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authorClément Foucault <foucault.clem@gmail.com>2017-08-18 16:06:51 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-08-18 16:09:43 +0300
commit659be38760784b51cf17c768cdf74cdd5718ba71 (patch)
tree2e952a814048abed97058f341bf9be72747249f3 /source/blender/draw/engines/eevee/eevee_materials.c
parent25789f24f2d6c6076e8b3d04a12a1a29c2732ba4 (diff)
Eevee: Rework GTAO
This includes big improvement: - The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO. - The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence. - The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI). - Include a quality slider similar to the SSR one. - Add a switch for disabling bounce light approximation. - Fix problem with Bent Normals when occlusion get very dark. - Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts. The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c49
1 files changed, 14 insertions, 35 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index e8bf461e91f..ef330c424ab 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -285,15 +285,9 @@ static char *eevee_get_defines(int options)
if ((options & VAR_MAT_PROBE) != 0) {
BLI_dynstr_appendf(ds, "#define PROBE_CAPTURE\n");
}
- if ((options & VAR_MAT_AO) != 0) {
- BLI_dynstr_appendf(ds, "#define USE_AO\n");
- }
if ((options & VAR_MAT_FLAT) != 0) {
BLI_dynstr_appendf(ds, "#define USE_FLAT_NORMAL\n");
}
- if ((options & VAR_MAT_BENT) != 0) {
- BLI_dynstr_appendf(ds, "#define USE_BENT_NORMAL\n");
- }
if ((options & VAR_MAT_CLIP) != 0) {
BLI_dynstr_appendf(ds, "#define USE_ALPHA_CLIP\n");
}
@@ -379,6 +373,7 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_buffer(shgrp, "shadowCubes", &sldata->shadow_depth_cube_pool);
DRW_shgroup_uniform_buffer(shgrp, "shadowCascades", &sldata->shadow_depth_cascade_pool);
DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
+ DRW_shgroup_uniform_vec4(shgrp, "aoParameters[0]", &vedata->stl->effects->ao_dist, 2);
if (refract_depth != NULL) {
DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
}
@@ -395,7 +390,8 @@ static void add_standard_uniforms(
DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
}
if (vedata->stl->effects->use_ao) {
- DRW_shgroup_uniform_vec3(shgrp, "aoParameters", &vedata->stl->effects->ao_dist, 1);
+ DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &vedata->txl->gtao_horizons);
+ DRW_shgroup_uniform_ivec2(shgrp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1);
}
}
@@ -614,14 +610,11 @@ struct GPUMaterial *EEVEE_material_world_volume_get(
struct GPUMaterial *EEVEE_material_mesh_get(
struct Scene *scene, Material *ma,
- bool use_ao, bool use_bent_normals, bool use_blend,
- bool use_multiply, bool use_refract)
+ bool use_blend, bool use_multiply, bool use_refract)
{
const void *engine = &DRW_engine_viewport_eevee_type;
int options = VAR_MAT_MESH;
- if (use_ao) options |= VAR_MAT_AO;
- if (use_bent_normals) options |= VAR_MAT_BENT;
if (use_blend) options |= VAR_MAT_BLEND;
if (use_multiply) options |= VAR_MAT_MULT;
if (use_refract) options |= VAR_MAT_REFRACT;
@@ -687,15 +680,11 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(
}
struct GPUMaterial *EEVEE_material_hair_get(
- struct Scene *scene, Material *ma,
- bool use_ao, bool use_bent_normals)
+ struct Scene *scene, Material *ma)
{
const void *engine = &DRW_engine_viewport_eevee_type;
int options = VAR_MAT_MESH | VAR_MAT_HAIR;
- if (use_ao) options |= VAR_MAT_AO;
- if (use_bent_normals) options |= VAR_MAT_BENT;
-
GPUMaterial *mat = GPU_material_from_nodetree_find(&ma->gpumaterial, engine, options);
if (mat) {
return mat;
@@ -718,15 +707,13 @@ struct GPUMaterial *EEVEE_material_hair_get(
**/
static struct DRWShadingGroup *EEVEE_default_shading_group_create(
EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata, DRWPass *pass,
- bool is_hair, bool is_flat_normal, bool use_ao, bool use_bent_normals, bool use_blend, bool use_ssr)
+ bool is_hair, bool is_flat_normal, bool use_blend, bool use_ssr)
