Eevee: Small code codestyle and fixes.

Rename get_specular_dominant_dir to get_specular_reflection_dominant_dir.
Add Zero length N check everywhere.
This commit is contained in:
Clément Foucault 2017-08-04 18:47:17 +02:00
parent 8e36089e41
commit aaa469a403
6 changed files with 70 additions and 25 deletions

View File

@ -281,7 +281,7 @@ vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
}
vec3 get_specular_dominant_dir(vec3 N, vec3 V, float roughness)
vec3 get_specular_reflection_dominant_dir(vec3 N, vec3 V, float roughness)
{
vec3 R = -reflect(V, N);
float smoothness = 1.0 - roughness;
@ -334,7 +334,7 @@ vec3 F_area(vec3 f0, vec2 lut)
return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac.y + fac.x * f0;
}
/* Fresnel approximation for LTC area lights (not MRP) */
/* Fresnel approximation for IBL */
vec3 F_ibl(vec3 f0, vec2 lut)
{
/* Unreal specular matching : if specular color is below 2% intensity,

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@ -105,7 +105,7 @@ vec3 direct_ggx_sun(LightData ld, vec3 N, vec3 V, float roughness, vec3 f0)
vec3 direct_ggx_sphere(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
{
vec3 L = l_vector.xyz / l_vector.w;
vec3 spec_dir = get_specular_dominant_dir(N, V, roughness);
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughness);
vec3 P = line_aligned_plane_intersect(vec3(0.0), spec_dir, l_vector.xyz);
vec3 Px = normalize(P - l_vector.xyz) * ld.l_radius;

View File

@ -6,12 +6,16 @@ uniform float invSampleCount;
vec2 jitternoise = vec2(0.0);
#ifdef NOISE_SIZE
#ifndef UTIL_TEX
#define UTIL_TEX
uniform sampler2DArray utilTex;
#endif /* UTIL_TEX */
void setup_noise(void)
{
jitternoise = texture(texJitter, gl_FragCoord.xy / NOISE_SIZE).rg; /* Global variable */
jitternoise = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).rg; /* Global variable */
jitternoise.g = (jitternoise.g - 0.5) * 2.0;
}
#endif
#ifdef HAMMERSLEY_SIZE
vec3 hammersley_3d(float i, float invsamplenbr)

View File

@ -191,7 +191,7 @@ out vec4 fragColor;
void fallback_cubemap(vec3 N, vec3 V, vec3 W, float roughness, float roughnessSquared, inout vec4 spec_accum)
{
/* Specular probes */
vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {

View File

@ -167,8 +167,7 @@ vec3 probe_evaluate_world_spec(vec3 R, float roughness)
vec3 probe_evaluate_planar(
float id, PlanarData pd, vec3 W, vec3 N, vec3 V,
float rand, float roughness,
inout float fade)
float roughness, inout float fade)
{
/* Find view vector / reflection plane intersection. */
vec3 point_on_plane = line_plane_intersect(W, V, pd.pl_plane_eq);

View File

@ -45,8 +45,6 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
vec3 V = cameraVec;
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
@ -99,13 +97,13 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, roughness, fade);
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
/* Specular probes */
vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
@ -126,6 +124,8 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
}
}
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
@ -178,11 +178,27 @@ vec3 eevee_surface_clearcoat_lit(
C_roughness = clamp(C_roughness, 1e-8, 0.9999);
float C_roughnessSquared = C_roughness * C_roughness;
vec3 V = cameraVec;
/* Zero length vectors cause issues, see: T51979. */
#if 0
N = normalize(N);
C_N = normalize(C_N);
#else
{
float len = length(N);
if (isnan(len)) {
return vec3(0.0);
}
N /= len;
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
len = length(C_N);
if (isnan(len)) {
return vec3(0.0);
}
C_N /= len;
}
#endif
vec3 V = cameraVec;
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
@ -239,18 +255,18 @@ vec3 eevee_surface_clearcoat_lit(
if (fade > 0.0) {
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, roughness, fade);
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.r, C_roughness, fade);
vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
accumulate_light(C_spec, fade, C_spec_accum);
}
}
/* Specular probes */
vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
vec3 C_spec_dir = get_specular_dominant_dir(C_N, V, C_roughnessSquared);
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_roughnessSquared);
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
@ -280,6 +296,8 @@ vec3 eevee_surface_clearcoat_lit(
accumulate_light(C_spec, 1.0, C_spec_accum);
}
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
@ -330,9 +348,19 @@ vec3 eevee_surface_clearcoat_lit(
vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
{
vec3 V = cameraVec;
N = normalize(N);
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* Zero length vectors cause issues, see: T51979. */
#if 0
N = normalize(N);
#else
{
float len = length(N);
if (isnan(len)) {
return vec3(0.0);
}
N /= len;
}
#endif
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
@ -371,6 +399,8 @@ vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
@ -410,9 +440,19 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
float roughnessSquared = roughness * roughness;
vec3 V = cameraVec;
N = normalize(N);
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* Zero length vectors cause issues, see: T51979. */
#if 0
N = normalize(N);
#else
{
float len = length(N);
if (isnan(len)) {
return vec3(0.0);
}
N /= len;
}
#endif
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
@ -462,13 +502,13 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
if (fade > 0.0) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, roughness, fade);
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
/* Specular probes */
vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
@ -489,6 +529,8 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
}
}
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);