[Bf-blender-cvs] [76c323ff308] temp-ssr: Eevee: SSR: Encode Normal in buffer and add cubemap fallback.

Clément Foucault noreply at git.blender.org
Mon Jul 24 15:25:05 CEST 2017


Commit: 76c323ff308d9ab8bca6a0100d006fe8e31c457b
Author: Clément Foucault
Date:   Mon Jul 17 13:39:03 2017 +0200
Branches: temp-ssr
https://developer.blender.org/rB76c323ff308d9ab8bca6a0100d006fe8e31c457b

Eevee: SSR: Encode Normal in buffer and add cubemap fallback.

Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.

===================================================================

M	source/blender/draw/engines/eevee/eevee_effects.c
M	source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M	source/blender/draw/engines/eevee/shaders/default_frag.glsl
M	source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
M	source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
M	source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
M	source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_material.glsl

===================================================================

diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 8c498d1a69a..8138ddbbacf 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -44,6 +44,12 @@
 #include "eevee_private.h"
 #include "GPU_texture.h"
 
+#define SHADER_DEFINES \
+	"#define EEVEE_ENGINE\n" \
+	"#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
+	"#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
+	"#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n"
+
 typedef struct EEVEE_LightProbeData {
 	short probe_id, shadow_id;
 } EEVEE_LightProbeData;
@@ -78,6 +84,8 @@ static struct {
 	struct GPUTexture *depth_src;
 } e_data = {NULL}; /* Engine data */
 
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_octahedron_lib_glsl[];
 extern char datatoc_effect_ssr_frag_glsl[];
 extern char datatoc_effect_minmaxz_frag_glsl[];
 extern char datatoc_effect_motion_blur_frag_glsl[];
@@ -85,6 +93,7 @@ extern char datatoc_effect_bloom_frag_glsl[];
 extern char datatoc_effect_dof_vert_glsl[];
 extern char datatoc_effect_dof_geom_glsl[];
 extern char datatoc_effect_dof_frag_glsl[];
+extern char datatoc_lightprobe_lib_glsl[];
 extern char datatoc_tonemap_frag_glsl[];
 extern char datatoc_volumetric_frag_glsl[];
 
@@ -158,8 +167,18 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
 
 	/* Shaders */
 	if (!e_data.motion_blur_sh) {
-		e_data.ssr_raytrace_sh = DRW_shader_create_fullscreen(datatoc_effect_ssr_frag_glsl, "#define STEP_RAYTRACE\n");
-		e_data.ssr_resolve_sh = DRW_shader_create_fullscreen(datatoc_effect_ssr_frag_glsl, "#define STEP_RESOLVE\n");
+		DynStr *ds_frag = BLI_dynstr_new();
+		BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
+		BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
+		BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
+		BLI_dynstr_append(ds_frag, datatoc_effect_ssr_frag_glsl);
+		char *ssr_shader_str = BLI_dynstr_get_cstring(ds_frag);
+		BLI_dynstr_free(ds_frag);
+
+		e_data.ssr_raytrace_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RAYTRACE\n");
+		e_data.ssr_resolve_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RESOLVE\n");
+
+		MEM_freeN(ssr_shader_str);
 
 		e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n");
 
@@ -607,20 +626,26 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
 	}
 
 	if ((effects->enabled_effects & EFFECT_SSR) != 0) {
-		psl->ssr_raytrace = DRW_pass_create("Raytrace", DRW_STATE_WRITE_COLOR);
+		psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR);
 		DRWShadingGroup *grp = DRW_shgroup_create(e_data.ssr_raytrace_sh, psl->ssr_raytrace);
 		DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
-		DRW_shgroup_uniform_buffer(grp, "normalBuffer", &stl->g_data->minmaxz);
-		DRW_shgroup_uniform_buffer(grp, "specRoughBuffer", &stl->g_data->minmaxz);
+		DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
+		DRW_shgroup_uniform_buffer(grp, "specRoughBuffer", &txl->ssr_specrough_input);
 		DRW_shgroup_call_add(grp, quad, NULL);
 
-		psl->ssr_resolve = DRW_pass_create("Raytrace", DRW_STATE_WRITE_COLOR);
+		psl->ssr_resolve = DRW_pass_create("SSR Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
 		grp = DRW_shgroup_create(e_data.ssr_resolve_sh, psl->ssr_resolve);
 		DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
 		DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
 		DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
 		DRW_shgroup_uniform_buffer(grp, "hitBuffer", &txl->ssr_hit_output);
 		DRW_shgroup_uniform_buffer(grp, "pdfBuffer", &txl->ssr_pdf_output);
+		DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+		DRW_shgroup_uniform_int(grp, "probe_count", &sldata->probes->num_render_cube, 1);
+		DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
+		DRW_shgroup_uniform_float(grp, "lodPlanarMax", &sldata->probes->lod_planar_max, 1);
+		DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool);
+		DRW_shgroup_uniform_buffer(grp, "probePlanars", &vedata->txl->planar_pool);
 		DRW_shgroup_call_add(grp, quad, NULL);
 	}
 
@@ -784,7 +809,6 @@ void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
 	EEVEE_EffectsInfo *effects = stl->effects;
 
 	if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
-		return;
 		DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
 
 		e_data.depth_src = dtxl->depth;
@@ -817,7 +841,7 @@ void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
 	}
 }
 
