Eevee: Codestyle, optimisation and a few fixes

Something is very wrong with the energy factor. For now I tweaked them by hand to fit cycles.
This commit is contained in:
2017-03-31 01:07:30 +02:00
parent 3fdbd78a6b
commit e254aa8965
4 changed files with 195 additions and 191 deletions

View File

@@ -91,7 +91,7 @@ void EEVEE_lights_update(EEVEE_StorageList *stl)
EEVEE_Light *evli = stl->lights_data + i;
Object *ob = stl->lights_ref[i];
Lamp *la = (Lamp *)ob->data;
float mat[4][4], scale[3];
float mat[4][4], scale[3], power;
/* Position */
copy_v3_v3(evli->position, ob->obmat[3]);
@@ -124,13 +124,35 @@ void EEVEE_lights_update(EEVEE_StorageList *stl)
evli->spotblend = (1.0f - evli->spotsize) * la->spotblend;
}
else if (la->type == LA_AREA) {
evli->sizex = la->area_size * scale[0] * 0.5f;
evli->sizey = la->area_sizey * scale[1] * 0.5f;
evli->sizex = MAX2(0.0001f, la->area_size * scale[0] * 0.5f);
if (la->area_shape == LA_AREA_RECT) {
evli->sizey = MAX2(0.0001f, la->area_sizey * scale[1] * 0.5f);
}
else {
evli->sizey = evli->sizex;
}
}
else {
evli->sizex = la->area_size * scale[0] * 0.5f;
evli->sizex = MAX2(0.0001f, la->area_size);
}
/* Make illumination power constant */
if (la->type == LA_AREA) {
power = 1.0f / (evli->sizex * evli->sizey * 4.0f * M_PI) /* 1/(w*h*Pi) */
* M_PI * 10.0f; /* XXX : Empirical, Fit cycles power */
}
else if (la->type == LA_SPOT || la->type == LA_LOCAL) {
power = 1.0f / (4.0f * evli->sizex * evli->sizex * M_PI * M_PI) /* 1/(4*r²*Pi²) */
* M_PI * 100.0; /* XXX : Empirical, Fit cycles power */
/* for point lights (a.k.a radius == 0.0) */
// power = M_PI * M_PI * 0.78; /* XXX : Empirical, Fit cycles power */
}
else {
power = 1.0f;
}
mul_v3_fl(evli->color, power);
/* Lamp Type */
evli->lamptype = (float)la->type;
}

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@@ -2,6 +2,49 @@
#define M_PI 3.14159265358979323846 /* pi */
#define M_1_PI 0.318309886183790671538 /* 1/pi */
/* ------- Structures -------- */
struct LightData {
vec4 position_influence; /* w : InfluenceRadius */
vec4 color_spec; /* w : Spec Intensity */
vec4 spotdata_shadow; /* x : spot size, y : spot blend */
vec4 rightvec_sizex; /* xyz: Normalized up vector, w: Lamp Type */
vec4 upvec_sizey; /* xyz: Normalized right vector, w: Lamp Type */
vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */
};
/* convenience aliases */
#define l_color color_spec.rgb
#define l_spec color_spec.a
#define l_position position_influence.xyz
#define l_influence position_influence.w
#define l_sizex rightvec_sizex.w
#define l_radius rightvec_sizex.w
#define l_sizey upvec_sizey.w
#define l_right rightvec_sizex.xyz
#define l_up upvec_sizey.xyz
#define l_forward forwardvec_type.xyz
#define l_type forwardvec_type.w
#define l_spot_size spotdata_shadow.x
#define l_spot_blend spotdata_shadow.y
struct AreaData {
vec3 corner[4];
float solid_angle;
};
struct ShadingData {
vec3 V; /* View vector */
vec3 N; /* World Normal of the fragment */
vec3 W; /* World Position of the fragment */
vec3 R; /* Reflection vector */
vec3 L; /* Current Light vector (normalized) */
