Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl387
1 files changed, 387 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
new file mode 100644
index 00000000000..03af34f27ef
--- /dev/null
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_film_lib.glsl
@@ -0,0 +1,387 @@
+
+/**
+ * Film accumulation utils functions.
+ **/
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(eevee_camera_lib.glsl)
+
+/* Return scene linear Z depth from the camera or radial depth for panoramic cameras. */
+float film_depth_convert_to_scene(float depth)
+{
+ if (false /* Panoramic */) {
+ /* TODO */
+ return 1.0;
+ }
+ return abs(get_view_z_from_depth(depth));
+}
+
+/* -------------------------------------------------------------------- */
+/** \name Filter
+ * \{ */
+
+FilmSample film_sample_get(int sample_n, ivec2 texel_film)
+{
+#ifdef PANORAMIC
+ /* TODO(fclem): Panoramic projection will be more complex. The samples will have to be retrieve
+ * at runtime, maybe by scanning a whole region. Offset and weight will have to be computed by
+ * reprojecting the incoming pixel data into film pixel space. */
+#else
+
+# ifdef SCALED_RENDERING
+ texel_film /= film_buf.scaling_factor;
+# endif
+
+ FilmSample film_sample = film_buf.samples[sample_n];
+ film_sample.texel += texel_film;
+ /* Use extend on borders. */
+ film_sample.texel = clamp(film_sample.texel, ivec2(0, 0), film_buf.extent - 1);
+
+ /* TODO(fclem): Panoramic projection will need to compute the sample weight in the shader
+ * instead of precomputing it on CPU. */
+# ifdef SCALED_RENDERING
+ /* We need to compute the real distance and weight since a sample
+ * can be used by many final pixel. */
+ vec2 offset = film_buf.subpixel_offset - vec2(texel_film % film_buf.scaling_factor);
+ film_sample.weight = film_filter_weight(film_buf.filter_size, len_squared(offset));
+# endif
+
+#endif /* PANORAMIC */
+
+ /* Always return a weight above 0 to avoid blind spots between samples. */
+ film_sample.weight = max(film_sample.weight, 1e-6);
+
+ return film_sample;
+}
+
+/* Returns the combined weights of all samples affecting this film pixel. */
+float film_weight_accumulation(ivec2 texel_film)
+{
+#if 0 /* TODO(fclem): Reference implementation, also needed for panoramic cameras. */
+ float weight = 0.0;
+ for (int i = 0; i < film_buf.samples_len; i++) {
+ weight += film_sample_get(i, texel_film).weight;
+ }
+ return weight;
+#endif
+ return film_buf.samples_weight_total;
+}
+
+void film_sample_accum(FilmSample samp, int pass_id, sampler2D tex, inout vec4 accum)
+{
+ if (pass_id == -1) {
+ return;
+ }
+ accum += texelFetch(tex, samp.texel, 0) * samp.weight;
+}
+
+void film_sample_accum(FilmSample samp, int pass_id, sampler2D tex, inout float accum)
+{
+ if (pass_id == -1) {
+ return;
+ }
+ accum += texelFetch(tex, samp.texel, 0).x * samp.weight;
+}
+
+void film_sample_accum(FilmSample samp, int pass_id, sampler2DArray tex, inout vec4 accum)
+{
+ if (pass_id == -1) {
+ return;
+ }
+ accum += texelFetch(tex, ivec3(samp.texel, pass_id), 0) * samp.weight;
+}
+
+void film_sample_accum(FilmSample samp, int pass_id, sampler2DArray tex, inout float accum)
+{
