[Bf-blender-cvs] [359058f4b21] greasepencil-object: Clay Engine: Improve sampling of SSAO

Clément Foucault noreply at git.blender.org
Tue Jun 6 11:28:27 CEST 2017


Commit: 359058f4b21f745f95d3de50abf7704cd98f4892
Author: Clément Foucault
Date:   Sun Jun 4 23:11:48 2017 +0200
Branches: greasepencil-object
https://developer.blender.org/rB359058f4b21f745f95d3de50abf7704cd98f4892

Clay Engine: Improve sampling of SSAO

Replace completly random noise by Blue noisen, giving a better aspect.
Also randomize the distance in the sample direction to cover the whole distance even with 1 sample. Using another blue noise for this.
Replace spiral samples (that had tendency to align if the number of samples was near the chosen constant) with Hammersley samples that have good coverage even for low number of samples.
Use a UBO instead of Texture (a bit less latency) making things a tiny bit faster.
Move the noise data to the SceneLayerData, because each render layer can have a different sample count.

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

M	source/blender/draw/engines/clay/clay_engine.c
M	source/blender/draw/engines/clay/shaders/clay_frag.glsl
M	source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl

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

diff --git a/source/blender/draw/engines/clay/clay_engine.c b/source/blender/draw/engines/clay/clay_engine.c
index be43542a5ff..9c74196e2bd 100644
--- a/source/blender/draw/engines/clay/clay_engine.c
+++ b/source/blender/draw/engines/clay/clay_engine.c
@@ -40,6 +40,8 @@
 #include "UI_interface_icons.h"
 
 #include "clay_engine.h"
+#include "../eevee/eevee_lut.h" /* TODO find somewhere to share blue noise Table */
+
 #ifdef WITH_CLAY_ENGINE
 /* Shaders */
 
@@ -140,6 +142,12 @@ typedef struct CLAY_Data {
 	CLAY_StorageList *stl;
 } CLAY_Data;
 
+typedef struct CLAY_SceneLayerData {
+	struct GPUTexture *jitter_tx;
+	struct GPUUniformBuffer *sampling_ubo;
+	int cached_sample_num;
+} CLAY_SceneLayerData;
+
 /* *********** STATIC *********** */
 
 static struct {
@@ -158,9 +166,6 @@ static struct {
 	float winmat[4][4];
 	float viewvecs[3][4];
 	float ssao_params[4];
-	int cached_sample_num;
-	struct GPUTexture *jitter_tx;
-	struct GPUTexture *sampling_tx;
 
 	/* Just a serie of int from 0 to MAX_CLAY_MAT-1 */
 	int ubo_mat_idxs[MAX_CLAY_MAT];
@@ -180,6 +185,25 @@ typedef struct CLAY_PrivateData {
 
 /* Functions */
 
+static void clay_scene_layer_data_free(void *storage)
+{
+	CLAY_SceneLayerData *sldata = (CLAY_SceneLayerData *)storage;
+
+	DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
+	DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
+}
+
+static CLAY_SceneLayerData *CLAY_scene_layer_data_get(void)
+{
+	CLAY_SceneLayerData **sldata = (CLAY_SceneLayerData **)DRW_scene_layer_engine_data_get(&draw_engine_clay_type, &clay_scene_layer_data_free);
+
+	if (*sldata == NULL) {
+		*sldata = MEM_callocN(sizeof(**sldata), "CLAY_SceneLayerData");
+	}
+
+	return *sldata;
+}
+
 static void add_icon_to_rect(PreviewImage *prv, float *final_rect, int layer)
 {
 	int image_size = prv->w[0] * prv->h[0];
@@ -252,47 +276,65 @@ static int matcap_to_index(int matcap)
 	return 0;
 }
 
-static struct GPUTexture *create_spiral_sample_texture(int numsaples)
+/* Van der Corput sequence */
+/* TODO this is duplicated code from eevee_probes.c */
+ /* From http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html */
+static float radical_inverse(int i) {
+	unsigned int bits = (unsigned int)i;
+	bits = (bits << 16u) | (bits >> 16u);
+	bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+	bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+	bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+	bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+	return (float)bits * 2.3283064365386963e-10f;
+}
+
+/* Using Hammersley distribution */
+static float *create_disk_samples(int num_samples)
 {
-	struct GPUTexture *tex;
-	float (*texels)[2] = MEM_mallocN(sizeof(float[2]) * numsaples, "concentric_tex");
-	const float numsaples_inv = 1.0f / numsaples;
-	int i;
-	/* arbitrary number to ensure we don't get conciding samples every circle */
-	const float spirals = 7.357;
-
-	for (i = 0; i < numsaples; i++) {
-		float r = (i + 0.5f) * numsaples_inv;
-		float phi = r * spirals * (float)(2.0 * M_PI);
-		texels[i][0] = r * cosf(phi);
-		texels[i][1] = r * sinf(phi);
+	/* vec4 to ensure memory alignment. */
+	float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * num_samples, "concentric_tex");
+	const float num_samples_inv = 1.0f / num_samples;
+
+	for (int i = 0; i < num_samples; i++) {
+		float r = (i + 0.5f) * num_samples_inv;
+		float phi = radical_inverse(i) * 2.0f * M_PI;
+		texels[i][0] = cosf(phi);
+		texels[i][1] = sinf(phi);
+		/* This deliberatly distribute more samples
+		 * at the center of the disk (and thus the shadow). */
+		texels[i][2] = r;
 	}
 
