Testiung more variations

This commit is contained in:
sam 2016-08-05 09:26:48 -07:00
parent b4e5b60656
commit 92c0fa2e7a
8 changed files with 113 additions and 65 deletions

View file

@ -228,6 +228,11 @@ void AmbientOcclusionEffect::configure(const Config& config) {
current.y = 1.0f / config.numSamples; current.y = 1.0f / config.numSamples;
} }
if (config.fetchMipsEnabled != _parametersBuffer->isFetchMipsEnabled()) {
auto& current = _parametersBuffer->sampleInfo;
current.w = (float)config.fetchMipsEnabled;
}
if (!_framebuffer) { if (!_framebuffer) {
_framebuffer = std::make_shared<AmbientOcclusionFramebuffer>(); _framebuffer = std::make_shared<AmbientOcclusionFramebuffer>();
} }
@ -510,6 +515,11 @@ void DebugAmbientOcclusion::run(const render::SceneContextPointer& sceneContext,
const auto linearDepthFramebuffer = inputs.get2(); const auto linearDepthFramebuffer = inputs.get2();
const auto ambientOcclusionUniforms = inputs.get3(); const auto ambientOcclusionUniforms = inputs.get3();
// Skip if AO is not started yet
if (!ambientOcclusionUniforms._buffer) {
return;
}
auto linearDepthTexture = linearDepthFramebuffer->getLinearDepthTexture(); auto linearDepthTexture = linearDepthFramebuffer->getLinearDepthTexture();
auto normalTexture = deferredFramebuffer->getDeferredNormalTexture(); auto normalTexture = deferredFramebuffer->getDeferredNormalTexture();
auto sourceViewport = args->_viewport; auto sourceViewport = args->_viewport;

