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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl428
1 files changed, 294 insertions, 134 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 5a7e893deb6..b490f24eeae 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -3,209 +3,330 @@
* 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 */
+#if defined(MESH_SHADER)
+# if !defined(USE_ALPHA_HASH)
+# if !defined(USE_ALPHA_CLIP)
+# if !defined(SHADOW_SHADER)
+# if !defined(USE_MULTIPLY)
+# if !defined(USE_ALPHA_BLEND)
+# define ENABLE_DEFERED_AO
+# endif
+# endif
+# endif
+# endif
+# endif
+#endif
+
+#ifndef ENABLE_DEFERED_AO
+# if defined(STEP_RESOLVE)
+# define ENABLE_DEFERED_AO
+# endif
+#endif
+
#define MAX_PHI_STEP 32
-/* NOTICE : this is multiplied by 2 */
-#define MAX_THETA_STEP 12
+#define MAX_SEARCH_ITER 32
+#define MAX_LOD 6.0
-uniform sampler2D minMaxDepthTex;
-uniform vec3 aoParameters;
+#ifndef UTIL_TEX
+#define UTIL_TEX
+uniform sampler2DArray utilTex;
+#endif /* UTIL_TEX */
-#define aoDistance aoParameters.x
-#define aoSamples aoParameters.y
-#define aoFactor aoParameters.z
+uniform vec4 aoParameters[2];
+uniform sampler2DArray horizonBuffer;
-float get_max_horizon(vec2 co, vec3 x, float h, float lod)
-{
- float depth = textureLod(minMaxDepthTex, co, floor(lod)).g;
+/* Cannot use textureSize(horizonBuffer) when rendering to it */
+uniform ivec2 aoHorizonTexSize;
- /* Background case */
- /* this is really slow and is only a problem
- * if the far clip plane is near enough to notice */
- // depth += step(1.0, depth) * 1e20;
+#define aoDistance aoParameters[0].x
+#define aoSamples aoParameters[0].y
+#define aoFactor aoParameters[0].z
+#define aoInvSamples aoParameters[0].w
- vec3 s = get_view_space_from_depth(co, depth); /* s View coordinate */
- vec3 omega_s = s - x;
- float len = length(omega_s);
+#define aoOffset aoParameters[1].x /* UNUSED */
+#define aoBounceFac aoParameters[1].y
+#define aoQuality aoParameters[1].z
+#define aoSettings aoParameters[1].w
- float max_h = max(h, omega_s.z / len);
- /* Blend weight after half the aoDistance to fade artifacts */
- float blend = saturate((1.0 - len / aoDistance) * 2.0);
+#define USE_AO 1
+#define USE_BENT_NORMAL 2
+#define USE_DENOISE 4
- return mix(h, max_h, blend);
-}
+vec2 pack_horizons(vec2 v) { return v * 0.5 + 0.5; }
+vec2 unpack_horizons(vec2 v) { return v * 2.0 - 1.0; }
-void search_step(
- vec2 t_phi, vec3 x, vec2 x_, float rand, vec2 pixel_ratio,
- inout float j, inout float ofs, inout float h1, inout float h2)
+/* Returns the texel coordinate in horizonBuffer
+ * for a given fullscreen coord */
+ivec2 get_hr_co(ivec2 fs_co)
{
- ofs += ofs; /* Step size is doubled each iteration */
+ bvec2 quarter = notEqual(fs_co & ivec2(1), ivec2(0));
+
+ ivec2 hr_co = fs_co / 2;
+ hr_co += ivec2(quarter) * (aoHorizonTexSize / 2);
- vec2 s_ = t_phi * ofs * rand * pixel_ratio; /* s^ Screen coordinate */
- vec2 co;
+ return hr_co;
+}
- co = x_ + s_;
- h1 = get_max_horizon(co, x, h1, j);
+/* Returns the texel coordinate in fullscreen (depthBuffer)
+ * for a given horizonBuffer coord */
+ivec2 get_fs_co(ivec2 hr_co)
+{
+ hr_co *= 2;
+ bvec2 quarter = greaterThanEqual(hr_co, aoHorizonTexSize);
- co = x_ - s_;
- h2 = get_max_horizon(co, x, h2, j);