-	tex = DRW_texture_create_1D(numsaples, DRW_TEX_RG_16, 0, (float *)texels);
-
-	MEM_freeN(texels);
-	return tex;
+	return (float *)texels;
 }
 
-static struct GPUTexture *create_jitter_texture(void)
+static struct GPUTexture *create_jitter_texture(int num_samples)
 {
-	float jitter[64 * 64][2];
-	int i;
-
-	/* TODO replace by something more evenly distributed like blue noise */
-	for (i = 0; i < 64 * 64; i++) {
-		jitter[i][0] = 2.0f * BLI_frand() - 1.0f;
-		jitter[i][1] = 2.0f * BLI_frand() - 1.0f;
-		normalize_v2(jitter[i]);
+	float jitter[64 * 64][3];
+	const float num_samples_inv = 1.0f / num_samples;
+
+	for (int i = 0; i < 64 * 64; i++) {
+		float phi = blue_noise[i][0] * 2.0f * M_PI;
+		/* This rotate the sample per pixels */
+		jitter[i][0] = cosf(phi);
+		jitter[i][1] = sinf(phi);
+		/* This offset the sample along it's direction axis (reduce banding) */
+		float bn = blue_noise[i][1] - 0.5f;
+		CLAMP(bn, -0.499f, 0.499f); /* fix fireflies */
+		jitter[i][2] = bn * num_samples_inv;
 	}
 
-	return DRW_texture_create_2D(64, 64, DRW_TEX_RG_16, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
+	UNUSED_VARS(bsdf_split_sum_ggx, ltc_mag_ggx, ltc_mat_ggx);
+
+	return DRW_texture_create_2D(64, 64, DRW_TEX_RGB_16, DRW_TEX_FILTER | DRW_TEX_WRAP, &jitter[0][0]);
 }
 
 static void CLAY_engine_init(void *vedata)
 {
 	CLAY_StorageList *stl = ((CLAY_Data *)vedata)->stl;
 	CLAY_FramebufferList *fbl = ((CLAY_Data *)vedata)->fbl;
+	CLAY_SceneLayerData *sldata = CLAY_scene_layer_data_get();
 
 	/* Create Texture Array */
 	if (!e_data.matcap_array) {
@@ -327,12 +369,6 @@ static void CLAY_engine_init(void *vedata)
 		e_data.matcap_array = load_matcaps(prv, 24);
 	}
 
-	/* AO Jitter */
-	if (!e_data.jitter_tx) {
-		e_data.jitter_tx = create_jitter_texture();
-	}
-
-
 	/* Depth prepass */
 	if (!e_data.depth_sh) {
 		e_data.depth_sh = DRW_shader_create_3D_depth_only();
@@ -451,20 +487,24 @@ static void CLAY_engine_init(void *vedata)
 		}
 
 		/* AO Samples Tex */
-		if (e_data.sampling_tx && (e_data.cached_sample_num != ssao_samples)) {
-			DRW_texture_free(e_data.sampling_tx);
-			e_data.sampling_tx = NULL;
+		if (sldata->sampling_ubo && (sldata->cached_sample_num != ssao_samples)) {
+			DRW_UBO_FREE_SAFE(sldata->sampling_ubo);
+			DRW_TEXTURE_FREE_SAFE(sldata->jitter_tx);
 		}
 
-		if (!e_data.sampling_tx) {
-			e_data.sampling_tx = create_spiral_sample_texture(ssao_samples);
-			e_data.cached_sample_num = ssao_samples;
+		if (sldata->sampling_ubo == NULL) {
+			float *samples = create_disk_samples(ssao_samples);
+			sldata->jitter_tx = create_jitter_texture(ssao_samples);
+			sldata->sampling_ubo = DRW_uniformbuffer_create(sizeof(float[4]) * ssao_samples, samples);
+			sldata->cached_sample_num = ssao_samples;
+			MEM_freeN(samples);
 		}
 	}
 }
 
 static DRWShadingGroup *CLAY_shgroup_create(CLAY_Data *UNUSED(vedata), DRWPass *pass, int *material_id, bool use_flat)
 {
+	CLAY_SceneLayerData *sldata = CLAY_scene_layer_data_get();
 	DRWShadingGroup *grp = DRW_shgroup_create(use_flat ? e_data.clay_flat_sh : e_data.clay_sh, pass);
 
 	DRW_shgroup_uniform_vec2(grp, "screenres", DRW_viewport_size_get(), 1);
@@ -477,8 +517,8 @@ static DRWShadingGroup *CLAY_shgroup_create(CLAY_Data *UNUSED(vedata), DRWPass *
 
 	DRW_shgroup_uniform_int(grp, "mat_id", material_id, 1);
 
-	DRW_shgroup_uniform_texture(grp, "ssao_jitter", e_data.jitter_tx);
-	DRW_shgroup_uniform_texture(grp, "ssao_samples", e_data.sampling_tx);
+	DRW_shgroup_uniform_texture(grp, "ssao_jitter", sldata->jitter_tx);
+	DRW_shgroup_uniform_block(grp, "samples_block", sldata->sampling_ubo);
 
 	return grp;
 }
@@ -863,7 +903,7 @@ static void CLAY_scene_layer_settings_create(RenderEngine *UNUSED(engine), IDPro
 	           props->type == IDP_GROUP &&
 	           props->subtype == IDP_GROUP_SUB_ENGINE_RENDER);
 
-	BKE_collection_engine_property_add_int(props, "ssao_samples", 32);
+	BKE_collection_engine_property_add_int(props, "ssao_samples", 16);
 }
 
 static void CLAY_engine_free(void)
@@ -872,8 +912,6 @@ static void CLAY_engine_free(void)
 	DRW_SHADER_FREE_SAFE(e_data.clay_flat_sh);
 	DRW_SHADER_FREE_SAFE(e_data.hair_sh);
 	DRW_TEXTURE_FREE_SAFE(e_data.matcap_array);
-	DRW_TEXTURE_FREE_SAFE(e_data.jitter_tx);
-	DRW_TEXTURE_FREE_SAFE(e_data.sampling_tx);
 }
 
 static const DrawEngineDataSize CLAY_data_size = DRW_VIEWPORT_DATA_SIZE(CLAY_Data);
diff --git a/source/blender/draw/engines/clay/shaders/clay_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_frag.glsl
index 033db365337..9c8c90bd5b6 100644
--- a/source/blender/draw/engines/clay/shaders/clay_frag.glsl
+++ b/source/blender/draw/engines/clay/shaders/clay_frag.glsl
@@ -14,7 +14,6 @@ uniform vec4 viewvecs[3];
 uniform vec4 ssao_params;
 
 uniform sampler2D ssao_jitter;
-uniform sampler1D ssao_samples;
 
 /* Material Parameters packed in an UBO */
 struct Material {
@@ -23,6 +22,10 @@ struct Material {
 	vec4 matcap_rot; /* vec4 to ensure 16 bytes alignement (don't trust compiler) */
 };
 
+layout(std140) uniform samples_block {
+	vec4 ssao_samples[500];
+};
+
 layout(std140) uniform material_block {
 	Material matcaps_param[MAX_MATERIAL];
 };
diff --git a/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl
index 447d1ece8f8..48c117c3d8d 100644
--- a/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl
+++ b/source/blender/draw/engines/clay/shaders/ssao_alchemy.glsl
@@ -11,8 +11,7 @@ void ssao_factors(
         out float cavities, out float edges)
 {
 	/* take the normalized ray direction here */
-	vec2 rotX = texture(ssao_jitter, screenco.xy * jitter_tilling).rg;
-	vec2 rotY = vec2(-rotX.y, rotX.x);
+	vec3 noise = texture(ssao_jitter, screenco.xy * jitter_tilling).rgb;
 
 	/* find the offset in screen space by multiplying a point
 	 * in camera space at the depth of the point by the projection matrix. */
@@ -24,15 +23,19 @@ void ssao_factors(
 	offset *= 0.5;
 
 	cavities = edges = 0.0;
-	int x;
 	int num_samples = int(ssao_samples_num);
 
-	for (x = 0; x < num_samples; x++) {
-		/* TODO : optimisation replace by constant */
-		vec2 dir_sample = texture(ssao_samples, (float(x) + 0.5) / ssao_samples_num).rg;
+	/* Note. Putting noise usage here to put some ALU after texture fetch. */
+	vec2 rotX = noise.rg;
+	vec2 rotY = vec2(-rotX.y, rotX.x);
+
+	for (int x = 0; x < num_samples && x < 500; x++) {
+		/* ssao_samples[x].xy is sample direction (normalized).
+		 * ssao_samples[x].z is sample distance from disk center. */
 
-		/* rotate with random direction to get jittered result */
-		vec2 dir_jittered = vec2(dot(

@@ Diff output truncated at 10240 characters. @@




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