: Very low resolution but smooth transitions. - Diffuse cube: High storage requirement. Also include some name change. --- .../draw/engines/eevee/shaders/bsdf_sampling_lib.glsl | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl') diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl index 898c7bfc578..3997de7a22d 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -37,6 +37,11 @@ float pdf_ggx_reflect(float NH, float a2) return NH * a2 / D_ggx_opti(NH, a2); } +float pdf_hemisphere() +{ + return 0.5 * M_1_PI; +} + vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B) { vec3 Xi = hammersley_3d(nsample); @@ -52,3 +57,17 @@ vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B) return tangent_to_world(Ht, N, T, B); } + +vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B) +{ + vec3 Xi = hammersley_3d(nsample); + + float z = Xi.x; /* cos theta */ + float r = sqrt( 1.0f - z*z ); /* sin theta */ + float x = r * Xi.y; + float y = r * Xi.z; + + vec3 Ht = vec3(x, y, z); + + return tangent_to_world(Ht, N, T, B); +} \ No newline at end of file -- cgit v1.2.3