History

Some cleanup, still trying to solve the problem

Olivier Prat committed 8 years ago

Commit c27f3dc1 parent 0f467ce7 files · +43 −63Browse files

Unified · Split

7 files
  1. libraries/render-utils/src/AmbientOcclusionEffect.cpp +1 −1
  2. libraries/render-utils/src/DebugDeferredBuffer.cpp +1 −1
  3. libraries/render-utils/src/DebugDeferredBuffer.h +2 −2
  4. libraries/render-utils/src/ssao.slh +22 −48
  5. libraries/render-utils/src/ssao_makeOcclusion.slf +5 −2
  6. libraries/render-utils/src/ssao_mip_depth.slf +9 −4
  7. scripts/developer/utilities/render/luci.js +3 −5
libraries/render-utils/src/AmbientOcclusionEffect.cpp+1−1
@@ -375,7 +375,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() { · 374 unmodified lines
375375
376376 const gpu::PipelinePointer& AmbientOcclusionEffect::getMipCreationPipeline() {
377377 if (!_mipCreationPipeline) {
378− _mipCreationPipeline = gpu::Context::createMipGenerationPipeline(gpu::Shader::createPixel(shader::render_utils::fragment::mip_depth_median));
378+ _mipCreationPipeline = gpu::Context::createMipGenerationPipeline(gpu::Shader::createPixel(shader::render_utils::fragment::ssao_mip_depth));
379379 }
380380 return _mipCreationPipeline;
381381 }
libraries/render-utils/src/DebugDeferredBuffer.cpp+1−1
@@ -384,7 +384,7 @@ void DebugDeferredBuffer::configure(const Config& config) { · 383 unmodified lines
384384 auto& parameters = _parameters.edit();
385385
386386 _mode = (Mode)config.mode;
387− _size = config.size;
387+ _size = glm::vec4{config.debugCursorTexcoord.x*2.0f - 1.0f, -1.0f, 1.0f, 1.0f};
388388 parameters._shadowCascadeIndex = glm::clamp(_mode - Mode::ShadowCascade0Mode, 0, (int)SHADOW_CASCADE_MAX_COUNT - 1);
389389 }
390390
libraries/render-utils/src/DebugDeferredBuffer.h+2−2
@@ -25,14 +25,14 @@ class DebugDeferredBufferConfig : public render::Job::Config { · 24 unmodified lines
2525 Q_OBJECT
2626 Q_PROPERTY(bool enabled MEMBER enabled)
2727 Q_PROPERTY(int mode MEMBER mode WRITE setMode)
28− Q_PROPERTY(glm::vec4 size MEMBER size NOTIFY dirty)
28+ Q_PROPERTY(glm::vec2 debugCursorTexcoord MEMBER debugCursorTexcoord NOTIFY dirty)
2929 public:
3030 DebugDeferredBufferConfig() : render::Job::Config(false) {}
3131
3232 void setMode(int newMode);
3333
3434 int mode{ 0 };
35− glm::vec4 size{ 0.0f, -1.0f, 1.0f, 1.0f };
35+ glm::vec2 debugCursorTexcoord{ 0.5f, 0.5f };
3636 signals:
3737 void dirty();
3838 };
libraries/render-utils/src/ssao.slh+22−48
@@ -249,14 +249,12 @@ vec3 fetchTapUnfiltered(ivec4 side, ivec2 ssC, vec3 tap, vec2 sideImageSize) { · 248 unmodified lines
249249 return P;
250250 }
251251
252−vec4 fetchTap(ivec4 side, ivec2 ssC, vec3 tap, vec2 sideImageSize) {
253− int mipLevel = evalMipFromRadius(tap.z * float(doFetchMips()));
254−
255− vec2 ssP = tap.xy + vec2(ssC);
252+vec4 fetchTap(ivec4 side, vec2 tapPixelPos, float tapRadius, vec2 sideImageSize) {
253+ int mipLevel = evalMipFromRadius(tapRadius * float(doFetchMips()));
256254
