Cleanup: EEVEE: Remove hammersley texture and split hammersley code

This commit is contained in:
Clément Foucault 2021-03-12 15:59:38 +01:00
parent 5fee9dae5d
commit 6a7f6f2867
11 changed files with 133 additions and 144 deletions

View File

@ -263,6 +263,7 @@ data_to_c_simple(engines/eevee/shaders/irradiance_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/octahedron_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/cubemap_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/bsdf_sampling_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/random_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/raytrace_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/renderpass_lib.glsl SRC)
data_to_c_simple(engines/eevee/shaders/renderpass_postprocess_frag.glsl SRC)

View File

@ -50,12 +50,10 @@
#include "WM_types.h"
static struct {
struct GPUTexture *hammersley;
struct GPUTexture *planar_pool_placeholder;
struct GPUTexture *depth_placeholder;
struct GPUTexture *depth_array_placeholder;
struct GPUVertFormat *format_probe_display_cube;
struct GPUVertFormat *format_probe_display_planar;
} e_data = {NULL}; /* Engine data */
@ -90,25 +88,6 @@ bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data)
return vis_in && oed->ob_vis;
}
static struct GPUTexture *create_hammersley_sample_texture(int samples)
{
struct GPUTexture *tex;
float(*texels)[2] = MEM_mallocN(sizeof(float[2]) * samples, "hammersley_tex");
int i;
for (i = 0; i < samples; i++) {
double dphi;
BLI_hammersley_1d(i, &dphi);
float phi = (float)dphi * 2.0f * M_PI;
texels[i][0] = cosf(phi);
texels[i][1] = sinf(phi);
}
tex = DRW_texture_create_1d(samples, GPU_RG16F, DRW_TEX_WRAP, (float *)texels);
MEM_freeN(texels);
return tex;
}
static void planar_pool_ensure_alloc(EEVEE_Data *vedata, int num_planar_ref)
{
EEVEE_TextureList *txl = vedata->txl;
@ -166,10 +145,7 @@ void EEVEE_lightprobes_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
vedata->info[0] = '\0';
if (!e_data.hammersley) {
EEVEE_shaders_lightprobe_shaders_init();
e_data.hammersley = create_hammersley_sample_texture(HAMMERSLEY_SIZE);
}
EEVEE_shaders_material_shaders_init();
memset(stl->g_data->bake_views, 0, sizeof(stl->g_data->bake_views));
memset(stl->g_data->cube_views, 0, sizeof(stl->g_data->cube_views));
@ -244,7 +220,6 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1);
DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_len, 1);
DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->samples_len_inv, 1);
DRW_shgroup_uniform_float(grp, "roughness", &pinfo->roughness, 1);
DRW_shgroup_uniform_float(grp, "lodFactor", &pinfo->lodfactor, 1);
DRW_shgroup_uniform_float(grp, "lodMax", &pinfo->lod_rt_max, 1);
@ -252,7 +227,6 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_float(grp, "paddingSize", &pinfo->padding_size, 1);
DRW_shgroup_uniform_float(grp, "fireflyFactor", &pinfo->firefly_fac, 1);
DRW_shgroup_uniform_int(grp, "Layer", &pinfo->layer, 1);
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
// DRW_shgroup_uniform_texture(grp, "texJitter", e_data.jitter);
DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
