diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-10-07 00:38:31 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-10-07 00:44:22 +0300 |
commit | 9ab18d14f6f1cfe510a2b06ee477498502d1c887 (patch) | |
tree | 1600baa94e45aa9462efe5afcea2d563b84c5059 /source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl | |
parent | 321f773ca65921f6cb1ba13562bf9e942a30c455 (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.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl | 25 |
1 files changed, 13 insertions, 12 deletions
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. */ |