+ hr_co -= ivec2(quarter) * (aoHorizonTexSize - 1);
- j += 0.5;
+ return hr_co;
}
-void search_horizon(
- vec2 t_phi, vec3 x, vec2 x_, float rand,
- float max_dist, vec2 pixel_ratio, float pixel_len,
- inout float h1, inout float h2)
+/* Returns the phi angle in horizonBuffer
+ * for a given horizonBuffer coord */
+float get_phi(ivec2 hr_co, ivec2 fs_co, float sample)
{
- float ofs = 1.5 * pixel_len;
- float j = 0.0;
-
-#if 0 /* manually unrolled bellow */
- for (int i = 0; i < MAX_THETA_STEP; i++) {
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist)
- return;
+ bvec2 quarter = greaterThanEqual(hr_co, aoHorizonTexSize / 2);
+ ivec2 tex_co = ((int(aoSettings) & USE_DENOISE) != 0) ? hr_co - ivec2(quarter) * (aoHorizonTexSize / 2) : fs_co;
+ float blue_noise = texture(utilTex, vec3((vec2(tex_co) + 0.5) / LUT_SIZE, 2.0)).r;
+
+ float phi = sample * aoInvSamples;
+
+ if ((int(aoSettings) & USE_DENOISE) != 0) {
+ /* Interleaved jitter for spatial 2x2 denoising */
+ phi += 0.25 * aoInvSamples * (float(quarter.x) + 2.0 * float(quarter.y));
+ blue_noise *= 0.25;
}
-#endif
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+ /* Blue noise is scaled to cover the rest of the range. */
+ phi += aoInvSamples * blue_noise;
+ phi *= M_PI;
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+ return phi;
+}
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+/* Returns direction jittered offset for a given fullscreen coord */
+float get_offset(ivec2 fs_co, float sample)
+{
+ float offset = sample * aoInvSamples;
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+ /* Interleaved jitter for spatial 2x2 denoising */
+ offset += 0.25 * dot(vec2(1.0), vec2(fs_co & 1));
+ offset += texture(utilTex, vec3((vec2(fs_co / 2) + 0.5 + 16.0) / LUT_SIZE, 2.0)).r;
+ return offset;
+}
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+/* Returns maximum screen distance an AO ray can travel for a given view depth */
+vec2 get_max_dir(float view_depth)
+{
+ float homcco = ProjectionMatrix[2][3] * view_depth + ProjectionMatrix[3][3];
+ float max_dist = aoDistance / homcco;
+ return vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * max_dist;
+}
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+void get_max_horizon_grouped(vec4 co1, vec4 co2, vec3 x, float lod, inout float h)
+{
+ co1 *= mipRatio[int(lod + 1.0)].xyxy; /* +1 because we are using half res top level */
+ co2 *= mipRatio[int(lod + 1.0)].xyxy; /* +1 because we are using half res top level */
+
+ float depth1 = textureLod(maxzBuffer, co1.xy, floor(lod)).r;
+ float depth2 = textureLod(maxzBuffer, co1.zw, floor(lod)).r;
+ float depth3 = textureLod(maxzBuffer, co2.xy, floor(lod)).r;
+ float depth4 = textureLod(maxzBuffer, co2.zw, floor(lod)).r;
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+ vec4 len, s_h;
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+ vec3 s1 = get_view_space_from_depth(co1.xy, depth1); /* s View coordinate */
+ vec3 omega_s1 = s1 - x;
+ len.x = length(omega_s1);
+ s_h.x = omega_s1.z / len.x;
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+ vec3 s2 = get_view_space_from_depth(co1.zw, depth2); /* s View coordinate */
+ vec3 omega_s2 = s2 - x;
+ len.y = length(omega_s2);
+ s_h.y = omega_s2.z / len.y;