vec3 spec_dominant_dir; /* dominant direction of the specular rays */
vec3 l_vector; /* Current Light vector */
float l_distance; /* distance(l_position, W) */
AreaData area_data; /* If current light is an area light */
};
/* ------- Convenience functions --------- */
vec3 mul(mat3 m, vec3 v) { return m * v; }
@@ -30,12 +73,12 @@ vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin,
return lineorigin + linedirection * dist;
}
float rectangle_solid_angle(vec3 p0, vec3 p1, vec3 p2, vec3 p3)
float rectangle_solid_angle(AreaData ad)
{
vec3 n0 = normalize(cross(p0, p1));
vec3 n1 = normalize(cross(p1, p2));
vec3 n2 = normalize(cross(p2, p3));
vec3 n3 = normalize(cross(p3, p0));
vec3 n0 = normalize(cross(ad.corner[0], ad.corner[1]));
vec3 n1 = normalize(cross(ad.corner[1], ad.corner[2]));
vec3 n2 = normalize(cross(ad.corner[2], ad.corner[3]));
vec3 n3 = normalize(cross(ad.corner[3], ad.corner[0]));
float g0 = acos(dot(-n0, n1));
float g1 = acos(dot(-n1, n2));
@@ -45,67 +88,48 @@ float rectangle_solid_angle(vec3 p0, vec3 p1, vec3 p2, vec3 p3)
return max(0.0, (g0 + g1 + g2 + g3 - 2.0 * M_PI));
}
/* ------- Energy Conversion for lights ------- */
/* from Sebastien Lagarde
* course_notes_moving_frostbite_to_pbr.pdf */
float sphere_energy(float radius)
vec3 get_specular_dominant_dir(vec3 N, vec3 R, float roughness)
{
radius = max(radius, 1e-8);
return 0.25 / (radius*radius * M_PI * M_PI) /* 1/(4*r²*Pi²) */
* M_PI * M_PI * 10.0; /* XXX : Empirical, Fit cycles power */
}
float rectangle_energy(float width, float height)
{
return M_1_PI / (width*height) /* 1/(w*h*Pi) */
* 20.0; /* XXX : Empirical, Fit cycles power */
return normalize(mix(N, R, (1.0 - roughness * roughness)));
}
/* From UE4 paper */
void mrp_sphere(
float radius, float dist, vec3 R, inout vec3 L,
inout float roughness, inout float energy_conservation)
vec3 mrp_sphere(LightData ld, ShadingData sd, vec3 dir, inout float roughness, out float energy_conservation)
{
L = dist * L;
/* Sphere Light */
roughness = max(3e-3, roughness); /* Artifacts appear with roughness below this threshold */
/* energy preservation */
float sphere_angle = saturate(radius / dist);
energy_conservation *= pow(roughness / saturate(roughness + 0.5 * sphere_angle), 2.0);
float sphere_angle = saturate(ld.l_radius / sd.l_distance);
energy_conservation = pow(roughness / saturate(roughness + 0.5 * sphere_angle), 2.0);
/* sphere light */
float inter_dist = dot(L, R);
vec3 closest_point_on_ray = inter_dist * R;
vec3 center_to_ray = closest_point_on_ray - L;
float inter_dist = dot(sd.l_vector, dir);
vec3 closest_point_on_ray = inter_dist * dir;
vec3 center_to_ray = closest_point_on_ray - sd.l_vector;
/* closest point on sphere */
L = L + center_to_ray * saturate(radius * inverse_distance(center_to_ray));
vec3 closest_point_on_sphere = sd.l_vector + center_to_ray * saturate(ld.l_radius * inverse_distance(center_to_ray));
L = normalize(L);
return normalize(closest_point_on_sphere);
}
void mrp_area(vec3 R, vec3 N, vec3 W, vec3 Lpos, vec3 Lx, vec3 Ly, vec3 Lz, float sizeX, float sizeY, float dist, inout vec3 L)
