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Diffstat (limited to 'source/blender/draw/engines/clay/shaders')
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_frag.glsl207
-rw-r--r--source/blender/draw/engines/clay/shaders/clay_vert.glsl20
-rw-r--r--source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl73
-rw-r--r--source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl120
4 files changed, 420 insertions, 0 deletions
diff --git a/source/blender/draw/engines/clay/shaders/clay_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_frag.glsl
new file mode 100644
index 00000000000..d9b372b652a
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_frag.glsl
@@ -0,0 +1,207 @@
+uniform vec2 screenres;
+uniform sampler2D depthtex;
+uniform mat4 WinMatrix;
+
+/* Matcap */
+uniform sampler2DArray matcaps;
+uniform vec3 matcaps_color[24];
+
+/* Screen Space Occlusion */
+/* store the view space vectors for the corners of the view frustum here.
+ * It helps to quickly reconstruct view space vectors by using uv coordinates,
+ * see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer */
+uniform vec4 viewvecs[3];
+uniform vec4 ssao_params;
+
+uniform sampler2D ssao_jitter;
+uniform sampler1D ssao_samples;
+
+/* Material Parameters packed in an UBO */
+struct Material {
+ vec4 ssao_params_var;
+ vec4 matcap_hsv_id;
+ vec4 matcap_rot; /* vec4 to ensure 16 bytes alignement (don't trust compiler) */
+};
+
+layout(std140) uniform material_block {
+ Material matcaps_param[MAX_MATERIAL];
+};
+
+int mat_id;
+
+/* Aliases */
+#define ssao_samples_num ssao_params.x
+#define jitter_tilling ssao_params.yz
+#define dfdy_sign ssao_params.w
+
+#define matcap_hsv matcaps_param[mat_id].matcap_hsv_id.xyz
+#define matcap_index matcaps_param[mat_id].matcap_hsv_id.w
+#define matcap_rotation matcaps_param[mat_id].matcap_rot.xy
+
+in vec3 normal;
+out vec4 fragColor;
+
+/* TODO Move this to SSAO modules */
+/* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer
+ * we change the factors from the article to fit the OpennGL model. */
+vec3 get_view_space_from_depth(in vec2 uvcoords, in float depth)
+{
+ if (WinMatrix[3][3] == 0.0) {
+ /* Perspective */
+ float d = 2.0 * depth - 1.0;
+
+ float zview = -WinMatrix[3][2] / (d + WinMatrix[2][2]);
+
+ return zview * (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz);
+ }
+ else {
+ /* Orthographic */
+ vec3 offset = vec3(uvcoords, depth);
+
+ return viewvecs[0].xyz + offset * viewvecs[1].xyz;
+ }
+}
+
+/* TODO remove this when switching to geometric normals */
+vec3 calculate_view_space_normal(in vec3 viewposition)
+{
+ vec3 normal = cross(normalize(dFdx(viewposition)), dfdy_sign * normalize(dFdy(viewposition)));
+ return normalize(normal);
+}
+
+#ifdef USE_HSV
+void rgb_to_hsv(vec3 rgb, out vec3 outcol)
+{
+ float cmax, cmin, h, s, v, cdelta;
+ vec3 c;
+
+ cmax = max(rgb[0], max(rgb[1], rgb[2]));
+ cmin = min(rgb[0], min(rgb[1], rgb[2]));
+ cdelta = cmax - cmin;
+
+ v = cmax;
+ if (cmax != 0.0)
+ s = cdelta / cmax;
+ else {
+ s = 0.0;
+ h = 0.0;
+ }
+
+ if (s == 0.0) {
+ h = 0.0;
+ }
+ else {
+ c = (vec3(cmax, cmax, cmax) - rgb.xyz) / cdelta;
+
+ if (rgb.x == cmax) h = c[2] - c[1];
+ else if (rgb.y == cmax) h = 2.0 + c[0] - c[2];
+ else h = 4.0 + c[1] - c[0];
+
+ h /= 6.0;
+
+ if (h < 0.0)
+ h += 1.0;
+ }
+
+ outcol = vec3(h, s, v);
