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authorClément Foucault <foucault.clem@gmail.com>2017-07-21 16:06:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-21 16:06:29 +0300
commitc02f8eb749dc1cd4be9e24dbd28b1445dd60352a (patch)
tree9948ad020dda6ac99d91dc939f182d31fd5f89f3
parent3272640d6eb90a3e76cb4dd6e5ba7a4cb491f83e (diff)
Eevee: SSR: Add fullscreen raytrace.
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c20
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h1
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl21
3 files changed, 36 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index fe90534c3cb..6280cdbc522 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -84,7 +84,9 @@ static struct {
/* Screen Space Reflection */
struct GPUShader *ssr_raytrace_sh;
+ struct GPUShader *ssr_raytrace_full_sh;
struct GPUShader *ssr_resolve_sh;
+ struct GPUShader *ssr_resolve_full_sh;
/* Simple Downsample */
struct GPUShader *downsample_sh;
@@ -192,7 +194,11 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
BLI_dynstr_free(ds_frag);
e_data.ssr_raytrace_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RAYTRACE\n");
+ e_data.ssr_raytrace_full_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RAYTRACE\n"
+ "#define FULLRES\n");
e_data.ssr_resolve_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RESOLVE\n");
+ e_data.ssr_resolve_full_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RESOLVE\n"
+ "#define FULLRES\n");
MEM_freeN(ssr_shader_str);
@@ -537,7 +543,10 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
/* Enable double buffering to be able to read previous frame color */
effects->enabled_effects |= EFFECT_DOUBLE_BUFFER;
- int tracing_res[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
+ effects->reflection_trace_full = true;
+
+ const int divisor = (effects->reflection_trace_full) ? 1 : 2;
+ int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
const bool record_two_hit = false;
const bool high_qual_input = true; /* TODO dither low quality input */
@@ -699,8 +708,11 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
+ struct GPUShader *trace_shader = (effects->reflection_trace_full) ? e_data.ssr_raytrace_full_sh : e_data.ssr_raytrace_sh;
+ struct GPUShader *resolve_shader = (effects->reflection_trace_full) ? e_data.ssr_resolve_full_sh : e_data.ssr_resolve_sh;
+
psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR);
- DRWShadingGroup *grp = DRW_shgroup_create(e_data.ssr_raytrace_sh, psl->ssr_raytrace);
+ DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
@@ -710,7 +722,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_call_add(grp, quad, NULL);
psl->ssr_resolve = DRW_pass_create("SSR Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
- grp = DRW_shgroup_create(e_data.ssr_resolve_sh, psl->ssr_resolve);
+ grp = DRW_shgroup_create(resolve_shader, psl->ssr_resolve);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
@@ -1188,7 +1200,9 @@ void EEVEE_effects_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.ssr_raytrace_sh);
+ DRW_SHADER_FREE_SAFE(e_data.ssr_raytrace_full_sh);
DRW_SHADER_FREE_SAFE(e_data.ssr_resolve_sh);
+ DRW_SHADER_FREE_SAFE(e_data.ssr_resolve_full_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_upsample_sh);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index eec264f1711..22d100ba13e 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -320,6 +320,7 @@ typedef struct EEVEE_EffectsInfo {
/* SSR */
bool use_ssr;
+ bool reflection_trace_full;
/* Ambient Occlusion */
bool use_ao, use_bent_normals;
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 e266dac6d22..4473d73c5c8 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -34,15 +34,24 @@ layout(location = 1) out vec4 pdfData;
void main()
{
+#ifdef FULLRES
+ ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
+ ivec2 halfres_texel = fullres_texel;
+#else
ivec2 fullres_texel = ivec2(gl_FragCoord.xy) * 2;
ivec2 halfres_texel = ivec2(gl_FragCoord.xy);
+#endif
+
float depth = texelFetch(depthBuffer, fullres_texel, 0).r;
/* Early out */
if (depth == 1.0)
discard;
- vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(depthBuffer, 0));
+ vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0));
+#ifndef FULLRES
+ uvs *= 2.0;
+#endif
/* Using view space */
vec3 viewPosition = get_view_space_from_depth(uvs, depth);
@@ -75,8 +84,10 @@ void main()
/* Raycast over screen */
float hit_dist = -1.0;
+ /* Only raytrace if ray is above the surface normal */
+ /* Note : this still fails in some cases like with normal map.
+ * We should check against the geometric normal but we don't have it at this stage. */
if (dot(R, N) > 0.0001) {
- /* Only raytrace if ray is above the surface normal */
hit_dist = raycast(depthBuffer, viewPosition, R);
}
@@ -195,8 +206,12 @@ float screen_border_mask(vec2 past_hit_co, vec3 hit)
void main()
{
- ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
+#ifdef FULLRES
+ ivec2 halfres_texel = fullres_texel;
+#else
+ ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
+#endif
vec2 texture_size = vec2(textureSize(depthBuffer, 0));
vec2 uvs = gl_FragCoord.xy / texture_size;
vec3 rand = texelFetch(utilTex, ivec3(fullres_texel % LUT_SIZE, 2), 0).rba;