{
static int ssr_id;
ssr_id = (use_ssr) ? 0 : -1;
int options = VAR_MAT_MESH;
if (is_hair) options |= VAR_MAT_HAIR;
- if (use_ao) options |= VAR_MAT_AO;
- if (use_bent_normals) options |= VAR_MAT_BENT;
if (is_flat_normal) options |= VAR_MAT_FLAT;
if (use_blend) options |= VAR_MAT_BLEND;
@@ -745,15 +732,13 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
**/
static struct DRWShadingGroup *EEVEE_default_shading_group_get(
EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
- bool is_hair, bool is_flat_normal, bool use_ao, bool use_bent_normals, bool use_ssr)
+ bool is_hair, bool is_flat_normal, bool use_ssr)
{
static int ssr_id;
ssr_id = (use_ssr) ? 0 : -1;
int options = VAR_MAT_MESH;
if (is_hair) options |= VAR_MAT_HAIR;
- if (use_ao) options |= VAR_MAT_AO;
- if (use_bent_normals) options |= VAR_MAT_BENT;
if (is_flat_normal) options |= VAR_MAT_FLAT;
if (e_data.default_lit[options] == NULL) {
@@ -933,7 +918,7 @@ static void material_opaque(
/* This will have been created already, just perform a lookup. */
*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
- scene, ma, stl->effects->use_ao, stl->effects->use_bent_normals, false, false, use_refract) : NULL;
+ scene, ma, false, false, use_refract) : NULL;
*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
return;
@@ -941,8 +926,7 @@ static void material_opaque(
if (use_gpumat) {
/* Shading */
- *gpumat = EEVEE_material_mesh_get(scene, ma,
- stl->effects->use_ao, stl->effects->use_bent_normals, false, false, use_refract);
+ *gpumat = EEVEE_material_mesh_get(scene, ma, false, false, use_refract);
*shgrp = DRW_shgroup_material_create(*gpumat, use_refract ? psl->refract_pass : psl->material_pass);
if (*shgrp) {
@@ -986,8 +970,7 @@ static void material_opaque(
/* Fallback to default shader */
if (*shgrp == NULL) {
- *shgrp = EEVEE_default_shading_group_get(sldata, vedata, false, use_flat_nor,
- stl->effects->use_ao, stl->effects->use_bent_normals, stl->effects->use_ssr);
+ *shgrp = EEVEE_default_shading_group_get(sldata, vedata, false, use_flat_nor, stl->effects->use_ssr);
DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
@@ -1031,9 +1014,7 @@ static void material_transparent(
if (ma->use_nodes && ma->nodetree) {
/* Shading */
- *gpumat = EEVEE_material_mesh_get(scene, ma,
- stl->effects->use_ao, stl->effects->use_bent_normals,
- true, (ma->blend_method == MA_BM_MULTIPLY), use_refract);
+ *gpumat = EEVEE_material_mesh_get(scene, ma, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract);
*shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
if (*shgrp) {
@@ -1054,7 +1035,7 @@ static void material_transparent(
if (*shgrp == NULL) {
*shgrp = EEVEE_default_shading_group_create(
sldata, vedata, psl->transparent_pass,
- false, use_flat_nor, stl->effects->use_ao, stl->effects->use_bent_normals, true, false);
+ false, use_flat_nor, true, false);
DRW_shgroup_uniform_vec3(*shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(*shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(*shgrp, "specular", spec_p, 1);
@@ -1267,8 +1248,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
}
else {
if (ma->use_nodes && ma->nodetree) {
- struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma,
- stl->effects->use_ao, stl->effects->use_bent_normals);
+ struct GPUMaterial *gpumat = EEVEE_material_hair_get(scene, ma);
shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
if (shgrp) {
@@ -1290,8 +1270,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
/* Fallback to default shader */
if (shgrp == NULL) {
- shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, false,
- stl->effects->use_ao, stl->effects->use_bent_normals, stl->effects->use_ssr);
+ shgrp = EEVEE_default_shading_group_get(sldata, vedata, true, false, stl->effects->use_ssr);
DRW_shgroup_uniform_vec3(shgrp, "basecol", color_p, 1);
DRW_shgroup_uniform_float(shgrp, "metallic", metal_p, 1);
DRW_shgroup_uniform_float(shgrp, "specular", spec_p, 1);