diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl | 374 |
1 files changed, 194 insertions, 180 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index 85c4a02bc1e..49c4569f585 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -3,241 +3,255 @@ float sample_depth(vec2 uv, int index, float lod) { #ifdef PLANAR_PROBE_RAYTRACE - if (index > -1) { - return textureLod(planarDepth, vec3(uv, index), 0.0).r; - } - else { + if (index > -1) { + return textureLod(planarDepth, vec3(uv, index), 0.0).r; + } + else { #endif - /* Correct UVs for mipmaping mis-alignment */ - uv *= mipRatio[int(lod) + hizMipOffset]; - return textureLod(maxzBuffer, uv, lod).r; + /* Correct UVs for mipmaping mis-alignment */ + uv *= mipRatio[int(lod) + hizMipOffset]; + return textureLod(maxzBuffer, uv, lod).r; #ifdef PLANAR_PROBE_RAYTRACE - } + } #endif } vec4 sample_depth_grouped(vec4 uv1, vec4 uv2, int index, float lod) { - vec4 depths; + vec4 depths; #ifdef PLANAR_PROBE_RAYTRACE - if (index > -1) { - depths.x = textureLod(planarDepth, vec3(uv1.xy, index), 0.0).r; - depths.y = textureLod(planarDepth, vec3(uv1.zw, index), 0.0).r; - depths.z = textureLod(planarDepth, vec3(uv2.xy, index), 0.0).r; - depths.w = textureLod(planarDepth, vec3(uv2.zw, index), 0.0).r; - } - else { + if (index > -1) { + depths.x = textureLod(planarDepth, vec3(uv1.xy, index), 0.0).r; + depths.y = textureLod(planarDepth, vec3(uv1.zw, index), 0.0).r; + depths.z = textureLod(planarDepth, vec3(uv2.xy, index), 0.0).r; + depths.w = textureLod(planarDepth, vec3(uv2.zw, index), 0.0).r; + } + else { #endif - depths.x = textureLod(maxzBuffer, uv1.xy, lod).r; - depths.y = textureLod(maxzBuffer, uv1.zw, lod).r; - depths.z = textureLod(maxzBuffer, uv2.xy, lod).r; - depths.w = textureLod(maxzBuffer, uv2.zw, lod).r; + depths.x = textureLod(maxzBuffer, uv1.xy, lod).r; + depths.y = textureLod(maxzBuffer, uv1.zw, lod).r; + depths.z = textureLod(maxzBuffer, uv2.xy, lod).r; + depths.w = textureLod(maxzBuffer, uv2.zw, lod).r; #ifdef PLANAR_PROBE_RAYTRACE - } + } #endif - return depths; + return depths; } float refine_isect(float prev_delta, float curr_delta) { - /** - * Simplification of 2D intersection : - * r0 = (0.0, prev_ss_ray.z); - * r1 = (1.0, curr_ss_ray.z); - * d0 = (0.0, prev_hit_depth_sample); - * d1 = (1.0, curr_hit_depth_sample); - * vec2 r = r1 - r0; - * vec2 d = d1 - d0; - * vec2 isect = ((d * cross(r1, r0)) - (r * cross(d1, d0))) / cross(r,d); - * - * We only want isect.x to know how much stride we need. So it simplifies : - * - * isect_x = (cross(r1, r0) - cross(d1, d0)) / cross(r,d); - * isect_x = (prev_ss_ray.z - prev_hit_depth_sample.z) / cross(r,d); - */ - return saturate(prev_delta / (prev_delta - curr_delta)); + /** + * Simplification of 2D intersection : + * r0 = (0.0, prev_ss_ray.z); + * r1 = (1.0, curr_ss_ray.z); + * d0 = (0.0, prev_hit_depth_sample); + * d1 = (1.0, curr_hit_depth_sample); + * vec2 r = r1 - r0; + * vec2 d = d1 - d0; + * vec2 isect = ((d * cross(r1, r0)) - (r * cross(d1, d0))) / cross(r,d); + * + * We only want isect.x to know how much stride we need. So it simplifies : + * + * isect_x = (cross(r1, r0) - cross(d1, d0)) / cross(r,d); + * isect_x = (prev_ss_ray.z - prev_hit_depth_sample.z) / cross(r,d); + */ + return saturate(prev_delta / (prev_delta - curr_delta)); } -void prepare_raycast( - vec3 ray_origin, vec3 ray_dir, float thickness, int index, out vec4 ss_step, out vec4 ss_ray, out float max_time) +void prepare_raycast(vec3 ray_origin, + vec3 ray_dir, + float thickness, + int index, + 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 = ray_origin + z_sign * ray_dir; - - /* Project