vec3 mrp_area(LightData ld, ShadingData sd, vec3 dir)
{
vec3 refproj = line_plane_intersect(W, R, Lpos, Lz);
vec3 norproj = line_plane_intersect(W, N, Lpos, Lz);
vec3 refproj = line_plane_intersect(sd.W, dir, ld.l_position, ld.l_forward);
vec2 area_half_size = vec2(sizeX, sizeY);
/* Project the point onto the light plane */
vec3 refdir = refproj - ld.l_position;
vec2 mrp = vec2(dot(refdir, ld.l_right), dot(refdir, ld.l_up));
/* Find the closest point to the rectangular light shape */
vec3 refdir = refproj - Lpos;
vec2 mrp = vec2(dot(refdir, Lx), dot(refdir, Ly));
/* clamp to corners */
/* clamp to light shape bounds */
vec2 area_half_size = vec2(ld.l_sizex, ld.l_sizey);
mrp = clamp(mrp, -area_half_size, area_half_size);
L = dist * L;
L = L + mrp.x * Lx + mrp.y * Ly ;
/* go back in world space */
vec3 closest_point_on_rectangle = sd.l_vector + mrp.x * ld.l_right + mrp.y * ld.l_up;
L = normalize(L);
return normalize(closest_point_on_rectangle);
}
/* GGX */
@@ -121,7 +145,7 @@ float G1_Smith_GGX(float NX, float a2)
* this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV
* Rcp is done on the whole G later
* Note that this is not convenient for the transmition formula */
return NX + sqrt( NX * (NX - NX * a2) + a2 );
return NX + sqrt(NX * (NX - NX * a2) + a2);
/* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */
}

View File

@@ -11,22 +11,21 @@
/* ------------ Diffuse ------------- */
float direct_diffuse_point(vec3 N, vec3 L, float Ldist)
float direct_diffuse_point(LightData ld, ShadingData sd)
{
float bsdf = max(0.0, dot(N, L));
bsdf /= Ldist * Ldist;
bsdf *= M_PI / 2.0; /* Normalize */
float bsdf = max(0.0, dot(sd.N, sd.L));
bsdf /= sd.l_distance * sd.l_distance;
return bsdf;
}
/* From Frostbite PBR Course
* Analitical irradiance from a sphere with correct horizon handling
* http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
float direct_diffuse_sphere(vec3 N, vec3 L, float Ldist, float radius)
float direct_diffuse_sphere(LightData ld, ShadingData sd)
{
radius = max(radius, 0.0001);
float costheta = clamp(dot(N, L), -0.999, 0.999);
float h = min(radius / Ldist , 0.9999);
float radius = max(ld.l_sizex, 0.0001);
float costheta = clamp(dot(sd.N, sd.L), -0.999, 0.999);
float h = min(ld.l_radius / sd.l_distance , 0.9999);
float h2 = h*h;
float costheta2 = costheta * costheta;
float bsdf;
@@ -42,47 +41,31 @@ float direct_diffuse_sphere(vec3 N, vec3 L, float Ldist, float radius)
bsdf = (costheta * acos(y) - x * sinthetasqrty) * h2 + atan(sinthetasqrty / x);
}
/* Energy conservation + cycle matching */
bsdf = max(bsdf, 0.0);
bsdf *= M_1_PI;
bsdf *= sphere_energy(radius);
bsdf *= M_1_PI * M_1_PI;
return bsdf;
}
/* From Frostbite PBR Course
* http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
float direct_diffuse_rectangle(
vec3 W, vec3 N, vec3 L,
float Ldist, vec3 Lx, vec3 Ly, vec3 Lz, float Lsizex, float Lsizey)
float direct_diffuse_rectangle(LightData ld, ShadingData sd)
{
vec3 lco = L * Ldist;
/* Surface to corner vectors */
vec3 p0 = lco + Lx * -Lsizex + Ly * Lsizey;