257255 // We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
258256 // Manually clamp to the texture size because texelFetch bypasses the texture unit
259− vec2 tapUV = (vec2(ssP) + vec2(0.5)) / sideImageSize;
257+ vec2 tapUV = (tapPixelPos + vec2(0.5)) / sideImageSize;
260258 vec2 fetchUV = vec2(tapUV.x + side.w * 0.5 * (side.x - tapUV.x), tapUV.y);
261259
262260 vec4 P;
@@ -293,44 +291,21 @@ float evalVisibilitySSAO(in vec3 centerPosition, in vec3 centerNormal, in vec3 t · 30 unmodified lines
293291 float computeHorizonFromTap(vec3 tapPositionES, vec3 fragPositionES, vec3 fragNormalES) {
294292 vec3 deltaVec = tapPositionES - fragPositionES;
295293 float distanceSquared = dot(deltaVec, deltaVec);
296− float horizon = dot(normalize(deltaVec), fragNormalES);
294+ float cosHorizonAngle = dot(normalize(deltaVec), fragNormalES);
297295 float radiusFalloff = max(0.0, 1.0 - (distanceSquared / getRadius2()));
298296
299− horizon = max(0.0, (horizon - getFalloffAngle()) / (1.0 - getFalloffAngle()));
300− horizon *= radiusFalloff;
301−
302− return horizon;
303−}
304−
305−vec2 clampSearchVector(vec2 sideImageSize, vec2 shadedPixelPos, vec2 searchVec) {
306− vec2 clampedSearchVec = searchVec;
307− vec2 endPixel = shadedPixelPos + clampedSearchVec;
297+ cosHorizonAngle = max(0.0, (cosHorizonAngle - getFalloffAngle()) / (1.0 - getFalloffAngle()));
298+ cosHorizonAngle *= radiusFalloff;
308299
309− if (endPixel.x < 0) {
310− clampedSearchVec *= ((0-shadedPixelPos.x) / clampedSearchVec.x);
311− endPixel = shadedPixelPos + clampedSearchVec;
312− }
313− if (endPixel.x > (sideImageSize.x-1)) {
314− clampedSearchVec *= ((sideImageSize.x-1-shadedPixelPos.x) / clampedSearchVec.x);
315− endPixel = shadedPixelPos + clampedSearchVec;
316− }
317− if (endPixel.y < 0) {
318− clampedSearchVec *= ((0-shadedPixelPos.y) / clampedSearchVec.y);
319− endPixel = shadedPixelPos + clampedSearchVec;
320− }
321− if (endPixel.y > (sideImageSize.y-1)) {
322− clampedSearchVec *= ((sideImageSize.y-1-shadedPixelPos.y) / clampedSearchVec.y);
323− }
324−
325− return clampedSearchVec;
300+ return cosHorizonAngle;
326301 }
327302
328303 <@func computeHorizon()@>
329− if (tapPixelPos.x>=0 && tapPixelPos.y>=0 && tapPixelPos.x<sideImageSize.x && tapPixelPos.y<sideImageSize.y) {
304+ vec2 tapPixelPos = tapPixelOffset + shadedPixelPos;
305+ if (tapPixelPos.x<0 && tapPixelPos.y<0 && tapPixelPos.x>=sideImageSize.x && tapPixelPos.y>=sideImageSize.y) {
330306 break;
331307 }
332− vec3 tap = vec3(tapPixelPos, radius);
333− vec4 tapUVZ_mip = fetchTap(side, shadedPixelPos, tap, sideImageSize);
308+ vec4 tapUVZ_mip = fetchTap(side, tapPixelPos, radius, sideImageSize);
334309 vec3 tapPositionES = evalEyePositionFromZeye(side.x, tapUVZ_mip.z, tapUVZ_mip.xy);
335310 float tapCosHorizonAngle = computeHorizonFromTap(tapPositionES, fragPositionES, fragNormalES);
336311
@@ -338,26 +313,25 @@ vec2 clampSearchVector(vec2 sideImageSize, vec2 shadedPixelPos, vec2 searchVec) · 1 unmodified line