View file

@ -62,8 +62,8 @@ class AmbientOcclusionEffectConfig : public render::Job::Config::Persistent {
Q_PROPERTY(bool enabled MEMBER enabled NOTIFY dirty) Q_PROPERTY(bool enabled MEMBER enabled NOTIFY dirty)
Q_PROPERTY(bool ditheringEnabled MEMBER ditheringEnabled NOTIFY dirty) Q_PROPERTY(bool ditheringEnabled MEMBER ditheringEnabled NOTIFY dirty)
Q_PROPERTY(bool borderingEnabled MEMBER borderingEnabled NOTIFY dirty) Q_PROPERTY(bool borderingEnabled MEMBER borderingEnabled NOTIFY dirty)
Q_PROPERTY(bool fetchMipsEnabled MEMBER fetchMipsEnabled NOTIFY dirty)
Q_PROPERTY(float radius MEMBER radius WRITE setRadius) Q_PROPERTY(float radius MEMBER radius WRITE setRadius)
Q_PROPERTY(float perspectiveScale MEMBER perspectiveScale WRITE setPerspectiveScale)
Q_PROPERTY(float obscuranceLevel MEMBER obscuranceLevel WRITE setObscuranceLevel) Q_PROPERTY(float obscuranceLevel MEMBER obscuranceLevel WRITE setObscuranceLevel)
Q_PROPERTY(float falloffBias MEMBER falloffBias WRITE setFalloffBias) Q_PROPERTY(float falloffBias MEMBER falloffBias WRITE setFalloffBias)
Q_PROPERTY(float edgeSharpness MEMBER edgeSharpness WRITE setEdgeSharpness) Q_PROPERTY(float edgeSharpness MEMBER edgeSharpness WRITE setEdgeSharpness)
@ -80,7 +80,6 @@ public:
const int MAX_BLUR_RADIUS = 6; const int MAX_BLUR_RADIUS = 6;
void setRadius(float newRadius) { radius = std::max(0.01f, newRadius); emit dirty(); } void setRadius(float newRadius) { radius = std::max(0.01f, newRadius); emit dirty(); }
void setPerspectiveScale(float scale) { perspectiveScale = scale; emit dirty(); }
void setObscuranceLevel(float level) { obscuranceLevel = std::max(0.01f, level); emit dirty(); } void setObscuranceLevel(float level) { obscuranceLevel = std::max(0.01f, level); emit dirty(); }
void setFalloffBias(float bias) { falloffBias = std::max(0.0f, std::min(bias, 0.2f)); emit dirty(); } void setFalloffBias(float bias) { falloffBias = std::max(0.0f, std::min(bias, 0.2f)); emit dirty(); }
void setEdgeSharpness(float sharpness) { edgeSharpness = std::max(0.0f, (float)sharpness); emit dirty(); } void setEdgeSharpness(float sharpness) { edgeSharpness = std::max(0.0f, (float)sharpness); emit dirty(); }
@ -101,8 +100,9 @@ public:
int numSamples{ 11 }; int numSamples{ 11 };
int resolutionLevel{ 0 }; int resolutionLevel{ 0 };
int blurRadius{ 3 }; // 0 means no blurring int blurRadius{ 3 }; // 0 means no blurring
bool ditheringEnabled{ true }; // randomize the distribution of rays per pixel, should always be true bool ditheringEnabled{ true }; // randomize the distribution of taps per pixel, should always be true
bool borderingEnabled{ true }; // avoid evaluating information from non existing pixels out of the frame, should always be true bool borderingEnabled{ true }; // avoid evaluating information from non existing pixels out of the frame, should always be true
bool fetchMipsEnabled{ true }; // fetch taps in sub mips to otpimize cache, should always be true
double gpuTime{ 0.0 }; double gpuTime{ 0.0 };
signals: signals:
@ -163,8 +163,11 @@ public:
float getFalloffBias() const { return (float)ditheringInfo.z; } float getFalloffBias() const { return (float)ditheringInfo.z; }
float getEdgeSharpness() const { return (float)blurInfo.x; } float getEdgeSharpness() const { return (float)blurInfo.x; }
float getBlurDeviation() const { return blurInfo.z; } float getBlurDeviation() const { return blurInfo.z; }
float getNumSpiralTurns() const { return sampleInfo.z; } float getNumSpiralTurns() const { return sampleInfo.z; }
int getNumSamples() const { return (int)sampleInfo.x; } int getNumSamples() const { return (int)sampleInfo.x; }
bool isFetchMipsEnabled() const { return sampleInfo.w; }
int getBlurRadius() const { return (int)blurInfo.y; } int getBlurRadius() const { return (int)blurInfo.y; }
bool isDitheringEnabled() const { return ditheringInfo.x; } bool isDitheringEnabled() const { return ditheringInfo.x; }
bool isBorderingEnabled() const { return ditheringInfo.w; } bool isBorderingEnabled() const { return ditheringInfo.w; }

View file

@ -71,7 +71,7 @@ void LinearDepthFramebuffer::allocate() {
// For Linear Depth: // For Linear Depth:
_linearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height, _linearDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::RGB), width, height,
gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT))); gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR_MIP_POINT)));
// _linearDepthTexture->autoGenerateMips(1); _linearDepthTexture->autoGenerateMips(1);
_linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); _linearDepthFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
_linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture); _linearDepthFramebuffer->setRenderBuffer(0, _linearDepthTexture);
_linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat()); _linearDepthFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, _primaryDepthTexture->getTexelFormat());

