Eevee: SSR: Add fullscreen raytrace.

This commit is contained in:
2017-07-21 15:06:29 +02:00
parent e0c1323737
commit 18aa6cf1cc
3 changed files with 36 additions and 6 deletions

View File

@@ -86,7 +86,9 @@ static struct {
/* Screen Space Reflection */
struct GPUShader *ssr_raytrace_sh;
struct GPUShader *ssr_raytrace_full_sh;
struct GPUShader *ssr_resolve_sh;
struct GPUShader *ssr_resolve_full_sh;
/* Simple Downsample */
struct GPUShader *downsample_sh;
@@ -197,7 +199,11 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
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_raytrace_full_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RAYTRACE\n"
"#define FULLRES\n");
e_data.ssr_resolve_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RESOLVE\n");
e_data.ssr_resolve_full_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RESOLVE\n"
"#define FULLRES\n");
MEM_freeN(ssr_shader_str);
@@ -542,7 +548,10 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
/* Enable double buffering to be able to read previous frame color */
effects->enabled_effects |= EFFECT_DOUBLE_BUFFER;
int tracing_res[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2};
effects->reflection_trace_full = true;
const int divisor = (effects->reflection_trace_full) ? 1 : 2;
int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
const bool record_two_hit = false;
const bool high_qual_input = true; /* TODO dither low quality input */
@@ -704,8 +713,11 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
struct GPUShader *trace_shader = (effects->reflection_trace_full) ? e_data.ssr_raytrace_full_sh : e_data.ssr_raytrace_sh;
struct GPUShader *resolve_shader = (effects->reflection_trace_full) ? e_data.ssr_resolve_full_sh : e_data.ssr_resolve_sh;
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);
DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace);
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);
@@ -715,7 +727,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
DRW_shgroup_call_add(grp, quad, NULL);
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);
grp = DRW_shgroup_create(resolve_shader, 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);
@@ -1193,7 +1205,9 @@ void EEVEE_effects_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.downsample_sh);
DRW_SHADER_FREE_SAFE(e_data.ssr_raytrace_sh);
DRW_SHADER_FREE_SAFE(e_data.ssr_raytrace_full_sh);
DRW_SHADER_FREE_SAFE(e_data.ssr_resolve_sh);
DRW_SHADER_FREE_SAFE(e_data.ssr_resolve_full_sh);
DRW_SHADER_FREE_SAFE(e_data.volumetric_upsample_sh);

View File

@@ -320,6 +320,7 @@ typedef struct EEVEE_EffectsInfo {
/* SSR */
bool use_ssr;
bool reflection_trace_full;
/* Ambient Occlusion */
bool use_ao, use_bent_normals;

View File

@@ -34,15 +34,24 @@ layout(location = 1) out vec4 pdfData;
void main()
{
#ifdef FULLRES
ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
ivec2 halfres_texel = fullres_texel;
#else
ivec2 fullres_texel = ivec2(gl_FragCoord.xy) * 2;
ivec2 halfres_texel = ivec2(gl_FragCoord.xy);
#endif
float depth = texelFetch(depthBuffer, fullres_texel, 0).r;
/* Early out */
if (depth == 1.0)
discard;
vec2 uvs = gl_FragCoord.xy * 2.0 / vec2(textureSize(depthBuffer, 0));
vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0));
#ifndef FULLRES
uvs *= 2.0;
#endif
/* Using view space */
vec3 viewPosition = get_view_space_from_depth(uvs, depth);
@@ -75,8 +84,10 @@ void main()
/* Raycast over screen */
float hit_dist = -1.0;
/* Only raytrace if ray is above the surface normal */
/* Note : this still fails in some cases like with normal map.
* We should check against the geometric normal but we don't have it at this stage. */
if (dot(R, N) > 0.0001) {
/* Only raytrace if ray is above the surface normal */
hit_dist = raycast(depthBuffer, viewPosition, R);
}
@@ -195,8 +206,12 @@ float screen_border_mask(vec2 past_hit_co, vec3 hit)
void main()
{
ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
#ifdef FULLRES
ivec2 halfres_texel = fullres_texel;
#else
ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
#endif
vec2 texture_size = vec2(textureSize(depthBuffer, 0));
vec2 uvs = gl_FragCoord.xy / texture_size;
vec3 rand = texelFetch(utilTex, ivec3(fullres_texel % LUT_SIZE, 2), 0).rba;