Also use doxy style function reference `#` prefix chars when referencing identifiers.
265 lines
11 KiB
C
265 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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* Screen space reflections and refractions techniques.
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*/
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#include "DRW_render.h"
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#include "BLI_dynstr.h"
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#include "BLI_string_utils.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_texture.h"
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#include "eevee_private.h"
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int EEVEE_screen_raytrace_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_StorageList *stl = vedata->stl;
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EEVEE_FramebufferList *fbl = vedata->fbl;
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EEVEE_EffectsInfo *effects = stl->effects;
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const float *viewport_size = DRW_viewport_size_get();
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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 (scene_eval->eevee.flag & SCE_EEVEE_SSR_ENABLED) {
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const bool use_refraction = (scene_eval->eevee.flag & SCE_EEVEE_SSR_REFRACTION) != 0;
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const bool is_persp = DRW_view_is_persp_get(NULL);
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if (effects->ssr_was_persp != is_persp) {
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effects->ssr_was_persp = is_persp;
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DRW_viewport_request_redraw();
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EEVEE_temporal_sampling_reset(vedata);
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stl->g_data->valid_double_buffer = false;
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}
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if (!effects->ssr_was_valid_double_buffer) {
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DRW_viewport_request_redraw();
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EEVEE_temporal_sampling_reset(vedata);
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}
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effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
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effects->reflection_trace_full = (scene_eval->eevee.flag & SCE_EEVEE_SSR_HALF_RESOLUTION) == 0;
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common_data->ssr_thickness = scene_eval->eevee.ssr_thickness;
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common_data->ssr_border_fac = scene_eval->eevee.ssr_border_fade;
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common_data->ssr_firefly_fac = scene_eval->eevee.ssr_firefly_fac;
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common_data->ssr_max_roughness = scene_eval->eevee.ssr_max_roughness;
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common_data->ssr_quality = 1.0f - 0.95f * scene_eval->eevee.ssr_quality;
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common_data->ssr_brdf_bias = 0.1f + common_data->ssr_quality * 0.6f; /* Range [0.1, 0.7]. */
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if (common_data->ssr_firefly_fac < 1e-8f) {
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common_data->ssr_firefly_fac = FLT_MAX;
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}
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void *owner = (void *)EEVEE_screen_raytrace_init;
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const int divisor = (effects->reflection_trace_full) ? 1 : 2;
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int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
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const int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
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const bool high_qual_input = true; /* TODO: dither low quality input. */
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const eGPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8;
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tracing_res[0] = max_ii(1, tracing_res[0]);
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tracing_res[1] = max_ii(1, tracing_res[1]);
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common_data->ssr_uv_scale[0] = size_fs[0] / ((float)tracing_res[0] * divisor);
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common_data->ssr_uv_scale[1] = size_fs[1] / ((float)tracing_res[1] * divisor);
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/* MRT for the shading pass in order to output needed data for the SSR pass. */
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effects->ssr_specrough_input = DRW_texture_pool_query_2d(UNPACK2(size_fs), format, owner);
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GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0);
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/* Ray-tracing output. */
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effects->ssr_hit_output = DRW_texture_pool_query_2d(UNPACK2(tracing_res), GPU_RGBA16F, owner);
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effects->ssr_hit_depth = DRW_texture_pool_query_2d(UNPACK2(tracing_res), GPU_R16F, owner);
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GPU_framebuffer_ensure_config(&fbl->screen_tracing_fb,
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{
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GPU_ATTACHMENT_NONE,
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GPU_ATTACHMENT_TEXTURE(effects->ssr_hit_output),
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GPU_ATTACHMENT_TEXTURE(effects->ssr_hit_depth),
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});
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return EFFECT_SSR | EFFECT_NORMAL_BUFFER | EFFECT_RADIANCE_BUFFER | EFFECT_DOUBLE_BUFFER |
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((use_refraction) ? EFFECT_REFRACT : 0);
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}
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/* Cleanup to release memory */
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GPU_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb);
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effects->ssr_specrough_input = NULL;
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effects->ssr_hit_output = NULL;
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return 0;
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}
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void EEVEE_screen_raytrace_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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LightCache *lcache = stl->g_data->light_cache;
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if ((effects->enabled_effects & EFFECT_SSR) != 0) {
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struct GPUShader *trace_shader = EEVEE_shaders_effect_reflection_trace_sh_get();
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struct GPUShader *resolve_shader = EEVEE_shaders_effect_reflection_resolve_sh_get();
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int hitbuf_size[3];
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GPU_texture_get_mipmap_size(effects->ssr_hit_output, 0, hitbuf_size);
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/** Screen space raytracing overview
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*
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* Following Frostbite stochastic SSR.
