From 5c4d24e1fd752a8a89d44d05e8e3f9b31f2d7db0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 8 Apr 2021 17:08:13 +0200 Subject: EEVEE: Ensure Reflection: Use new implementation Use same implementation as Cycles. Is also a bit faster. Should also fix T86578 at the same time. --- .../engines/eevee/shaders/bsdf_common_lib.glsl | 65 +++++++--------------- 1 file changed, 20 insertions(+), 45 deletions(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index c8eaa06094e..fdbb70e917d 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -138,55 +138,30 @@ void accumulate_light(vec3 light, float fac, inout vec4 accum) /* Same thing as Cycles without the comments to make it shorter. */ vec3 ensure_valid_reflection(vec3 Ng, vec3 I, vec3 N) { - vec3 R = -reflect(I, N); - - /* Reflection rays may always be at least as shallow as the incoming ray. */ - float threshold = min(0.9 * dot(Ng, I), 0.025); - if (dot(Ng, R) >= threshold) { - return N; - } - - float NdotNg = dot(N, Ng); - vec3 X = normalize(N - NdotNg * Ng); - - float Ix = dot(I, X), Iz = dot(I, Ng); - float Ix2 = sqr(Ix), Iz2 = sqr(Iz); - float a = Ix2 + Iz2; - - float b = sqrt(Ix2 * (a - sqr(threshold))); - float c = Iz * threshold + a; - - float fac = 0.5 / a; - float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c); - bool valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5)); - bool valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5)); - - vec2 N_new; - if (valid1 && valid2) { - /* If both are possible, do the expensive reflection-based check. */ - vec2 N1 = vec2(sqrt(1.0 - N1_z2), sqrt(N1_z2)); - vec2 N2 = vec2(sqrt(1.0 - N2_z2), sqrt(N2_z2)); - - float R1 = 2.0 * (N1.x * Ix + N1.y * Iz) * N1.y - Iz; - float R2 = 2.0 * (N2.x * Ix + N2.y * Iz) * N2.y - Iz; - - valid1 = (R1 >= 1e-5); - valid2 = (R2 >= 1e-5); - if (valid1 && valid2) { - N_new = (R1 < R2) ? N1 : N2; + vec3 R; + float NI = dot(N, I); + float NgR, threshold; + /* Check if the incident ray is coming from behind normal N. */ + if (NI > 0.0) { + /* Normal reflection. */ + R = (2.0 * NI) * N - I; + NgR = dot(Ng, R); + /* Reflection rays may always be at least as shallow as the incoming ray. */ + threshold = min(0.9 * dot(Ng, I), 0.01); + if (NgR >= threshold) { + return N; } - else { - N_new = (R1 > R2) ? N1 : N2; - } - } - else if (valid1 || valid2) { - float Nz2 = valid1 ? N1_z2 : N2_z2; - N_new = vec2(sqrt(1.0 - Nz2), sqrt(Nz2)); } else { - return Ng; + /* Bad incident. */ + R = -I; + NgR = dot(Ng, R); + threshold = 0.01; } - return N_new.x * X + N_new.y * Ng; + /* Lift the reflection above the threshold. */ + R = R + Ng * (threshold - NgR); + /* Find a bisector. */ + return safe_normalize(I * length(R) + R * length(I)); } /* ----------- Cone angle Approximation --------- */ -- cgit v1.2.3