Eevee: Volumetrics: Add support for Position Coordinates.

This enables texturing of the noise via procedural or baked textures.
Note that it gets quickly really heavy.
This commit is contained in:
Clément Foucault 2017-07-04 18:02:13 +02:00
parent f8aab24fb5
commit 8b78a8d9bc
5 changed files with 68 additions and 17 deletions

View File

@ -272,7 +272,14 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
BLI_dynstr_free(ds_frag);
ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, e_data.frag_shader_lib);
BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_ambient_occlusion_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_irradiance_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_ltc_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_lamps_lib_glsl);
BLI_dynstr_append(ds_frag, datatoc_volumetric_frag_glsl);
e_data.volume_shader_lib = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);

View File

@ -5,10 +5,12 @@ out vec3 varposition;
out vec3 varnormal;
out vec3 viewPosition;
#ifdef VOLUMETRICS
/* necessary for compilation*/
out vec3 worldPosition;
out vec3 worldNormal;
out vec3 viewNormal;
#endif
void main()
{

View File

@ -107,6 +107,7 @@ float light_visibility(LightData ld, vec3 W, vec4 l_vector)
vis *= step(0.0, -dot(l_vector.xyz, ld.l_forward));
}
#if !defined(VOLUMETRICS) || defined(SHADOWS)
/* shadowing */
if (ld.l_shadowid >= (MAX_SHADOW_MAP + MAX_SHADOW_CUBE)) {
vis *= shadow_cascade(ld.l_shadowid, W);
@ -114,6 +115,7 @@ float light_visibility(LightData ld, vec3 W, vec4 l_vector)
else if (ld.l_shadowid >= 0.0) {
vis *= shadow_cubemap(ld.l_shadowid, l_vector);
}
#endif
return vis;
}

