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blender-archive/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl

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#define MAX_STEP 256
#define MAX_REFINE_STEP 32 /* Should be max allowed stride */
uniform vec4 ssrParameters;
uniform sampler2D depthBuffer;
uniform sampler2D maxzBuffer;
uniform sampler2D minzBuffer;
uniform sampler2DArray planarDepth;
#define ssrQuality ssrParameters.x
#define ssrThickness ssrParameters.y
#define ssrPixelSize ssrParameters.zw
float sample_depth(vec2 uv, int index, float lod)
{
if (index > -1) {
return textureLod(planarDepth, vec3(uv, index), 0.0).r;
}
else {
return textureLod(maxzBuffer, uv, lod).r;
}
}
float sample_minz_depth(vec2 uv, int index)
{
if (index > -1) {
return textureLod(planarDepth, vec3(uv, index), 0.0).r;
}
else {
return textureLod(minzBuffer, uv, 0.0).r;
}
}
float sample_maxz_depth(vec2 uv, int index)
{
if (index > -1) {
return textureLod(planarDepth, vec3(uv, index), 0.0).r;
}
else {
return textureLod(maxzBuffer, uv, 0.0).r;
}
}
vec4 sample_depth_grouped(vec4 uv1, vec4 uv2, int index, float lod)
{
vec4 depths;
if (index > -1) {
depths.x = textureLod(planarDepth, vec3(uv1.xy, index), 0.0).r;
depths.y = textureLod(planarDepth, vec3(uv1.zw, index), 0.0).r;
depths.z = textureLod(planarDepth, vec3(uv2.xy, index), 0.0).r;
depths.w = textureLod(planarDepth, vec3(uv2.zw, index), 0.0).r;
}
else {
depths.x = textureLod(maxzBuffer, uv1.xy, lod).r;
depths.y = textureLod(maxzBuffer, uv1.zw, lod).r;
depths.z = textureLod(maxzBuffer, uv2.xy, lod).r;
depths.w = textureLod(maxzBuffer, uv2.zw, lod).r;
}
return depths;
}
float refine_isect(float prev_delta, float curr_delta)
{
/**
* Simplification of 2D intersection :
* r0 = (0.0, prev_ss_ray.z);
* r1 = (1.0, curr_ss_ray.z);
* d0 = (0.0, prev_hit_depth_sample);
* d1 = (1.0, curr_hit_depth_sample);
* vec2 r = r1 - r0;
* vec2 d = d1 - d0;
* vec2 isect = ((d * cross(r1, r0)) - (r * cross(d1, d0))) / cross(r,d);
*
* We only want isect.x to know how much stride we need. So it simplifies :
*
* isect_x = (cross(r1, r0) - cross(d1, d0)) / cross(r,d);
* isect_x = (prev_ss_ray.z - prev_hit_depth_sample.z) / cross(r,d);
*/
return saturate(prev_delta / (prev_delta - curr_delta));
}
void prepare_raycast(vec3 ray_origin, vec3 ray_dir, 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;
/* Project into screen space. */
vec3 ss_start = project_point(ProjectionMatrix, ray_origin);
vec3 ss_end = project_point(ProjectionMatrix, ray_end);
/* 4th component is current stride */
ss_step = vec4(z_sign * normalize(ss_end - ss_start), 1.0);
/* If the line is degenerate, make it cover at least one pixel
* to not have to handle zero-pixel extent as a special case later */
ss_step.xy += vec2((dot(ss_step.xy, ss_step.xy) < 0.00001) ? 0.001 : 0.0);
/* Make ss_step cover one pixel. */
ss_step.xyz /= max(abs(ss_step.x), abs(ss_step.y));
ss_step.xyz *= ((abs(ss_step.x) > abs(ss_step.y)) ? ssrPixelSize.x : ssrPixelSize.y);
/* Clipping to frustum sides. */
max_time = line_unit_box_intersect_dist(ss_start, ss_step.xyz) - 1.0;
/* Convert to texture coords. Z component included
* since this is how it's stored in the depth buffer.
