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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_occlusion.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c305
1 files changed, 305 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
new file mode 100644
index 00000000000..f39fbe33a71
--- /dev/null
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -0,0 +1,305 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file eevee_occlusion.c
+ * \ingroup draw_engine
+ *
+ * Implementation of the screen space Ground Truth Ambient Occlusion.
+ */
+
+#include "DRW_render.h"
+
+#include "BLI_string_utils.h"
+
+#include "DNA_anim_types.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "BKE_global.h" /* for G.debug_value */
+
+#include "eevee_private.h"
+
+static struct {
+ /* Ground Truth Ambient Occlusion */
+ struct GPUShader *gtao_sh;
+ struct GPUShader *gtao_layer_sh;
+ struct GPUShader *gtao_debug_sh;
+ struct GPUTexture *src_depth;
+} e_data = {NULL}; /* Engine data */
+
+extern char datatoc_ambient_occlusion_lib_glsl[];
+extern char datatoc_common_view_lib_glsl[];
+extern char datatoc_common_uniforms_lib_glsl[];
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_effect_gtao_frag_glsl[];
+
+static void eevee_create_shader_occlusion(void)
+{
+ char *frag_str = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
+ datatoc_common_uniforms_lib_glsl,
+ datatoc_bsdf_common_lib_glsl,
+ datatoc_ambient_occlusion_lib_glsl,
+ datatoc_effect_gtao_frag_glsl);
+
+ e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL);
+ e_data.gtao_layer_sh = DRW_shader_create_fullscreen(frag_str, "#define LAYERED_DEPTH\n");
+ e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n");
+
+ MEM_freeN(frag_str);
+}
+
+int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) {
+ const float *viewport_size = DRW_viewport_size_get();
+ const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
+
+ /* Shaders */
+ if (!e_data.gtao_sh) {
+ eevee_create_shader_occlusion();
+ }
+
+ common_data->ao_dist = scene_eval->eevee.gtao_distance;
+ common_data->ao_factor = scene_eval->eevee.gtao_factor;
+ common_data->ao_quality = 1.0f - scene_eval->eevee.gtao_quality;
+
+ common_data->ao_settings = 1.0f; /* USE_AO */
+ if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BENT_NORMALS) {
+ common_data->ao_settings += 2.0f; /* USE_BENT_NORMAL */
+ }
+ if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) {
+ common_data->ao_settings += 4.0f; /* USE_DENOISE */
+ }
+
+ common_data->ao_bounce_fac = (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) ? 1.0f : 0.0f;
+
+ effects->gtao_horizons = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
+ &draw_engine_eevee_type);
+ GPU_framebuffer_ensure_config(&fbl->gtao_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons)
+ });
+
+ if (G.debug_value == 6) {
+ effects->gtao_horizons_debug = DRW_texture_pool_query_2D(fs_size[0], fs_size[1], GPU_RGBA8,
+ &draw_engine_eevee_type);
+ GPU_framebuffer_ensure_config(&fbl->gtao_debug_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons_debug)
+ });
+ }
+ else {
+ effects->gtao_horizons_debug = NULL;
+ }
+
+ return EFFECT_GTAO | EFFECT_NORMAL_BUFFER;
+ }
+
+ /* Cleanup */
+ effects->gtao_horizons = NULL;
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb);
+ common_data->ao_settings = 0.0f;
+
+ return 0;
+}
+
+void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
+
+ if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ DRW_texture_ensure_fullscreen_2D(&txl->ao_accum, GPU_R32F, 0); /* Should be enough precision for many samples. */
+
+ GPU_framebuffer_ensure_config(&fbl->ao_accum_fb, {
+ GPU_ATTACHMENT_NONE,
+ GPU_ATTACHMENT_TEXTURE(txl->ao_accum)
+ });
+
+ /* Clear texture. */
+ GPU_framebuffer_bind(fbl->ao_accum_fb);
+ GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear);
+
+ /* Accumulation pass */
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE;
+ psl->ao_accum_ps = DRW_pass_create("AO Accum", state);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_accum_ps);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
+ DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
+ }
+ else {
+ /* Cleanup to release memory */
+ DRW_TEXTURE_FREE_SAFE(txl->ao_accum);
+ GPU_FRAMEBUFFER_FREE_SAFE(fbl->ao_accum_fb);
+ }
+}
+
+void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_TextureList *txl = vedata->txl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
+
+ if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
+ /** Occlusion algorithm overview
+ *
+ * We separate the computation into 2 steps.
