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blender-archive/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
2019-09-05 17:37:50 +02:00

259 lines
8.7 KiB
GLSL

#define MAX_STEP 256
float sample_depth(vec2 uv, int index, float lod)
{
#ifdef PLANAR_PROBE_RAYTRACE
if (index > -1) {
return textureLod(planarDepth, vec3(uv, index), 0.0).r;
}
else {
#endif
/* Correct UVs for mipmaping mis-alignment */
uv *= mipRatio[int(lod) + hizMipOffset];
return textureLod(maxzBuffer, uv, lod).r;
#ifdef PLANAR_PROBE_RAYTRACE
}
#endif
}
vec4 sample_depth_grouped(vec4 uv1, vec4 uv2, int index, float lod)
{
vec4 depths;
#ifdef PLANAR_PROBE_RAYTRACE
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 {
#endif
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;
#ifdef PLANAR_PROBE_RAYTRACE
}
#endif
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,
float thickness,
int index,
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 = ray_origin + z_sign * ray_dir;
/* Project into screen space. */
vec4 ss_start, ss_end;
ss_start.xyz = project_point(ProjectionMatrix, ray_origin);
ss_end.xyz = project_point(ProjectionMatrix, ray_end);
/* We interpolate the ray Z + thickness values to check if depth is within threshold. */
ray_origin.z -= thickness;
ray_end.z -= thickness;
ss_start.w = project_point(ProjectionMatrix, ray_origin).z;
ss_end.w = project_point(ProjectionMatrix, ray_end).z;
/* XXX This is a hack. A better method is welcome! */
/* We take the delta between the offsetted depth and the depth and subtract it from the ray
* depth. This will change the world space thickness appearance a bit but we can have negative
* values without worries. We cannot do this in viewspace because of the perspective division. */
ss_start.w = 2.0 * ss_start.z - ss_start.w;
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
* 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 /= 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 = 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.
* 4th component how far we are on the ray */
#ifdef PLANAR_PROBE_RAYTRACE
/* Planar Reflections have X mirrored. */
vec2 m = (index > -1) ? vec2(-0.5, 0.5) : vec2(0.5);
#else
const vec2 m = vec2(0.5);
#endif
ss_ray = ss_start * m.xyyy + 0.5;
ss_step *= m.xyyy;
/* take the center of the texel. */
// ss_ray.xy += sign(ss_ray.xy) * m * ssrPixelSize * (1.0 + hizMipOffset);
}
/* 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 /* 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 occurred. */
/* __ray_dir__ is the ray direction premultiplied by it's maximum length */
vec3 raycast(int index,
vec3 ray_origin,
vec3 ray_dir,
float thickness,
float ray_jitter,
float trace_quality,
float roughness,
const bool discard_backface)
{
vec4 ss_step, ss_start;
float max_time;
prepare_raycast(ray_origin, ray_dir, thickness, index, ss_step, ss_start, max_time);
float max_trace_time = max(0.01, max_time - 0.01);
#ifdef GROUPED_FETCHES
ray_jitter *= 0.25;
#endif
/* x : current_time, y: previous_time, z: current_delta, w: previous_delta */
vec4 times_and_deltas = vec4(0.0);
float ray_time = 0.0;
float depth_sample = sample_depth(ss_start.xy, index, 0.0);
curr_delta = depth_sample - ss_start.z;
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 * trace_quality) * 2.0;
float lod = log2(stride * 0.5 * trace_quality) * lod_fac;
ray_time += stride;
/* 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 = min(vec4(ray_time) + jit_stride, vec4(max_trace_time));
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 ray_w = ss_start.wwww + ss_step.wwww * vec4(prev_time, times.xyz);
vec4 deltas = depth_samples - ray_z;
/* Same as component wise (curr_delta <= 0.0) && (prev_w <= depth_sample). */
bvec4 test = equal(step(deltas, vec4(0.0)) * step(ray_w, depth_samples), 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;
}
else {
curr_time = times.w;
curr_delta = deltas.w;
}
#else
float jit_stride = mix(2.0, stride, ray_jitter);
curr_time = min(ray_time + jit_stride, max_trace_time);
vec4 ss_ray = ss_start + ss_step * curr_time;
depth_sample = sample_depth(ss_ray.xy, index, lod);
float prev_w = ss_start.w + ss_step.w * prev_time;
curr_delta = depth_sample - ss_ray.z;
hit = (curr_delta <= 0.0) && (prev_w <= depth_sample);
#endif
}
if (discard_backface) {
/* Discard backface hits */
hit = hit && (prev_delta > 0.0);
}
/* Reject hit if background. */
hit = hit && (depth_sample != 1.0);
curr_time = (hit) ? mix(prev_time, curr_time, refine_isect(prev_delta, curr_delta)) : curr_time;
ray_time = (hit) ? curr_time : ray_time;
/* Clip to frustum. */
ray_time = max(0.001, min(ray_time, max_time - 1.5));
vec4 ss_ray = ss_start + ss_step * ray_time;
/* Tag Z if ray failed. */
ss_ray.z *= (hit) ? 1.0 : -1.0;
return ss_ray.xyz;
}
float screen_border_mask(vec2 hit_co)
{
const float margin = 0.003;
float atten = ssrBorderFac + margin; /* Screen percentage */
hit_co = smoothstep(margin, atten, hit_co) * (1 - smoothstep(1.0 - atten, 1.0 - margin, hit_co));
float screenfade = hit_co.x * hit_co.y;
return screenfade;
}