338313
339314 <@endfunc@>
340315
341−#define SSAO_LINEAR_SAMPLING 1
316+#define SSAO_LINEAR_SEARCH_HORIZON 1
342317
343−float computeHorizon(ivec4 side, ivec2 shadedPixelPos, vec2 sideImageSize, vec2 deltaTap,
344− vec3 fragPositionES, vec3 fragNormalES, vec2 searchVec) {
318+float computeHorizon(ivec4 side, vec2 shadedPixelPos, vec2 sideImageSize, vec2 deltaTap,
319+ vec3 fragPositionES, vec3 fragNormalES, vec2 searchVec, float searchRadius) {
345320 vec2 absSearchVec = abs(searchVec);
346− int stepCount = int(max(absSearchVec.x, absSearchVec.y));
321+ int stepCount = int(ceil(max(absSearchVec.x, absSearchVec.y)));
347322 float cosHorizonAngle = 0.0;
348323
349324 if (stepCount>0) {
350325 vec2 deltaPixelTap = searchVec / float(stepCount);
351− float searchRadius = length(searchVec);
352326 float deltaRadius = searchRadius / float(stepCount);
353− vec2 tapPixelPos = vec2(0);
327+ vec2 tapPixelOffset = vec2(0);
354328
355−#if SSAO_LINEAR_SAMPLING
329+#if SSAO_LINEAR_SEARCH_HORIZON
356330 float radius = 0.0;
357331 int stepIndex;
358332
359333 for (stepIndex=0 ; stepIndex<stepCount ; stepIndex++) {
360− tapPixelPos += deltaPixelTap;
334+ tapPixelOffset += deltaPixelTap;
361335 radius += deltaRadius;
362336
363337 <$computeHorizon()$>
@@ -366,8 +340,8 @@ float computeHorizon(ivec4 side, ivec2 shadedPixelPos, vec2 sideImageSize, vec2 · 2 unmodified lines
366340 float radius = deltaRadius;
367341 float mipLevel = evalMipFromRadius(radius * float(doFetchMips()));
368342
369− while (radius<searchRadius) {
370− tapPixelPos += deltaPixelTap;
343+ while (radius<=searchRadius) {
344+ tapPixelOffset += deltaPixelTap;
371345
372346 <$computeHorizon()$>
373347
@@ -384,16 +358,16 @@ float computeHorizon(ivec4 side, ivec2 shadedPixelPos, vec2 sideImageSize, vec2 · 10 unmodified lines
384358 return cosHorizonAngle;
385359 }
386360
387−float evalVisibilityHBAO(ivec4 side, ivec2 shadedPixelPos, vec2 sideImageSize, vec2 deltaTap, float diskPixelRadius,
361+float evalVisibilityHBAO(ivec4 side, vec2 shadedPixelPos, vec2 sideImageSize, vec2 deltaTap, float diskPixelRadius,
388362 vec3 fragPositionES, vec3 fragNormalES) {
389363 vec2 searchVec = deltaTap * diskPixelRadius;
390364 float obscurance;
391365
392366 // Forward search for h1
393− obscurance = computeHorizon(side, shadedPixelPos, sideImageSize, deltaTap, fragPositionES, fragNormalES, searchVec);
367+ obscurance = computeHorizon(side, shadedPixelPos, sideImageSize, deltaTap, fragPositionES, fragNormalES, searchVec, diskPixelRadius);
394368
395369 // Backward search for h2
396− obscurance += computeHorizon(side, shadedPixelPos, sideImageSize, deltaTap, fragPositionES, fragNormalES, -searchVec);
370+ obscurance += computeHorizon(side, shadedPixelPos, sideImageSize, deltaTap, fragPositionES, fragNormalES, -searchVec, diskPixelRadius);
397371
398372 return obscurance * 0.5 / PI;
399373 }
libraries/render-utils/src/ssao_makeOcclusion.slf+5−2
@@ -60,10 +60,13 @@ void main(void) { · 59 unmodified lines
