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authorClément Foucault <foucault.clem@gmail.com>2017-07-22 02:13:33 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-07-24 16:28:27 +0300
commitd2462e3d26da7b6bfa82cfa078ade93c1a71c17e (patch)
tree2dadb1d8dc6c8d098279d67c85396e430647d033 /source/blender/draw/engines
parent9906ef06b15e8aaee36858d10b419e7605cbd848 (diff)
Eevee: SSR: Add fullscreen raytrace option and Screen border factor.
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c32
-rw-r--r--source/blender/draw/engines/eevee/eevee_engine.c2
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h5
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl6
4 files changed, 27 insertions, 18 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 245dc19ab85..65e02350c22 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -548,9 +548,10 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
/* Enable double buffering to be able to read previous frame color */
effects->enabled_effects |= EFFECT_DOUBLE_BUFFER;
- effects->reflection_trace_full = true;
+ effects->reflection_trace_full = !BKE_collection_engine_property_value_get_bool(props, "ssr_halfres");
effects->ssr_stride = (float)BKE_collection_engine_property_value_get_int(props, "ssr_stride");
effects->ssr_thickness = BKE_collection_engine_property_value_get_float(props, "ssr_thickness");
+ effects->ssr_border_fac = BKE_collection_engine_property_value_get_float(props, "ssr_border_fade");
const int divisor = (effects->reflection_trace_full) ? 1 : 2;
int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
@@ -578,8 +579,8 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
/* Raytracing output */
/* TODO try integer format for hit coord to increase precision */
- DRWFboTexture tex_output[2] = {{&txl->ssr_hit_output, (record_two_hit) ? DRW_TEX_RGBA_16 : DRW_TEX_RG_16, 0},
- {&txl->ssr_pdf_output, (record_two_hit) ? DRW_TEX_RG_16 : DRW_TEX_R_16, 0}};
+ DRWFboTexture tex_output[2] = {{&stl->g_data->ssr_hit_output, (record_two_hit) ? DRW_TEX_RGBA_16 : DRW_TEX_RG_16, DRW_TEX_TEMP},
+ {&stl->g_data->ssr_pdf_output, (record_two_hit) ? DRW_TEX_RG_16 : DRW_TEX_R_16, DRW_TEX_TEMP}};
DRW_framebuffer_init(&fbl->screen_tracing_fb, &draw_engine_eevee_type, tracing_res[0], tracing_res[1], tex_output, 2);
@@ -605,8 +606,6 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
/* Cleanup to release memory */
DRW_TEXTURE_FREE_SAFE(txl->ssr_normal_input);
DRW_TEXTURE_FREE_SAFE(txl->ssr_specrough_input);
- DRW_TEXTURE_FREE_SAFE(txl->ssr_hit_output);
- DRW_TEXTURE_FREE_SAFE(txl->ssr_pdf_output);
DRW_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb);
}
@@ -736,11 +735,12 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_buffer(grp, "colorBuffer", &txl->color_double_buffer);
- DRW_shgroup_uniform_buffer(grp, "hitBuffer", &txl->ssr_hit_output);
- DRW_shgroup_uniform_buffer(grp, "pdfBuffer", &txl->ssr_pdf_output);
+ DRW_shgroup_uniform_buffer(grp, "hitBuffer", &stl->g_data->ssr_hit_output);
+ DRW_shgroup_uniform_buffer(grp, "pdfBuffer", &stl->g_data->ssr_pdf_output);
DRW_shgroup_uniform_mat4(grp, "PastViewProjectionMatrix", (float *)stl->g_data->prev_persmat);
DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
DRW_shgroup_uniform_int(grp, "probe_count", &sldata->probes->num_render_cube, 1);
+ DRW_shgroup_uniform_float(grp, "borderFadeFactor", &effects->ssr_border_fac, 1);
DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
DRW_shgroup_uniform_float(grp, "lodPlanarMax", &sldata->probes->lod_planar_max, 1);
DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool);
@@ -998,21 +998,25 @@ void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *veda
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
- if (stl->g_data->valid_double_buffer) {
- EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->color_double_buffer, 9);
+ DRW_framebuffer_texture_attach(fbl->screen_tracing_fb, stl->g_data->ssr_hit_output, 0, 0);