@ -270,10 +244,8 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_int(grp, "probeSize", &pinfo->shres, 1);
#else
DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_len, 1);
DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->samples_len_inv, 1);
DRW_shgroup_uniform_float(grp, "lodFactor", &pinfo->lodfactor, 1);
DRW_shgroup_uniform_float(grp, "lodMax", &pinfo->lod_rt_max, 1);
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
#endif
DRW_shgroup_uniform_float(grp, "intensityFac", &pinfo->intensity_fac, 1);
DRW_shgroup_uniform_texture(grp, "probeHdr", rt_color);
@ -292,11 +264,9 @@ void EEVEE_lightbake_cache_init(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_float(grp, "visibilityRange", &pinfo->visibility_range, 1);
DRW_shgroup_uniform_float(grp, "visibilityBlur", &pinfo->visibility_blur, 1);
DRW_shgroup_uniform_float(grp, "sampleCount", &pinfo->samples_len, 1);
DRW_shgroup_uniform_float(grp, "invSampleCount", &pinfo->samples_len_inv, 1);
DRW_shgroup_uniform_float(grp, "storedTexelSize", &pinfo->texel_size, 1);
DRW_shgroup_uniform_float(grp, "nearClip", &pinfo->near_clip, 1);
DRW_shgroup_uniform_float(grp, "farClip", &pinfo->far_clip, 1);
DRW_shgroup_uniform_texture(grp, "texHammersley", e_data.hammersley);
DRW_shgroup_uniform_texture(grp, "probeDepth", rt_depth);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
@ -1078,10 +1048,7 @@ void EEVEE_lightbake_filter_glossy(EEVEE_ViewLayerData *sldata,
CLAMP(filter_quality, 1.0f, 8.0f);
pinfo->samples_len *= filter_quality;
pinfo->samples_len_inv = 1.0f / pinfo->samples_len;
pinfo->lodfactor = bias +
0.5f * log((float)(target_size * target_size) * pinfo->samples_len_inv) /
log(2);
pinfo->lodfactor = bias + 0.5f * log(square_f(target_size) / pinfo->samples_len) / log(2);
pinfo->firefly_fac = (firefly_fac > 0.0) ? firefly_fac : 1e16;
GPU_framebuffer_ensure_config(&fb,
@ -1129,10 +1096,7 @@ void EEVEE_lightbake_filter_diffuse(EEVEE_ViewLayerData *sldata,
#ifndef IRRADIANCE_SH_L2
/* Tweaking parameters to balance perf. vs precision */
const float bias = 0.0f;
pinfo->samples_len_inv = 1.0f / pinfo->samples_len;
pinfo->lodfactor = bias + 0.5f *
log((float)(target_size * target_size) * pinfo->samples_len_inv) /
log(2);
pinfo->lodfactor = bias + 0.5f * log(square_f(target_size) / pinfo->samples_len) / log(2);
pinfo->lod_rt_max = log2_floor_u(target_size) - 2.0f;
#else
pinfo->shres = 32; /* Less texture fetches & reduce branches */
@ -1170,7 +1134,6 @@ void EEVEE_lightbake_filter_visibility(EEVEE_ViewLayerData *sldata,
LightCache *light_cache = vedata->stl->g_data->light_cache;
pinfo->samples_len = 512.0f; /* TODO refine */
pinfo->samples_len_inv = 1.0f / pinfo->samples_len;
pinfo->shres = vis_size;
pinfo->visibility_range = vis_range;
pinfo->visibility_blur = vis_blur;
@ -1293,9 +1256,7 @@ void EEVEE_lightprobes_refresh(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
void EEVEE_lightprobes_free(void)
{
MEM_SAFE_FREE(e_data.format_probe_display_cube);
MEM_SAFE_FREE(e_data.format_probe_display_planar);
DRW_TEXTURE_FREE_SAFE(e_data.hammersley);
DRW_TEXTURE_FREE_SAFE(e_data.planar_pool_placeholder);
DRW_TEXTURE_FREE_SAFE(e_data.depth_placeholder);
DRW_TEXTURE_FREE_SAFE(e_data.depth_array_placeholder);