6060 for (int i = 0; i < numSamples; ++i) {
6161 #if SSAO_USE_HORIZON_BASED
6262 vec3 deltaTap = getUnitTapLocation(i, 1.0, randomPatternRotationAngle, PI);
63− obscuranceSum += evalVisibilityHBAO(side, shadedPixelPos, sideImageSize, deltaTap.xy, diskPixelRadius, fragPositionES, fragNormalES);
63+ // TEMPO OP
64+ deltaTap.xy = vec2(1,0);
65+ obscuranceSum += evalVisibilityHBAO(side, vec2(shadedPixelPos), sideImageSize, deltaTap.xy, diskPixelRadius, fragPositionES, fragNormalES);
6466 #else
6567 vec3 tap = getTapLocationClampedSSAO(i, randomPatternRotationAngle, diskPixelRadius, shadedPixelPos, sideImageSize);
66− vec3 tapUVZ = fetchTap(side, shadedPixelPos, tap, sideImageSize);
68+ vec2 tapPixelPos = vec2(shadedPixelPos) + tap.xy;
69+ vec3 tapUVZ = fetchTap(side, tapPixelPos, tap.z, sideImageSize);
6770 vec3 tapPositionES = evalEyePositionFromZeye(side.x, tapUVZ.z, tapUVZ.xy);
6871 obscuranceSum += float(tap.z > 0.0) * evalVisibilitySSAO(fragPositionES, fragNormalES, tapPositionES);
6972 #endif
libraries/render-utils/src/ssao_mip_depth.slfrenamed from libraries/render-utils/src/mip_depth_median.slf+9−4
@@ -2,7 +2,7 @@ · 1 unmodified line
22 <$VERSION_HEADER$>
33 // Generated on <$_SCRIBE_DATE$>
44 //
5−// mip_depth_median.frag
5+// ssao_mip_depth.frag
66 // fragment shader
77 //
88 // Created by Olivier Prat on 4/18/18.
@@ -22,7 +22,7 @@ void main(void) { · 13 unmodified lines
2222 vec4 depths = textureGather(depthTexture, varTexCoord0);
2323
2424 // Order the depths from minimum to maximum
25− depths.xy = depths.x > depths.y ? depths.yx : depths.xy;
25+/* depths.xy = depths.x > depths.y ? depths.yx : depths.xy;
2626 depths.xz = depths.x > depths.z ? depths.zx : depths.xz;
2727 depths.xw = depths.x > depths.w ? depths.wx : depths.xw;
2828
@@ -31,6 +31,11 @@ void main(void) { · 2 unmodified lines
3131
3232 depths.zw = depths.z > depths.w ? depths.wz : depths.zw;
3333
34− float median = (depths.y + depths.z) / 2.0;
35− outFragColor = vec4(vec3(median), 1.0);
34+ float outZ = (depths.y + depths.z) / 2.0;*/
35+
36+ float outZ = min(depths.x, depths.y);
37+ outZ = min(outZ, depths.z);
38+ outZ = min(outZ, depths.w);
39+
40+ outFragColor = vec4(vec3(outZ), 1.0);
3641 }
scripts/developer/utilities/render/luci.js+3−5
@@ -78,13 +78,11 @@ · 77 unmodified lines
7878 Controller.mouseReleaseEvent.connect(function() { moveDebugCursor = false; });
7979 Controller.mouseMoveEvent.connect(function (e) { if (moveDebugCursor) setDebugCursor(e.x, e.y); });
8080
81−
82−
8381 function setDebugCursor(x, y) {
84− nx = (x / Window.innerWidth);
85− ny = 1.0 - ((y) / (Window.innerHeight - 32));
82+ nx = ((x + 0.5) / Window.innerWidth);
83+ ny = 1.0 - ((y + 0.5) / (Window.innerHeight));
8684
87− Render.getConfig("RenderMainView").getConfig("Antialiasing").debugCursorTexcoord = { x: nx, y: ny };
85+ Render.getConfig("RenderMainView").getConfig("DebugDeferredBuffer").debugCursorTexcoord = { x: nx, y: ny };
8886 }
8987
9088