diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl | 327 |
1 files changed, 327 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl new file mode 100644 index 00000000000..f89da641446 --- /dev/null +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_lib.glsl @@ -0,0 +1,327 @@ + +/** + * Depth of Field utils. + **/ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) + +/* -------------------------------------------------------------------- */ +/** \name Constants. + * \{ */ + +#ifndef DOF_SLIGHT_FOCUS_DENSITY +# define DOF_SLIGHT_FOCUS_DENSITY 2 +#endif + +#ifdef DOF_RESOLVE_PASS +const bool is_resolve = true; +#else +const bool is_resolve = false; +#endif +#ifdef DOF_FOREGROUND_PASS +const bool is_foreground = DOF_FOREGROUND_PASS; +#else +const bool is_foreground = false; +#endif +/* Debug options */ +const bool debug_gather_perf = false; +const bool debug_scatter_perf = false; +const bool debug_resolve_perf = false; + +const bool no_smooth_intersection = false; +const bool no_gather_occlusion = false; +const bool no_gather_mipmaps = false; +const bool no_gather_random = false; +const bool no_gather_filtering = false; +const bool no_scatter_occlusion = false; +const bool no_scatter_pass = false; +const bool no_foreground_pass = false; +const bool no_background_pass = false; +const bool no_slight_focus_pass = false; +const bool no_focus_pass = false; +const bool no_hole_fill_pass = false; + +/* Distribute weights between near/slightfocus/far fields (slide 117). */ +const float dof_layer_threshold = 4.0; +/* Make sure it overlaps. */ +const float dof_layer_offset_fg = 0.5 + 1.0; +/* Extra offset for convolution layers to avoid light leaking from background. */ +const float dof_layer_offset = 0.5 + 0.5; + +const int dof_max_slight_focus_radius = DOF_MAX_SLIGHT_FOCUS_RADIUS; + +const vec2 quad_offsets[4] = vec2[4]( + vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(0.5, -0.5), vec2(-0.5, -0.5)); + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Weighting and downsampling utils. + * \{ */ + +float dof_hdr_color_weight(vec4 color) +{ + /* Very fast "luma" weighting. */ + float luma = (color.g * 2.0) + (color.r + color.b); + /* TODO(fclem) Pass correct exposure. */ + const float exposure = 1.0; + return 1.0 / (luma * exposure + 4.0); +} + +float dof_coc_select(vec4 cocs) +{ + /* Select biggest coc. */ + float selected_coc = cocs.x; + if (abs(cocs.y) > abs(selected_coc)) { + selected_coc = cocs.y; + } + if (abs(cocs.z) > abs(selected_coc)) { + selected_coc = cocs.z; + } + if (abs(cocs.w) > abs(selected_coc)) { + selected_coc = cocs.w; + } + return selected_coc; +} + +/* NOTE: Do not forget to normalize weights afterwards. */ +vec4 dof_bilateral_coc_weights(vec4 cocs) +{ + float chosen_coc = dof_coc_select(cocs); + + const float scale = 4.0; /* TODO(fclem) revisit. */ + /* NOTE: The difference between the cocs should be inside a abs() function, + * but we follow UE4 implementation to improve how dithered transparency looks (see slide 19). */ + return saturate(1.0 - (chosen_coc - cocs) * scale); +} + +/* NOTE: Do not forget to normalize weights afterwards. */ +vec4 dof_bilateral_color_weights(vec4 colors[4]) +{ + vec4 weights; + for (int i = 0; i < 4; i++) { + weights[i] = dof_hdr_color_weight(colors[i]); + } + return weights; +} + +/* Returns signed Circle of confusion radius (in pixel) based on depth buffer value [0..1]. */ +float dof_coc_from_depth(DepthOfFieldData dof_data, vec2 uv, float depth) +{ + if (is_panoramic(dof_data.camera_type)) { + /* Use radial depth. */ + depth = -length(get_view_space_from_depth(uv, depth)); + } + else { + depth = get_view_z_from_depth(depth); + } + return coc_radius_from_camera_depth(dof_data, depth); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Gather & Scatter Weighting + * \{ */ + +float dof_layer_weight(float coc, const bool is_foreground) +{ + /* NOTE: These are fullres pixel CoC value. */ + if (is_resolve) { + return saturate(-abs(coc) + dof_layer_threshold + dof_layer_offset) * + float(is_foreground ? (coc <= 0.5) : (coc > -0.5)); + } + else { + coc *= 2.0; /* Account for half pixel gather. */ + float threshold = dof_layer_threshold - + ((is_foreground) ? dof_layer_offset_fg : dof_layer_offset); + return saturate(((is_foreground) ? -coc : coc) - threshold); + } +} +vec4 dof_layer_weight(vec4 coc) +{ + /* NOTE: Used for scatter pass which already flipped the sign correctly. */ + coc *= 2.0; /* Account for half pixel gather. */ + return saturate(coc - dof_layer_threshold + dof_layer_offset); +} + +/* NOTE: This is halfres CoC radius. */ +float dof_sample_weight(float coc) +{ +#if 1 /* Optimized */ + return min(1.0, 1.0 / sqr(coc)); +#else + /* Full intensity if CoC radius is below the pixel footprint. */ + const float min_coc = 1.0; + coc = max(min_coc, abs(coc)); + return (M_PI * min_coc * min_coc) / (M_PI * coc * coc); +#endif +} +vec4 dof_sample_weight(vec4 coc) +{ +#if 1 /* Optimized */ + return min(vec4(1.0), 1.0 / sqr(coc)); +#else + /* Full intensity if CoC radius is below the pixel footprint. */ + const float min_coc = 1.0; + coc = max(vec4(min_coc), abs(coc)); + return (M_PI * min_coc * min_coc) / (M_PI * coc * coc); +#endif +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Circle of Confusion tiles + * \{ */ + +struct CocTile { + float fg_min_coc; + float fg_max_coc; + float fg_max_intersectable_coc; + float bg_min_coc; + float bg_max_coc; + float bg_min_intersectable_coc; +}; + +/* WATCH: Might have to change depending on the texture format. */ +const float dof_tile_large_coc = 1024.0; + +/* Init a CoC tile for reduction algorithms. */ +CocTile dof_coc_tile_init() +{ + CocTile tile; + tile.fg_min_coc = 0.0; + tile.fg_max_coc = -dof_tile_large_coc; + tile.fg_max_intersectable_coc = dof_tile_large_coc; + tile.bg_min_coc = dof_tile_large_coc; + tile.bg_max_coc = 0.0; + tile.bg_min_intersectable_coc = dof_tile_large_coc; + return tile; +} + +CocTile dof_coc_tile_unpack(vec3 fg, vec3 bg) +{ + CocTile tile; + tile.fg_min_coc = -fg.x; + tile.fg_max_coc = -fg.y; + tile.fg_max_intersectable_coc = -fg.z; + tile.bg_min_coc = bg.x; + tile.bg_max_coc = bg.y; + tile.bg_min_intersectable_coc = bg.z; + return tile; +} + +/* WORKAROUND(fclem): GLSL compilers differs in what qualifiers are requires to pass images as + * parameters. Workaround by using defines. */ +#define dof_coc_tile_load(tiles_fg_img_, tiles_bg_img_, texel_) \ + dof_coc_tile_unpack( \ + imageLoad(tiles_fg_img_, clamp(texel_, ivec2(0), imageSize(tiles_fg_img_) - 1)).xyz, \ + imageLoad(tiles_bg_img_, clamp(texel_, ivec2(0), imageSize(tiles_bg_img_) - 1)).xyz) + +void dof_coc_tile_pack(CocTile tile, out vec3 out_fg, out vec3 out_bg) +{ + out_fg.x = -tile.fg_min_coc; + out_fg.y = -tile.fg_max_coc; + out_fg.z = -tile.fg_max_intersectable_coc; + out_bg.x = tile.bg_min_coc; + out_bg.y = tile.bg_max_coc; + out_bg.z = tile.bg_min_intersectable_coc; +} + +#define dof_coc_tile_store(tiles_fg_img_, tiles_bg_img_, texel_out_, tile_data_) \ + if (true) { \ + vec3 out_fg; \ + vec3 out_bg; \ + dof_coc_tile_pack(tile_data_, out_fg, out_bg); \ + imageStore(tiles_fg_img_, texel_out_, out_fg.xyzz); \ + imageStore(tiles_bg_img_, texel_out_, out_bg.xyzz); \ + } + +bool dof_do_fast_gather(float max_absolute_coc, float min_absolute_coc, const bool is_foreground) +{ + float min_weight = dof_layer_weight((is_foreground) ? -min_absolute_coc : min_absolute_coc, + is_foreground); + if (min_weight < 1.0) { + return false; + } + /* FIXME(fclem): This is a workaround to fast gather triggering too early. Since we use custom + * opacity mask, the opacity is not given to be 100% even for after normal threshold. */ + if (is_foreground && min_absolute_coc < dof_layer_threshold) { + return false; + } + return (max_absolute_coc - min_absolute_coc) < (DOF_FAST_GATHER_COC_ERROR * max_absolute_coc); +} + +struct CocTilePrediction { + bool do_foreground; + bool do_slight_focus; + bool do_focus; + bool do_background; + bool do_hole_fill; +}; + +/** + * Using the tile CoC infos, predict which convolutions are required and the ones that can be + * skipped. + */ +CocTilePrediction dof_coc_tile_prediction_get(CocTile tile) +{ + /* Based on tile value, predict what pass we need to load. */ + CocTilePrediction predict; + + predict.do_foreground = (-tile.fg_min_coc > dof_layer_threshold - dof_layer_offset_fg); + bool fg_fully_opaque = predict.do_foreground && + dof_do_fast_gather(-tile.fg_min_coc, -tile.fg_max_coc, true); + predict.do_background = !fg_fully_opaque && + (tile.bg_max_coc > dof_layer_threshold - dof_layer_offset); + bool bg_fully_opaque = predict.do_background && + dof_do_fast_gather(-tile.bg_max_coc, tile.bg_min_coc, false); + predict.do_hole_fill = !fg_fully_opaque && -tile.fg_min_coc > 0.0; + predict.do_focus = !fg_fully_opaque; + predict.do_slight_focus = !fg_fully_opaque; + +#if 0 /* Debug */ + predict.do_foreground = predict.do_background = predict.do_hole_fill = true; +#endif + return predict; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name Gathering + * \{ */ + +/** + * Generate samples in a square pattern with the ring radius. X is the center tile. + * + * Dist1 Dist2 + * 6 5 4 3 2 + * 3 2 1 7 1 + * . X 0 . X 0 + * . . . . . + * . . . . . + * + * Samples are expected to be mirrored to complete the pattern. + **/ +ivec2 dof_square_ring_sample_offset(int ring_distance, int sample_id) +{ + ivec2 offset; + if (sample_id < ring_distance) { + offset.x = ring_distance; + offset.y = sample_id; + } + else if (sample_id < ring_distance * 3) { + offset.x = ring_distance - sample_id + ring_distance; + offset.y = ring_distance; + } + else { + offset.x = -ring_distance; + offset.y = ring_distance - sample_id + 3 * ring_distance; + } + return offset; +} + +/** \} */ |