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*
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* - First pass Trace rays across the depth buffer. The hit position and PDF are
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* recorded in a RGBA16F render target for each ray (sample).
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*
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* - We down-sample the previous frame color buffer.
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*
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* - For each final pixel, we gather neighbors rays and choose a color buffer
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* mipmap for each ray using its PDF. (filtered importance sampling)
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* We then evaluate the lighting from the probes and mix the results together.
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*/
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DRW_PASS_CREATE(psl->ssr_raytrace, DRW_STATE_WRITE_COLOR);
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DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace);
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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, "specroughBuffer", &effects->ssr_specrough_input);
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DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
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DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
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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_vec2_copy(grp, "targetSize", (float[2]){hitbuf_size[0], hitbuf_size[1]});
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DRW_shgroup_uniform_float_copy(
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grp, "randomScale", effects->reflection_trace_full ? 0.0f : 0.5f);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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eGPUSamplerState no_filter = GPU_SAMPLER_DEFAULT;
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DRW_PASS_CREATE(psl->ssr_resolve, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD);
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grp = DRW_shgroup_create(resolve_shader, psl->ssr_resolve);
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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, "specroughBuffer", &effects->ssr_specrough_input);
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DRW_shgroup_uniform_texture_ref(grp, "probeCubes", &lcache->cube_tx.tex);
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DRW_shgroup_uniform_texture_ref(grp, "probePlanars", &vedata->txl->planar_pool);
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DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth);
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DRW_shgroup_uniform_texture_ref_ex(grp, "hitBuffer", &effects->ssr_hit_output, no_filter);
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DRW_shgroup_uniform_texture_ref_ex(grp, "hitDepth", &effects->ssr_hit_depth, no_filter);
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DRW_shgroup_uniform_texture_ref(grp, "colorBuffer", &txl->filtered_radiance);
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DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
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DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
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DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);
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DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
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DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
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DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
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DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
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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, "samplePoolOffset", &effects->taa_current_sample, 1);
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DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons);
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DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
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}
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}
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void EEVEE_refraction_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
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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_EffectsInfo *effects = stl->effects;
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if ((effects->enabled_effects & EFFECT_REFRACT) != 0) {
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EEVEE_effects_downsample_radiance_buffer(vedata, txl->color);
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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_reflection_compute(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_TextureList *txl = vedata->txl;
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EEVEE_EffectsInfo *effects = stl->effects;
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if (((effects->enabled_effects & EFFECT_SSR) != 0) && stl->g_data->valid_double_buffer) {
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DRW_stats_group_start("SSR");
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/* Raytrace. */
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GPU_framebuffer_bind(fbl->screen_tracing_fb);
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DRW_draw_pass(psl->ssr_raytrace);
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EEVEE_effects_downsample_radiance_buffer(vedata, txl->color_double_buffer);
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GPU_framebuffer_bind(fbl->main_color_fb);
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DRW_draw_pass(psl->ssr_resolve);
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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_reflection_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
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EEVEE_Data *vedata,
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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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/* Create FrameBuffer. */
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const eGPUTextureFormat texture_format = (tot_samples > 256) ? GPU_RGBA32F : GPU_RGBA16F;
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DRW_texture_ensure_fullscreen_2d(&txl->ssr_accum, texture_format, 0);
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GPU_framebuffer_ensure_config(&fbl->ssr_accum_fb,
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{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ssr_accum)});
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}
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void EEVEE_reflection_output_accumulate(EEVEE_ViewLayerData *UNUSED(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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EEVEE_StorageList *stl = vedata->stl;
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EEVEE_EffectsInfo *effects = vedata->stl->effects;
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if (stl->g_data->valid_double_buffer) {
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GPU_framebuffer_bind(fbl->ssr_accum_fb);
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/* Clear texture. */
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if (effects->taa_current_sample == 1) {
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const float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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GPU_framebuffer_clear_color(fbl->ssr_accum_fb, clear);
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}
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DRW_draw_pass(psl->ssr_resolve);
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}
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}
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