EEVEE-Next: Split lightprobe volume eval to its own file

Simple cleanup to reduce dependencies in code.
This commit is contained in:
Clément Foucault
2024-01-10 21:34:20 +13:00
parent fc0ad04d30
commit b24591baed
5 changed files with 217 additions and 205 deletions

View File

@@ -539,6 +539,7 @@ set(GLSL_SRC
engines/eevee_next/shaders/eevee_lightprobe_irradiance_offset_comp.glsl
engines/eevee_next/shaders/eevee_lightprobe_irradiance_load_comp.glsl
engines/eevee_next/shaders/eevee_lightprobe_lib.glsl
engines/eevee_next/shaders/eevee_lightprobe_volume_eval_lib.glsl
engines/eevee_next/shaders/eevee_lookdev_display_frag.glsl
engines/eevee_next/shaders/eevee_lookdev_display_vert.glsl
engines/eevee_next/shaders/eevee_ltc_lib.glsl

View File

@@ -2,212 +2,14 @@
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* The resources expected to be defined are:
* - grids_infos_buf
* - bricks_infos_buf
* - irradiance_atlas_tx
* Needed for sampling (not for upload):
* - util_tx
* - sampling_buf
*/
#pragma BLENDER_REQUIRE(gpu_shader_math_base_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_codegen_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_lightprobe_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_spherical_harmonics_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_ray_generate_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_reflection_probe_eval_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_math_base_lib.glsl)
/**
* Return the brick coordinate inside the grid.
*/
ivec3 lightprobe_irradiance_grid_brick_coord(vec3 lP)
{
ivec3 brick_coord = ivec3((lP - 0.5) / float(IRRADIANCE_GRID_BRICK_SIZE - 1));
/* Avoid sampling adjacent bricks. */
return max(brick_coord, ivec3(0));
}
/**
* Return the local coordinated of the shading point inside the brick in unnormalized coordinate.
*/
vec3 lightprobe_irradiance_grid_brick_local_coord(IrradianceGridData grid_data,
vec3 lP,
ivec3 brick_coord)
{
/* Avoid sampling adjacent bricks around the origin. */
lP = max(lP, vec3(0.5));
/* Local position inside the brick (still in grid sample spacing unit). */
vec3 brick_lP = lP - vec3(brick_coord) * float(IRRADIANCE_GRID_BRICK_SIZE - 1);
return brick_lP;
}
/**
* Return the biased local brick local coordinated.
*/
vec3 lightprobe_irradiance_grid_bias_sample_coord(IrradianceGridData grid_data,
uvec2 brick_atlas_coord,
vec3 brick_lP,
vec3 lNg)
{
/* A cell is the interpolation region between 8 texels. */
vec3 cell_lP = brick_lP - 0.5;
vec3 cell_start = floor(cell_lP);
vec3 cell_fract = cell_lP - cell_start;
/* NOTE(fclem): Use uint to avoid signed int modulo. */
uint vis_comp = uint(cell_start.z) % 4u;
/* Visibility is stored after the irradiance. */
ivec3 vis_coord = ivec3(ivec2(brick_atlas_coord), IRRADIANCE_GRID_BRICK_SIZE * 4) +
ivec3(cell_start);
/* Visibility is stored packed 1 cell per channel. */
vis_coord.z -= int(vis_comp);
float cell_visibility = texelFetch(irradiance_atlas_tx, vis_coord, 0)[vis_comp];
int cell_visibility_bits = int(cell_visibility);
/**
* References:
*
* "Probe-based lighting, strand-based hair system, and physical hair shading in Unitys Enemies"
* by Francesco Cifariello Ciardi, Lasse Jon Fuglsang Pedersen and John Parsaie.
*
* "Multi-Scale Global Illumination in Quantum Break"
* by Ari Silvennoinen and Ville Timonen.
*
* “Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields”
* by Morgan McGuire.
*/
float trilinear_weights[8];
float total_weight = 0.0;
for (int i = 0; i < 8; i++) {
ivec3 sample_position = lightprobe_irradiance_grid_cell_corner(i);
vec3 trilinear = select(1.0 - cell_fract, cell_fract, bvec3(sample_position));
float positional_weight = trilinear.x * trilinear.y * trilinear.z;
float len;
vec3 corner_vec = vec3(sample_position) - cell_fract;
vec3 corner_dir = normalize_and_get_length(corner_vec, len);
float cos_theta = (len > 1e-8) ? dot(lNg, corner_dir) : 1.0;
float geometry_weight = saturate(cos_theta * 0.5 + 0.5);
float validity_weight = float((cell_visibility_bits >> i) & 1);