View File

@ -63,7 +63,6 @@ extern struct DrawEngineType draw_engine_eevee_type;
/* Only define one of these. */
// #define IRRADIANCE_SH_L2
#define IRRADIANCE_HL2
#define HAMMERSLEY_SIZE 1024
#if defined(IRRADIANCE_SH_L2)
# define SHADER_IRRADIANCE "#define IRRADIANCE_SH_L2\n"
@ -608,7 +607,6 @@ typedef struct EEVEE_LightProbesInfo {
float texel_size;
float padding_size;
float samples_len;
float samples_len_inv;
float near_clip;
float far_clip;
float roughness;
@ -1180,7 +1178,6 @@ void EEVEE_sample_ellipse(int sample_ofs,
void EEVEE_random_rotation_m4(int sample_ofs, float scale, float r_mat[4][4]);
/* eevee_shaders.c */
void EEVEE_shaders_lightprobe_shaders_init(void);
void EEVEE_shaders_material_shaders_init(void);
struct DRWShaderLibrary *EEVEE_shader_lib_get(void);
struct GPUShader *EEVEE_shaders_bloom_blit_get(bool high_quality);

View File

@ -41,11 +41,11 @@
#include "eevee_engine.h"
#include "eevee_private.h"
static const char *filter_defines = "#define HAMMERSLEY_SIZE " STRINGIFY(HAMMERSLEY_SIZE) "\n"
static const char *filter_defines =
#if defined(IRRADIANCE_SH_L2)
"#define IRRADIANCE_SH_L2\n";
"#define IRRADIANCE_SH_L2\n";
#elif defined(IRRADIANCE_HL2)
"#define IRRADIANCE_HL2\n";
"#define IRRADIANCE_HL2\n";
#endif
static struct {
@ -252,6 +252,7 @@ extern char datatoc_object_motion_vert_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_prepass_frag_glsl[];
extern char datatoc_prepass_vert_glsl[];
extern char datatoc_random_lib_glsl[];
extern char datatoc_raytrace_lib_glsl[];
extern char datatoc_renderpass_lib_glsl[];
extern char datatoc_renderpass_postprocess_frag_glsl[];
@ -286,6 +287,7 @@ static void eevee_shader_library_ensure(void)
DRW_SHADER_LIB_ADD(e_data.lib, common_view_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_uniforms_lib);
DRW_SHADER_LIB_ADD(e_data.lib, gpu_shader_common_obinfos_lib);
DRW_SHADER_LIB_ADD(e_data.lib, random_lib);
DRW_SHADER_LIB_ADD(e_data.lib, renderpass_lib);
DRW_SHADER_LIB_ADD(e_data.lib, bsdf_common_lib);
DRW_SHADER_LIB_ADD(e_data.lib, common_utiltex_lib);
@ -320,35 +322,6 @@ static void eevee_shader_library_ensure(void)
}
}
void EEVEE_shaders_lightprobe_shaders_init(void)
{
BLI_assert(e_data.probe_filter_glossy_sh == NULL);
eevee_shader_library_ensure();
e_data.probe_filter_glossy_sh = DRW_shader_create_with_shaderlib(
datatoc_lightprobe_vert_glsl,
datatoc_lightprobe_geom_glsl,
datatoc_lightprobe_filter_glossy_frag_glsl,
e_data.lib,
filter_defines);
e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen_with_shaderlib(
datatoc_lightprobe_filter_diffuse_frag_glsl, e_data.lib, filter_defines);
e_data.probe_filter_visibility_sh = DRW_shader_create_fullscreen_with_shaderlib(
datatoc_lightprobe_filter_visibility_frag_glsl, e_data.lib, filter_defines);
e_data.probe_grid_fill_sh = DRW_shader_create_fullscreen_with_shaderlib(
datatoc_lightprobe_grid_fill_frag_glsl, e_data.lib, filter_defines);
e_data.probe_planar_downsample_sh = DRW_shader_create(
datatoc_lightprobe_planar_downsample_vert_glsl,
datatoc_lightprobe_planar_downsample_geom_glsl,
datatoc_lightprobe_planar_downsample_frag_glsl,
NULL);
}
void EEVEE_shaders_material_shaders_init(void)
{
eevee_shader_library_ensure();
@ -362,26 +335,53 @@ DRWShaderLibrary *EEVEE_shader_lib_get(void)
GPUShader *EEVEE_shaders_probe_filter_glossy_sh_get(void)
{
if (e_data.probe_filter_glossy_sh == NULL) {
e_data.probe_filter_glossy_sh = DRW_shader_create_with_shaderlib(
datatoc_lightprobe_vert_glsl,
datatoc_lightprobe_geom_glsl,
datatoc_lightprobe_filter_glossy_frag_glsl,
e_data.lib,
filter_defines);
}
return e_data.probe_filter_glossy_sh;
}
GPUShader *EEVEE_shaders_probe_filter_diffuse_sh_get(void)
{
if (e_data.probe_filter_diffuse_sh == NULL) {
e_data.probe_filter_diffuse_sh = DRW_shader_create_fullscreen_with_shaderlib(
datatoc_lightprobe_filter_diffuse_frag_glsl, e_data.lib, filter_defines);
}
return e_data.probe_filter_diffuse_sh;
}
GPUShader *EEVEE_shaders_probe_filter_visibility_sh_get(void)
{
if (e_data.probe_filter_visibility_sh == NULL) {
e_data.probe_filter_visibility_sh = DRW_shader_create_fullscreen_with_shaderlib(
datatoc_lightprobe_filter_visibility_frag_glsl, e_data.lib, filter_defines);
}
return e_data.probe_filter_visibility_sh;
}
GPUShader *EEVEE_shaders_probe_grid_fill_sh_get(void)
{
if (e_data.probe_grid_fill_sh == NULL) {
e_data.probe_grid_fill_sh = DRW_shader_create_fullscreen_with_shaderlib(
datatoc_lightprobe_grid_fill_frag_glsl, e_data.lib, filter_defines);
}
return e_data.probe_grid_fill_sh;
}
GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void)
{
if (e_data.probe_planar_downsample_sh == NULL) {
e_data.probe_planar_downsample_sh = DRW_shader_create(
datatoc_lightprobe_planar_downsample_vert_glsl,
datatoc_lightprobe_planar_downsample_geom_glsl,
datatoc_lightprobe_planar_downsample_frag_glsl,
NULL);
}
return e_data.probe_planar_downsample_sh;
}
@ -588,7 +588,7 @@ GPUShader *EEVEE_shaders_ggx_refraction_lut_sh_get(void)
{
if (e_data.ggx_refraction_lut_sh == NULL) {
e_data.ggx_refraction_lut_sh = DRW_shader_create_fullscreen_with_shaderlib(
datatoc_btdf_lut_frag_glsl, e_data.lib, "#define HAMMERSLEY_SIZE 8192\n");
datatoc_btdf_lut_frag_glsl, e_data.lib, NULL);
}
return e_data.ggx_refraction_lut_sh;
}

