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authorClément Foucault <foucault.clem@gmail.com>2017-10-07 00:38:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-07 00:44:22 +0300
commit9ab18d14f6f1cfe510a2b06ee477498502d1c887 (patch)
tree1600baa94e45aa9462efe5afcea2d563b84c5059
parent321f773ca65921f6cb1ba13562bf9e942a30c455 (diff)
Eevee: Modify the raycast function to be more flexible.
Make quality a parameter, and modify the ray end to be premultiplied so that the raytrace is done on a range. This is in order to add contact shadows.
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c8
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c10
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl7
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl25
-rw-r--r--source/blender/draw/engines/eevee/shaders/ssr_lib.glsl2
6 files changed, 30 insertions, 25 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 8faa4fca937..5d2c9303865 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -749,6 +749,10 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
}
+ /* Compute pixel size, (shared with contact shadows) */
+ copy_v2_v2(effects->ssr_pixelsize, viewport_size);
+ invert_v2(effects->ssr_pixelsize);
+
if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) {
effects->enabled_effects |= EFFECT_SSR;
@@ -803,10 +807,6 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
{&stl->g_data->ssr_hit_output[3], DRW_TEX_RGBA_16, DRW_TEX_TEMP}};
DRW_framebuffer_init(&fbl->screen_tracing_fb, &draw_engine_eevee_type, tracing_res[0], tracing_res[1], tex_output, effects->ssr_ray_count);
-
- /* Compute pixel size */
- copy_v2_v2(effects->ssr_pixelsize, viewport_size);
- invert_v2(effects->ssr_pixelsize);
}
else {
/* Cleanup to release memory */
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index a3375c91ea1..0073d975507 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -390,17 +390,15 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_buffer(shgrp, "shadowTexture", &sldata->shadow_pool);
DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
DRW_shgroup_uniform_vec4(shgrp, "aoParameters[0]", &vedata->stl->effects->ao_dist, 2);
+ DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
+ DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
+ DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
if (refract_depth != NULL) {
DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
}
- if (vedata->stl->effects->use_ao || use_ssrefraction) {
- DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2);
- DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
- DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
- }
if (use_ssrefraction) {
DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color);
- DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1);
DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
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 7d142e50013..7a501964fae 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -10,6 +10,9 @@ uniform sampler2DArray utilTex;
#define BRDF_BIAS 0.7
#define MAX_MIP 9.0
+uniform float fireflyFactor;
+uniform float maxRoughness;
+
#ifdef STEP_RAYTRACE
uniform sampler2D normalBuffer;
@@ -54,7 +57,7 @@ vec4 do_planar_ssr(int index, vec3 V, vec3 N, vec3 T, vec3 B, vec3 planeNormal,
* below the reflection plane). This way it's garanted that the hit will
* be in front of the camera. That let us tag the bad rays with a negative
* sign in the Z component. */
- vec3 hit_pos = raycast(index, viewPosition, R, 1e16, jitter, a2);
+ vec3 hit_pos = raycast(index, viewPosition, R * 1e16, 1e16, jitter, ssrQuality, a2);
return vec4(hit_pos, pdf);
}
@@ -73,7 +76,7 @@ vec4 do_ssr(vec3 V, vec3 N, vec3 T, vec3 B, vec3 viewPosition, float a2, vec3 ra
vec3 R = reflect(-V, H);
pdf = min(1024e32, pdf); /* Theoretical limit of 16bit float */
- vec3 hit_pos = raycast(-1, viewPosition, R, ssrThickness, jitter, a2);
+ vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, jitter, ssrQuality, a2);
return vec4(hit_pos, pdf);
}
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 e23effb854c..5f4a4c9f89f 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -25,6 +25,9 @@ in vec3 worldNormal;
in vec3 viewNormal;
#endif
+uniform float maxRoughness;
+uniform int rayCount;
+
/* ----------- default ----------- */
vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, int ssr_id, out vec3 ssr_spec)
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index b9aacde264d..c1d6b7537ff 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -1,16 +1,12 @@
#define MAX_STEP 256
-#define MAX_REFINE_STEP 32 /* Should be max allowed stride */
uniform vec4 ssrParameters;
-uniform int rayCount;
#define ssrQuality ssrParameters.x
#define ssrThickness ssrParameters.y
#define ssrPixelSize ssrParameters.zw
-uniform float maxRoughness;
uniform float borderFadeFactor;
-uniform float fireflyFactor;
float sample_depth(vec2 uv, int index, float lod)
{
@@ -62,13 +58,13 @@ float refine_isect(float prev_delta, float curr_delta)
return saturate(prev_delta / (prev_delta - curr_delta));
}
-void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss_step, out vec4 ss_ray, out float max_time)
+void prepare_raycast(vec3 ray_origin, vec3 ray_end, float thickness, out vec4 ss_step, out vec4 ss_ray, out float max_time)
{
/* Negate the ray direction if it goes towards the camera.
