EEVEE: Sampling: Split hemisphere sampling just like GGX

This is useful for debugging raycasting.
This commit is contained in:
2021-03-05 20:46:30 +01:00
parent 6842c549bb
commit 5db5966cdb

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@@ -36,7 +36,7 @@ vec3 sample_ggx(vec3 rand, float a2)
{
/* Theta is the cone angle. */
float z = sqrt((1.0 - rand.x) / (1.0 + a2 * rand.x - rand.x)); /* cos theta */
float r = sqrt(max(0.0, 1.0f - z * z)); /* sin theta */
float r = sqrt(max(0.0, 1.0 - z * z)); /* sin theta */
float x = r * rand.y;
float y = r * rand.z;
@@ -51,6 +51,23 @@ vec3 sample_ggx(vec3 rand, float a2, vec3 N, vec3 T, vec3 B, out float NH)
return tangent_to_world(Ht, N, T, B);
}
vec3 sample_hemisphere(vec3 rand)
{
/* Theta is the cone angle. */
float z = rand.x; /* cos theta */
float r = sqrt(max(0.0, 1.0 - z * z)); /* sin theta */
float x = r * rand.y;
float y = r * rand.z;
return vec3(x, y, z);
}
vec3 sample_hemisphere(vec3 rand, vec3 N, vec3 T, vec3 B)
{
vec3 Ht = sample_hemisphere(rand);
return tangent_to_world(Ht, N, T, B);
}
#ifdef HAMMERSLEY_SIZE
vec3 sample_ggx(float nsample, float inv_sample_count, float a2, vec3 N, vec3 T, vec3 B)
{
@@ -62,14 +79,7 @@ vec3 sample_ggx(float nsample, float inv_sample_count, float a2, vec3 N, vec3 T,
vec3 sample_hemisphere(float nsample, float inv_sample_count, vec3 N, vec3 T, vec3 B)
{
vec3 Xi = hammersley_3d(nsample, inv_sample_count);
float z = Xi.x; /* cos theta */
float r = sqrt(max(0.0, 1.0f - z * z)); /* sin theta */
float x = r * Xi.y;
float y = r * Xi.z;
vec3 Ht = vec3(x, y, z);
vec3 Ht = sample_hemisphere(Xi);
return tangent_to_world(Ht, N, T, B);
}
@@ -77,8 +87,8 @@ vec3 sample_cone(float nsample, float inv_sample_count, float angle, vec3 N, vec
{
vec3 Xi = hammersley_3d(nsample, inv_sample_count);
float z = cos(angle * Xi.x); /* cos theta */
float r = sqrt(max(0.0, 1.0f - z * z)); /* sin theta */
float z = cos(angle * Xi.x); /* cos theta */
float r = sqrt(max(0.0, 1.0 - z * z)); /* sin theta */
float x = r * Xi.y;
float y = r * Xi.z;