/* Biases. See McGuire's presentation. */
positional_weight += 0.001;
geometry_weight = square(geometry_weight) + 0.2 + grid_data.facing_bias;
trilinear_weights[i] = saturate(positional_weight * geometry_weight * validity_weight);
total_weight += trilinear_weights[i];
}
float total_weight_inv = safe_rcp(total_weight);
vec3 trilinear_coord = vec3(0.0);
for (int i = 0; i < 8; i++) {
vec3 sample_position = vec3((ivec3(i) >> ivec3(0, 1, 2)) & 1);
trilinear_coord += sample_position * trilinear_weights[i] * total_weight_inv;
}
/* Replace sampling coordinates with manually weighted trilinear coordinates. */
return 0.5 + cell_start + trilinear_coord;
}
SphericalHarmonicL1 lightprobe_irradiance_sample_atlas(sampler3D atlas_tx, vec3 atlas_coord)
{
vec4 texture_coord = vec4(atlas_coord, float(IRRADIANCE_GRID_BRICK_SIZE)) /
vec3(textureSize(atlas_tx, 0)).xyzz;
SphericalHarmonicL1 sh;
sh.L0.M0 = textureLod(atlas_tx, texture_coord.xyz, 0.0);
texture_coord.z += texture_coord.w;
sh.L1.Mn1 = textureLod(atlas_tx, texture_coord.xyz, 0.0);
texture_coord.z += texture_coord.w;
sh.L1.M0 = textureLod(atlas_tx, texture_coord.xyz, 0.0);
texture_coord.z += texture_coord.w;
sh.L1.Mp1 = textureLod(atlas_tx, texture_coord.xyz, 0.0);
return sh;
}
SphericalHarmonicL1 lightprobe_irradiance_sample(
sampler3D atlas_tx, vec3 P, vec3 V, vec3 Ng, const bool do_bias)
{
vec3 lP;
int index = -1;
int i = 0;
#ifdef IRRADIANCE_GRID_UPLOAD
i = grid_start_index;
#endif
#ifdef IRRADIANCE_GRID_SAMPLING
float random = interlieved_gradient_noise(UTIL_TEXEL, 0.0, 0.0);
random = fract(random + sampling_rng_1D_get(SAMPLING_LIGHTPROBE));
#endif
for (; i < IRRADIANCE_GRID_MAX; i++) {
/* Last grid is tagged as invalid to stop the iteration. */
if (grids_infos_buf[i].grid_size.x == -1) {
/* Sample the last grid instead. */
index = i - 1;
break;
}
/* If sample fall inside the grid, step out of the loop. */
if (lightprobe_irradiance_grid_local_coord(grids_infos_buf[i], P, lP)) {
index = i;
#ifdef IRRADIANCE_GRID_SAMPLING
float distance_to_border = reduce_min(min(lP, vec3(grids_infos_buf[i].grid_size) - lP));
if (distance_to_border < random) {
/* Remap random to the remaining interval. */
random = (random - distance_to_border) / (1.0 - distance_to_border);
/* Try to sample another grid to get smooth transitions at borders. */
continue;
}
#endif
break;
}
}
IrradianceGridData grid_data = grids_infos_buf[index];
/* TODO(fclem): Make sure this is working as expected. */
mat3x3 world_to_grid_transposed = mat3x3(grid_data.world_to_grid_transposed);
vec3 lNg = safe_normalize(world_to_grid_transposed * Ng);
vec3 lV = safe_normalize(V * world_to_grid_transposed);
if (do_bias) {
/* Shading point bias. */
lP += lNg * grid_data.normal_bias;
lP += lV * grid_data.view_bias;
}
else {
lNg = vec3(0.0);
}
ivec3 brick_coord = lightprobe_irradiance_grid_brick_coord(lP);
int brick_index = lightprobe_irradiance_grid_brick_index_get(grid_data, brick_coord);
IrradianceBrick brick = irradiance_brick_unpack(bricks_infos_buf[brick_index]);
vec3 brick_lP = lightprobe_irradiance_grid_brick_local_coord(grid_data, lP, brick_coord);
/* Sampling point bias. */
brick_lP = lightprobe_irradiance_grid_bias_sample_coord(
grid_data, brick.atlas_coord, brick_lP, lNg);
vec3 atlas_coord = vec3(vec2(brick.atlas_coord), 0.0) + brick_lP;
return lightprobe_irradiance_sample_atlas(atlas_tx, atlas_coord);
}
SphericalHarmonicL1 lightprobe_irradiance_world()
{
return lightprobe_irradiance_sample_atlas(irradiance_atlas_tx, vec3(0.0));
}
SphericalHarmonicL1 lightprobe_irradiance_sample(vec3 P)
{
return lightprobe_irradiance_sample(irradiance_atlas_tx, P, vec3(0), vec3(0), false);
}
SphericalHarmonicL1 lightprobe_irradiance_sample(vec3 P, vec3 V, vec3 Ng)
{
return lightprobe_irradiance_sample(irradiance_atlas_tx, P, V, Ng, true);
}
#pragma BLENDER_REQUIRE(eevee_lightprobe_volume_eval_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_spherical_harmonics_lib.glsl)
#ifdef REFLECTION_PROBE

