Eevee: SSR: Add roughness random rays.
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@@ -90,6 +90,7 @@ static struct {
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} e_data = {NULL}; /* Engine data */
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extern char datatoc_bsdf_common_lib_glsl[];
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extern char datatoc_bsdf_sampling_lib_glsl[];
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extern char datatoc_octahedron_lib_glsl[];
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extern char datatoc_effect_ssr_frag_glsl[];
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extern char datatoc_effect_minmaxz_frag_glsl[];
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@@ -178,6 +179,7 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
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if (!e_data.motion_blur_sh) {
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DynStr *ds_frag = BLI_dynstr_new();
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BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_bsdf_sampling_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_raytrace_lib_glsl);
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@@ -683,7 +685,8 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
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DRWShadingGroup *grp = DRW_shgroup_create(e_data.ssr_raytrace_sh, psl->ssr_raytrace);
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DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
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DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
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DRW_shgroup_uniform_buffer(grp, "specRoughBuffer", &txl->ssr_specrough_input);
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DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
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DRW_shgroup_uniform_mat4(grp, "PixelProjMatrix", (float *)&e_data.pixelprojmat);
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DRW_shgroup_call_add(grp, quad, NULL);
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@@ -693,6 +696,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
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DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
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DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
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DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_buffer(grp, "colorBuffer", &txl->color_double_buffer);
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DRW_shgroup_uniform_buffer(grp, "hitBuffer", &txl->ssr_hit_output);
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DRW_shgroup_uniform_buffer(grp, "pdfBuffer", &txl->ssr_pdf_output);
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@@ -6,11 +6,14 @@ uniform float invSampleCount;
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vec2 jitternoise = vec2(0.0);
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#ifdef NOISE_SIZE
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void setup_noise(void)
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{
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jitternoise = texture(texJitter, gl_FragCoord.xy / NOISE_SIZE).rg; /* Global variable */
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}
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#endif
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#ifdef HAMMERSLEY_SIZE
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vec3 hammersley_3d(float i, float invsamplenbr)
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{
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vec3 Xi; /* Theta, cos(Phi), sin(Phi) */
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@@ -29,6 +32,7 @@ vec3 hammersley_3d(float i)
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{
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return hammersley_3d(i, invSampleCount);
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}
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#endif
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/* -------------- BSDFS -------------- */
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@@ -42,22 +46,26 @@ float pdf_hemisphere()
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return 0.5 * M_1_PI;
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}
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vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B)
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vec3 sample_ggx(vec3 rand, float a2, vec3 N, vec3 T, vec3 B)
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{
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vec3 Xi = hammersley_3d(nsample);
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/* Theta is the aperture angle of the cone */
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float z = sqrt( (1.0 - Xi.x) / ( 1.0 + a2 * Xi.x - Xi.x ) ); /* cos theta */
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float z = sqrt( (1.0 - rand.x) / ( 1.0 + a2 * rand.x - rand.x ) ); /* cos theta */
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float r = sqrt( 1.0 - z * z ); /* sin theta */
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float x = r * Xi.y;
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float y = r * Xi.z;
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float x = r * rand.y;
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float y = r * rand.z;
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/* Microfacet Normal */
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vec3 Ht = vec3(x, y, z);
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return tangent_to_world(Ht, N, T, B);
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}
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#ifdef HAMMERSLEY_SIZE
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vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B)
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{
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vec3 Xi = hammersley_3d(nsample);
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return sample_ggx(Xi, a2, N, T, B);
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}
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vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B)
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{
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vec3 Xi = hammersley_3d(nsample);
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@@ -70,4 +78,5 @@ vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B)
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vec3 Ht = vec3(x, y, z);
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return tangent_to_world(Ht, N, T, B);
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}
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}
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#endif
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@@ -1,7 +1,16 @@
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vec3 generate_ray(vec3 V, vec3 N)
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#ifndef UTIL_TEX
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#define UTIL_TEX
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uniform sampler2DArray utilTex;
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#endif /* UTIL_TEX */
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vec3 generate_ray(ivec2 pix, vec3 V, vec3 N, float roughnessSquared)
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{
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return -reflect(-V, N);
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vec3 T, B;
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make_orthonormal_basis(N, T, B); /* Generate tangent space */
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vec3 rand = texelFetch(utilTex, ivec3(pix % LUT_SIZE, 2), 0).rba;
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vec3 H = sample_ggx(rand, roughnessSquared, N, T, B); /* Microfacet normal */
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return -reflect(-V, H);
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}
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#ifdef STEP_RAYTRACE
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@@ -19,7 +28,7 @@ void main()
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ivec2 halfres_texel = ivec2(gl_FragCoord.xy);
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float depth = texelFetch(depthBuffer, fullres_texel, 0).r;
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/* Early discard */
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/* Early out */
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if (depth == 1.0)
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discard;
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@@ -36,7 +45,7 @@ void main()
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float roughnessSquared = roughness * roughness;
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/* Generate Ray */
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vec3 R = generate_ray(V, N);
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vec3 R = generate_ray(halfres_texel, V, N, roughnessSquared);
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/* Search for the planar reflection affecting this pixel */
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/* If no planar is found, fallback to screen space */
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@@ -164,7 +173,7 @@ void main()
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float depth = textureLod(depthBuffer, uvs, 0.0).r;
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/* Early discard */
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/* Early out */
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if (depth == 1.0)
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discard;
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@@ -182,7 +191,7 @@ void main()
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/* We generate the same rays that has been generated in the raycast step.
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* But we add this ray from our resolve pixel position, increassing accuracy. */
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vec3 R = generate_ray(-V, N);
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vec3 R = generate_ray(halfres_texel, -V, N, roughnessSquared);
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float ray_length = texelFetch(hitBuffer, halfres_texel, 0).r;
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if (ray_length != -1.0) {
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