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authorClément Foucault <foucault.clem@gmail.com>2017-06-02 21:50:04 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-03 01:54:01 +0300
commit0d52f8daea3b6603db83f41aa97fb137b4c97bcc (patch)
treee67899497e222d332e7fd96eea8dccfb1496ac32 /source/blender/draw
parent4bd2de2030f5c655256c9108eef53b536768d9be (diff)
Eevee: Polishing of Exponential Shadow mapping
Added exponent parameter to tweak light bleeding. Added depth bias to the shadow test. Added better blurring using 32 samples.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_private.h3
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_geom.glsl1
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl62
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl1
8 files changed, 71 insertions, 15 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 9dd87cc11f3..fc43700bb8c 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -382,6 +382,7 @@ static void eevee_shadow_cube_setup(Object *ob, EEVEE_LampsInfo *linfo, EEVEE_La
evsh->bias = 0.05f * la->bias;
evsh->near = la->clipsta;
evsh->far = la->clipend;
+ evsh->exp = la->bleedexp;
evli->shadowid = (float)(evsmp->shadow_id);
}
@@ -732,12 +733,14 @@ void EEVEE_draw_shadows(EEVEE_SceneLayerData *sldata, EEVEE_PassList *psl)
/* Render each shadow to one layer of the array */
for (i = 0; (ob = linfo->shadow_cube_ref[i]) && (i < MAX_SHADOW_CUBE); i++) {
EEVEE_LampEngineData *led = eevee_get_lamp_engine_data(ob);
+ Lamp *la = (Lamp *)ob->data;
if (led->need_update) {
EEVEE_ShadowCubeData *evscd = (EEVEE_ShadowCubeData *)led->storage;
EEVEE_ShadowRender *srd = &linfo->shadow_render_data;
srd->layer = i;
+ srd->exponent = la->bleedexp;
copy_v3_v3(srd->position, ob->obmat[3]);
for (int j = 0; j < 6; ++j) {
copy_m4_m4(srd->shadowmat[j], evscd->viewprojmat[j]);
diff --git a/source/blender/draw/engines/eevee/eevee_private.h b/source/blender/draw/engines/eevee/eevee_private.h
index 454e0925d58..2f7beead1af 100644
--- a/source/blender/draw/engines/eevee/eevee_private.h
+++ b/source/blender/draw/engines/eevee/eevee_private.h
@@ -114,7 +114,7 @@ typedef struct EEVEE_Light {
} EEVEE_Light;
typedef struct EEVEE_ShadowCube {
- float near, far, bias, pad;
+ float near, far, bias, exp;
} EEVEE_ShadowCube;
typedef struct EEVEE_ShadowMap {
@@ -133,6 +133,7 @@ typedef struct EEVEE_ShadowRender {
float position[3];
float pad;
int layer;
+ float exponent;
} EEVEE_ShadowRender;
/* ************ LIGHT DATA ************* */
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index a9be6ca5478..8963ad2b93e 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -36,13 +36,14 @@ struct LightData {
struct ShadowCubeData {
- vec4 near_far_bias;
+ vec4 near_far_bias_exp;
};
/* convenience aliases */
-#define sh_cube_near near_far_bias.x
-#define sh_cube_far near_far_bias.y
-#define sh_cube_bias near_far_bias.z
+#define sh_cube_near near_far_bias_exp.x
+#define sh_cube_far near_far_bias_exp.y
+#define sh_cube_bias near_far_bias_exp.z
+#define sh_cube_exp near_far_bias_exp.w
struct ShadowMapData {
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 92069dc37e4..953b087bcd7 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -176,11 +176,11 @@ void light_visibility(LightData ld, ShadingData sd, out float vis)
ShadowCubeData scd = shadows_cube_data[int(shid)];
vec3 cubevec = sd.W - ld.l_position;
- float dist = length(cubevec);
+ float dist = length(cubevec) - scd.sh_cube_bias;
float z = texture_octahedron(shadowCubes, vec4(cubevec, shid)).r;
- float esm_test = min(1.0, exp(-5.0 * dist) * z);
+ float esm_test = saturate(exp(scd.sh_cube_exp * (z - dist)));
float sh_test = step(0, z - dist);
vis *= esm_test;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
index 7a8b06e3430..3fc3c146c66 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_frag.glsl