View File

@@ -14,7 +14,7 @@
#pragma BLENDER_REQUIRE(gpu_shader_math_vector_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_math_matrix_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_spherical_harmonics_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_lightprobe_eval_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_lightprobe_volume_eval_lib.glsl)
void atlas_store(vec4 sh_coefficient, ivec2 atlas_coord, int layer)
{

View File

@@ -0,0 +1,208 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/**
* The resources expected to be defined are:
* - grids_infos_buf
* - bricks_infos_buf
* - irradiance_atlas_tx
* Needed for sampling (not for upload):
* - util_tx
* - sampling_buf
*/
#pragma BLENDER_REQUIRE(gpu_shader_math_base_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_lightprobe_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_spherical_harmonics_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
/**
* Return the brick coordinate inside the grid.
*/
ivec3 lightprobe_irradiance_grid_brick_coord(vec3 lP)
{
ivec3 brick_coord = ivec3((lP - 0.5) / float(IRRADIANCE_GRID_BRICK_SIZE - 1));
/* Avoid sampling adjacent bricks. */
return max(brick_coord, ivec3(0));
}
/**
* Return the local coordinated of the shading point inside the brick in unnormalized coordinate.
*/
vec3 lightprobe_irradiance_grid_brick_local_coord(IrradianceGridData grid_data,
vec3 lP,
ivec3 brick_coord)
{
/* Avoid sampling adjacent bricks around the origin. */
lP = max(lP, vec3(0.5));
/* Local position inside the brick (still in grid sample spacing unit). */
vec3 brick_lP = lP - vec3(brick_coord) * float(IRRADIANCE_GRID_BRICK_SIZE - 1);
return brick_lP;
}
/**
* Return the biased local brick local coordinated.
*/
vec3 lightprobe_irradiance_grid_bias_sample_coord(IrradianceGridData grid_data,
uvec2 brick_atlas_coord,
vec3 brick_lP,
vec3 lNg)
{
/* A cell is the interpolation region between 8 texels. */
vec3 cell_lP = brick_lP - 0.5;
vec3 cell_start = floor(cell_lP);
vec3 cell_fract = cell_lP - cell_start;
/* NOTE(fclem): Use uint to avoid signed int modulo. */
uint vis_comp = uint(cell_start.z) % 4u;
/* Visibility is stored after the irradiance. */
ivec3 vis_coord = ivec3(ivec2(brick_atlas_coord), IRRADIANCE_GRID_BRICK_SIZE * 4) +
ivec3(cell_start);
/* Visibility is stored packed 1 cell per channel. */
vis_coord.z -= int(vis_comp);
float cell_visibility = texelFetch(irradiance_atlas_tx, vis_coord, 0)[vis_comp];
int cell_visibility_bits = int(cell_visibility);
/**
* References:
*
* "Probe-based lighting, strand-based hair system, and physical hair shading in Unitys Enemies"
* by Francesco Cifariello Ciardi, Lasse Jon Fuglsang Pedersen and John Parsaie.
*
* "Multi-Scale Global Illumination in Quantum Break"
* by Ari Silvennoinen and Ville Timonen.
*
* “Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields”
* by Morgan McGuire.
*/
float trilinear_weights[8];
float total_weight = 0.0;
for (int i = 0; i < 8; i++) {
ivec3 sample_position = lightprobe_irradiance_grid_cell_corner(i);
vec3 trilinear = select(1.0 - cell_fract, cell_fract, bvec3(sample_position));
float positional_weight = trilinear.x * trilinear.y * trilinear.z;
float len;
vec3 corner_vec = vec3(sample_position) - cell_fract;
vec3 corner_dir = normalize_and_get_length(corner_vec, len);
float cos_theta = (len > 1e-8) ? dot(lNg, corner_dir) : 1.0;
float geometry_weight = saturate(cos_theta * 0.5 + 0.5);
float validity_weight = float((cell_visibility_bits >> i) & 1);
/* Biases. See McGuire's presentation. */
positional_weight += 0.001;
geometry_weight = square(geometry_weight) + 0.2 + grid_data.facing_bias;
trilinear_weights[i] = saturate(positional_weight * geometry_weight * validity_weight);
total_weight += trilinear_weights[i];
}
float total_weight_inv = safe_rcp(total_weight);