vec3 p1 = lco + Lx * -Lsizex + Ly * -Lsizey;
vec3 p2 = lco + Lx * Lsizex + Ly * -Lsizey;
vec3 p3 = lco + Lx * Lsizex + Ly * Lsizey;
float solidAngle = rectangle_solid_angle(p0, p1, p2, p3);
float bsdf = solidAngle * 0.2 * (
max(0.0, dot(normalize(p0), N)) +
max(0.0, dot(normalize(p1), N)) +
max(0.0, dot(normalize(p2), N)) +
max(0.0, dot(normalize(p3), N)) +
max(0.0, dot(L, N))
float bsdf = sd.area_data.solid_angle * 0.2 * (
max(0.0, dot(normalize(sd.area_data.corner[0]), sd.N)) +
max(0.0, dot(normalize(sd.area_data.corner[1]), sd.N)) +
max(0.0, dot(normalize(sd.area_data.corner[2]), sd.N)) +
max(0.0, dot(normalize(sd.area_data.corner[3]), sd.N)) +
max(0.0, dot(sd.L, sd.N))
);
bsdf *= rectangle_energy(Lsizex * 2.0, Lsizey * 2.0);
return bsdf;
}
/* infinitly far away point source, no decay */
float direct_diffuse_sun(vec3 N, vec3 L)
float direct_diffuse_sun(LightData ld, ShadingData sd)
{
float bsdf = max(0.0, dot(N, L));
float bsdf = max(0.0, dot(sd.N, sd.L));
bsdf *= M_1_PI; /* Normalize */
return bsdf;
}
@@ -95,47 +78,32 @@ float direct_diffuse_unit_disc(vec3 N, vec3 L)
#endif
/* ----------- GGx ------------ */
float direct_ggx_point(vec3 N, vec3 L, vec3 V, float roughness)
float direct_ggx_point(ShadingData sd, float roughness)
{
return bsdf_ggx(N, L, V, roughness);
float bsdf = bsdf_ggx(sd.N, sd.L, sd.V, roughness);
bsdf /= sd.l_distance * sd.l_distance;
return bsdf;
}
float direct_ggx_sphere(vec3 N, vec3 L, vec3 V, float Ldist, float radius, float roughness)
float direct_ggx_sphere(LightData ld, ShadingData sd, float roughness)
{
vec3 R = reflect(V, N);
float energy_conservation;
vec3 L = mrp_sphere(ld, sd, sd.spec_dominant_dir, roughness, energy_conservation);
float bsdf = bsdf_ggx(sd.N, L, sd.V, roughness);
float energy_conservation = 1.0;
mrp_sphere(radius, Ldist, R, L, roughness, energy_conservation);
float bsdf = bsdf_ggx(N, L, V, roughness);
bsdf *= energy_conservation / (Ldist * Ldist);
bsdf *= sphere_energy(radius) * max(radius * radius, 1e-16); /* radius is already inside energy_conservation */
bsdf *= M_PI;
bsdf *= energy_conservation / (sd.l_distance * sd.l_distance);
bsdf *= max(ld.l_radius * ld.l_radius, 1e-16); /* radius is already inside energy_conservation */
return bsdf;
}
float direct_ggx_rectangle(
vec3 W, vec3 N, vec3 L, vec3 V,
float Ldist, vec3 Lx, vec3 Ly, vec3 Lz, float Lsizex, float Lsizey, float roughness)
float direct_ggx_rectangle(LightData ld, ShadingData sd, float roughness)
{
vec3 lco = L * Ldist;
vec3 L = mrp_area(ld, sd, sd.spec_dominant_dir);
/* Surface to corner vectors */
vec3 p0 = lco + Lx * -Lsizex + Ly * Lsizey;
vec3 p1 = lco + Lx * -Lsizex + Ly * -Lsizey;
vec3 p2 = lco + Lx * Lsizex + Ly * -Lsizey;
vec3 p3 = lco + Lx * Lsizex + Ly * Lsizey;
float bsdf = bsdf_ggx(sd.N, L, sd.V, roughness) * sd.area_data.solid_angle;
float solidAngle = rectangle_solid_angle(p0, p1, p2, p3);
vec3 R = reflect(V, N);
mrp_area(R, N, W, W + lco, Lx, Ly, Lz, Lsizex, Lsizey, Ldist, L);
float bsdf = bsdf_ggx(N, L, V, roughness) * solidAngle;
bsdf *= pow(max(0.0, dot(R, Lz)), 0.5); /* fade mrp artifacts */