+}
+
+void hsv_to_rgb(vec3 hsv, out vec3 outcol)
+{
+ float i, f, p, q, t, h, s, v;
+ vec3 rgb;
+
+ h = hsv[0];
+ s = hsv[1];
+ v = hsv[2];
+
+ if (s == 0.0) {
+ rgb = vec3(v, v, v);
+ }
+ else {
+ if (h == 1.0)
+ h = 0.0;
+
+ h *= 6.0;
+ i = floor(h);
+ f = h - i;
+ rgb = vec3(f, f, f);
+ p = v * (1.0 - s);
+ q = v * (1.0 - (s * f));
+ t = v * (1.0 - (s * (1.0 - f)));
+
+ if (i == 0.0) rgb = vec3(v, t, p);
+ else if (i == 1.0) rgb = vec3(q, v, p);
+ else if (i == 2.0) rgb = vec3(p, v, t);
+ else if (i == 3.0) rgb = vec3(p, q, v);
+ else if (i == 4.0) rgb = vec3(t, p, v);
+ else rgb = vec3(v, p, q);
+ }
+
+ outcol = rgb;
+}
+
+void hue_sat(float hue, float sat, float value, inout vec3 col)
+{
+ vec3 hsv;
+
+ rgb_to_hsv(col, hsv);
+
+ hsv.x += hue;
+ hsv.x -= floor(hsv.x);
+ hsv.y *= sat;
+ hsv.y = clamp(hsv.y, 0.0, 1.0);
+ hsv.z *= value;
+ hsv.z = clamp(hsv.z, 0.0, 1.0);
+
+ hsv_to_rgb(hsv, col);
+}
+#endif
+
+#ifdef USE_AO
+/* Prototype */
+void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges);
+#endif
+
+void main() {
+ vec2 screenco = vec2(gl_FragCoord.xy) / screenres;
+ float depth = texture(depthtex, screenco).r;
+
+ vec3 position = get_view_space_from_depth(screenco, depth);
+ vec3 normal = calculate_view_space_normal(position);
+
+ //mat_id = int(screenco.x*3.0);
+
+ /* Manual Depth test */
+ /* Doing this test earlier gives problem with dfdx calculations
+ * TODO move this before when we have proper geometric normals */
+ if (gl_FragCoord.z > depth + 1e-5)
+ discard;
+
+#ifdef USE_ROTATION
+ /* Rotate texture coordinates */
+ vec2 rotY = vec2(-matcap_rotation.y, matcap_rotation.x);
+ vec2 texco = abs(vec2(dot(normal.xy, matcap_rotation), dot(normal.xy, rotY)) * .49 + 0.5);
+#else
+ vec2 texco = abs(normal.xy * .49 + 0.5);
+#endif
+ vec3 col = texture(matcaps, vec3(texco, matcap_index)).rgb;
+
+#ifdef USE_AO
+ float cavity, edges;
+ ssao_factors(depth, normal, position, screenco, cavity, edges);
+
+ col *= mix(vec3(1.0), matcaps_color[int(matcap_index)], cavity);
+#endif
+
+#ifdef USE_HSV
+ hue_sat(matcap_hsv.x, matcap_hsv.y, matcap_hsv.z, col);
+#endif
+
+#ifdef USE_AO
+ /* Apply highlights after hue shift */
+ col *= edges + 1.0;
+#endif
+
+ fragColor = vec4(col, 1.0);
+}
diff --git a/source/blender/draw/engines/clay/shaders/clay_vert.glsl b/source/blender/draw/engines/clay/shaders/clay_vert.glsl
new file mode 100644
index 00000000000..0b598ea0291
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/clay_vert.glsl
@@ -0,0 +1,20 @@
+uniform mat4 ModelViewProjectionMatrix;
+uniform mat3 NormalMatrix;
+
+#if __VERSION__ == 120
+attribute vec3 pos;
+attribute vec3 nor;
+varying vec3 normal;
+#else
+in vec3 pos;
+in vec3 nor;
+out vec3 normal;
+#endif
+
+
+void main()
+{
+ normal = normalize(NormalMatrix * nor);
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+}
+
diff --git a/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl
new file mode 100644
index 00000000000..d032fb91c01
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl
@@ -0,0 +1,73 @@
+#define ssao_distance matcaps_param[mat_id].ssao_params_var.x
+#define ssao_factor_cavity matcaps_param[mat_id].ssao_params_var.y
+#define ssao_factor_edge matcaps_param[mat_id].ssao_params_var.z
+#define ssao_attenuation matcaps_param[mat_id].ssao_params_var.w
+