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+ vec3 s3 = get_view_space_from_depth(co2.xy, depth3); /* s View coordinate */
+ vec3 omega_s3 = s3 - x;
+ len.z = length(omega_s3);
+ s_h.z = omega_s3.z / len.z;
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
- if (ofs > max_dist) return;
+ vec3 s4 = get_view_space_from_depth(co2.zw, depth4); /* s View coordinate */
+ vec3 omega_s4 = s4 - x;
+ len.w = length(omega_s4);
+ s_h.w = omega_s4.z / len.w;
- search_step(t_phi, x, x_, rand, pixel_ratio, j, ofs, h1, h2);
+ /* Blend weight after half the aoDistance to fade artifacts */
+ vec4 blend = saturate((1.0 - len / aoDistance) * 2.0);
+
+ h = mix(h, max(h, s_h.x), blend.x);
+ h = mix(h, max(h, s_h.y), blend.y);
+ h = mix(h, max(h, s_h.z), blend.z);
+ h = mix(h, max(h, s_h.w), blend.w);
}
-void integrate_slice(
- float iter, vec3 x, vec3 normal, vec2 x_, vec2 noise,
- float max_dist, vec2 pixel_ratio, float pixel_len,
- inout float visibility, inout vec3 bent_normal)
+vec2 search_horizon_sweep(float phi, vec3 pos, vec2 uvs, float jitter, vec2 max_dir)
{
- float phi = M_PI * ((noise.r + iter) / aoSamples);
-
- /* Rotate with random direction to get jittered result. */
vec2 t_phi = vec2(cos(phi), sin(phi)); /* Screen space direction */
- /* Search maximum horizon angles h1 and h2 */
- float h1 = -1.0, h2 = -1.0; /* init at cos(pi) */
- search_horizon(t_phi, x, x_, noise.g, max_dist, pixel_ratio, pixel_len, h1, h2);
+ max_dir *= max_v2(abs(t_phi));
- /* (Slide 54) */
- h1 = -fast_acos(h1);
- h2 = fast_acos(h2);
+ /* Convert to pixel space. */
+ t_phi /= vec2(textureSize(maxzBuffer, 0));
+
+ /* Avoid division by 0 */
+ t_phi += vec2(1e-5);
+
+ jitter *= 0.25;
+
+ /* Compute end points */
+ vec2 corner1 = min(vec2(1.0) - uvs, max_dir); /* Top right */
+ vec2 corner2 = max(vec2(0.0) - uvs, -max_dir); /* Bottom left */
+ vec2 iter1 = corner1 / t_phi;
+ vec2 iter2 = corner2 / t_phi;
+
+ vec2 min_iter = max(-iter1, -iter2);
+ vec2 max_iter = max( iter1, iter2);
+
+ vec2 times = vec2(-min_v2(min_iter), min_v2(max_iter));
+
+ vec2 h = vec2(-1.0); /* init at cos(pi) */
+
+ /* This is freaking sexy optimized. */
+ for (float i = 0.0, ofs = 4.0, time = -1.0;
+ i < MAX_SEARCH_ITER && time > times.x;
+ i++, time -= ofs, ofs = min(exp2(MAX_LOD) * 4.0, ofs + ofs * aoQuality))
+ {
+ vec4 t = max(times.xxxx, vec4(time) - (vec4(0.25, 0.5, 0.75, 1.0) - jitter) * ofs);
+ vec4 cos1 = uvs.xyxy + t_phi.xyxy * t.xxyy;
+ vec4 cos2 = uvs.xyxy + t_phi.xyxy * t.zzww;
+ float lod = min(MAX_LOD, max(i - jitter * 4.0, 0.0) * aoQuality);
+ get_max_horizon_grouped(cos1, cos2, pos, lod, h.y);
+ }
+
+ for (float i = 0.0, ofs = 4.0, time = 1.0;
+ i < MAX_SEARCH_ITER && time < times.y;
+ i++, time += ofs, ofs = min(exp2(MAX_LOD) * 4.0, ofs + ofs * aoQuality))
+ {
+ vec4 t = min(times.yyyy, vec4(time) + (vec4(0.25, 0.5, 0.75, 1.0) - jitter) * ofs);
+ vec4 cos1 = uvs.xyxy + t_phi.xyxy * t.xxyy;
+ vec4 cos2 = uvs.xyxy + t_phi.xyxy * t.zzww;
+ float lod = min(MAX_LOD, max(i - jitter * 4.0, 0.0) * aoQuality);
+ get_max_horizon_grouped(cos1, cos2, pos, lod, h.x);
+ }
+
+ return h;
+}
+
+void integrate_slice(vec3 normal, float phi, vec2 horizons, inout float visibility, inout vec3 bent_normal)
+{
+ /* TODO OPTI Could be precomputed. */
+ vec2 t_phi = vec2(cos(phi), sin(phi)); /* Screen space direction */