bsdf *= rectangle_energy(Lsizex * 2.0, Lsizey * 2.0);
bsdf *= max(0.0, dot(-sd.spec_dominant_dir, ld.l_forward)); /* fade mrp artifacts */
return bsdf;
}

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@@ -4,28 +4,6 @@ uniform vec3 cameraPos;
uniform vec3 eye;
uniform mat4 ProjectionMatrix;
struct LightData {
vec4 positionAndInfluence; /* w : InfluenceRadius */
vec4 colorAndSpec; /* w : Spec Intensity */
vec4 spotDataRadiusShadow; /* x : spot size, y : spot blend */
vec4 rightVecAndSizex; /* xyz: Normalized up vector, w: Lamp Type */
vec4 upVecAndSizey; /* xyz: Normalized right vector, w: Lamp Type */
vec4 forwardVecAndType; /* xyz: Normalized forward vector, w: Lamp Type */
};
/* convenience aliases */
#define lampColor colorAndSpec.rgb
#define lampSpec colorAndSpec.a
#define lampPosition positionAndInfluence.xyz
#define lampInfluence positionAndInfluence.w
#define lampSizeX rightVecAndSizex.w
#define lampSizeY upVecAndSizey.w
#define lampRight rightVecAndSizex.xyz
#define lampUp upVecAndSizey.xyz
#define lampForward forwardVecAndType.xyz
#define lampType forwardVecAndType.w
#define lampSpotSize spotDataRadiusShadow.x
#define lampSpotBlend spotDataRadiusShadow.y
layout(std140) uniform light_block {
LightData lights_data[MAX_LIGHT];
@@ -43,67 +21,74 @@ out vec4 fragColor;
#define HEMI 3.0
#define AREA 4.0
vec3 light_diffuse(LightData ld, vec3 N, vec3 W, vec3 wL, vec3 L, float Ldist, vec3 color)
float light_diffuse(LightData ld, ShadingData sd)
{
vec3 light;
if (ld.lampType == SUN) {
L = -ld.lampForward;
light = color * direct_diffuse_sun(N, L) * ld.lampColor;
if (ld.l_type == SUN) {
return direct_diffuse_sun(ld, sd);
}
else if (ld.lampType == AREA) {
light = color * direct_diffuse_rectangle(W, N, L, Ldist,
ld.lampRight, ld.lampUp, ld.lampForward,
ld.lampSizeX, ld.lampSizeY) * ld.lampColor;
else if (ld.l_type == AREA) {
return direct_diffuse_rectangle(ld, sd);
}
else {
// light = color * direct_diffuse_point(N, L, Ldist) * ld.lampColor;
light = color * direct_diffuse_sphere(N, L, Ldist, ld.lampSizeX) * ld.lampColor;
return direct_diffuse_sphere(ld, sd);
}
return light;
}
vec3 light_specular(
LightData ld, vec3 V, vec3 N, vec3 W, vec3 wL,
vec3 L, float Ldist, vec3 spec, float roughness)
float light_specular(LightData ld, ShadingData sd, float roughness)
{
vec3 light;
if (ld.lampType == SUN) {
L = -ld.lampForward;
light = spec * direct_ggx_point(N, L, V, roughness) * ld.lampColor;
if (ld.l_type == SUN) {
return direct_ggx_point(sd, roughness);
}
else if (ld.lampType == AREA) {
light = spec * direct_ggx_rectangle(W, N, L, V, Ldist, ld.lampRight, ld.lampUp, ld.lampForward,
ld.lampSizeX, ld.lampSizeY, roughness) * ld.lampColor;
else if (ld.l_type == AREA) {
return direct_ggx_rectangle(ld, sd, roughness);
}
else {
light = spec * direct_ggx_sphere(N, L, V, Ldist, ld.lampSizeX, roughness) * ld.lampColor;
// return direct_ggx_point(sd, roughness);
return direct_ggx_sphere(ld, sd, roughness);
}
return light;
}
float light_visibility(
LightData ld, vec3 V, vec3 N, vec3 W, vec3 wL, vec3 L, float Ldist)
