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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (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.glsl374
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;
}