+ if (pass_id == -1) {
+ return;
+ }
+ accum += texelFetch(tex, ivec3(samp.texel, pass_id), 0).x * samp.weight;
+}
+
+void film_sample_accum_mist(FilmSample samp, inout float accum)
+{
+ if (film_buf.mist_id == -1) {
+ return;
+ }
+ float depth = texelFetch(depth_tx, samp.texel, 0).x;
+ vec2 uv = (vec2(samp.texel) + 0.5) / textureSize(depth_tx, 0).xy;
+ vec3 vP = get_view_space_from_depth(uv, depth);
+ bool is_persp = ProjectionMatrix[3][3] == 0.0;
+ float mist = (is_persp) ? length(vP) : abs(vP.z);
+ /* Remap to 0..1 range. */
+ mist = saturate(mist * film_buf.mist_scale + film_buf.mist_bias);
+ /* Falloff. */
+ mist = pow(mist, film_buf.mist_exponent);
+ accum += mist * samp.weight;
+}
+
+void film_sample_accum_combined(FilmSample samp, inout vec4 accum)
+{
+ if (film_buf.combined_id == -1) {
+ return;
+ }
+ vec4 color = texelFetch(combined_tx, samp.texel, 0);
+ /* Convert transmittance to opacity. */
+ color.a = saturate(1.0 - color.a);
+ /* TODO(fclem) Pre-expose. */
+ color.rgb = log2(1.0 + color.rgb);
+
+ accum += color * samp.weight;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Load/Store Data
+ * \{ */
+
+#define WEIGHT_lAYER_ACCUMULATION 0
+#define WEIGHT_lAYER_DISTANCE 1
+
+/* Returns the distance used to store nearest interpolation data. */
+float film_distance_load(ivec2 texel)
+{
+ /* Repeat texture coordinates as the weight can be optimized to a small portion of the film. */
+ texel = texel % imageSize(in_weight_img).xy;
+
+ if (film_buf.use_history == false) {
+ return 1.0e16;
+ }
+ return imageLoad(in_weight_img, ivec3(texel, WEIGHT_lAYER_DISTANCE)).x;
+}
+
+float film_weight_load(ivec2 texel)
+{
+ /* Repeat texture coordinates as the weight can be optimized to a small portion of the film. */
+ texel = texel % imageSize(in_weight_img).xy;
+
+ if (film_buf.use_history == false) {
+ return 0.0;
+ }
+ return imageLoad(in_weight_img, ivec3(texel, WEIGHT_lAYER_ACCUMULATION)).x;
+}
+
+/* Return the motion in pixels. */
+void film_motion_load()
+{
+ // ivec2 texel_sample = film_sample_get(0, texel_film, distance_sample);
+ // vec4 vector = texelFetch(vector_tx, texel_sample);
+
+ // vector.xy *= film_buf.extent;
+}
+
+/* Returns resolved final color. */
+void film_store_combined(FilmSample dst, vec4 color, inout vec4 display)
+{
+ if (film_buf.combined_id == -1) {
+ return;
+ }
+
+ /* Could we assume safe color from earlier pass? */
+ color = safe_color(color);
+ if (false) {
+ /* Re-projection using motion vectors. */
+ // ivec2 texel_combined = texel_film + film_motion_load(texel_film);
+ // float weight_combined = film_weight_load(texel_combined);
+ }
+#ifdef USE_NEIGHBORHOOD_CLAMPING
+ /* Only do that for combined pass as it has a non-negligeable performance impact. */
+ // color = clamp_bbox(color, min, max);
+#endif
+
+ vec4 dst_color = imageLoad(in_combined_img, dst.texel);
+
+ color = (dst_color * dst.weight + color) * dst.weight_sum_inv;
+
+ /* TODO(fclem) undo Pre-expose. */
+ // color.rgb = exp2(color.rgb) - 1.0;
+
+ if (film_buf.display_id == -1) {
+ display = color;
+ }
+ imageStore(out_combined_img, dst.texel, color);
+}
+