/* Projecting Normal to Plane P defined by t_phi and omega_o */
- vec3 h = vec3(t_phi.y, -t_phi.x, 0.0); /* Normal vector to Integration plane */
+ vec3 np = vec3(t_phi.y, -t_phi.x, 0.0); /* Normal vector to Integration plane */
vec3 t = vec3(-t_phi, 0.0);
- vec3 n_proj = normal - h * dot(h, normal);
+ vec3 n_proj = normal - np * dot(np, normal);
float n_proj_len = max(1e-16, length(n_proj));
- /* Clamping thetas (slide 58) */
float cos_n = clamp(n_proj.z / n_proj_len, -1.0, 1.0);
float n = sign(dot(n_proj, t)) * fast_acos(cos_n); /* Angle between view vec and normal */
- h1 = n + max(h1 - n, -M_PI_2);
- h2 = n + min(h2 - n, M_PI_2);
+
+ /* (Slide 54) */
+ vec2 h = fast_acos(horizons);
+ h.x = -h.x;
+
+ /* Clamping thetas (slide 58) */
+ h.x = n + max(h.x - n, -M_PI_2);
+ h.y = n + min(h.y - n, M_PI_2);
/* Solving inner integral */
- float sin_n = sin(n);
- float h1_2 = 2.0 * h1;
- float h2_2 = 2.0 * h2;
- float vd = (-cos(h1_2 - n) + cos_n + h1_2 * sin_n) + (-cos(h2_2 - n) + cos_n + h2_2 * sin_n);
- vd *= 0.25 * n_proj_len;
- visibility += vd;
-
-#ifdef USE_BENT_NORMAL
+ vec2 h_2 = 2.0 * h;
+ vec2 vd = -cos(h_2 - n) + cos_n + h_2 * sin(n);
+ float vis = (vd.x + vd.y) * 0.25 * n_proj_len;
+
+ visibility += vis;
+
/* Finding Bent normal */
- float b_angle = (h1 + h2) / 2.0;
+ float b_angle = (h.x + h.y) * 0.5;
/* The 0.5 factor below is here to equilibrate the accumulated vectors.
* (sin(b_angle) * -t_phi) will accumulate to (phi_step * result_nor.xy * 0.5).
* (cos(b_angle) * 0.5) will accumulate to (phi_step * result_nor.z * 0.5). */
- /* Weight sample by vd */
- bent_normal += vec3(sin(b_angle) * -t_phi, cos(b_angle) * 0.5) * vd;
-#endif
+ bent_normal += vec3(sin(b_angle) * -t_phi, cos(b_angle) * 0.5);
}
-void gtao(vec3 normal, vec3 position, vec2 noise, out float visibility
-#ifdef USE_BENT_NORMAL
- , out vec3 bent_normal
-#endif
- )
+void denoise_ao(vec3 normal, float frag_depth, inout float visibility, inout vec3 bent_normal)
+{
+ vec2 d_sign = vec2(ivec2(gl_FragCoord.xy) & 1) - 0.5;
+
+ if ((int(aoSettings) & USE_DENOISE) == 0) {
+ d_sign *= 0.0;
+ }
+
+ /* 2x2 Bilateral Filter using derivatives. */
+ vec2 n_step = step(-0.2, -abs(vec2(length(dFdx(normal)), length(dFdy(normal)))));
+ vec2 z_step = step(-0.1, -abs(vec2(dFdx(frag_depth), dFdy(frag_depth))));
+
+ visibility -= dFdx(visibility) * d_sign.x * z_step.x * n_step.x;
+ visibility -= dFdy(visibility) * d_sign.y * z_step.y * n_step.y;
+
+ bent_normal -= dFdx(bent_normal) * d_sign.x * z_step.x * n_step.x;
+ bent_normal -= dFdy(bent_normal) * d_sign.y * z_step.y * n_step.y;
+}
+
+void gtao_deferred(vec3 normal, vec3 position, float frag_depth, out float visibility, out vec3 bent_normal)
{
- vec2 screenres = vec2(textureSize(minMaxDepthTex, 0)) * 2.0;
- vec2 pixel_size = vec2(1.0) / screenres.xy;
+ vec2 uvs = get_uvs_from_view(position);
+
+ vec4 texel_size = vec4(-1.0, -1.0, 1.0, 1.0) / vec2(textureSize(depthBuffer, 0)).xyxy;
- /* Renaming */
- vec2 x_ = gl_FragCoord.xy * pixel_size; /* x^ Screen coordinate */
- vec3 x = position; /* x view space coordinate */
+ ivec2 fs_co = ivec2(gl_FragCoord.xy);
+ ivec2 hr_co = get_hr_co(fs_co);
- /* NOTE : We set up integration domain around the camera forward axis
- * and not the view vector like in the paper.
