292 lines
11 KiB
C
292 lines
11 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2016, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*
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* Implementation of the screen space Ground Truth Ambient Occlusion.
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*/
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#include "DRW_render.h"
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#include "BLI_string_utils.h"
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#include "DEG_depsgraph_query.h"
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#include "BKE_global.h" /* for G.debug_value */
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#include "eevee_private.h"
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#include "GPU_capabilities.h"
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#include "GPU_platform.h"
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#include "GPU_state.h"
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static struct {
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struct GPUTexture *dummy_horizon_tx;
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} e_data = {NULL}; /* Engine data */
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int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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if (!e_data.dummy_horizon_tx) {
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const float pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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e_data.dummy_horizon_tx = DRW_texture_create_2d(1, 1, GPU_RGBA8, DRW_TEX_WRAP, pixel);
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}
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if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED ||
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stl->g_data->render_passes & EEVEE_RENDER_PASS_AO) {
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const float *viewport_size = DRW_viewport_size_get();
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const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]};
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common_data->ao_dist = scene_eval->eevee.gtao_distance;
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common_data->ao_factor = scene_eval->eevee.gtao_factor;
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common_data->ao_quality = 1.0f - scene_eval->eevee.gtao_quality;
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if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) {
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common_data->ao_settings = 1.0f; /* USE_AO */
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}
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if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BENT_NORMALS) {
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common_data->ao_settings += 2.0f; /* USE_BENT_NORMAL */
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}
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if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) {
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common_data->ao_settings += 4.0f; /* USE_DENOISE */
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}
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common_data->ao_bounce_fac = (scene_eval->eevee.flag & SCE_EEVEE_GTAO_BOUNCE) ? 1.0f : 0.0f;
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effects->gtao_horizons_renderpass = DRW_texture_pool_query_2d(
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fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type);
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GPU_framebuffer_ensure_config(
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&fbl->gtao_fb,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons_renderpass)});
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if (G.debug_value == 6) {
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effects->gtao_horizons_debug = DRW_texture_pool_query_2d(
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fs_size[0], fs_size[1], GPU_RGBA8, &draw_engine_eevee_type);
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GPU_framebuffer_ensure_config(
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&fbl->gtao_debug_fb,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(effects->gtao_horizons_debug)});
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}
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else {
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effects->gtao_horizons_debug = NULL;
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}
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effects->gtao_horizons = (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) ?
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effects->gtao_horizons_renderpass :
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e_data.dummy_horizon_tx;
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return EFFECT_GTAO | EFFECT_NORMAL_BUFFER;
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}
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/* Cleanup */
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effects->gtao_horizons_renderpass = e_data.dummy_horizon_tx;
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effects->gtao_horizons = e_data.dummy_horizon_tx;
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->gtao_fb);
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common_data->ao_settings = 0.0f;
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return 0;
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}
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void EEVEE_occlusion_output_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata, uint tot_samples)
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{
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_EffectsInfo *effects = stl->effects;
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const eGPUTextureFormat texture_format = (tot_samples > 128) ? GPU_R32F : GPU_R16F;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* Should be enough precision for many samples. */
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DRW_texture_ensure_fullscreen_2d(&txl->ao_accum, texture_format, 0);
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GPU_framebuffer_ensure_config(&fbl->ao_accum_fb,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ao_accum)});
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/* Clear texture. */
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if (effects->taa_current_sample == 1) {
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GPU_framebuffer_bind(fbl->ao_accum_fb);
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GPU_framebuffer_clear_color(fbl->ao_accum_fb, clear);
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}
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/* Accumulation pass */
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD;
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DRW_PASS_CREATE(psl->ao_accum_ps, state);
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DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_effect_ambient_occlusion_debug_sh_get(),
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psl->ao_accum_ps);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
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DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons_renderpass);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_call(grp, DRW_cache_fullscreen_quad_get(), NULL);
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}
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void EEVEE_occlusion_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
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if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
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/** Occlusion algorithm overview
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*
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* We separate the computation into 2 steps.
