Commit: aaa469a403bc726715cd3f30e122d6bf52fed3ab Author: Clément Foucault Date: Fri Aug 4 18:47:17 2017 +0200 Branches: blender2.8 https://developer.blender.org/rBaaa469a403bc726715cd3f30e122d6bf52fed3ab
Eevee: Small code codestyle and fixes. Rename get_specular_dominant_dir to get_specular_reflection_dominant_dir. Add Zero length N check everywhere. =================================================================== M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl M source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl M source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl M source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl M source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl M source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl =================================================================== diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index e80835ee498..61ccfe665fc 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -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, diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl index 5ab572e03ea..352cd60de3c 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl @@ -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; diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl index c7daea77782..f58dac6c0a0 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -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) diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl index 8e5ffb37e2e..0374a4f9aa5 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -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) { diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index 0200b32d969..73524cae950 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -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); diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index 21202a10fb0..71c327940ae 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -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, @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs