[Bf-blender-cvs] [936ddde35ca] blender2.8: Eevee: SSS: Add cubic profile for the sake of completeness.

Clément Foucault noreply at git.blender.org
Fri Nov 17 02:11:39 CET 2017


Commit: 936ddde35cabc7f694bf0e83b3c8e505f0385532
Author: Clément Foucault
Date:   Fri Nov 17 02:00:48 2017 +0100
Branches: blender2.8
https://developer.blender.org/rB936ddde35cabc7f694bf0e83b3c8e505f0385532

Eevee: SSS: Add cubic profile for the sake of completeness.

It wasnt really hard except from the wierd sharpness 0.5 multiplication.

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

M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/intern/gpu_material.c
M	source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
M	source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c

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

diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 2a72b6996c4..aeb268cef36 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -235,7 +235,7 @@ void GPU_material_enable_alpha(GPUMaterial *material);
 GPUBuiltin GPU_get_material_builtins(GPUMaterial *material);
 GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
 
-void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, int *falloff_type);
+void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short int *falloff_type, float *sharpness);
 struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int sample_ct);
 
 /* High level functions to create and use GPU materials */
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 8946c124738..3f7fe68b20b 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -145,7 +145,8 @@ struct GPUMaterial {
 	GPUUniformBuffer *sss_profile; /* UBO containing SSS profile. */
 	float *sss_radii; /* UBO containing SSS profile. */
 	int sss_samples;
-	int *sss_falloff;
+	short int *sss_falloff;
+	float *sss_sharpness;
 	bool sss_dirty;
 };
 
@@ -560,7 +561,44 @@ static float burley_integral(float x0, float x1, float d)
 	return integral;
 }
 
-static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct, int falloff_type)
+static float cubic_profile(float r, float radius, float sharpness)
+{
+	float Rm = radius * (1.0f + sharpness);
+
+	if(r >= Rm)
+		return 0.0f;
+
+	/* custom variation with extra sharpness, to match the previous code */
+	const float y = 1.0f/(1.0f + sharpness);
+	float Rmy, ry, ryinv;
+
+	Rmy = powf(Rm, y);
+	ry = powf(r, y);
+	ryinv = (r > 0.0f)? powf(r, y - 1.0f): 0.0f;
+
+	const float Rmy5 = (Rmy*Rmy) * (Rmy*Rmy) * Rmy;
+	const float f = Rmy - ry;
+	const float num = f*(f*f)*(y*ryinv);
+
+	return (10.0f * num) / (Rmy5 * M_PI);
+}
+
+static float cubic_integral(float x0, float x1, float radius, float sharpness)
+{
+	const float range = x1 - x0;
+	const float step = range / INTEGRAL_RESOLUTION;
+	float integral = 0.0f;
+
+	for(int i = 0; i < INTEGRAL_RESOLUTION; ++i) {
+		float x = x0 + range * ((float)i + 0.5f) / (float)INTEGRAL_RESOLUTION;
+		float y = cubic_profile(fabsf(x), radius, sharpness);
+		integral += y * step;
+	}
+
+	return integral;
+}
+
+static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct, int falloff_type, float sharpness)
 {
 	for (int i = 0; i < 3; ++i) {
 		/* Minimum radius */
@@ -578,6 +616,12 @@ static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct
 		mul_v3_v3fl(d, l, 0.6f / s);
 		mul_v3_v3fl(kd->radii_n, d, BURLEY_TRUNCATE);
 	}
+	else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
+		/* XXX Black magic but it seems to fit. Maybe because we integrate -1..1 */
+		sharpness *= 0.5f;
+
+		mul_v3_fl(kd->radii_n, 1.0f + sharpness);
+	}
 
 	/* Normalize size */
 	kd->max_radius = MAX3(kd->radii_n[0], kd->radii_n[1], kd->radii_n[2]);
@@ -616,6 +660,13 @@ static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct
 			kd->kernel[i][1] = burley_integral(x0, x1, d[1]);
 			kd->kernel[i][2] = burley_integral(x0, x1, d[2]);
 		}
+		else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
+			x0 *= kd->max_radius;
+			x1 *= kd->max_radius;
+			kd->kernel[i][0] = cubic_integral(x0, x1, radii[0], sharpness);
+			kd->kernel[i][1] = cubic_integral(x0, x1, radii[1], sharpness);
+			kd->kernel[i][2] = cubic_integral(x0, x1, radii[2], sharpness);
+		}
 		else {
 			kd->kernel[i][0] = gaussian_integral(x0 / kd->radii_n[0], x1 / kd->radii_n[0]);
 			kd->kernel[i][1] = gaussian_integral(x0 / kd->radii_n[1], x1 / kd->radii_n[1]);
@@ -649,10 +700,11 @@ static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct
 	copy_v4_v4(kd->kernel[0], tmpv);
 }
 
-void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, int *falloff_type)
+void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short int *falloff_type, float *sharpness)
 {
 	material->sss_radii = radii;
 	material->sss_falloff = falloff_type;
+	material->sss_sharpness = sharpness;
 	material->sss_dirty = true;
 
 	/* Update / Create UBO */
@@ -672,7 +724,9 @@ struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int
 	if (material->sss_dirty || (material->sss_samples != sample_ct)) {
 		GPUSssKernelData kd;
 
-		compute_sss_kernel(&kd, material->sss_radii, sample_ct, *material->sss_falloff);
+		float sharpness = (material->sss_sharpness != NULL) ? *material->sss_sharpness : 0.0f;
+
+		compute_sss_kernel(&kd, material->sss_radii, sample_ct, *material->sss_falloff, sharpness);
 
 		/* Update / Create UBO */
 		GPU_uniformbuffer_update(material->sss_profile, &kd);
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index a1686cd46ba..6d7e8a85e77 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -104,7 +104,7 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
 		bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
 		bNodeSocketValueRGBA *socket_data = socket->default_value;
 		/* For some reason it seems that the socket value is in ARGB format. */
-		GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile);
+		GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile, NULL);
 	}
 
 	return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION),
diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
index 153c674236c..7d03eb8805b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
+++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
@@ -57,8 +57,12 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node,
 	if (node->sss_id == 0) {
 		bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
 		bNodeSocketValueRGBA *socket_data = socket->default_value;
+		bNodeSocket *socket_sharp = BLI_findlink(&node->original->inputs, 3);
+		bNodeSocketValueFloat *socket_data_sharp = socket_sharp->default_value;
 		/* For some reason it seems that the socket value is in ARGB format. */
-		GPU_material_sss_profile_create(mat, &socket_data->value[1], &node->original->custom1);
+		GPU_material_sss_profile_create(mat, &socket_data->value[1],
+		                                     &node->original->custom1,
+		                                     &socket_data_sharp->value);
 	}
 
 	return GPU_stack_link(mat, node, "node_subsurface_scattering", in, out, GPU_uniform(&node->sss_id));



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