diff options
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.glsl | 356 |
1 files changed, 356 insertions, 0 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 new file mode 100644 index 00000000000..2202ee605fc --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -0,0 +1,356 @@ + +/* 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 MAX_PHI_STEP 32 +#define MAX_SEARCH_ITER 32 +#define MAX_LOD 6.0 + +#ifndef UTIL_TEX +#define UTIL_TEX +uniform sampler2DArray utilTex; +#endif /* UTIL_TEX */ + +uniform vec4 aoParameters[2]; +uniform sampler2DArray horizonBuffer; + +/* Cannot use textureSize(horizonBuffer) when rendering to it */ +uniform ivec2 aoHorizonTexSize; + +#define aoDistance aoParameters[0].x +#define aoSamples aoParameters[0].y +#define aoFactor aoParameters[0].z +#define aoInvSamples aoParameters[0].w + +#define aoOffset aoParameters[1].x /* UNUSED */ +#define aoBounceFac aoParameters[1].y +#define aoQuality aoParameters[1].z +#define aoSettings aoParameters[1].w + +#define USE_AO 1 +#define USE_BENT_NORMAL 2 +#define USE_DENOISE 4 + +vec2 pack_horizons(vec2 v) { return v * 0.5 + 0.5; } +vec2 unpack_horizons(vec2 v) { return v * 2.0 - 1.0; } + +/* Returns the texel coordinate in horizonBuffer + * for a given fullscreen coord */ +ivec2 get_hr_co(ivec2 fs_co) +{ + bvec2 quarter = notEqual(fs_co & ivec2(1), ivec2(0)); + + ivec2 hr_co = fs_co / 2; + hr_co += ivec2(quarter) * (aoHorizonTexSize / 2); + + return hr_co; +} + +/* 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); + + hr_co -= ivec2(quarter) * (aoHorizonTexSize - 1); + + return hr_co; +} + +/* Returns the phi angle in horizonBuffer + * for a given horizonBuffer coord */ +float get_phi(ivec2 hr_co, ivec2 fs_co, float sample) +{ + 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; + } + /* Blue noise is scaled to cover the rest of the range. */ + phi += aoInvSamples * blue_noise; + phi *= M_PI; + + return phi; +} + +/* Returns direction jittered offset for a given fullscreen coord */ +float get_offset(ivec2 fs_co, float sample) +{ + float offset = sample * aoInvSamples; + + /* 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; +} + +/* 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; +} + +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; + + vec4 len, s_h; + + 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; + + 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; + + 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; + + 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; + + /* 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); +} + +vec2 search_horizon_sweep(float phi, vec3 pos, vec2 uvs, float jitter, vec2 max_dir) +{ + vec2 t_phi = vec2(cos(phi), sin(phi)); /* Screen space direction */ + + max_dir *= max_v2(abs(t_phi)); + + /* 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 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 - np * dot(np, normal); + float n_proj_len = max(1e-16, length(n_proj)); + + 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 */ + + /* (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 */ + 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 = (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). */ + bent_normal += vec3(sin(b_angle) * -t_phi, cos(b_angle) * 0.5); +} + +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 uvs = get_uvs_from_view(position); + + vec4 texel_size = vec4(-1.0, -1.0, 1.0, 1.0) / vec2(textureSize(depthBuffer, 0)).xyxy; + + ivec2 fs_co = ivec2(gl_FragCoord.xy); + ivec2 hr_co = get_hr_co(fs_co); + + 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); + + 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]); + + bent_normal = vec3(0.0); + visibility = 0.0; + + for (float i = 0.0; i < MAX_PHI_STEP; i++) { + if (i >= aoSamples) break; + + float phi = M_PI * (i + noise.x) * aoInvSamples; + vec2 horizons = search_horizon_sweep(phi, position, uvs, noise.g, max_dir); + + integrate_slice(normal, phi, horizons, visibility, bent_normal); + } + + 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 = dot(albedo, vec3(0.3333)); + + float a = 2.0404 * lum - 0.3324; + float b = -4.7951 * lum + 0.6417; + float c = 2.7552 * lum + 0.6903; + + float x = visibility; + return max(x, ((x * a + b) * x + c) * x); +} + +/* 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; + +#if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY) && !defined(USE_ALPHA_BLEND) + 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); + } +} |