View File

@ -1,32 +1,14 @@
/**
* Sampling distribution routines for Monte-carlo integration.
**/
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
uniform sampler1D texHammersley;
vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B)
{
return T * vector.x + B * vector.y + N * vector.z;
}
vec3 world_to_tangent(vec3 vector, vec3 N, vec3 T, vec3 B)
{
return vec3(dot(T, vector), dot(B, vector), dot(N, vector));
}
#ifdef HAMMERSLEY_SIZE
vec3 hammersley_3d(float i, float invsamplenbr)
{
vec3 Xi; /* Theta, cos(Phi), sin(Phi) */
Xi.x = i * invsamplenbr;
Xi.yz = texelFetch(texHammersley, int(i), 0).rg;
return Xi;
}
#endif
/* -------------- BSDFS -------------- */
/* -------------------------------------------------------------------- */
/** \name Microfacet GGX distribution
* \{ */
#define USE_VISIBLE_NORMAL 1
@ -89,12 +71,18 @@ vec3 sample_ggx(vec3 rand, float alpha, vec3 V, vec3 N, vec3 T, vec3 B, out floa
return tangent_to_world(Ht, N, T, B);
}
float pdf_hemisphere()
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniform Hemisphere
* \{ */
float pdf_uniform_hemisphere()
{
return 0.5 * M_1_PI;
}
vec3 sample_hemisphere(vec3 rand)
vec3 sample_uniform_hemisphere(vec3 rand)
{
float z = rand.x; /* cos theta */
float r = sqrt(max(0.0, 1.0 - z * z)); /* sin theta */
@ -103,45 +91,33 @@ vec3 sample_hemisphere(vec3 rand)
return vec3(x, y, z);
}
vec3 sample_hemisphere(vec3 rand, vec3 N, vec3 T, vec3 B, out float pdf)
vec3 sample_uniform_hemisphere(vec3 rand, vec3 N, vec3 T, vec3 B, out float pdf)
{
vec3 Ht = sample_hemisphere(rand);
pdf = pdf_hemisphere();
vec3 Ht = sample_uniform_hemisphere(rand);
pdf = pdf_uniform_hemisphere();
return tangent_to_world(Ht, N, T, B);
}
#ifdef HAMMERSLEY_SIZE
vec3 sample_ggx(float nsample,
float inv_sample_count,
float alpha,
vec3 V,
vec3 N,
vec3 T,
vec3 B,
out float pdf)
{
vec3 Xi = hammersley_3d(nsample, inv_sample_count);
return sample_ggx(Xi, alpha, V, N, T, B, pdf);
}
/** \} */
vec3 sample_hemisphere(
float nsample, float inv_sample_count, vec3 N, vec3 T, vec3 B, out float pdf)
{
vec3 Xi = hammersley_3d(nsample, inv_sample_count);
return sample_hemisphere(Xi, N, T, B, pdf);
}
/* -------------------------------------------------------------------- */
/** \name Uniform Cone sampling
* \{ */
vec3 sample_cone(float nsample, float inv_sample_count, float angle, vec3 N, vec3 T, vec3 B)
vec3 sample_uniform_cone(vec3 rand, float angle)
{
vec3 Xi = hammersley_3d(nsample, inv_sample_count);
float z = cos(angle * Xi.x); /* cos theta */
float z = cos(angle * rand.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;
vec3 Ht = vec3(x, y, z);
float x = r * rand.y;
float y = r * rand.z;
return vec3(x, y, z);
}
vec3 sample_uniform_cone(vec3 rand, float angle, vec3 N, vec3 T, vec3 B)
{
vec3 Ht = sample_uniform_cone(rand, angle);
/* TODO pdf? */
return tangent_to_world(Ht, N, T, B);
}
#endif
/** \} */