- * This allows us to save a lot of dot products. */
- /* omega_o = vec3(0.0, 0.0, 1.0); */
+ bent_normal = vec3(0.0);
+ visibility = 0.0;
+
+ for (float i = 0.0; i < MAX_PHI_STEP; i++) {
+ if (i >= aoSamples) break;
+
+ vec2 horiz = unpack_horizons(texelFetch(horizonBuffer, ivec3(hr_co, int(i)), 0).rg);
+ float phi = get_phi(hr_co, fs_co, i);
+
+ integrate_slice(normal, phi, horiz.xy, visibility, bent_normal);
+ }
+
+ visibility *= aoInvSamples;
+ bent_normal = normalize(bent_normal);
+}
+
+void gtao(vec3 normal, vec3 position, vec2 noise, out float visibility, out vec3 bent_normal)
+{
+ vec2 uvs = get_uvs_from_view(position);
- vec2 pixel_ratio = vec2(screenres.y / screenres.x, 1.0);
- float pixel_len = length(pixel_size);
float homcco = ProjectionMatrix[2][3] * position.z + ProjectionMatrix[3][3];
float max_dist = aoDistance / homcco; /* Search distance */
+ vec2 max_dir = max_dist * vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]);
- /* Integral over PI */
- visibility = 0.0;
-#ifdef USE_BENT_NORMAL
bent_normal = vec3(0.0);
-#else
- vec3 bent_normal = vec3(0.0);
-#endif
+ visibility = 0.0;
+
for (float i = 0.0; i < MAX_PHI_STEP; i++) {
if (i >= aoSamples) break;
- integrate_slice(i, x, normal, x_, noise, max_dist, pixel_ratio, pixel_len, visibility, bent_normal);
- }
- visibility = clamp(visibility / aoSamples, 1e-8, 1.0);
+ float phi = M_PI * (i + noise.x) * aoInvSamples;
+ vec2 horizons = search_horizon_sweep(phi, position, uvs, noise.g, max_dir);
-#ifdef USE_BENT_NORMAL
- /* The bent normal will show the facet look of the mesh. Try to minimize this. */
- bent_normal = normalize(mix(bent_normal / visibility, normal, visibility * visibility * visibility));
-#endif
+ integrate_slice(normal, phi, horizons, visibility, bent_normal);
+ }
- /* Scale by user factor */
- visibility = pow(visibility, aoFactor);
+ visibility *= aoInvSamples;
+ bent_normal = normalize(bent_normal);
}
/* Multibounce approximation base on surface albedo.
* Page 78 in the .pdf version. */
float gtao_multibounce(float visibility, vec3 albedo)
{
+ if (aoBounceFac == 0.0) return visibility;
+
/* Median luminance. Because Colored multibounce looks bad. */
- float lum = albedo.x * 0.3333;
- lum += albedo.y * 0.3333;
- lum += albedo.z * 0.3333;
+ float lum = dot(albedo, vec3(0.3333));
float a = 2.0404 * lum - 0.3324;
float b = -4.7951 * lum + 0.6417;
@@ -213,4 +334,43 @@ float gtao_multibounce(float visibility, vec3 albedo)
float x = visibility;
return max(x, ((x * a + b) * x + c) * x);
-} \ No newline at end of file
+}
+
+/* Use the right occlusion */
+float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec2 randuv, out vec3 bent_normal)
+{
+ if ((int(aoSettings) & USE_AO) == 0) {
+ bent_normal = N;
+ return user_occlusion;
+ }
+ else {
+ float visibility;
+ vec3 vnor = mat3(ViewMatrix) * N;
+
+#ifdef ENABLE_DEFERED_AO
+ gtao_deferred(vnor, vpos, gl_FragCoord.z, visibility, bent_normal);
+#else
+ gtao(vnor, vpos, randuv, visibility, bent_normal);
+#endif
+ denoise_ao(vnor, gl_FragCoord.z, visibility, bent_normal);
+
+ /* Prevent some problems down the road. */
+ visibility = max(1e-3, visibility);
+
+ if ((int(aoSettings) & USE_BENT_NORMAL) != 0) {
+ /* The bent normal will show the facet look of the mesh. Try to minimize this. */
+ float mix_fac = visibility * visibility;
+ bent_normal = normalize(mix(bent_normal, vnor, mix_fac));
+
+ bent_normal = transform_direction(ViewMatrixInverse, bent_normal);
+ }
+ else {
+ bent_normal = N;
+ }
+
+ /* Scale by user factor */
+ visibility = pow(visibility, aoFactor);
+
+ return min(visibility, user_occlusion);
+ }
+}