diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-01-09 21:01:24 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-01-09 21:01:24 +0300 |
commit | a0655ed487a838a5d2c1d39e62db9a39a4100715 (patch) | |
tree | 3ff12eba3d3b1d1229de608ed851db29d9b7dadb | |
parent | 8aaf7bc438ad0c471dc4ad13bc8a9a17210ee18b (diff) |
Eevee: Fix AO in planar reflections.
5 files changed, 53 insertions, 16 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 7c74b5ef5a0..bf699636fee 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -236,7 +236,7 @@ static void eevee_draw_background(void *vedata) EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1); DRW_stats_group_end(); - EEVEE_occlusion_compute(sldata, vedata); + EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1); EEVEE_volumes_compute(sldata, vedata); /* Shading pass */ diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 42316ad4f7f..7edf9013239 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -1276,7 +1276,7 @@ static void render_scene_to_planar( EEVEE_create_minmax_buffer(vedata, tmp_planar_depth, layer); /* Compute GTAO Horizons */ - EEVEE_occlusion_compute(sldata, vedata); + EEVEE_occlusion_compute(sldata, vedata, tmp_planar_depth, layer); /* Rebind Planar FB */ DRW_framebuffer_bind(fbl->planarref_fb); diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index c1dde385284..02b52f75e8a 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -38,7 +38,9 @@ static struct { /* Ground Truth Ambient Occlusion */ struct GPUShader *gtao_sh; + struct GPUShader *gtao_layer_sh; struct GPUShader *gtao_debug_sh; + struct GPUTexture *src_depth; } e_data = {NULL}; /* Engine data */ extern char datatoc_ambient_occlusion_lib_glsl[]; @@ -55,6 +57,7 @@ static void eevee_create_shader_occlusion(void) BLI_dynstr_free(ds_frag); e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL); + e_data.gtao_layer_sh = DRW_shader_create_fullscreen(frag_str, "#define LAYERED_DEPTH\n"); e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n"); MEM_freeN(frag_str); @@ -167,7 +170,20 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR); DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search); DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer); - DRW_shgroup_uniform_buffer(grp, "depthBuffer", &dtxl->depth); + DRW_shgroup_uniform_buffer(grp, "depthBuffer", &effects->ao_src_depth); + DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); + DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10); + DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2); + DRW_shgroup_uniform_float(grp, "sampleNbr", &stl->effects->ao_sample_nbr, 1); + DRW_shgroup_uniform_ivec2(grp, "aoHorizonTexSize", (int *)stl->effects->ao_texsize, 1); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_call_add(grp, quad, NULL); + + psl->ao_horizon_search_layer = DRW_pass_create("GTAO Horizon Search Layer", DRW_STATE_WRITE_COLOR); + grp = DRW_shgroup_create(e_data.gtao_layer_sh, psl->ao_horizon_search_layer); + DRW_shgroup_uniform_buffer(grp, "maxzBuffer", &txl->maxzbuffer); + DRW_shgroup_uniform_buffer(grp, "depthBufferLayered", &effects->ao_src_depth); + DRW_shgroup_uniform_int(grp, "layer", &stl->effects->ao_depth_layer, 1); DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2); DRW_shgroup_uniform_vec2(grp, "mipRatio[0]", (float *)stl->g_data->mip_ratio, 10); DRW_shgroup_uniform_vec4(grp, "aoParameters[0]", &stl->effects->ao_dist, 2); @@ -193,7 +209,8 @@ void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data } } -void EEVEE_occlusion_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) +void EEVEE_occlusion_compute( + EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer) { EEVEE_PassList *psl = vedata->psl; EEVEE_TextureList *txl = vedata->txl; @@ -203,6 +220,9 @@ void EEVEE_occlusion_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ve if ((effects->enabled_effects & EFFECT_GTAO) != 0) { DRW_stats_group_start("GTAO Horizon Scan"); + effects->ao_src_depth = depth_src; + effects->ao_depth_layer = layer; + for (effects->ao_sample_nbr = 0.0; effects->ao_sample_nbr < effects->ao_samples; ++effects->ao_sample_nbr) @@ -211,7 +231,12 @@ void EEVEE_occlusion_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *ve DRW_framebuffer_texture_layer_attach(fbl->gtao_fb, txl->gtao_horizons, 0, (int)effects->ao_sample_nbr, 0); DRW_framebuffer_bind(fbl->gtao_fb); - DRW_draw_pass(psl->ao_horizon_search); + if (layer >= 0) { + DRW_draw_pass(psl->ao_horizon_search_layer); + } + else { + DRW_draw_pass(psl->ao_horizon_search); + } } /* Restore */ @@ -247,5 +272,6 @@ void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data void EEVEE_occlusion_free(void) { DRW_SHADER_FREE_SAFE(e_data.gtao_sh); + DRW_SHADER_FREE_SAFE(e_data.gtao_layer_sh); DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh); } diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h index bc40cf3320c..af3984b7c20 100644 --- a/source/blender/draw/engines/eevee/eevee_private.h +++ b/source/blender/draw/engines/eevee/eevee_private.h @@ -148,6 +148,7 @@ typedef struct EEVEE_PassList { /* Effects */ struct DRWPass *ao_horizon_search; + struct DRWPass *ao_horizon_search_layer; struct DRWPass *ao_horizon_debug; struct DRWPass *motion_blur; struct DRWPass *bloom_blit; @@ -481,6 +482,8 @@ typedef struct EEVEE_EffectsInfo { float ao_offset, ao_bounce_fac, ao_quality, ao_settings; float ao_sample_nbr; int ao_texsize[2], hori_tex_layers; + int ao_depth_layer; + struct GPUTexture *ao_src_depth; /* pointer copy */ /* Motion Blur */ float current_ndc_to_world[4][4]; @@ -717,7 +720,7 @@ void EEVEE_bloom_free(void); /* eevee_occlusion.c */ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); -void EEVEE_occlusion_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); +void EEVEE_occlusion_compute(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer); void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata); void EEVEE_occlusion_free(void); diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl index 1c63051c65b..730abcc89cf 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl @@ -12,8 +12,8 @@ uniform sampler2D normalBuffer; void main() { - vec4 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xyxy; - vec2 uvs = saturate(gl_FragCoord.xy * texel_size.xy); + vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy; + vec2 uvs = saturate(gl_FragCoord.xy * texel_size); float depth = textureLod(depthBuffer, uvs, 0.0).r; @@ -23,13 +23,9 @@ void main() vec3 bent_normal; float visibility; -#if 1 + gtao_deferred(normal, viewPosition, depth, visibility, bent_normal); -#else - vec2 rand = vec2((1.0 / 4.0) * float((int(gl_FragCoord.y) & 0x1) * 2 + (int(gl_FragCoord.x) & 0x1)), 0.5); - rand = fract(rand.x + texture(utilTex, vec3(floor(gl_FragCoord.xy * 0.5) / LUT_SIZE, 2.0)).rg); - gtao(normal, viewPosition, rand, visibility, bent_normal); -#endif + denoise_ao(normal, depth, visibility, bent_normal); FragColor = vec4(visibility); @@ -38,13 +34,25 @@ void main() #else uniform float sampleNbr; +#ifdef LAYERED_DEPTH +uniform sampler2DArray depthBufferLayered; +uniform int layer; +# define gtao_depthBuffer depthBufferLayered +# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c) + +#else +# define gtao_depthBuffer depthBuffer +# define gtao_textureLod(a, b, c) textureLod(a, b, c) + +#endif + void main() { ivec2 hr_co = ivec2(gl_FragCoord.xy); ivec2 fs_co = get_fs_co(hr_co); - vec2 uvs = saturate((vec2(fs_co) + 0.5) / vec2(textureSize(depthBuffer, 0))); - float depth = textureLod(depthBuffer, uvs, 0.0).r; + vec2 uvs = saturate((vec2(fs_co) + 0.5) / vec2(textureSize(gtao_depthBuffer, 0).xy)); + float depth = gtao_textureLod(gtao_depthBuffer, uvs, 0.0).r; if (depth == 1.0) { /* Do not trace for background */ |