+void film_store_color(FilmSample dst, int pass_id, vec4 color, inout vec4 display)
+{
+ if (pass_id == -1) {
+ return;
+ }
+
+ vec4 data_film = imageLoad(color_accum_img, ivec3(dst.texel, pass_id));
+
+ color = (data_film * dst.weight + color) * dst.weight_sum_inv;
+
+ if (film_buf.display_id == pass_id) {
+ display = color;
+ }
+ imageStore(color_accum_img, ivec3(dst.texel, pass_id), color);
+}
+
+void film_store_value(FilmSample dst, int pass_id, float value, inout vec4 display)
+{
+ if (pass_id == -1) {
+ return;
+ }
+
+ float data_film = imageLoad(value_accum_img, ivec3(dst.texel, pass_id)).x;
+
+ value = (data_film * dst.weight + value) * dst.weight_sum_inv;
+
+ if (film_buf.display_id == pass_id) {
+ display = vec4(value, value, value, 1.0);
+ }
+ imageStore(value_accum_img, ivec3(dst.texel, pass_id), vec4(value));
+}
+
+/* Nearest sample variant. Always stores the data. */
+void film_store_data(ivec2 texel_film, int pass_id, vec4 data_sample, inout vec4 display)
+{
+ if (pass_id == -1) {
+ return;
+ }
+
+ if (film_buf.display_id == pass_id) {
+ display = data_sample;
+ }
+ imageStore(color_accum_img, ivec3(texel_film, pass_id), data_sample);
+}
+
+void film_store_depth(ivec2 texel_film, float value, out float out_depth)
+{
+ if (film_buf.depth_id == -1) {
+ return;
+ }
+
+ out_depth = film_depth_convert_to_scene(value);
+
+ imageStore(depth_img, texel_film, vec4(out_depth));
+}
+
+void film_store_distance(ivec2 texel, float value)
+{
+ imageStore(out_weight_img, ivec3(texel, WEIGHT_lAYER_DISTANCE), vec4(value));
+}
+
+void film_store_weight(ivec2 texel, float value)
+{
+ imageStore(out_weight_img, ivec3(texel, WEIGHT_lAYER_ACCUMULATION), vec4(value));
+}
+
+/** \} */
+
+/** NOTE: out_depth is scene linear depth from the camera origin. */
+void film_process_data(ivec2 texel_film, out vec4 out_color, out float out_depth)
+{
+ out_color = vec4(0.0);
+ out_depth = 0.0;
+
+ float weight_accum = film_weight_accumulation(texel_film);
+ float film_weight = film_weight_load(texel_film);
+ float weight_sum = film_weight + weight_accum;
+ film_store_weight(texel_film, weight_sum);
+
+ FilmSample dst;
+ dst.texel = texel_film;
+ dst.weight = film_weight;
+ dst.weight_sum_inv = 1.0 / weight_sum;
+
+ /* NOTE: We split the accumulations into separate loops to avoid using too much registers and
+ * maximize occupancy. */
+
+ if (film_buf.has_data) {
+ float film_weight = film_distance_load(texel_film);
+
+ /* Get sample closest to target texel. It is always sample 0. */
+ FilmSample film_sample = film_sample_get(0, texel_film);
+
+ if (film_sample.weight < film_weight) {
+ float depth = texelFetch(depth_tx, film_sample.texel, 0).x;
+ vec4 normal = texelFetch(normal_tx, film_sample.texel, 0);
+ vec4 vector = texelFetch(vector_tx, film_sample.texel, 0);
+
+ film_store_depth(texel_film, depth, out_depth);
+ film_store_data(texel_film, film_buf.normal_id, normal, out_color);
+ film_store_data(texel_film, film_buf.vector_id, vector, out_color);
+ film_store_distance(texel_film, film_sample.weight);
+ }
+ else {
+ out_depth = imageLoad(depth_img, texel_film).r;
+ }
+ }
+
+ if (film_buf.combined_id != -1) {
+ vec4 combined_accum = vec4(0.0);
+