vec3 trilinear_coord = vec3(0.0);
for (int i = 0; i < 8; i++) {
vec3 sample_position = vec3((ivec3(i) >> ivec3(0, 1, 2)) & 1);
trilinear_coord += sample_position * trilinear_weights[i] * total_weight_inv;
}
/* Replace sampling coordinates with manually weighted trilinear coordinates. */
return 0.5 + cell_start + trilinear_coord;
}
SphericalHarmonicL1 lightprobe_irradiance_sample_atlas(sampler3D atlas_tx, vec3 atlas_coord)
{
vec4 texture_coord = vec4(atlas_coord, float(IRRADIANCE_GRID_BRICK_SIZE)) /
vec3(textureSize(atlas_tx, 0)).xyzz;
SphericalHarmonicL1 sh;
sh.L0.M0 = textureLod(atlas_tx, texture_coord.xyz, 0.0);
texture_coord.z += texture_coord.w;
sh.L1.Mn1 = textureLod(atlas_tx, texture_coord.xyz, 0.0);
texture_coord.z += texture_coord.w;
sh.L1.M0 = textureLod(atlas_tx, texture_coord.xyz, 0.0);
texture_coord.z += texture_coord.w;
sh.L1.Mp1 = textureLod(atlas_tx, texture_coord.xyz, 0.0);
return sh;
}
SphericalHarmonicL1 lightprobe_irradiance_sample(
sampler3D atlas_tx, vec3 P, vec3 V, vec3 Ng, const bool do_bias)
{
vec3 lP;
int index = -1;
int i = 0;
#ifdef IRRADIANCE_GRID_UPLOAD
i = grid_start_index;
#endif
#ifdef IRRADIANCE_GRID_SAMPLING
float random = interlieved_gradient_noise(UTIL_TEXEL, 0.0, 0.0);
random = fract(random + sampling_rng_1D_get(SAMPLING_LIGHTPROBE));
#endif
for (; i < IRRADIANCE_GRID_MAX; i++) {
/* Last grid is tagged as invalid to stop the iteration. */
if (grids_infos_buf[i].grid_size.x == -1) {
/* Sample the last grid instead. */
index = i - 1;
break;
}
/* If sample fall inside the grid, step out of the loop. */
if (lightprobe_irradiance_grid_local_coord(grids_infos_buf[i], P, lP)) {
index = i;
#ifdef IRRADIANCE_GRID_SAMPLING
float distance_to_border = reduce_min(min(lP, vec3(grids_infos_buf[i].grid_size) - lP));
if (distance_to_border < random) {
/* Remap random to the remaining interval. */
random = (random - distance_to_border) / (1.0 - distance_to_border);
/* Try to sample another grid to get smooth transitions at borders. */
continue;
}
#endif
break;
}
}
IrradianceGridData grid_data = grids_infos_buf[index];
/* TODO(fclem): Make sure this is working as expected. */
mat3x3 world_to_grid_transposed = mat3x3(grid_data.world_to_grid_transposed);
vec3 lNg = safe_normalize(world_to_grid_transposed * Ng);
vec3 lV = safe_normalize(V * world_to_grid_transposed);
if (do_bias) {
/* Shading point bias. */
lP += lNg * grid_data.normal_bias;
lP += lV * grid_data.view_bias;
}
else {
lNg = vec3(0.0);
}
ivec3 brick_coord = lightprobe_irradiance_grid_brick_coord(lP);
int brick_index = lightprobe_irradiance_grid_brick_index_get(grid_data, brick_coord);
IrradianceBrick brick = irradiance_brick_unpack(bricks_infos_buf[brick_index]);
vec3 brick_lP = lightprobe_irradiance_grid_brick_local_coord(grid_data, lP, brick_coord);
/* Sampling point bias. */
brick_lP = lightprobe_irradiance_grid_bias_sample_coord(
grid_data, brick.atlas_coord, brick_lP, lNg);
vec3 atlas_coord = vec3(vec2(brick.atlas_coord), 0.0) + brick_lP;
return lightprobe_irradiance_sample_atlas(atlas_tx, atlas_coord);
}
SphericalHarmonicL1 lightprobe_irradiance_world()
{
return lightprobe_irradiance_sample_atlas(irradiance_atlas_tx, vec3(0.0));
}
SphericalHarmonicL1 lightprobe_irradiance_sample(vec3 P)
{
return lightprobe_irradiance_sample(irradiance_atlas_tx, P, vec3(0), vec3(0), false);
}
SphericalHarmonicL1 lightprobe_irradiance_sample(vec3 P, vec3 V, vec3 Ng)
{
return lightprobe_irradiance_sample(irradiance_atlas_tx, P, V, Ng, true);
}

View File

@@ -7,7 +7,8 @@
* irradiance cache from each spherical probe location except for the world probe.
*/
#pragma BLENDER_REQUIRE(eevee_lightprobe_eval_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_reflection_probe_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_lightprobe_volume_eval_lib.glsl)
void main()
{