View file

@ -93,6 +93,10 @@ float getNumSpiralTurns() {
return params._sampleInfo.z; return params._sampleInfo.z;
} }
int doFetchMips() {
return int(params._sampleInfo.w);
}
float getBlurEdgeSharpness() { float getBlurEdgeSharpness() {
return params._blurInfo.x; return params._blurInfo.x;
} }
@ -128,6 +132,19 @@ float getBlurCoef(int c) {
<@func declareSamplingDisk()@> <@func declareSamplingDisk()@>
float getAngleDitheringWorldPos(in vec3 pixelWorldPos) {
vec3 worldPosFract = fract(pixelWorldPos * 0.2);
ivec3 pixelPos = ivec3(worldPosFract * 256);
return isDitheringEnabled() * (3 * pixelPos.x ^ pixelPos.y + pixelPos.x * pixelPos.y) * 10 + getFrameDithering();
}
float getAngleDithering(in ivec2 pixelPos) {
// Hash function used in the AlchemyAO paper
return isDitheringEnabled() * (3 * pixelPos.x ^ pixelPos.y + pixelPos.x * pixelPos.y) * 10 + getFrameDithering();
}
float evalDiskRadius(float Zeye, vec2 imageSize) { float evalDiskRadius(float Zeye, vec2 imageSize) {
// Choose the screen-space sample radius // Choose the screen-space sample radius
// proportional to the projected area of the sphere // proportional to the projected area of the sphere
@ -179,20 +196,28 @@ vec3 getTapLocationClamped(int sampleNumber, float spinAngle, float outerRadius,
tapPos.y -= (imageSize.y - tapPos.y); tapPos.y -= (imageSize.y - tapPos.y);
redoTap = true; redoTap = true;
} }
/*
if ((tapPos.x < 0.5)) {
tapPos.x = 0.5;
redoTap = true;
} else if ((tapPos.x > imageSize.x - 0.5)) {
tapPos.x = imageSize.x - 0.5;
redoTap = true;
}
if ((tapPos.y < 0.5)) {
tapPos.y = 0.5;
redoTap = true;
} else if ((tapPos.y > imageSize.y - 0.5)) {
tapPos.y = imageSize.y - 0.5;
redoTap = true;
}
*/
if (redoTap) { if (redoTap) {
tap.xy = tapPos - pixelPos; tap.xy = tapPos - pixelPos;
tap.z = length(tap.xy); tap.z = length(tap.xy);
} }
/*
if ((tapPos.x < 0.0) || (tapPos.x >= imageSize.x)) {
// tapPos.x = pixelPos.x - tapVec.x;
tap.x = -tap.x;
}
if ((tapPos.y < 0.0) || (tapPos.y >= imageSize.y)) {
// tapPos.y = pixelPos.y - tapVec.y;
tap.y = -tap.y;
}*/
return tap; return tap;
} }
@ -202,8 +227,6 @@ vec3 getTapLocationClamped(int sampleNumber, float spinAngle, float outerRadius,
<@func declareFetchDepthPyramidMap()@> <@func declareFetchDepthPyramidMap()@>
const int LOG_MAX_OFFSET = 3;
const int MAX_MIP_LEVEL = 5;
// the depth pyramid texture // the depth pyramid texture
uniform sampler2D pyramidMap; uniform sampler2D pyramidMap;
@ -212,23 +235,34 @@ float getZEye(ivec2 pixel) {
return -texelFetch(pyramidMap, pixel, getResolutionLevel()).x; return -texelFetch(pyramidMap, pixel, getResolutionLevel()).x;
} }
vec3 getOffsetPosition(ivec3 side, ivec2 ssC, vec3 tap, vec2 imageSize) { const int LOG_MAX_OFFSET = 3;
// Derivation: const int MAX_MIP_LEVEL = 5;
int evalMipFromRadius(float radius) {
// mipLevel = floor(log(ssR / MAX_OFFSET)); // mipLevel = floor(log(ssR / MAX_OFFSET));
int mipLevel = clamp(findMSB(int(tap.z)) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL); return doFetchMips() * clamp(findMSB(int(radius)) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
}
vec3 getOffsetPosition(ivec3 side, ivec2 ssC, vec3 tap, vec2 imageSize) {
int mipLevel = evalMipFromRadius(tap.z);
ivec2 ssP = ivec2(tap.xy) + ssC; ivec2 ssP = ivec2(tap.xy) + ssC;
ivec2 ssPFull = ivec2(ssP.x + side.y, ssP.y); ivec2 ssPFull = ivec2(ssP.x + side.y, ssP.y);
vec3 P;
// We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map. // We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
// Manually clamp to the texture size because texelFetch bypasses the texture unit // Manually clamp to the texture size because texelFetch bypasses the texture unit
ivec2 mipP = clamp(ssPFull >> mipLevel, ivec2(0), textureSize(pyramidMap, getResolutionLevel() + mipLevel) - ivec2(1)); // ivec2 mipSize = textureSize(pyramidMap, mipLevel);
P.z = -texelFetch(pyramidMap, mipP, getResolutionLevel() + mipLevel).r; // ivec2 mipSize = max(ivec2(imageSize) >> mipLevel, ivec2(1));
// ivec2 mipP = clamp(ssPFull >> mipLevel, ivec2(0), mipSize - ivec2(1));
vec2 tapUV = (vec2(ssP) + vec2(0.5)) / imageSize;
// vec2 tapUV = (vec2(mipP) + vec2(0.5)) / vec2(mipSize);
vec3 P;
// P.z = -texelFetch(pyramidMap, mipP, mipLevel).r;
P.z = -textureLod(pyramidMap, tapUV, float(mipLevel)).r;
// Offset to pixel center // Offset to pixel center
vec2 tapUV = (vec2(ssP) + vec2(0.5)) / imageSize;
P = evalEyePositionFromZeye(side.x, P.z, tapUV); P = evalEyePositionFromZeye(side.x, P.z, tapUV);
return P; return P;
} }

