diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_screen_raytrace.c')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_screen_raytrace.c | 334 |
1 files changed, 334 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c new file mode 100644 index 00000000000..b882db174b0 --- /dev/null +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -0,0 +1,334 @@ +/* + * 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_screen_raytrace.c + * \ingroup draw_engine + * + * Screen space reflections and refractions techniques. + */ + +#include "DRW_render.h" + +#include "BLI_dynstr.h" +#include "BLI_string_utils.h" + +#include "DEG_depsgraph_query.h" + +#include "eevee_private.h" +#include "GPU_texture.h" + +/* SSR shader variations */ +enum { + SSR_RESOLVE = (1 << 0), + SSR_FULL_TRACE = (1 << 1), + SSR_AO = (1 << 3), + SSR_MAX_SHADER = (1 << 4), +}; + +static struct { + /* Screen Space Reflection */ + struct GPUShader *ssr_sh[SSR_MAX_SHADER]; + + /* Theses are just references, not actually allocated */ + struct GPUTexture *depth_src; + struct GPUTexture *color_src; +} 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_bsdf_sampling_lib_glsl[]; +extern char datatoc_octahedron_lib_glsl[]; +extern char datatoc_effect_ssr_frag_glsl[]; +extern char datatoc_lightprobe_lib_glsl[]; +extern char datatoc_raytrace_lib_glsl[]; + +static struct GPUShader *eevee_effects_screen_raytrace_shader_get(int options) +{ + if (e_data.ssr_sh[options] == NULL) { + char *ssr_shader_str = BLI_string_joinN( + datatoc_common_view_lib_glsl, + datatoc_common_uniforms_lib_glsl, + datatoc_bsdf_common_lib_glsl, + datatoc_bsdf_sampling_lib_glsl, + datatoc_ambient_occlusion_lib_glsl, + datatoc_octahedron_lib_glsl, + datatoc_lightprobe_lib_glsl, + datatoc_raytrace_lib_glsl, + datatoc_effect_ssr_frag_glsl); + + DynStr *ds_defines = BLI_dynstr_new(); + BLI_dynstr_appendf(ds_defines, SHADER_DEFINES); + if (options & SSR_RESOLVE) { + BLI_dynstr_appendf(ds_defines, "#define STEP_RESOLVE\n"); + } + else { + BLI_dynstr_appendf(ds_defines, "#define STEP_RAYTRACE\n"); + BLI_dynstr_appendf(ds_defines, "#define PLANAR_PROBE_RAYTRACE\n"); + } + if (options & SSR_FULL_TRACE) { + BLI_dynstr_appendf(ds_defines, "#define FULLRES\n"); + } + if (options & SSR_AO) { + BLI_dynstr_appendf(ds_defines, "#define SSR_AO\n"); + } + char *ssr_define_str = BLI_dynstr_get_cstring(ds_defines); + BLI_dynstr_free(ds_defines); + + e_data.ssr_sh[options] = DRW_shader_create_fullscreen(ssr_shader_str, ssr_define_str); + + MEM_freeN(ssr_shader_str); + MEM_freeN(ssr_define_str); + } + + return e_data.ssr_sh[options]; +} + +int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) +{ + EEVEE_CommonUniformBuffer *common_data = &sldata->common_data; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_EffectsInfo *effects = stl->effects; + const float *viewport_size = DRW_viewport_size_get(); + + const DRWContextState *draw_ctx = DRW_context_state_get(); + const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph); + + /* Compute pixel size, (shared with contact shadows) */ + copy_v2_v2(common_data->ssr_pixelsize, viewport_size); + invert_v2(common_data->ssr_pixelsize); + + if (scene_eval->eevee.flag & SCE_EEVEE_SSR_ENABLED) { + const bool use_refraction = (scene_eval->eevee.flag & SCE_EEVEE_SSR_REFRACTION) != 0; + + if (use_refraction) { + /* TODO: Opti: Could be shared. */ + DRW_texture_ensure_fullscreen_2D(&txl->refract_color, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP); + + GPU_framebuffer_ensure_config(&fbl->refract_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(txl->refract_color) + }); + } + + const bool is_persp = DRW_viewport_is_persp_get(); + if (effects->ssr_was_persp != is_persp) { + effects->ssr_was_persp = is_persp; + DRW_viewport_request_redraw(); + EEVEE_temporal_sampling_reset(vedata); + stl->g_data->valid_double_buffer = false; + } + + effects->reflection_trace_full = (scene_eval->eevee.flag & SCE_EEVEE_SSR_HALF_RESOLUTION) == 0; + common_data->ssr_thickness = scene_eval->eevee.ssr_thickness; + common_data->ssr_border_fac = scene_eval->eevee.ssr_border_fade; + common_data->ssr_firefly_fac = scene_eval->eevee.ssr_firefly_fac; + common_data->ssr_max_roughness = scene_eval->eevee.ssr_max_roughness; + common_data->ssr_quality = 1.0f - 0.95f * scene_eval->eevee.ssr_quality; + common_data->ssr_brdf_bias = 0.1f + common_data->ssr_quality * 0.6f; /* Range [0.1, 0.7]. */ + + if (common_data->ssr_firefly_fac < 1e-8f) { + common_data->ssr_firefly_fac = FLT_MAX; + } + + const int divisor = (effects->reflection_trace_full) ? 1 : 2; + int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor}; + int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]}; + const bool high_qual_input = true; /* TODO dither low quality input */ + const GPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8; + + /* MRT for the shading pass in order to output needed data for the SSR pass. */ + effects->ssr_specrough_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], format, + &draw_engine_eevee_type); + + GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0); + + /* Raytracing output */ + effects->ssr_hit_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_RG16I, + &draw_engine_eevee_type); + effects->ssr_pdf_output = DRW_texture_pool_query_2D(tracing_res[0], tracing_res[1], GPU_R16F, + &draw_engine_eevee_type); + + GPU_framebuffer_ensure_config(&fbl->screen_tracing_fb, { + GPU_ATTACHMENT_NONE, + GPU_ATTACHMENT_TEXTURE(effects->ssr_hit_output), + GPU_ATTACHMENT_TEXTURE(effects->ssr_pdf_output) + }); + + /* Enable double buffering to be able to read previous frame color */ + return EFFECT_SSR | EFFECT_NORMAL_BUFFER | EFFECT_DOUBLE_BUFFER | ((use_refraction) ? EFFECT_REFRACT : 0); + } + + /* Cleanup to release memory */ + GPU_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb); + effects->ssr_specrough_input = NULL; + effects->ssr_hit_output = NULL; + effects->ssr_pdf_output = NULL; + + return 0; +} + +void EEVEE_screen_raytrace_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; + LightCache *lcache = stl->g_data->light_cache; + + struct GPUBatch *quad = DRW_cache_fullscreen_quad_get(); + + if ((effects->enabled_effects & EFFECT_SSR) != 0) { + int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0; + options |= ((effects->enabled_effects & EFFECT_GTAO) != 0) ? SSR_AO : 0; + + struct GPUShader *trace_shader = eevee_effects_screen_raytrace_shader_get(options); + struct GPUShader *resolve_shader = eevee_effects_screen_raytrace_shader_get(SSR_RESOLVE | options); + + /** Screen space raytracing overview + * + * Following Frostbite stochastic SSR. + * + * - First pass Trace rays accross the depth buffer. The hit position and pdf are + * recorded in a RGBA16F render target for each ray (sample). + * + * - We downsample the previous frame color buffer. + * + * - For each final pixel, we gather neighboors rays and choose a color buffer + * mipmap for each ray using its pdf. (filtered importance sampling) + * We then evaluate the lighting from the probes and mix the results together. + */ + psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR); + DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input); + DRW_shgroup_uniform_texture_ref(grp, "specroughBuffer", &effects->ssr_specrough_input); + DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer); + DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth); + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + if (!effects->reflection_trace_full) { + DRW_shgroup_uniform_ivec2(grp, "halfresOffset", effects->ssr_halfres_ofs, 1); + } + DRW_shgroup_call_add(grp, quad, NULL); + + psl->ssr_resolve = DRW_pass_create("SSR Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE); + grp = DRW_shgroup_create(resolve_shader, psl->ssr_resolve); + DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src); + DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input); + DRW_shgroup_uniform_texture_ref(grp, "specroughBuffer", &effects->ssr_specrough_input); + DRW_shgroup_uniform_texture_ref(grp, "probeCubes", &lcache->cube_tx.tex); + DRW_shgroup_uniform_texture_ref(grp, "probePlanars", &vedata->txl->planar_pool); + DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth); + DRW_shgroup_uniform_texture_ref(grp, "hitBuffer", &effects->ssr_hit_output); + DRW_shgroup_uniform_texture_ref(grp, "pdfBuffer", &effects->ssr_pdf_output); + DRW_shgroup_uniform_texture_ref(grp, "prevColorBuffer", &txl->color_double_buffer); + DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo); + DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo); + DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo); + DRW_shgroup_uniform_int(grp, "neighborOffset", &effects->ssr_neighbor_ofs, 1); + if ((effects->enabled_effects & EFFECT_GTAO) != 0) { + DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex()); + DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons); + } + + DRW_shgroup_call_add(grp, quad, NULL); + } +} + +void EEVEE_refraction_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_EffectsInfo *effects = stl->effects; + + if ((effects->enabled_effects & EFFECT_REFRACT) != 0) { + GPU_framebuffer_blit(fbl->main_fb, 0, fbl->refract_fb, 0, GPU_COLOR_BIT); + EEVEE_downsample_buffer(vedata, txl->refract_color, 9); + + /* Restore */ + GPU_framebuffer_bind(fbl->main_fb); + } +} + +void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) +{ + EEVEE_PassList *psl = vedata->psl; + EEVEE_FramebufferList *fbl = vedata->fbl; + EEVEE_StorageList *stl = vedata->stl; + EEVEE_TextureList *txl = vedata->txl; + EEVEE_EffectsInfo *effects = stl->effects; + + if (((effects->enabled_effects & EFFECT_SSR) != 0) && stl->g_data->valid_double_buffer) { + DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); + e_data.depth_src = dtxl->depth; + + DRW_stats_group_start("SSR"); + + /* Raytrace. */ + GPU_framebuffer_bind(fbl->screen_tracing_fb); + DRW_draw_pass(psl->ssr_raytrace); + + EEVEE_downsample_buffer(vedata, txl->color_double_buffer, 9); + + /* Resolve at fullres */ + int sample = (DRW_state_is_image_render()) ? effects->taa_render_sample : effects->taa_current_sample; + /* Doing a neighbor shift only after a few iteration. We wait for a prime number of cycles to avoid + * noise correlation. This reduces variance faster. */ + effects->ssr_neighbor_ofs = ((sample / 5) % 8) * 4; + switch ((sample / 11) % 4) { + case 0: + effects->ssr_halfres_ofs[0] = 0; + effects->ssr_halfres_ofs[1] = 0; + break; + case 1: + effects->ssr_halfres_ofs[0] = 0; + effects->ssr_halfres_ofs[1] = 1; + break; + case 2: + effects->ssr_halfres_ofs[0] = 1; + effects->ssr_halfres_ofs[1] = 0; + break; + case 4: + effects->ssr_halfres_ofs[0] = 1; + effects->ssr_halfres_ofs[1] = 1; + break; + } + GPU_framebuffer_bind(fbl->main_color_fb); + DRW_draw_pass(psl->ssr_resolve); + + /* Restore */ + GPU_framebuffer_bind(fbl->main_fb); + DRW_stats_group_end(); + } +} + +void EEVEE_screen_raytrace_free(void) +{ + for (int i = 0; i < SSR_MAX_SHADER; ++i) { + DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]); + } +} |