/** * Ray generation routines for each BSDF types. */ #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(eevee_bsdf_sampling_lib.glsl) #pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl) #pragma BLENDER_REQUIRE(eevee_raytrace_trace_lib.glsl) #pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl) /* Returns viewspace ray. */ Ray raytrace_create_reflection_ray( SamplingData data, vec2 noise, ClosureReflection reflection, vec3 V, vec3 P, out float pdf) { vec2 noise_offset = sampling_rng_2D_get(data, SAMPLING_RAYTRACE_U); vec3 Xi = sample_cylinder(fract(noise_offset + noise)); float roughness_sqr = max(1e-3, sqr(reflection.roughness)); /* Gives *perfect* reflection for very small roughness. */ if (reflection.roughness < 0.0016) { Xi = vec3(0.0); } vec3 T, B, N = reflection.N; make_orthonormal_basis(N, T, B); Ray ray; ray.origin = P; ray.direction = sample_ggx_reflect(Xi, roughness_sqr, V, N, T, B, pdf); return ray; } Ray raytrace_create_refraction_ray( SamplingData data, vec2 noise, ClosureRefraction refraction, vec3 V, vec3 P, out float pdf) { vec2 noise_offset = sampling_rng_2D_get(data, SAMPLING_RAYTRACE_U); vec3 Xi = sample_cylinder(fract(noise_offset + noise)); float roughness_sqr = max(1e-3, sqr(refraction.roughness)); /* Gives *perfect* refraction for very small roughness. */ if (refraction.roughness < 0.0016) { Xi = vec3(0.0); } vec3 T, B, N = refraction.N; make_orthonormal_basis(N, T, B); Ray ray; ray.origin = P; ray.direction = sample_ggx_refract(Xi, roughness_sqr, refraction.ior, V, N, T, B, pdf); return ray; } Ray raytrace_create_diffuse_ray( SamplingData data, vec2 noise, ClosureDiffuse diffuse, vec3 P, out float pdf) { vec2 noise_offset = sampling_rng_2D_get(data, SAMPLING_RAYTRACE_U); vec3 Xi = sample_cylinder(fract(noise_offset + noise)); /* Bias the rays so we never get really high energy rays almost parallel to the surface. */ Xi.x = Xi.x * 0.98 + 0.02; vec3 T, B, N = diffuse.N; make_orthonormal_basis(N, T, B); Ray ray; ray.origin = P; ray.direction = sample_cosine_hemisphere(Xi, N, T, B, pdf); return ray; } Ray raytrace_world_ray_to_view(Ray ray) { ray.origin = transform_point(ViewMatrix, ray.origin); ray.direction = transform_direction(ViewMatrix, ray.direction); return ray; } Ray raytrace_view_ray_to_world(Ray ray) { ray.origin = transform_point(ViewMatrixInverse, ray.origin); ray.direction = transform_direction(ViewMatrixInverse, ray.direction); return ray; }