[Bf-blender-cvs] [9ab18d14f6f] blender2.8: Eevee: Modify the raycast function to be more flexible.

Clément Foucault noreply at git.blender.org
Fri Oct 6 23:44:29 CEST 2017


Commit: 9ab18d14f6f1cfe510a2b06ee477498502d1c887
Author: Clément Foucault
Date:   Fri Oct 6 23:38:31 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB9ab18d14f6f1cfe510a2b06ee477498502d1c887

Eevee: Modify the raycast function to be more flexible.

Make quality a parameter, and modify the ray end to be premultiplied so that the raytrace is done on a range.

This is in order to add contact shadows.

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

M	source/blender/draw/engines/eevee/eevee_effects.c
M	source/blender/draw/engines/eevee/eevee_materials.c
M	source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
M	source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
M	source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
M	source/blender/draw/engines/eevee/shaders/ssr_lib.glsl

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

diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 8faa4fca937..5d2c9303865 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -749,6 +749,10 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
 		}
 	}
 
+	/* Compute pixel size, (shared with contact shadows) */
+	copy_v2_v2(effects->ssr_pixelsize, viewport_size);
+	invert_v2(effects->ssr_pixelsize);
+
 	if (BKE_collection_engine_property_value_get_bool(props, "ssr_enable")) {
 		effects->enabled_effects |= EFFECT_SSR;
 
@@ -803,10 +807,6 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
 		                               {&stl->g_data->ssr_hit_output[3], DRW_TEX_RGBA_16, DRW_TEX_TEMP}};
 
 		DRW_framebuffer_init(&fbl->screen_tracing_fb, &draw_engine_eevee_type, tracing_res[0], tracing_res[1], tex_output, effects->ssr_ray_count);
-
-		/* Compute pixel size */
-		copy_v2_v2(effects->ssr_pixelsize, viewport_size);
-		invert_v2(effects->ssr_pixelsize);
 	}
 	else {
 		/* Cleanup to release memory */
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index a3375c91ea1..0073d975507 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -390,17 +390,15 @@ static void add_standard_uniforms(
 	DRW_shgroup_uniform_buffer(shgrp, "shadowTexture", &sldata->shadow_pool);
 	DRW_shgroup_uniform_int(shgrp, "outputSsrId", ssr_id, 1);
 	DRW_shgroup_uniform_vec4(shgrp, "aoParameters[0]", &vedata->stl->effects->ao_dist, 2);
+	DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2);
+	DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
+	DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
+	DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
 	if (refract_depth != NULL) {
 		DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
 	}
-	if (vedata->stl->effects->use_ao || use_ssrefraction) {
-		DRW_shgroup_uniform_vec4(shgrp, "viewvecs[0]", (float *)vedata->stl->g_data->viewvecs, 2);
-		DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
-		DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
-	}
 	if (use_ssrefraction) {
 		DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color);
-		DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
 		DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1);
 		DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1);
 		DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 7d142e50013..7a501964fae 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -10,6 +10,9 @@ uniform sampler2DArray utilTex;
 #define BRDF_BIAS 0.7
 #define MAX_MIP 9.0
 
+uniform float fireflyFactor;
+uniform float maxRoughness;
+
 #ifdef STEP_RAYTRACE
 
 uniform sampler2D normalBuffer;
@@ -54,7 +57,7 @@ vec4 do_planar_ssr(int index, vec3 V, vec3 N, vec3 T, vec3 B, vec3 planeNormal,
 	 * below the reflection plane). This way it's garanted that the hit will
 	 * be in front of the camera. That let us tag the bad rays with a negative
 	 * sign in the Z component. */
-	vec3 hit_pos = raycast(index, viewPosition, R, 1e16, jitter, a2);
+	vec3 hit_pos = raycast(index, viewPosition, R * 1e16, 1e16, jitter, ssrQuality, a2);
 
 	return vec4(hit_pos, pdf);
 }
@@ -73,7 +76,7 @@ vec4 do_ssr(vec3 V, vec3 N, vec3 T, vec3 B, vec3 viewPosition, float a2, vec3 ra
 	vec3 R = reflect(-V, H);
 	pdf = min(1024e32, pdf); /* Theoretical limit of 16bit float */
 
-	vec3 hit_pos = raycast(-1, viewPosition, R, ssrThickness, jitter, a2);
+	vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, jitter, ssrQuality, a2);
 
 	return vec4(hit_pos, pdf);
 }
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index e23effb854c..5f4a4c9f89f 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -25,6 +25,9 @@ in vec3 worldNormal;
 in vec3 viewNormal;
 #endif
 
+uniform float maxRoughness;
+uniform int rayCount;
+
 /* ----------- default -----------  */
 
 vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, int ssr_id, out vec3 ssr_spec)
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index b9aacde264d..c1d6b7537ff 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -1,16 +1,12 @@
 #define MAX_STEP 256
-#define MAX_REFINE_STEP 32 /* Should be max allowed stride */
 
 uniform vec4 ssrParameters;
-uniform int rayCount;
 