+/* from The Alchemy screen-space ambient obscurance algorithm
+ * http://graphics.cs.williams.edu/papers/AlchemyHPG11/VV11AlchemyAO.pdf */
+
+void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges)
+{
+ /* take the normalized ray direction here */
+ vec2 rotX = texture2D(ssao_jitter, screenco.xy * jitter_tilling).rg;
+ vec2 rotY = vec2(-rotX.y, rotX.x);
+
+ /* find the offset in screen space by multiplying a point
+ * in camera space at the depth of the point by the projection matrix. */
+ vec2 offset;
+ float homcoord = WinMatrix[2][3] * position.z + WinMatrix[3][3];
+ offset.x = WinMatrix[0][0] * ssao_distance / homcoord;
+ offset.y = WinMatrix[1][1] * ssao_distance / homcoord;
+ /* convert from -1.0...1.0 range to 0.0..1.0 for easy use with texture coordinates */
+ offset *= 0.5;
+
+ cavities = edges = 0.0;
+ int x;
+ int num_samples = int(ssao_samples_num);
+
+ for (x = 0; x < num_samples; x++) {
+ /* TODO : optimisation replace by constant */
+ vec2 dir_sample = texture1D(ssao_samples, (float(x) + 0.5) / ssao_samples_num).rg;
+
+ /* rotate with random direction to get jittered result */
+ vec2 dir_jittered = vec2(dot(dir_sample, rotX), dot(dir_sample, rotY));
+
+ vec2 uvcoords = screenco.xy + dir_jittered * offset;
+
+ if (uvcoords.x > 1.0 || uvcoords.x < 0.0 || uvcoords.y > 1.0 || uvcoords.y < 0.0)
+ continue;
+
+ float depth_new = texture2D(depthtex, uvcoords).r;
+
+ /* Handle Background case */
+ bool is_background = (depth_new == 1.0);
+
+ /* This trick provide good edge effect even if no neighboor is found. */
+ vec3 pos_new = get_view_space_from_depth(uvcoords, (is_background) ? depth : depth_new);
+
+ if (is_background)
+ pos_new.z -= ssao_distance;
+
+ vec3 dir = pos_new - position;
+ float len = length(dir);
+ float f_cavities = dot(dir, normal);
+ float f_edge = -f_cavities;
+ float f_bias = 0.05 * len + 0.0001;
+
+ float attenuation = 1.0 / (len * (1.0 + len * len * ssao_attenuation));
+
+ /* use minor bias here to avoid self shadowing */
+ if (f_cavities > -f_bias)
+ cavities += f_cavities * attenuation;
+
+ if (f_edge > f_bias)
+ edges += f_edge * attenuation;
+ }
+
+ cavities /= ssao_samples_num;
+ edges /= ssao_samples_num;
+
+ /* don't let cavity wash out the surface appearance */
+ cavities = clamp(cavities * ssao_factor_cavity, 0.0, 1.0);
+ edges = edges * ssao_factor_edge;
+}
diff --git a/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl b/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl
new file mode 100644
index 00000000000..2f29624824e
--- /dev/null
+++ b/source/blender/draw/engines/clay/shaders/ssao_groundtruth.glsl
@@ -0,0 +1,120 @@
+#define ssao_distance matcaps_param[mat_id].ssao_params_var.x
+#define ssao_factor_cavity matcaps_param[mat_id].ssao_params_var.y
+#define ssao_factor_edge matcaps_param[mat_id].ssao_params_var.z
+#define ssao_attenuation matcaps_param[mat_id].ssao_params_var.w
+
+/* Based on Practical Realtime Strategies for Accurate Indirect Occlusion
+ * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
+ * http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx */
+
+#define COSINE_WEIGHTING
+
+float integrate_arc(in float h1, in float h2, in float gamma, in float n_proj_len)
+{
+ float a = 0.0;
+#ifdef COSINE_WEIGHTING
+ float cos_gamma = cos(gamma);
+ float sin_gamma_2 = 2.0 * sin(gamma);
+ a += -cos(2.0 * h1 - gamma) + cos_gamma + h1 * sin_gamma_2;
