1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
|
/**
* 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_shader_shared.hh)
/* Returns viewspace ray. */
Ray raytrace_create_reflection_ray(
SamplingData sampling, vec2 noise, ClosureReflection reflection, vec3 V, vec3 P, out float pdf)
{
vec2 noise_offset = sampling_rng_2D_get(sampling, 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 sampling, vec2 noise, ClosureRefraction refraction, vec3 V, vec3 P, out float pdf)
{
vec2 noise_offset = sampling_rng_2D_get(sampling, 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 sampling, vec2 noise, ClosureDiffuse diffuse, vec3 P, out float pdf)
{
vec2 noise_offset = sampling_rng_2D_get(sampling, 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;
}
|