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eevee_light_eval_lib.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/**
 * The resources expected to be defined are:
 * - lights
 * - lights_zbins
 * - light_culling
 * - lights_culling_words
 * - shadow_atlas_tx
 * - shadow_tilemaps_tx
 * - sss_transmittance_tx
 * - utility_tx
 */

#pragma BLENDER_REQUIRE(eevee_light_lib.glsl)

/* TODO(fclem): We could reduce register pressure by only having static branches for sun lights. */
void light_eval_ex(ClosureDiffuse diffuse,
                   ClosureReflection reflection,
                   vec3 P,
                   vec3 V,
                   float vP_z,
                   float thickness,
                   vec4 ltc_mat,
                   uint l_idx,
                   inout vec3 out_diffuse,
                   inout vec3 out_specular)
{
  LightData light = lights[l_idx];
  vec3 L;
  float dist;
  light_vector_get(light, P, L, dist);

  float visibility = light_attenuation(light, L, dist);

  if ((light.shadow_id != LIGHT_NO_SHADOW) && (visibility > 0.0)) {
    vec3 lL = light_world_to_local(light, -L) * dist;

    float shadow_delta = shadow_delta_get(
        shadow_atlas_tx, shadow_tilemaps_tx, light, light.shadow_data, lL, dist, P);

    /* Transmittance evaluation first to use initial visibility. */
    if (diffuse.sss_id != 0u && light.diffuse_power > 0.0) {
      float delta = max(thickness, shadow_delta);

      vec3 intensity =
          visibility * light.transmit_power *
          light_translucent(
              sss_transmittance_tx, light, diffuse.N, L, dist, diffuse.sss_radius, delta);
      out_diffuse += light.color * intensity;
    }

    visibility *= float(shadow_delta - light.shadow_data.bias <= 0.0);
  }

  if (visibility < 1e-6) {
    return;
  }

  if (light.diffuse_power > 0.0) {
    float intensity = visibility * light.diffuse_power *
                      light_diffuse(utility_tx, light, diffuse.N, V, L, dist);
    out_diffuse += light.color * intensity;
  }

  if (light.specular_power > 0.0) {
    float intensity = visibility * light.specular_power *
                      light_ltc(utility_tx, light, reflection.N, V, L, dist, ltc_mat);
    out_specular += light.color * intensity;
  }
}

void light_eval(ClosureDiffuse diffuse,
                ClosureReflection reflection,
                vec3 P,
                vec3 V,
                float vP_z,
                float thickness,
                inout vec3 out_diffuse,
                inout vec3 out_specular)
{
  vec2 uv = vec2(reflection.roughness, safe_sqrt(1.0 - dot(reflection.N, V)));
  uv = uv * UTIL_TEX_UV_SCALE + UTIL_TEX_UV_BIAS;
  vec4 ltc_mat = utility_tx_sample(utility_tx, uv, UTIL_LTC_MAT_LAYER);

  LIGHT_FOREACH_BEGIN_DIRECTIONAL (light_culling, l_idx) {
    light_eval_ex(
        diffuse, reflection, P, V, vP_z, thickness, ltc_mat, l_idx, out_diffuse, out_specular);
  }
  LIGHT_FOREACH_END

  uvec2 px = uvec2(gl_FragCoord.xy);
  LIGHT_FOREACH_BEGIN_LOCAL (light_culling, lights_zbins, lights_culling_words, px, vP_z, l_idx) {
    light_eval_ex(
        diffuse, reflection, P, V, vP_z, thickness, ltc_mat, l_idx, out_diffuse, out_specular);
  }
  LIGHT_FOREACH_END
}