float light_visibility(LightData ld, ShadingData sd)
{
float vis = 1.0;
if (ld.lampType == SPOT) {
float z = dot(ld.lampForward, wL);
vec3 lL = wL / z;
float x = dot(ld.lampRight, lL) / ld.lampSizeX;
float y = dot(ld.lampUp, lL) / ld.lampSizeY;
if (ld.l_type == SPOT) {
float z = dot(ld.l_forward, sd.l_vector);
vec3 lL = sd.l_vector / z;
float x = dot(ld.l_right, lL) / ld.l_sizex;
float y = dot(ld.l_up, lL) / ld.l_sizey;
float ellipse = 1.0 / sqrt(1.0 + x * x + y * y);
float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.lampSpotSize) / ld.lampSpotBlend);
float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.l_spot_size) / ld.l_spot_blend);
vis *= spotmask;
}
else if (ld.lampType == AREA) {
vis *= step(0.0, -dot(L, ld.lampForward));
else if (ld.l_type == AREA) {
vis *= step(0.0, -dot(sd.L, ld.l_forward));
}
return vis;
}
/* Calculation common to all bsdfs */
float light_common(inout LightData ld, inout ShadingData sd)
{
float vis = 1.0;
if (ld.l_type == SUN) {
sd.L = -ld.l_forward;
}
else {
sd.L = sd.l_vector / sd.l_distance;
}
if (ld.l_type == AREA) {
sd.area_data.corner[0] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey;
sd.area_data.corner[1] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
sd.area_data.corner[2] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
sd.area_data.corner[3] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
sd.area_data.solid_angle = rectangle_solid_angle(sd.area_data);
}
return vis;
@@ -111,30 +96,35 @@ float light_visibility(
void main()
{
vec3 N = normalize(worldNormal);
ShadingData sd;
sd.N = normalize(worldNormal);
sd.V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */
? normalize(cameraPos - worldPosition)
: normalize(eye);
sd.W = worldPosition;
sd.R = reflect(-sd.V, sd.N);
/* hardcoded test vars */
vec3 albedo = vec3(0.0);
vec3 specular = mix(vec3(1.0), vec3(1.0), pow(max(0.0, 1.0 - dot(sd.N, sd.V)), 5.0));
float roughness = 0.5;
sd.spec_dominant_dir = get_specular_dominant_dir(sd.N, sd.R, roughness);
vec3 V;
if (ProjectionMatrix[3][3] == 0.0) {
V = normalize(cameraPos - worldPosition);
}
else {
V = normalize(eye);
}
vec3 radiance = vec3(0.0);
vec3 albedo = vec3(1.0, 1.0, 1.0);
vec3 specular = mix(vec3(0.03), vec3(1.0), pow(max(0.0, 1.0 - dot(N,V)), 5.0));
for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
vec3 wL = lights_data[i].lampPosition - worldPosition;
float dist = length(wL);
vec3 L = wL / dist;
LightData ld = lights_data[i];
float vis = light_visibility(lights_data[i], V, N, worldPosition, wL, L, dist);
vec3 spec = light_specular(lights_data[i], V, N, worldPosition, wL, L, dist, vec3(1.0), .2);
vec3 diff = light_diffuse(lights_data[i], N, worldPosition, wL, L, dist, albedo);
sd.l_vector = ld.l_position - worldPosition;
sd.l_distance = length(sd.l_vector);
radiance += vis * (diff + spec);
light_common(ld, sd);
float vis = light_visibility(ld, sd);
float spec = light_specular(ld, sd, roughness);
float diff = light_diffuse(ld, sd);
radiance += vis * (albedo * diff + specular * spec) * ld.l_color;
}
fragColor = vec4(radiance, 1.0);