-void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
+void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
 {
 	EEVEE_PassList *psl = vedata->psl;
 	EEVEE_FramebufferList *fbl = vedata->fbl;
@@ -828,6 +852,8 @@ void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
 	if ((effects->enabled_effects & EFFECT_SSR) != 0) {
 		DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
 
+		e_data.depth_src = dtxl->depth;
+
 		/* Raytrace at halfres. */
 		DRW_framebuffer_bind(fbl->screen_tracing_fb);
 		DRW_draw_pass(psl->ssr_raytrace);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 50b3309e93b..4c0e521a7f0 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -28,114 +28,10 @@ flat in int shFace; /* Shadow layer we are rendering to. */
 
 #define cameraForward   normalize(ViewMatrixInverse[2].xyz)
 #define cameraPos       ViewMatrixInverse[3].xyz
-
+#define cameraVec      ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
+#define viewCameraVec  ((ProjectionMatrix[3][3] == 0.0) ? normalize(viewPosition) : vec3(0.0, 0.0, -1.0))
 
 /* ------- Structures -------- */
-#ifdef VOLUMETRICS
-
-struct Closure {
-	vec3 absorption;
-	vec3 scatter;
-	vec3 emission;
-	float anisotropy;
-};
-
-#define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0)
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
-	Closure cl;
-	cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
-	cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
-	cl.emission = mix(cl1.emission, cl2.emission, fac);
-	cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
-	return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
-	Closure cl;
-	cl.absorption = cl1.absorption + cl2.absorption;
-	cl.scatter = cl1.scatter + cl2.scatter;
-	cl.emission = cl1.emission + cl2.emission;
-	cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
-	return cl;
-}
-#else
-
-struct Closure {
-	vec3 radiance;
-	float opacity;
-	vec4 ssr_data;
-	vec2 ssr_normal;
-	int ssr_id;
-};
-
-#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
-
-uniform int outputSsrId;
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
-	Closure cl;
-	if (cl1.ssr_id == outputSsrId) {
-		cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
-		cl.ssr_normal = cl1.ssr_normal;
-		cl.ssr_id = cl1.ssr_id;
-	}
-	else {
-		cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
-		cl.ssr_normal = cl2.ssr_normal;
-		cl.ssr_id = cl2.ssr_id;
-	}
-	cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
-	cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
-	return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
-	Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2;
-	cl.radiance = cl1.radiance + cl2.radiance;
-	cl.opacity = cl1.opacity + cl2.opacity;
-	return cl;
-}
-
-#if defined(MESH_SHADER) && !defined(SHADOW_SHADER)
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 ssrNormals;
-layout(location = 2) out vec4 ssrData;
-
-Closure nodetree_exec(void); /* Prototype */
-
-#define NODETREE_EXEC
-void main()
-{
-	Closure cl = nodetree_exec();
-	fragColor = vec4(cl.radiance, cl.opacity);
-	ssrNormals = cl.ssr_normal.xyyy;
-	ssrData = cl.ssr_data;
-}
-
-#endif /* MESH_SHADER && !SHADOW_SHADER */
-
-#endif /* VOLUMETRICS */
-
-Closure nodetree_exec(void); /* Prototype */
-
-/* TODO find a better place */
-#ifdef USE_MULTIPLY
-
-out vec4 fragColor;
-
-#define NODETREE_EXEC
-void main()
-{
-	Closure cl = nodetree_exec();
-	fragColor = vec4(mix(vec3(1.0), cl.radiance, cl.opacity), 1.0);
-}
-#endif
-
 struct LightData {
 	vec4 position_influence;      /* w : InfluenceRadius */
 	vec4 color_spec;              /* w : Spec Intensity */
@@ -194,8 +90,6 @@ struct ShadowCascadeData {
 	vec4 bias;
 };
 
-#define cameraVec      ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
-
 /* ------- Convenience functions --------- */
 
 vec3 mul(mat3 m, vec3 v) { return m * v; }
@@ -364,6 +258,11 @@ vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
 	}
 }
 
+vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
+{
+	return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
+}
+
 vec3 get_specular_dominant_dir(vec3 N, vec3 V, float roughness)
 {
 	vec3 R = -reflect(V, N);
@@ -377,6 +276,26 @@ float specular_occlusion(float NV, float AO, float roughness)
 	return saturate(pow(NV + AO, roughness) - 1.0 + AO);
 }
 
+/* ---- Encode / Decode Normal buffer data ---- */
+/* From http://aras-p.info/texts/CompactNormalStorage.html
+ * Using Method #4: Spheremap Transform */
+vec2 normal_encode(vec3 n, vec3 view)
+{
+    float p = sqrt(n.z * 8.0 + 8.0);
+    return n.xy / p + 0.5;
+}
+
+vec3 normal_decode(vec2 enc, vec3 view)
+{
+    vec2 fenc = enc * 4.0 - 2.0;
+    float f = dot(fenc, fenc);
+    float g = sqrt(1.0 - f / 4.0);
+    vec3 n;
+    n.xy = fenc*g;
+    n.z = 1 - f / 2;
+    return n;
+}
+
 /* Fresnel 

@@ Diff output truncated at 10240 characters. @@




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