+ for (int i = 0; i < film_buf.samples_len; i++) {
+ FilmSample src = film_sample_get(i, texel_film);
+ film_sample_accum_combined(src, combined_accum);
+ }
+ film_store_combined(dst, combined_accum, out_color);
+ }
+
+ if (film_buf.any_render_pass_1) {
+ vec4 diffuse_light_accum = vec4(0.0);
+ vec4 specular_light_accum = vec4(0.0);
+ vec4 volume_light_accum = vec4(0.0);
+ vec4 emission_accum = vec4(0.0);
+
+ for (int i = 0; i < film_buf.samples_len; i++) {
+ FilmSample src = film_sample_get(i, texel_film);
+ film_sample_accum(src, film_buf.diffuse_light_id, diffuse_light_tx, diffuse_light_accum);
+ film_sample_accum(src, film_buf.specular_light_id, specular_light_tx, specular_light_accum);
+ film_sample_accum(src, film_buf.volume_light_id, volume_light_tx, volume_light_accum);
+ film_sample_accum(src, film_buf.emission_id, emission_tx, emission_accum);
+ }
+ film_store_color(dst, film_buf.diffuse_light_id, diffuse_light_accum, out_color);
+ film_store_color(dst, film_buf.specular_light_id, specular_light_accum, out_color);
+ film_store_color(dst, film_buf.volume_light_id, volume_light_accum, out_color);
+ film_store_color(dst, film_buf.emission_id, emission_accum, out_color);
+ }
+
+ if (film_buf.any_render_pass_2) {
+ vec4 diffuse_color_accum = vec4(0.0);
+ vec4 specular_color_accum = vec4(0.0);
+ vec4 environment_accum = vec4(0.0);
+ float mist_accum = 0.0;
+ float shadow_accum = 0.0;
+ float ao_accum = 0.0;
+
+ for (int i = 0; i < film_buf.samples_len; i++) {
+ FilmSample src = film_sample_get(i, texel_film);
+ film_sample_accum(src, film_buf.diffuse_color_id, diffuse_color_tx, diffuse_color_accum);
+ film_sample_accum(src, film_buf.specular_color_id, specular_color_tx, specular_color_accum);
+ film_sample_accum(src, film_buf.environment_id, environment_tx, environment_accum);
+ film_sample_accum(src, film_buf.shadow_id, shadow_tx, shadow_accum);
+ film_sample_accum(src, film_buf.ambient_occlusion_id, ambient_occlusion_tx, ao_accum);
+ film_sample_accum_mist(src, mist_accum);
+ }
+ film_store_color(dst, film_buf.diffuse_color_id, diffuse_color_accum, out_color);
+ film_store_color(dst, film_buf.specular_color_id, specular_color_accum, out_color);
+ film_store_color(dst, film_buf.environment_id, environment_accum, out_color);
+ film_store_value(dst, film_buf.shadow_id, shadow_accum, out_color);
+ film_store_value(dst, film_buf.ambient_occlusion_id, ao_accum, out_color);
+ film_store_value(dst, film_buf.mist_id, mist_accum, out_color);
+ }
+
+ for (int aov = 0; aov < film_buf.aov_color_len; aov++) {
+ vec4 aov_accum = vec4(0.0);
+
+ for (int i = 0; i < film_buf.samples_len; i++) {
+ FilmSample src = film_sample_get(i, texel_film);
+ film_sample_accum(src, aov, aov_color_tx, aov_accum);
+ }
+ film_store_color(dst, film_buf.aov_color_id + aov, aov_accum, out_color);
+ }
+
+ for (int aov = 0; aov < film_buf.aov_value_len; aov++) {
+ float aov_accum = 0.0;
+
+ for (int i = 0; i < film_buf.samples_len; i++) {
+ FilmSample src = film_sample_get(i, texel_film);
+ film_sample_accum(src, aov, aov_value_tx, aov_accum);
+ }
+ film_store_value(dst, film_buf.aov_value_id + aov, aov_accum, out_color);
+ }
+}