This will add the remaining static shaders to the eevee shader test suite. - Downsampling - GGX LUT generation - Mist - Motion Blur - Ambient Occlusion - Render Passes - Screen Raytracing - Shadows - Subsurface - Volumes Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8779
172 lines
5.1 KiB
C
172 lines
5.1 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2020, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*
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* EEVEE LUT generation:
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*
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* Routine to generate the LUT used by eevee stored in eevee_lut.h
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* Theses functions are not to be used in the final executable.
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*/
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#include "DRW_render.h"
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#include "BLI_alloca.h"
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#include "BLI_rand.h"
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#include "BLI_string_utils.h"
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#include "eevee_private.h"
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static struct GPUTexture *create_ggx_lut_texture(int UNUSED(w), int UNUSED(h))
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{
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struct GPUTexture *tex;
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struct GPUFrameBuffer *fb = NULL;
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static float samples_len = 8192.0f;
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static float inv_samples_len = 1.0f / 8192.0f;
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DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_ggx_lut_sh_get(), pass);
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DRW_shgroup_uniform_float(grp, "sampleCount", &samples_len, 1);
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DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_len, 1);
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DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
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DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
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struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
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DRW_shgroup_call(grp, geom, NULL);
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float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
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tex = DRW_texture_create_2d(w, h, GPU_RG16F, DRW_TEX_FILTER, (float *)texels);
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DRWFboTexture tex_filter = {&tex, GPU_RG16F, DRW_TEX_FILTER};
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GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
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GPU_framebuffer_bind(fb);
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DRW_draw_pass(pass);
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float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
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GPU_framebuffer_read_color(fb, 0, 0, w, h, 3, 0, GPU_DATA_FLOAT, data);
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printf("{");
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for (int i = 0; i < w * h * 3; i += 3) {
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printf("%ff, %ff, ", data[i], data[i + 1]);
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i += 3;
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printf("%ff, %ff, ", data[i], data[i + 1]);
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i += 3;
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printf("%ff, %ff, ", data[i], data[i + 1]);
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i += 3;
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printf("%ff, %ff, \n", data[i], data[i + 1]);
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}
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printf("}");
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MEM_freeN(texels);
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MEM_freeN(data);
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return tex;
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}
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static struct GPUTexture *create_ggx_refraction_lut_texture(int w, int h)
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{
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struct GPUTexture *tex;
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struct GPUTexture *hammersley = create_hammersley_sample_texture(8192);
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struct GPUFrameBuffer *fb = NULL;
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static float samples_len = 8192.0f;
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static float a2 = 0.0f;
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static float inv_samples_len = 1.0f / 8192.0f;
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DRWPass *pass = DRW_pass_create("LightProbe Filtering", DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_ggx_refraction_lut_sh_get(), pass);
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DRW_shgroup_uniform_float(grp, "a2", &a2, 1);
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DRW_shgroup_uniform_float(grp, "sampleCount", &samples_len, 1);
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DRW_shgroup_uniform_float(grp, "invSampleCount", &inv_samples_len, 1);
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DRW_shgroup_uniform_texture(grp, "texHammersley", hammersley);
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DRW_shgroup_uniform_texture(grp, "utilTex", e_data.util_tex);
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struct GPUBatch *geom = DRW_cache_fullscreen_quad_get();
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DRW_shgroup_call(grp, geom, NULL);
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float *texels = MEM_mallocN(sizeof(float[2]) * w * h, "lut");
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tex = DRW_texture_create_2d(w, h, GPU_R16F, DRW_TEX_FILTER, (float *)texels);
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DRWFboTexture tex_filter = {&tex, GPU_R16F, DRW_TEX_FILTER};
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GPU_framebuffer_init(&fb, &draw_engine_eevee_type, w, h, &tex_filter, 1);
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GPU_framebuffer_bind(fb);
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float *data = MEM_mallocN(sizeof(float[3]) * w * h, "lut");
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float inc = 1.0f / 31.0f;
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float roughness = 1e-8f - inc;
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FILE *f = BLI_fopen("btdf_split_sum_ggx.h", "w");
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fprintf(f, "static float btdf_split_sum_ggx[32][64 * 64] = {\n");
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do {
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roughness += inc;
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CLAMP(roughness, 1e-4f, 1.0f);
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a2 = powf(roughness, 4.0f);
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DRW_draw_pass(pass);
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GPU_framebuffer_read_data(0, 0, w, h, 3, 0, data);
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#if 1
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fprintf(f, "\t{\n\t\t");
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for (int i = 0; i < w * h * 3; i += 3) {
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fprintf(f, "%ff,", data[i]);
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if (((i / 3) + 1) % 12 == 0) {
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fprintf(f, "\n\t\t");
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}
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else {
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fprintf(f, " ");
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}
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}
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fprintf(f, "\n\t},\n");
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#else
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for (int i = 0; i < w * h * 3; i += 3) {
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if (data[i] < 0.01) {
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printf(" ");
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}
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else if (data[i] < 0.3) {
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printf(".");
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}
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else if (data[i] < 0.6) {
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printf("+");
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}
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else if (data[i] < 0.9) {
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printf("%%");
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}
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else {
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printf("#");
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}
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if ((i / 3 + 1) % 64 == 0) {
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printf("\n");
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}
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}
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#endif
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} while (roughness < 1.0f);
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fprintf(f, "\n};\n");
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fclose(f);
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MEM_freeN(texels);
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MEM_freeN(data);
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return tex;
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}
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