View File

@ -1,6 +1,8 @@
#ifdef VOLUMETRICS
uniform int light_count;
#ifdef COLOR_TRANSMITTANCE
layout(location = 0) out vec4 outScattering;
layout(location = 1) out vec4 outTransmittance;
@ -8,21 +10,38 @@ layout(location = 1) out vec4 outTransmittance;
out vec4 outScatteringTransmittance;
#endif
/* Warning: theses are not attributes, theses are global vars. */
vec3 worldPosition = vec3(0.0);
vec3 viewPosition = vec3(0.0);
vec3 viewNormal = vec3(0.0);
uniform sampler2D depthFull;
void participating_media_properties(vec3 wpos, out vec3 extinction, out vec3 scattering, out float anisotropy)
void participating_media_properties(vec3 wpos, out vec3 extinction, out vec3 scattering, out vec3 emission, out float anisotropy)
{
#ifndef VOLUME_HOMOGENEOUS
worldPosition = wpos;
viewPosition = (ViewMatrix * vec4(wpos, 1.0)).xyz; /* warning, Perf. */
#endif
Closure cl = nodetree_exec();
scattering = cl.scatter;
emission = cl.emission;
anisotropy = cl.anisotropy;
extinction = max(vec3(1e-8), cl.absorption + cl.scatter); /* mu_t */
extinction = max(vec3(1e-4), cl.absorption + cl.scatter);
}
vec3 participating_media_extinction(vec3 wpos)
{
#ifndef VOLUME_HOMOGENEOUS
worldPosition = wpos;
viewPosition = (ViewMatrix * vec4(wpos, 1.0)).xyz; /* warning, Perf. */
#endif
Closure cl = nodetree_exec();
return max(vec3(1e-8), cl.absorption + cl.scatter); /* mu_t */
return max(vec3(1e-4), cl.absorption + cl.scatter);
}
float phase_function_isotropic()
@ -32,7 +51,7 @@ float phase_function_isotropic()
float phase_function(vec3 v, vec3 l, float g)
{
#if 1
#ifndef VOLUME_ISOTROPIC
/* Henyey-Greenstein */
float cos_theta = dot(v, l);
g = clamp(g, -1.0 + 1e-3, 1.0 - 1e-3);
@ -47,9 +66,9 @@ vec3 light_volume(LightData ld, vec4 l_vector)
{
float power;
float dist = max(1e-4, abs(l_vector.w - ld.l_radius));
/* TODO : put this out of the shader. */
/* TODO : Area lighting ? */
/* Removing Area Power. */
/* TODO : put this out of the shader. */
if (ld.l_type == AREA) {
power = 0.0962 * (ld.l_sizex * ld.l_sizey * 4.0f * M_PI);
}
@ -59,6 +78,16 @@ vec3 light_volume(LightData ld, vec4 l_vector)
return ld.l_color * power / (l_vector.w * l_vector.w);
}
vec3 irradiance_volumetric(vec3 wpos)
{
IrradianceData ir_data = load_irradiance_cell(0, vec3(1.0));
vec3 irradiance = ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2];
ir_data = load_irradiance_cell(0, vec3(-1.0));
irradiance += ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2];
irradiance *= 0.16666666; /* 1/6 */
return irradiance;
}
vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, vec3 s_extinction)
{
#ifdef VOLUME_SHADOW
@ -72,7 +101,6 @@ vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, vec3 s_exti
float dd = l_vector.w / numStep;
vec3 L = l_vector.xyz * l_vector.w;
vec3 shadow = vec3(1.0);
/* start at 0.5 to sample at center of integral part */
for (float s = 0.5; s < (numStep - 0.1); s += 1.0) {
vec3 pos = ray_wpos + L * (s / numStep);
vec3 s_extinction = participating_media_extinction(pos);
@ -130,6 +158,13 @@ void main()
? cameraPos
: (ViewMatrixInverse * vec4(get_view_space_from_depth(uv, 0.5), 1.0)).xyz;
#ifdef VOLUME_HOMOGENEOUS
/* Put it out of the loop for homogeneous media. */
vec3 s_extinction, s_scattering, s_emission;
float s_anisotropy;
participating_media_properties(vec3(0.0), s_extinction, s_scattering, s_emission, s_anisotropy);
#endif
/* Start from near clip. TODO make start distance an option. */
float rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).r;
/* Less noisy but noticeable patterns, could work better with temporal AA. */
@ -144,15 +179,16 @@ void main()
vec3 ray_wpos = ray_origin + wdir_proj * dist;
/* Volume Sample */
vec3 s_extinction, s_scattering; /* mu_a, mu_t */
#ifndef VOLUME_HOMOGENEOUS
vec3 s_extinction, s_scattering, s_emission;
float s_anisotropy;
participating_media_properties(ray_wpos, s_extinction, s_scattering, s_anisotropy);
participating_media_properties(ray_wpos, s_extinction, s_scattering, s_emission, s_anisotropy);
#endif
/* Evaluate each light */
vec3 Lscat = vec3(0.0);
vec3 Lscat = s_emission;
#if 1 /* Lights */
#ifdef VOLUME_LIGHTING /* Lights */
for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
LightData ld = lights_data[i];
@ -169,11 +205,7 @@ void main()
#endif
/* Environment : Average color. */
IrradianceData ir_data = load_irradiance_cell(0, vec3(1.0));
Lscat += (ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]) * 0.333333 * s_scattering * phase_function_isotropic();
ir_data = load_irradiance_cell(0, vec3(-1.0));
Lscat += (ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2]) * 0.333333 * s_scattering * phase_function_isotropic();
Lscat += irradiance_volumetric(wpos) * s_scattering * phase_function_isotropic();
/* Evaluate Scattering */
float s_len = wlen * step;

View File

@ -2469,7 +2469,11 @@ float hypot(float x, float y)
void generated_from_orco(vec3 orco, out vec3 generated)
{
#ifdef VOLUMETRICS
generated = worldPosition;
#else
generated = orco;
#endif
}
int floor_to_int(float x)
@ -3068,7 +3072,11 @@ void node_geometry(
out vec3 true_normal, out vec3 incoming, out vec3 parametric,
out float backfacing, out float pointiness)
{
#ifdef EEVEE_ENGINE
position = worldPosition;
#else
position = (toworld * vec4(I, 1.0)).xyz;
#endif
normal = (toworld * vec4(N, 0.0)).xyz;
tangent_orco_z(orco, orco);
node_tangent(N, orco, objmat, toworld, tangent);