+ DRW_framebuffer_texture_attach(fbl->screen_tracing_fb, stl->g_data->ssr_pdf_output, 1, 0);
+ DRW_framebuffer_bind(fbl->screen_tracing_fb);
+ if (stl->g_data->valid_double_buffer) {
/* Raytrace at halfres. */
e_data.depth_src = dtxl->depth;
- // e_data.depth_src = stl->g_data->minmaxz;
- DRW_framebuffer_bind(fbl->screen_tracing_fb);
DRW_draw_pass(psl->ssr_raytrace);
+
+ EEVEE_downsample_buffer(vedata, fbl->downsample_fb, txl->color_double_buffer, 9);
}
else {
float clear_col[4] = {-1.0f, -1.0f, -1.0f, -1.0f};
- DRW_framebuffer_bind(fbl->screen_tracing_fb);
DRW_framebuffer_clear(true, false, false, clear_col, 0.0f);
}
+ DRW_framebuffer_texture_detach(stl->g_data->ssr_hit_output);
+ DRW_framebuffer_texture_detach(stl->g_data->ssr_pdf_output);
+
/* Resolve at fullres */
e_data.depth_src = dtxl->depth;
DRW_framebuffer_texture_detach(dtxl->depth);
@@ -1187,10 +1191,10 @@ void EEVEE_draw_effects(EEVEE_Data *vedata)
if (stl->g_data->minzbuffer) DRW_transform_to_display(stl->g_data->minzbuffer);
break;
case 2:
- if (txl->ssr_hit_output) DRW_transform_to_display(txl->ssr_hit_output);
+ if (stl->g_data->ssr_hit_output) DRW_transform_to_display(stl->g_data->ssr_hit_output);
break;
case 3:
- if (txl->ssr_pdf_output) DRW_transform_to_display(txl->ssr_pdf_output);
+ if (stl->g_data->ssr_pdf_output) DRW_transform_to_display(stl->g_data->ssr_pdf_output);
break;
case 4:
if (txl->ssr_normal_input) DRW_transform_to_display(txl->ssr_normal_input);
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c
index 6ca120a7a9b..29f5380de85 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -212,8 +212,10 @@ static void EEVEE_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDPr
props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
BKE_collection_engine_property_add_bool(props, "ssr_enable", false);
+ BKE_collection_engine_property_add_bool(props, "ssr_halfres", true);
BKE_collection_engine_property_add_int(props, "ssr_stride", 16);
BKE_collection_engine_property_add_float(props, "ssr_thickness", 0.5f);
+ BKE_collection_engine_property_add_float(props, "ssr_border_fade", 0.075f);
BKE_collection_engine_property_add_bool(props, "volumetric_enable", false);
BKE_collection_engine_property_add_float(props, "volumetric_start", 0.1f);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 50db5365d2b..4c27f940d92 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -161,8 +161,6 @@ typedef struct EEVEE_TextureList {
struct GPUTexture *ssr_normal_input;
struct GPUTexture *ssr_specrough_input;
- struct GPUTexture *ssr_hit_output;
- struct GPUTexture *ssr_pdf_output;
struct GPUTexture *planar_pool;
@@ -321,6 +319,7 @@ typedef struct EEVEE_EffectsInfo {
/* SSR */
bool use_ssr;
bool reflection_trace_full;
+ float ssr_border_fac;
float ssr_stride;
float ssr_thickness;
@@ -455,6 +454,8 @@ typedef struct EEVEE_PrivateData {
struct GHash *material_hash;
struct GHash *hair_material_hash;
struct GPUTexture *minzbuffer;
+ struct GPUTexture *ssr_hit_output;
+ struct GPUTexture *ssr_pdf_output;
struct GPUTexture *volumetric;
struct GPUTexture *volumetric_transmit;
float background_alpha; /* TODO find a better place for this. */
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 411c31118c4..f7bf9d4820b 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -113,6 +113,8 @@ uniform sampler2D pdfBuffer;
uniform int probe_count;
+uniform float borderFadeFactor;
+
uniform mat4 ViewProjectionMatrix;
uniform mat4 PastViewProjectionMatrix;
@@ -192,8 +194,8 @@ float screen_border_mask(vec2 past_hit_co, vec3 hit)
hit_co.xy = (hit_co.xy / hit_co.w) * 0.5 + 0.5;
hit_co.zw = past_hit_co;
- const float margin = 0.01;
- const float atten = 0.075 + margin; /* Screen percentage */
+ const float margin = 0.003;
+ float atten = borderFadeFactor + margin; /* Screen percentage */
hit_co = smoothstep(margin, atten, hit_co) * (1 - smoothstep(1.0 - atten, 1.0 - margin, hit_co));
vec2 atten_fac = min(hit_co.xy, hit_co.zw);