into screen space. */ - vec4 ss_start, ss_end; - ss_start.xyz = project_point(ProjectionMatrix, ray_origin); - ss_end.xyz = project_point(ProjectionMatrix, ray_end); - - /* We interpolate the ray Z + thickness values to check if depth is within threshold. */ - ray_origin.z -= thickness; - ray_end.z -= thickness; - ss_start.w = project_point(ProjectionMatrix, ray_origin).z; - ss_end.w = project_point(ProjectionMatrix, ray_end).z; - - /* XXX This is a hack a better method is welcome ! */ - /* We take the delta between the offseted depth and the depth and substract it from the ray depth. - * This will change the world space thickness appearance a bit but we can have negative - * values without worries. We cannot do this in viewspace because of the perspective division. */ - ss_start.w = 2.0 * ss_start.z - ss_start.w; - 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 - * to not have to handle zero-pixel extent as a special case later */ - ss_step.xy += vec2((dot(ss_step.xy, ss_step.xy) < 0.00001) ? 0.001 : 0.0); - - /* Make ss_step cover one pixel. */ - 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 = 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. - * 4th component how far we are on the ray */ + /* 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 = ray_origin + z_sign * ray_dir; + + /* Project into screen space. */ + vec4 ss_start, ss_end; + ss_start.xyz = project_point(ProjectionMatrix, ray_origin); + ss_end.xyz = project_point(ProjectionMatrix, ray_end); + + /* We interpolate the ray Z + thickness values to check if depth is within threshold. */ + ray_origin.z -= thickness; + ray_end.z -= thickness; + ss_start.w = project_point(ProjectionMatrix, ray_origin).z; + ss_end.w = project_point(ProjectionMatrix, ray_end).z; + + /* XXX This is a hack a better method is welcome ! */ + /* We take the delta between the offseted depth and the depth and substract it from the ray depth. + * This will change the world space thickness appearance a bit but we can have negative + * values without worries. We cannot do this in viewspace because of the perspective division. */ + ss_start.w = 2.0 * ss_start.z - ss_start.w; + 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 + * to not have to handle zero-pixel extent as a special case later */ + ss_step.xy += vec2((dot(ss_step.xy, ss_step.xy) < 0.00001) ? 0.001 : 0.0); + + /* Make ss_step cover one pixel. */ + 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 = 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. + * 4th component how far we are on the ray */ #ifdef PLANAR_PROBE_RAYTRACE - /* Planar Reflections have X mirrored. */ - vec2 m = (index > -1) ? vec2(-0.5, 0.5) : vec2(0.5); + /* Planar Reflections have X mirrored. */ + vec2 m = (index > -1) ? vec2(-0.5, 0.5) : vec2(0.5); #else - const vec2 m = vec2(0.5); + const vec2 m = vec2(0.5); #endif - ss_ray = ss_start * m.xyyy + 0.5; - ss_step *= m.xyyy; + ss_ray = ss_start * m.xyyy + 0.5; + ss_step *= m.xyyy; - ss_ray.xy += m * ssrPixelSize * 2.0; /* take the center of the texel. * 2 because halfres. */ + ss_ray.xy += m * ssrPixelSize * 2.0; /* take the center of the texel. * 2 because halfres. */ } /* See times_and_deltas. */ -#define curr_time times_and_deltas.x -#define prev_time times_and_deltas.y -#define curr_delta times_and_deltas.z -#define prev_delta times_and_deltas.w +#define curr_time times_and_deltas.x +#define prev_time times_and_deltas.y +#define curr_delta times_and_deltas.z +#define prev_delta times_and_deltas.w // #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 occurred. */ /* __ray_dir__ is the ray direction premultiplied