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 | 282 |
1 files changed, 282 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..9d27224b5c9 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -0,0 +1,282 @@ + +/* 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 */ + +#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 +#define MAX_SEARCH_ITER 32 +#define MAX_LOD 6.0 + +#ifndef UTIL_TEX +#define UTIL_TEX +uniform sampler2DArray utilTex; +#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) +#endif /* UTIL_TEX */ + +uniform sampler2D horizonBuffer; + +/* aoSettings flags */ +#define USE_AO 1 +#define USE_BENT_NORMAL 2 +#define USE_DENOISE 4 + +vec4 pack_horizons(vec4 v) { return v * 0.5 + 0.5; } +vec4 unpack_horizons(vec4 v) { return v * 2.0 - 1.0; } + +/* 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; +} + +vec2 get_ao_dir(float jitter) +{ + /* Only half a turn because we integrate in slices. */ + jitter *= M_PI; + return vec2(cos(jitter), sin(jitter)); +} + +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(vec2 t_phi, vec3 pos, vec2 uvs, float jitter, vec2 max_dir) +{ + 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, vec2 t_phi, vec2 horizons, inout float visibility, inout vec3 bent_normal) +{ + /* 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 gtao_deferred( + vec3 normal, vec3 position, vec4 noise, float frag_depth, out float visibility, out vec3 bent_normal) +{ + /* Fetch early, hide latency! */ + vec4 horizons = texelFetch(horizonBuffer, ivec2(gl_FragCoord.xy), 0); + + vec4 dirs; + dirs.xy = get_ao_dir(noise.x * 0.5); + dirs.zw = get_ao_dir(noise.x * 0.5 + 0.5); + vec2 uvs = get_uvs_from_view(position); + + bent_normal = vec3(0.0); + visibility = 0.0; + + horizons = unpack_horizons(horizons); + + integrate_slice(normal, dirs.xy, horizons.xy, visibility, bent_normal); + integrate_slice(normal, dirs.zw, horizons.zw, visibility, bent_normal); + + visibility *= 0.5; /* We integrated 2 slices. */ + + bent_normal = normalize(bent_normal); +} + +void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3 bent_normal) +{ + vec2 uvs = get_uvs_from_view(position); + vec2 max_dir = get_max_dir(position.z); + vec2 dir = get_ao_dir(noise.x); + + bent_normal = vec3(0.0); + visibility = 0.0; + + /* Only trace in 2 directions. May lead to a darker result but since it's mostly for + * alpha blended objects that will have overdraw, we limit the performance impact. */ + vec2 horizons = search_horizon_sweep(dir, position, uvs, noise.y, max_dir); + integrate_slice(normal, dir, horizons, visibility, bent_normal); + + 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, vec4 rand, out vec3 bent_normal) +{ +#ifndef USE_REFRACTION + if ((int(aoSettings) & USE_AO) > 0) { + float visibility; + vec3 vnor = mat3(ViewMatrix) * N; + +#ifdef ENABLE_DEFERED_AO + gtao_deferred(vnor, vpos, rand, gl_FragCoord.z, visibility, bent_normal); +#else + gtao(vnor, vpos, rand, visibility, bent_normal); +#endif + + /* 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); + } +#endif + + bent_normal = N; + return user_occlusion; +} |