+ *
+ * - First we scan the neighborhood pixels to find the maximum horizon angle.
+ * We save this angle in a RG8 array texture.
+ *
+ * - Then we use this angle to compute occlusion with the shading normal at
+ * the shading stage. This let us do correct shadowing for each diffuse / specular
+ * lobe present in the shader using the correct normal.
+ **/
+ psl->ao_horizon_search = DRW_pass_create("GTAO Horizon Search", DRW_STATE_WRITE_COLOR);
+ DRWShadingGroup *grp = DRW_shgroup_create(e_data.gtao_sh, psl->ao_horizon_search);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &effects->ao_src_depth);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ psl->ao_horizon_search_layer = DRW_pass_create("GTAO Horizon Search Layer", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(e_data.gtao_layer_sh, psl->ao_horizon_search_layer);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBufferLayered", &effects->ao_src_depth);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_uniform_int(grp, "layer", &stl->effects->ao_depth_layer, 1);
+ DRW_shgroup_call_add(grp, quad, NULL);
+
+ if (G.debug_value == 6) {
+ psl->ao_horizon_debug = DRW_pass_create("GTAO Horizon Debug", DRW_STATE_WRITE_COLOR);
+ grp = DRW_shgroup_create(e_data.gtao_debug_sh, psl->ao_horizon_debug);
+ DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
+ DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
+ DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
+ DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
+ DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons);
+ DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
+ DRW_shgroup_call_add(grp, quad, NULL);
+ }
+ }
+}
+
+void EEVEE_occlusion_compute(
+ EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata, struct GPUTexture *depth_src, int layer)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
+ DRW_stats_group_start("GTAO Horizon Scan");
+ effects->ao_src_depth = depth_src;
+ effects->ao_depth_layer = layer;
+
+ GPU_framebuffer_bind(fbl->gtao_fb);
+
+ if (layer >= 0) {
+ DRW_draw_pass(psl->ao_horizon_search_layer);
+ }
+ else {
+ DRW_draw_pass(psl->ao_horizon_search);
+ }
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+
+ DRW_stats_group_end();
+ }
+}
+
+void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
+{
+ EEVEE_PassList *psl = vedata->psl;
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_StorageList *stl = vedata->stl;
+ EEVEE_EffectsInfo *effects = stl->effects;
+
+ if (((effects->enabled_effects & EFFECT_GTAO) != 0) && (G.debug_value == 6)) {
+ DRW_stats_group_start("GTAO Debug");
+
+ GPU_framebuffer_bind(fbl->gtao_debug_fb);
+ DRW_draw_pass(psl->ao_horizon_debug);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+
+ DRW_stats_group_end();
+ }
+}
+
+void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
+{
+ EEVEE_FramebufferList *fbl = vedata->fbl;
+ EEVEE_PassList *psl = vedata->psl;
+
+ if (fbl->ao_accum_fb != NULL) {
+ DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+
+ /* Update the min_max/horizon buffers so the refracion materials appear in it. */
+ EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
+ EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
+
+ GPU_framebuffer_bind(fbl->ao_accum_fb);
+ DRW_draw_pass(psl->ao_accum_ps);
+
+ /* Restore */
+ GPU_framebuffer_bind(fbl->main_fb);
+ }
+}
+
+void EEVEE_occlusion_free(void)
+{
+ DRW_SHADER_FREE_SAFE(e_data.gtao_sh);
+ DRW_SHADER_FREE_SAFE(e_data.gtao_layer_sh);
+ DRW_SHADER_FREE_SAFE(e_data.gtao_debug_sh);
+}