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*
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* - First we scan the neighborhood pixels to find the maximum horizon angle.
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* We save this angle in a RG8 array texture.
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*
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* - Then we use this angle to compute occlusion with the shading normal at
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* the shading stage. This let us do correct shadowing for each diffuse / specular
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* lobe present in the shader using the correct normal.
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*/
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DRW_PASS_CREATE(psl->ao_horizon_search, DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(EEVEE_shaders_effect_ambient_occlusion_sh_get(),
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psl->ao_horizon_search);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &effects->ao_src_depth);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_call(grp, quad, NULL);
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DRW_PASS_CREATE(psl->ao_horizon_search_layer, DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(EEVEE_shaders_effect_ambient_occlusion_layer_sh_get(),
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psl->ao_horizon_search_layer);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
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DRW_shgroup_uniform_texture_ref(grp, "depthBufferLayered", &effects->ao_src_depth);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_uniform_int(grp, "layer", &stl->effects->ao_depth_layer, 1);
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DRW_shgroup_call(grp, quad, NULL);
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if (G.debug_value == 6) {
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DRW_PASS_CREATE(psl->ao_horizon_debug, DRW_STATE_WRITE_COLOR);
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grp = DRW_shgroup_create(EEVEE_shaders_effect_ambient_occlusion_debug_sh_get(),
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psl->ao_horizon_debug);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
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DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons_renderpass);
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DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
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DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
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DRW_shgroup_call(grp, quad, NULL);
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}
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}
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}
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void EEVEE_occlusion_compute(EEVEE_ViewLayerData *UNUSED(sldata),
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EEVEE_Data *vedata,
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struct GPUTexture *depth_src,
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int layer)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
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DRW_stats_group_start("GTAO Horizon Scan");
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effects->ao_src_depth = depth_src;
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effects->ao_depth_layer = layer;
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GPU_framebuffer_bind(fbl->gtao_fb);
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if (layer >= 0) {
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DRW_draw_pass(psl->ao_horizon_search_layer);
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}
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else {
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DRW_draw_pass(psl->ao_horizon_search);
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}
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if (GPU_mip_render_workaround() ||
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GPU_type_matches(GPU_DEVICE_INTEL_UHD, GPU_OS_WIN, GPU_DRIVER_ANY)) {
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/* Fix dot corruption on intel HD5XX/HD6XX series. */
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GPU_flush();
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}
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/* Restore */
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GPU_framebuffer_bind(fbl->main_fb);
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DRW_stats_group_end();
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}
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}
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void EEVEE_occlusion_draw_debug(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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{
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EEVEE_PassList *psl = vedata->psl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if (((effects->enabled_effects & EFFECT_GTAO) != 0) && (G.debug_value == 6)) {
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DRW_stats_group_start("GTAO Debug");
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GPU_framebuffer_bind(fbl->gtao_debug_fb);
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DRW_draw_pass(psl->ao_horizon_debug);
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/* Restore */
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GPU_framebuffer_bind(fbl->main_fb);
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DRW_stats_group_end();
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}
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}
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void EEVEE_occlusion_output_accumulate(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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{
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_PassList *psl = vedata->psl;
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if (fbl->ao_accum_fb != NULL) {
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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/* Update the min_max/horizon buffers so the refraction materials appear in it. */
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EEVEE_create_minmax_buffer(vedata, dtxl->depth, -1);
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EEVEE_occlusion_compute(sldata, vedata, dtxl->depth, -1);
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GPU_framebuffer_bind(fbl->ao_accum_fb);
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DRW_draw_pass(psl->ao_accum_ps);
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/* Restore */
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GPU_framebuffer_bind(fbl->main_fb);
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}
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}
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void EEVEE_occlusion_free(void)
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{
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DRW_TEXTURE_FREE_SAFE(e_data.dummy_horizon_tx);
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}
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