by it's maximum length */ -vec3 raycast( - int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ray_jitter, - float trace_quality, float roughness, const bool discard_backface) +vec3 raycast(int index, + vec3 ray_origin, + vec3 ray_dir, + float thickness, + float ray_jitter, + float trace_quality, + float roughness, + const bool discard_backface) { - vec4 ss_step, ss_start; - float max_time; - prepare_raycast(ray_origin, ray_dir, thickness, index, ss_step, ss_start, max_time); + vec4 ss_step, ss_start; + float max_time; + prepare_raycast(ray_origin, ray_dir, thickness, index, ss_step, ss_start, max_time); - float max_trace_time = max(0.01, max_time - 0.01); + float max_trace_time = max(0.01, max_time - 0.01); #ifdef GROUPED_FETCHES - ray_jitter *= 0.25; + ray_jitter *= 0.25; #endif - /* x : current_time, y: previous_time, z: current_delta, w: previous_delta */ - vec4 times_and_deltas = vec4(0.0); + /* x : current_time, y: previous_time, z: current_delta, w: previous_delta */ + vec4 times_and_deltas = vec4(0.0); - float ray_time = 0.0; - float depth_sample = sample_depth(ss_start.xy, index, 0.0); - curr_delta = depth_sample - ss_start.z; + float ray_time = 0.0; + float depth_sample = sample_depth(ss_start.xy, index, 0.0); + curr_delta = depth_sample - ss_start.z; - float lod_fac = saturate(fast_sqrt(roughness) * 2.0 - 0.4); - bool hit = false; - 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 * trace_quality) * 2.0; - float lod = log2(stride * 0.5 * trace_quality) * lod_fac; - ray_time += stride; + float lod_fac = saturate(fast_sqrt(roughness) * 2.0 - 0.4); + bool hit = false; + 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 * trace_quality) * 2.0; + float lod = log2(stride * 0.5 * trace_quality) * lod_fac; + ray_time += stride; - /* Save previous values. */ - times_and_deltas.xyzw = times_and_deltas.yxwz; + /* Save previous values. */ + times_and_deltas.xyzw = times_and_deltas.yxwz; #ifdef GROUPED_FETCHES - stride *= 4.0; - vec4 jit_stride = mix(vec4(2.0), vec4(stride), vec4(0.0, 0.25, 0.5, 0.75) + ray_jitter); - - vec4 times = min(vec4(ray_time) + jit_stride, vec4(max_trace_time)); - - vec4 uv1 = ss_start.xyxy + ss_step.xyxy * times.xxyy; - vec4 uv2 = ss_start.xyxy + ss_step.xyxy * times.zzww; - - vec4 depth_samples = sample_depth_grouped(uv1, uv2, index, lod); - - vec4 ray_z = ss_start.zzzz + ss_step.zzzz * times.xyzw; - vec4 ray_w = ss_start.wwww + ss_step.wwww * vec4(prev_time, times.xyz); - - vec4 deltas = depth_samples - ray_z; - /* Same as component wise (curr_delta <= 0.0) && (prev_w <= depth_sample). */ - bvec4 test = equal(step(deltas, vec4(0.0)) * step(ray_w, depth_samples), vec4(1.0)); - hit = any(test); - - if (hit) { - vec2 m = vec2(1.0, 0.0); /* Mask */ - - vec4 ret_times_and_deltas = times.wzzz * m.xxyy + deltas.wwwz * m.yyxx; - ret_times_and_deltas = (test.z) ? times.zyyy * m.xxyy + deltas.zzzy * m.yyxx : ret_times_and_deltas; - ret_times_and_deltas = (test.y) ? times.yxxx * m.xxyy + deltas.yyyx * m.yyxx : ret_times_and_deltas; - times_and_deltas = (test.x) ? times.xxxx * m.xyyy + deltas.xxxx * m.yyxy + times_and_deltas.yyww * m.yxyx : ret_times_and_deltas; - - depth_sample = depth_samples.w; - depth_sample = (test.z) ? depth_samples.z : depth_sample; - depth_sample = (test.y) ? depth_samples.y : depth_sample; - depth_sample = (test.x) ? depth_samples.x : depth_sample; - } - else { - curr_time = times.w; - curr_delta = deltas.w; - } + stride *= 4.0; + vec4 jit_stride = mix(vec4(2.0), vec4(stride), vec4(0.0, 0.25, 0.5, 0.75) + ray_jitter); + + vec4 times = min(vec4(ray_time) + jit_stride, vec4(max_trace_time)); + + vec4 uv1 = ss_start.xyxy + ss_step.xyxy * times.xxyy; + vec4 uv2 = ss_start.xyxy + ss_step.xyxy * times.zzww; + + vec4 depth_samples = sample_depth_grouped(uv1, uv2, index, lod); + + vec4 ray_z = ss_start.zzzz + ss_step.zzzz * times.xyzw; + vec4 ray_w = ss_start.wwww + ss_step.wwww * vec4(prev_time, times.xyz); + + vec4 deltas = depth_samples - ray_z; + /* Same as component wise (curr_delta <= 0.0) && (prev_w <= depth_sample). */ + bvec4 test = equal(step(deltas, vec4(0.0)) * step(ray_w, depth_samples), vec4(1.0)); + hit = any(test); + + if (hit) { + vec2 m = vec2(1.0, 0.0); /* Mask */ + + vec4 ret_times_and_deltas = times.wzzz * m.xxyy + deltas.wwwz * m.yyxx; + ret_times_and_deltas = (test.z) ? times.zyyy * m.xxyy + deltas.zzzy * m.yyxx : + ret_times_and_deltas; + ret_times_and_deltas = (test.y) ? times.yxxx * m.xxyy + deltas.yyyx * m.yyxx : + ret_times_and_deltas; + times_and_deltas = (test.x) ? times.xxxx * m.xyyy + deltas.xxxx * m.yyxy + + times_and_deltas.yyww * m.yxyx : + ret_times_and_deltas; + + depth_sample = depth_samples.w; + depth_sample = (test.z) ? depth_samples.z : depth_sample; + depth_sample = (test.y) ? depth_samples.y : depth_sample; + depth_sample = (test.x) ? depth_samples.x : depth_sample; + } + else { + curr_time = times.w; + curr_delta = deltas.w; + } #else - float jit_stride = mix(2.0, stride, ray_jitter); + float jit_stride = mix(2.0, stride, ray_jitter); - curr_time = min(ray_time + jit_stride, max_trace_time); - vec4 ss_ray = ss_start + ss_step * curr_time; + curr_time = min(ray_time + jit_stride, max_trace_time); + vec4 ss_ray = ss_start + ss_step * curr_time; - depth_sample = sample_depth(ss_ray.xy, index, lod); + depth_sample = sample_depth(ss_ray.xy, index, lod); - float prev_w = ss_start.w + ss_step.w * prev_time; - curr_delta = depth_sample - ss_ray.z; - hit = (curr_delta <= 0.0) && (prev_w <= depth_sample); + float prev_w = ss_start.w + ss_step.w * prev_time; + curr_delta = depth_sample - ss_ray.z; + hit = (curr_delta <= 0.0) && (prev_w <= depth_sample); #endif - } + } - if (discard_backface) { - /* Discard backface hits */ - hit = hit && (prev_delta > 0.0); - } + if (discard_backface) { + /* Discard backface hits */ + hit = hit && (prev_delta > 0.0); + } - /* Reject hit if background. */ - hit = hit && (depth_sample != 1.0); + /* Reject hit if background. */ + hit = hit && (depth_sample != 1.0); - curr_time = (hit) ? mix(prev_time, curr_time, refine_isect(prev_delta, curr_delta)) : curr_time; - ray_time = (hit) ? curr_time : ray_time; + curr_time = (hit) ? mix(prev_time, curr_time, refine_isect(prev_delta, curr_delta)) : curr_time; + ray_time = (hit) ? curr_time : ray_time; - /* Clip to frustum. */ - ray_time = max(0.001, min(ray_time, max_time - 1.5)); + /* Clip to frustum. */ + ray_time = max(0.001, min(ray_time, max_time - 1.5)); - vec4 ss_ray = ss_start + ss_step * ray_time; + vec4 ss_ray = ss_start + ss_step * ray_time; - /* Tag Z if ray failed. */ - ss_ray.z *= (hit) ? 1.0 : -1.0; - return ss_ray.xyz; + /* Tag Z if ray failed. */ + ss_ray.z *= (hit) ? 1.0 : -1.0; + return ss_ray.xyz; } float screen_border_mask(vec2 hit_co) { - const float margin = 0.003; - float atten = ssrBorderFac + margin; /* Screen percentage */ - hit_co = smoothstep(margin, atten, hit_co) * (1 - smoothstep(1.0 - atten, 1.0 - margin, hit_co)); + const float margin = 0.003; + float atten = ssrBorderFac + margin; /* Screen percentage */ + hit_co = smoothstep(margin, atten, hit_co) * (1 - smoothstep(1.0 - atten, 1.0 - margin, hit_co)); - float screenfade = hit_co.x * hit_co.y; + float screenfade = hit_co.x * hit_co.y; - return screenfade; + return screenfade; } |