View file

@ -16,6 +16,9 @@
<$declarePackOcclusionDepth()$> <$declarePackOcclusionDepth()$>
<@include gpu/color.slh@>
<$declareColorWheel()$>
struct DebugParams{ struct DebugParams{
vec4 pixelInfo; vec4 pixelInfo;
}; };
@ -32,10 +35,6 @@ out vec4 outFragColor;
uniform sampler2D normalMap; uniform sampler2D normalMap;
float getAngleDithering(in ivec2 pixelPos) {
// Hash function used in the AlchemyAO paper
return isDitheringEnabled() * (3 * pixelPos.x ^ pixelPos.y + pixelPos.x * pixelPos.y) * 10 + getFrameDithering();
}
float evalAO(in vec3 C, in vec3 n_C, vec3 Q) { float evalAO(in vec3 C, in vec3 n_C, vec3 Q) {
vec3 v = Q - C; vec3 v = Q - C;
@ -81,18 +80,23 @@ void main(void) {
} }
// Let's make noise // Let's make noise
float randomPatternRotationAngle = getAngleDithering(ssC); // float randomPatternRotationAngle = getAngleDithering(ssC);
float randomPatternRotationAngle = getAngleDitheringWorldPos(Cp);
// Accumulate the Obscurance for each samples // Accumulate the Obscurance for each samples
float sum = 0.0; float sum = 0.0;
float keepTapRadius = 2.0; float keepTapRadius = 1.0;
bool keep = (dot(fragToCursor,fragToCursor) < keepTapRadius); int keepedMip = -1;
bool keep = false;
for (int i = 0; i < getNumSamples(); ++i) { for (int i = 0; i < getNumSamples(); ++i) {
vec3 tap = getTapLocationClamped(i, randomPatternRotationAngle, ssDiskRadius, cursorPixelPos, imageSize); vec3 tap = getTapLocationClamped(i, randomPatternRotationAngle, ssDiskRadius, cursorPixelPos, imageSize);
// The occluding point in camera space // The occluding point in camera space
vec2 fragToTap = vec2(ssC) + tap.xy - gl_FragCoord.xy; vec2 fragToTap = vec2(ssC) + tap.xy - gl_FragCoord.xy;
if (dot(fragToTap,fragToTap) < keepTapRadius) { if (dot(fragToTap,fragToTap) < keepTapRadius) {
keep = true; keep = true;
keepedMip = evalMipFromRadius(tap.z);
} }
vec3 Q = getOffsetPosition(side.xyz, ssC, tap, imageSize); vec3 Q = getOffsetPosition(side.xyz, ssC, tap, imageSize);
@ -130,8 +134,14 @@ void main(void) {
// outFragColor = vec4((Cn + vec3(1.0))* 0.5, 1.0); // outFragColor = vec4((Cn + vec3(1.0))* 0.5, 1.0);
//outFragColor = vec4(vec3(ssDiskRadius / 100.0), 1.0); //outFragColor = vec4(vec3(ssDiskRadius / 100.0), 1.0);
if ((dot(fragToCursor,fragToCursor) < (4.0 * keepTapRadius * keepTapRadius) )) {
outFragColor = vec4(vec3(A), 1.0);
return;
}
if (!keep) { if (!keep) {
outFragColor = vec4(0.1); outFragColor = vec4(0.1);
} else {
outFragColor.rgb = colorWheel(float(keepedMip)/float(MAX_MIP_LEVEL));
} }
} }