View File

@ -1,4 +1,5 @@
#pragma BLENDER_REQUIRE(random_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
@ -10,7 +11,6 @@ uniform float lodMax;
uniform float intensityFac;
uniform float sampleCount;
uniform float invSampleCount;
in vec3 worldPosition;
@ -147,8 +147,10 @@ void main()
float weight = 0.0;
vec3 out_radiance = vec3(0.0);
for (float i = 0; i < sampleCount; i++) {
vec3 Xi = rand2d_to_cylinder(hammersley_2d(i, sampleCount));
float pdf;
vec3 L = sample_hemisphere(i, invSampleCount, N, T, B, pdf);
vec3 L = sample_uniform_hemisphere(Xi, N, T, B, pdf);
float NL = dot(N, L);
if (NL > 0.0) {

View File

@ -1,4 +1,5 @@
#pragma BLENDER_REQUIRE(random_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
@ -12,7 +13,6 @@ uniform float intensityFac;
uniform float fireflyFactor;
uniform float sampleCount;
uniform float invSampleCount;
in vec3 worldPosition;
@ -52,9 +52,11 @@ void main()
float weight = 0.0;
vec3 out_radiance = vec3(0.0);
for (float i = 0; i < sampleCount; i++) {
vec3 Xi = rand2d_to_cylinder(hammersley_2d(i, sampleCount));
float pdf;
/* Microfacet normal */
vec3 H = sample_ggx(i, invSampleCount, roughness, V, N, T, B, pdf);
vec3 H = sample_ggx(Xi, roughness, V, N, T, B, pdf);
vec3 L = -reflect(V, H);
float NL = dot(N, L);

View File

@ -1,4 +1,5 @@
#pragma BLENDER_REQUIRE(random_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
@ -14,7 +15,7 @@ uniform float visibilityRange;
uniform float visibilityBlur;
uniform float sampleCount;
uniform float invSampleCount;
uniform float;
out vec4 FragColor;
@ -80,13 +81,15 @@ void main()
vec2 accum = vec2(0.0);
for (float i = 0; i < sampleCount; i++) {
vec3 samp = sample_cone(i, invSampleCount, M_PI_2 * visibilityBlur, cos, T, B);
vec3 Xi = rand2d_to_cylinder(hammersley_2d(i, sampleCount));
vec3 samp = sample_uniform_cone(Xi, M_PI_2 * visibilityBlur, cos, T, B);
float depth = texture(probeDepth, samp).r;
depth = get_world_distance(depth, samp);
accum += vec2(depth, depth * depth);
}
accum *= invSampleCount;
accum /= sampleCount;
accum = abs(accum);
/* Encode to normalized RGBA 8 */

View File

@ -0,0 +1,38 @@
/**
* Random numbers and low discrepency sequences utilities.
**/
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
/* From: http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */
float van_der_corput_radical_inverse(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
/* Same as dividing by 0x100000000. */
return float(bits) * 2.3283064365386963e-10;
}
vec2 hammersley_2d(float i, float sample_count)
{
vec2 rand;
rand.x = i / sample_count;
rand.y = van_der_corput_radical_inverse(uint(i));
return rand;
}
/* This transform a 2d random sample (in [0..1] range) to a sample located on a cylinder of the
* same range. This is because the sampling functions expect such a random sample which is
* normally precomputed. */
vec3 rand2d_to_cylinder(vec2 rand)
{
float theta = rand.x;
float phi = (rand.y - 0.5) * M_2PI;
float cos_phi = cos(phi);
float sin_phi = sqrt(1.0 - sqr(cos_phi)) * sign(phi);
return vec3(theta, cos_phi, sin_phi);
}

View File

@ -116,4 +116,14 @@ vec3 normal_decode(vec2 enc, vec3 view)
return n;
}
vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B)
{
return T * vector.x + B * vector.y + N * vector.z;
}
vec3 world_to_tangent(vec3 vector, vec3 N, vec3 T, vec3 B)
{
return vec3(dot(T, vector), dot(B, vector), dot(N, vector));
}
/** \} */

View File

@ -288,7 +288,6 @@ TEST_F(DrawTest, overlay_glsl_shaders)
TEST_F(DrawTest, eevee_glsl_shaders_static)
{
EEVEE_shaders_lightprobe_shaders_init();
EEVEE_shaders_material_shaders_init();
EXPECT_NE(EEVEE_shaders_bloom_blit_get(false), nullptr);