@@ -3,6 +3,7 @@ layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
vec4 lampPosition;
int layer;
+ float exponent;
};
in vec3 worldPosition;
@@ -11,5 +12,5 @@ out vec4 FragColor;
void main() {
float dist = distance(lampPosition.xyz, worldPosition.xyz);
- FragColor = vec4(exp(5.0 * dist), 0.0, 0.0, 1.0);
+ FragColor = vec4(dist, 0.0, 0.0, 1.0);
}
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
index 4bd2999787b..afc78c4a8f8 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
@@ -3,6 +3,7 @@ layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
vec4 lampPosition;
int layer;
+ float exponent;
};
layout(triangles) in;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
index 67bee97fade..40b980b3904 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_frag.glsl
@@ -1,4 +1,11 @@
+layout(std140) uniform shadow_render_block {
+ mat4 ShadowMatrix[6];
+ vec4 lampPosition;
+ int layer;
+ float exponent;
+};
+
uniform samplerCube shadowCube;
out vec4 FragColor;
@@ -24,6 +31,35 @@ void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
B = cross(N, T);
}
+#define NUM_SAMPLE 32
+vec2 poisson_disc[32] = vec2[32](
+ vec2( 0.476, 0.854), vec2(-0.659, -0.670),
+ vec2( 0.905, -0.270), vec2( 0.215, -0.133),
+ vec2(-0.595, 0.242), vec2(-0.146, 0.519),
+ vec2( 0.108, -0.930), vec2( 0.807, 0.449),
+
+ vec2(-0.476, -0.854), vec2( 0.659, 0.670),
+ vec2(-0.905, 0.270), vec2(-0.215, 0.133),
+ vec2( 0.595, -0.242), vec2( 0.146, -0.519),
+ vec2(-0.108, 0.930), vec2(-0.807, -0.449),
+
+ vec2(-0.854, 0.476), vec2( 0.670, -0.659),
+ vec2( 0.270, 0.905), vec2( 0.133, 0.215),
+ vec2(-0.242, -0.595), vec2(-0.519, -0.146),
+ vec2( 0.930, 0.108), vec2(-0.449, 0.807),
+
+ vec2( 0.854, -0.476), vec2(-0.670, 0.659),
+ vec2(-0.270, -0.905), vec2(-0.133, -0.215),
+ vec2( 0.242, 0.595), vec2( 0.519, 0.146),
+ vec2(-0.930, -0.108), vec2( 0.449, -0.807)
+);
+
+/* Marco Salvi's GDC 2008 presentation about shadow maps pre-filtering techniques slide 24 */
+float ln_space_prefilter(float w0, float x, float w1, float y)
+{
+ return x + log(w0 + w1 * exp(y - x));
+}
+
void main() {
const vec2 texelSize = vec2(1.0 / 512.0);
@@ -52,13 +88,25 @@ void main() {
vec3 T, B;
make_orthonormal_basis(cubevec, T, B);
- vec2 offsetvec = texelSize.xy * vec2(-1.0, 1.0); /* Totally arbitrary */
-
/* get cubemap shadow value */
- FragColor = texture(shadowCube, cubevec + offsetvec.x * T + offsetvec.x * B).rrrr;
- FragColor += texture(shadowCube, cubevec + offsetvec.x * T + offsetvec.y * B).rrrr;
- FragColor += texture(shadowCube, cubevec + offsetvec.y * T + offsetvec.x * B).rrrr;
- FragColor += texture(shadowCube, cubevec + offsetvec.y * T + offsetvec.y * B).rrrr;
+ const float blur_radius = 5.0 / 512.0; /* Totally arbitrary */
+ const float weight = 1.0 / float(NUM_SAMPLE);
+ float accum = 0.0;
+
+ /* Poisson disc blur in log space. */
+ vec2 offsetvec = poisson_disc[0].xy * blur_radius;
+ float depth1 = texture(shadowCube, cubevec + offsetvec.x * T + offsetvec.y * B).r;
+
+ offsetvec = poisson_disc[1].xy * blur_radius;
+ float depth2 = texture(shadowCube, cubevec + offsetvec.x * T + offsetvec.y * B).r;
+
+ accum = ln_space_prefilter(weight, depth1, weight, depth2);
+
+ for (int i = 2; i < NUM_SAMPLE; ++i) {
+ vec2 offsetvec = poisson_disc[i].xy * blur_radius;
+ depth1 = texture(shadowCube, cubevec + offsetvec.x * T + offsetvec.y * B).r;
+ accum = ln_space_prefilter(1.0, accum, weight, depth1);
+ }
- FragColor /= 4.0;
+ FragColor = vec4(accum, accum, accum, 1.0);
} \ No newline at end of file
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl
index f14354ad4cd..1d456095e02 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_store_geom.glsl
@@ -3,6 +3,7 @@ layout(std140) uniform shadow_render_block {
mat4 ShadowMatrix[6];
vec4 lampPosition;
int layer;
+ float exponent;
};
layout(triangles) in;