* 4th component how far we are on the ray */
ss_ray = vec4(ss_start * 0.5 + 0.5, 0.0);
ss_step.xyz *= 0.5;
}
/* See times_and_deltas. */
#define curr_time times_and_deltas.x
#define prev_time times_and_deltas.y
#define curr_delta times_and_deltas.z
#define prev_delta times_and_deltas.w
// #define GROUPED_FETCHES
/* 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 ray_jitter, float roughness)
{
vec4 ss_step, ss_start;
float max_time;
prepare_raycast(ray_origin, ray_dir, ss_step, ss_start, max_time);
#ifdef GROUPED_FETCHES
ray_jitter *= 0.25;
#endif
/* x : current_time, y: previous_time, z: previous_delta, w: current_delta */
vec4 times_and_deltas = vec4(0.0, 0.0, 0.001, 0.001);
float ray_time = 0.0;
float depth_sample;
float lod_fac = saturate(fast_sqrt(roughness) * 2.0 - 0.4);
bool hit = false;
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;
/* Save previous values. */
times_and_deltas.xyzw = times_and_deltas.yxwz;
#ifdef GROUPED_FETCHES
stride *= 4.0;
vec4 jit_stride = mix(vec4(2.0), vec4(stride), vec4(0.0, 0.25, 0.5, 0.75) + ray_jitter);
vec4 times = vec4(ray_time) + jit_stride;
vec4 uv1 = ss_start.xyxy + ss_step.xyxy * times.xxyy;
vec4 uv2 = ss_start.xyxy + ss_step.xyxy * times.zzww;
vec4 depth_samples = sample_depth_grouped(uv1, uv2, index, lod);
vec4 ray_z = ss_start.zzzz + ss_step.zzzz * times.xyzw;
vec4 deltas = depth_samples - ray_z;
/* Same as component wise (depth_samples <= ray_z) && (ray_time <= max_time). */
bvec4 test = equal(step(deltas, vec4(0.0)) * step(times, vec4(max_time)), vec4(1.0));
hit = any(test);
if (hit) {
vec2 m = vec2(1.0, 0.0); /* Mask */
vec4 ret_times_and_deltas = times.wzzz * m.xxyy + deltas.wwwz * m.yyxx;
ret_times_and_deltas = (test.z) ? times.zyyy * m.xxyy + deltas.zzzy * m.yyxx : ret_times_and_deltas;
ret_times_and_deltas = (test.y) ? times.yxxx * m.xxyy + deltas.yyyx * m.yyxx : ret_times_and_deltas;
times_and_deltas = (test.x) ? times.xxxx * m.xyyy + deltas.xxxx * m.yyxy + times_and_deltas.yyww * m.yxyx : ret_times_and_deltas;
depth_sample = depth_samples.w;
depth_sample = (test.z) ? depth_samples.z : depth_sample;
depth_sample = (test.y) ? depth_samples.y : depth_sample;
depth_sample = (test.x) ? depth_samples.x : depth_sample;
break;
}
curr_time = times.w;
curr_delta = deltas.w;
ray_time += stride;
#else
float jit_stride = mix(2.0, stride, ray_jitter);
curr_time = ray_time + jit_stride;
vec4 ss_ray = ss_start + ss_step * curr_time;
depth_sample = sample_depth(ss_ray.xy, index, lod);
curr_delta = depth_sample - ss_ray.z;
hit = (curr_delta <= 0.0) && (curr_time <= max_time);
ray_time += stride;
#endif
}
curr_time = (hit) ? mix(prev_time, curr_time, refine_isect(prev_delta, curr_delta)) : curr_time;
ray_time = (hit) ? curr_time : ray_time;
#if 0 /* Not needed if using refine_isect() */
/* Binary search */
for (float time_step = (curr_time - prev_time) * 0.5; time_step > 1.0; time_step /= 2.0) {
ray_time -= time_step;
vec4 ss_ray = ss_start + ss_step * ray_time;
float depth_sample = sample_maxz_depth(ss_ray.xy, index);
bool is_hit = (depth_sample - ss_ray.z <= 0.0);
ray_time = (is_hit) ? ray_time : ray_time + time_step;
}
#endif
/* Clip to frustum. */
ray_time = min(ray_time, max_time - 0.5);
vec4 ss_ray = ss_start + ss_step * ray_time;
vec3 hit_pos = get_view_space_from_depth(ss_ray.xy, ss_ray.z);
/* Reject hit if not within threshold. */
/* TODO do this check while tracing. Potentially higher quality */
if (hit && (index == -1)) {
float z = get_view_z_from_depth(depth_sample);
hit = hit && ((z - hit_pos.z - ssrThickness) <= ssrThickness);
}
/* Tag Z if ray failed. */
hit_pos.z *= (hit) ? 1.0 : -1.0;
return hit_pos;
}