 #define ssrQuality    ssrParameters.x
 #define ssrThickness  ssrParameters.y
 #define ssrPixelSize  ssrParameters.zw
 
-uniform float maxRoughness;
 uniform float borderFadeFactor;
-uniform float fireflyFactor;
 
 float sample_depth(vec2 uv, int index, float lod)
 {
@@ -62,13 +58,13 @@ float refine_isect(float prev_delta, float curr_delta)
 	return saturate(prev_delta / (prev_delta - curr_delta));
 }
 
-void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss_step, out vec4 ss_ray, out float max_time)
+void prepare_raycast(vec3 ray_origin, vec3 ray_end, float thickness, out vec4 ss_step, out vec4 ss_ray, out float max_time)
 {
 	/* Negate the ray direction if it goes towards the camera.
 	 * This way we don't need to care if the projected point
 	 * is behind the near plane. */
-	float z_sign = -sign(ray_dir.z);
-	vec3 ray_end = z_sign * ray_dir * 1e16 + ray_origin;
+	float z_sign = -sign(ray_end.z);
+	ray_end = z_sign * ray_end + ray_origin;
 
 	/* Project into screen space. */
 	vec4 ss_start, ss_end;
@@ -89,6 +85,7 @@ void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss
 	ss_end.w = 2.0 * ss_end.z - ss_end.w;
 
 	ss_step = ss_end - ss_start;
+	max_time = length(ss_step.xyz);
 	ss_step = z_sign * ss_step / length(ss_step.xyz);
 
 	/* If the line is degenerate, make it cover at least one pixel
@@ -99,8 +96,11 @@ void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss
 	ss_step /= max(abs(ss_step.x), abs(ss_step.y));
 	ss_step *= ((abs(ss_step.x) > abs(ss_step.y)) ? ssrPixelSize.x : ssrPixelSize.y);
 
+	/* Clip to segment's end. */
+	max_time /= length(ss_step.xyz);
+
 	/* Clipping to frustum sides. */
-	max_time = line_unit_box_intersect_dist(ss_start.xyz, ss_step.xyz);
+	max_time = min(max_time, line_unit_box_intersect_dist(ss_start.xyz, ss_step.xyz));
 
 	/* Convert to texture coords. Z component included
 	 * since this is how it's stored in the depth buffer.
@@ -117,11 +117,12 @@ void prepare_raycast(vec3 ray_origin, vec3 ray_dir, float thickness, out vec4 ss
 
 // #define GROUPED_FETCHES /* is still slower, need to see where is the bottleneck. */
 /* Return the hit position, and negate the z component (making it positive) if not hit occured. */
-vec3 raycast(int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ray_jitter, float roughness)
+/* __ray_end__ is the ray direction premultiplied by it's maximum length */
+vec3 raycast(int index, vec3 ray_origin, vec3 ray_end, float thickness, float ray_jitter, float trace_quality, float roughness)
 {
 	vec4 ss_step, ss_start;
 	float max_time;
-	prepare_raycast(ray_origin, ray_dir, thickness, ss_step, ss_start, max_time);
+	prepare_raycast(ray_origin, ray_end, thickness, ss_step, ss_start, max_time);
 
 	float max_trace_time = max(0.001, max_time - 0.01);
 
@@ -141,8 +142,8 @@ vec3 raycast(int index, vec3 ray_origin, vec3 ray_dir, float thickness, float ra
 	float iter;
 	for (iter = 1.0; !hit && (ray_time < max_time) && (iter < MAX_STEP); iter++) {
 		/* Minimum stride of 2 because we are using half res minmax zbuffer. */
-		float stride = max(1.0, iter * ssrQuality) * 2.0;
-		float lod = log2(stride * 0.5 * ssrQuality) * lod_fac;
+		float stride = max(1.0, iter * trace_quality) * 2.0;
+		float lod = log2(stride * 0.5 * trace_quality) * lod_fac;
 		ray_time += stride;
 
 		/* Save previous values. */
diff --git a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
index 5b7ca8cdfa5..d3d6b8dc80f 100644
--- a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
@@ -33,7 +33,7 @@ vec4 screen_space_refraction(vec3 viewPosition, vec3 N, vec3 V, float ior, float
 
 	R = transform_direction(ViewMatrix, R);
 
-	vec3 hit_pos = raycast(-1, viewPosition, R, ssrThickness, jitter, roughnessSquared);
+	vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, jitter, ssrQuality, roughnessSquared);
 
 	if ((hit_pos.z > 0.0) && (F_eta(ior, dot(H, V)) < 1.0)) {
 		hit_pos = get_view_space_from_depth(hit_pos.xy, hit_pos.z);



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