+ a += -cos(2.0 * h2 - gamma) + cos_gamma + h2 * sin_gamma_2;
+ a *= 0.25; /* 1/4 */
+ a *= n_proj_len;
+#else
+ /* Uniform weighting (slide 59) */
+ a += 1 - cos(h1);
+ a += 1 - cos(h2);
+#endif
+ return a;
+}
+
+float get_max_horizon(in vec2 co, in vec3 x, in vec3 omega_o, in float h)
+{
+ if (co.x > 1.0 || co.x < 0.0 || co.y > 1.0 || co.y < 0.0)
+ return h;
+
+ float depth = texture2D(depthtex, co).r;
+
+ /* Background case */
+ if (depth == 1.0)
+ return h;
+
+ vec3 s = get_view_space_from_depth(co, depth); /* s View coordinate */
+ vec3 omega_s = s - x;
+ float len = length(omega_s);
+
+ if (len < ssao_distance) {
+ omega_s /= len;
+ h = max(h, dot(omega_s, omega_o));
+ }
+ return h;
+}
+
+void ssao_factors(in float depth, in vec3 normal, in vec3 position, in vec2 screenco, out float cavities, out float edges)
+{
+ /* Renaming */
+ vec3 omega_o = -normalize(position); /* viewvec */
+ vec2 x_ = screenco; /* x^ Screen coordinate */
+ vec3 x = position; /* x view space coordinate */
+
+#ifdef SPATIAL_DENOISE
+ float noise_dir = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+ float noise_offset = (1.0 / 4.0) * float(int(gl_FragCoord.y - gl_FragCoord.x) & 0x3);
+#else
+ float noise_dir = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+ float noise_offset = (0.5 / 16.0) + (1.0 / 16.0) * float(((int(gl_FragCoord.x - gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+#endif
+
+ const float phi_step = 16.0;
+ const float theta_step = 16.0;
+ const float m_pi = 3.14159265358979323846;
+ vec2 pixel_ratio = vec2(screenres.y / screenres.x, 1.0);
+ vec2 pixel_size = vec2(1.0) / screenres.xy;
+ float min_stride = length(pixel_size);
+ float homcco = WinMatrix[2][3] * position.z + WinMatrix[3][3];
+ float n = max(min_stride * theta_step, ssao_distance / homcco); /* Search distance */
+
+ /* Integral over PI */
+ float A = 0.0;
+ for (float i = 0.0; i < phi_step; i++) {
+ float phi = m_pi * ((noise_dir + i) / phi_step);
+
+ vec2 t_phi = vec2(cos(phi), sin(phi)); /* Screen space direction */
+
+ /* Search maximum horizon angles Theta1 and Theta2 */
+ float theta1 = -1.0, theta2 = -1.0; /* init at cos(pi) */
+ for (float j = 0.0; j < theta_step; j++) {
+ vec2 s_ = t_phi * pixel_ratio * n * ((j + noise_offset)/ theta_step); /* s^ Screen coordinate */
+ vec2 co;
+
+ co = x_ + s_;
+ theta1 = get_max_horizon(co, x, omega_o, theta1);
+
+ co = x_ - s_;
+ theta2 = get_max_horizon(co, x, omega_o, theta2);
+ }
+
+ /* (Slide 54) */
+ theta1 = -acos(theta1);
+ theta2 = acos(theta2);
+
+ /* Projecting Normal to Plane P defined by t_phi and omega_o */
+ vec3 h = normalize(cross(vec3(t_phi, 0.0), omega_o)); /* Normal vector to Integration plane */
+ vec3 t = cross(h, omega_o); /* Normal vector to plane */
+ vec3 n_proj = normal - h * dot(normal, h);
+ float n_proj_len = length(n_proj);
+ vec3 n_proj_norm = normalize(n_proj);
+
+ /* Clamping thetas (slide 58) */
+ float gamma = sign(dot(n_proj_norm, t)) * acos(dot(normal, omega_o)); /* Angle between view vec and normal */
+ theta1 = gamma + max(theta1 - gamma, -m_pi * 0.5);
+ theta2 = gamma + min(theta2 - gamma, m_pi * 0.5);
+
+ /* Solving inner integral */
+ A += integrate_arc(theta1, theta2, gamma, n_proj_len);
+ }
+
+ A /= phi_step;
+
+ cavities = 1.0 - A;
+ edges = 0.0;
+} \ No newline at end of file