diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_occlusion.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_occlusion.c | 305 |
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); +} |