* This way we don't need to care if the projected point
* is behind the near plane. */
- float z_sign = -sign(ray_dir.z);
- vec3 ray_end = z_sign * ray_dir * 1e16 + ray_origin;
+ float z_sign = -sign(ray_end.z);
+ ray_end = z_sign * ray_end + ray_origin;
/* Project into screen space. */
vec4 ss_start, ss_end;
@@ -89,6 +85,7 @@ void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss
ss_end.w = 2.0 * ss_end.z - ss_end.w;
ss_step = ss_end - ss_start;
+ max_time = length(ss_step.xyz);
ss_step = z_sign * ss_step / length(ss_step.xyz);
/* If the line is degenerate, make it cover at least one pixel
@@ -99,8 +96,11 @@ void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss
ss_step /= max(abs(ss_step.x), abs(ss_step.y));
ss_step *= ((abs(ss_step.x) > abs(ss_step.y)) ? ssrPixelSize.x : ssrPixelSize.y);
+ /* Clip to segment's end. */
+ max_time /= length(ss_step.xyz);
+
/* Clipping to frustum sides. */
- max_time = line_unit_box_intersect_dist(ss_start.xyz, ss_step.xyz);
+ max_time = min(max_time, line_unit_box_intersect_dist(ss_start.xyz, ss_step.xyz));
/* Convert to texture coords. Z component included
* since this is how it's stored in the depth buffer.
@@ -117,11 +117,12 @@ void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss
// #define GROUPED_FETCHES /* is still slower, need to see where is the bottleneck. */
/* Return the hit position, and negate the z component (making it positive) if not hit occured. */
-vec3 raycast(int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ray_jitter, float roughness)
+/* __ray_end__ is the ray direction premultiplied by it's maximum length */
+vec3 raycast(int index, vec3 ray_origin, vec3 ray_end, float thickness, float ray_jitter, float trace_quality, float roughness)
{
vec4 ss_step, ss_start;
float max_time;
- prepare_raycast(ray_origin, ray_dir, thickness, ss_step, ss_start, max_time);
+ prepare_raycast(ray_origin, ray_end, thickness, ss_step, ss_start, max_time);
float max_trace_time = max(0.001, max_time - 0.01);
@@ -141,8 +142,8 @@ vec3 raycast(int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ra
float iter;
for (iter = 1.0; !hit && (ray_time < max_time) && (iter < MAX_STEP); iter++) {
/* Minimum stride of 2 because we are using half res minmax zbuffer. */
- float stride = max(1.0, iter * ssrQuality) * 2.0;
- float lod = log2(stride * 0.5 * ssrQuality) * lod_fac;
+ float stride = max(1.0, iter * trace_quality) * 2.0;
+ float lod = log2(stride * 0.5 * trace_quality) * lod_fac;
ray_time += stride;
/* Save previous values. */
diff --git a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
index 5b7ca8cdfa5..d3d6b8dc80f 100644
--- a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
@@ -33,7 +33,7 @@ vec4 screen_space_refraction(vec3 viewPosition, vec3 N, vec3 V, float ior, float
R = transform_direction(ViewMatrix, R);
- vec3 hit_pos = raycast(-1, viewPosition, R, ssrThickness, jitter, roughnessSquared);
+ vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, jitter, ssrQuality, roughnessSquared);
if ((hit_pos.z > 0.0) && (F_eta(ior, dot(H, V)) < 1.0)) {
hit_pos = get_view_space_from_depth(hit_pos.xy, hit_pos.z);