View file

@ -21,37 +21,6 @@ out vec4 outFragColor;
uniform sampler2D normalMap; uniform sampler2D normalMap;
float getAngleDithering(in ivec2 pixelPos) {
// Hash function used in the AlchemyAO paper
return isDitheringEnabled() * (3 * pixelPos.x ^ pixelPos.y + pixelPos.x * pixelPos.y) * 10 + getFrameDithering();
}
/*
vec3 getOffsetPosition(ivec3 side, ivec2 ssC, vec2 unitOffset, float ssR) {
// Derivation:
// mipLevel = floor(log(ssR / MAX_OFFSET));
int mipLevel = clamp(findMSB(int(ssR)) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
ivec2 ssOffset = ivec2(ssR * unitOffset);
ivec2 ssP = ssOffset + ssC;
if (bool(isBorderingEnabled())) {
ssP.x = ((ssP.x < 0 || ssP.x >= side.z) ? ssC.x - ssOffset.x : ssP.x);
ssP.y = ((ssP.y < 0 || ssP.y >= int(getWidthHeight(getResolutionLevel()).y)) ? ssC.y - ssOffset.y : ssP.y);
}
ivec2 ssPFull = ivec2(ssP.x + side.y, ssP.y);
vec3 P;
// We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
// Manually clamp to the texture size because texelFetch bypasses the texture unit
ivec2 mipP = clamp(ssPFull >> mipLevel, ivec2(0), textureSize(pyramidMap, getResolutionLevel() + mipLevel) - ivec2(1));
P.z = -texelFetch(pyramidMap, mipP, getResolutionLevel() + mipLevel).r;
// Offset to pixel center
vec2 tapUV = (vec2(ssP) + vec2(0.5)) / float(side.z);
P = evalEyePositionFromZeye(side.x, P.z, tapUV);
return P;
}*/
float evalAO(in vec3 C, in vec3 n_C, in vec3 Q) { float evalAO(in vec3 C, in vec3 n_C, in vec3 Q) {
vec3 v = Q - C; vec3 v = Q - C;
@ -88,7 +57,8 @@ void main(void) {
float ssDiskRadius = evalDiskRadius(Cp.z, imageSize); float ssDiskRadius = evalDiskRadius(Cp.z, imageSize);
// Let's make noise // Let's make noise
float randomPatternRotationAngle = getAngleDithering(ssC); // float randomPatternRotationAngle = getAngleDithering(ssC);
float randomPatternRotationAngle = getAngleDitheringWorldPos(Cp);
// Accumulate the Obscurance for each samples // Accumulate the Obscurance for each samples
float sum = 0.0; float sum = 0.0;

View file

@ -10,6 +10,7 @@
import QtQuick 2.5 import QtQuick 2.5
import QtQuick.Controls 1.4 import QtQuick.Controls 1.4
import "configSlider" import "configSlider"
import "../lib/plotperf"
Column { Column {
spacing: 8 spacing: 8
@ -35,11 +36,15 @@ Column {
min: 0.0 min: 0.0
} }
} }
}
Column {
Repeater { Repeater {
model: [ model: [
"resolutionLevel:resolutionLevel", "resolutionLevel:resolutionLevel",
"ditheringEnabled:ditheringEnabled", "ditheringEnabled:ditheringEnabled",
"borderingEnabled:borderingEnabled", "borderingEnabled:borderingEnabled",
"fetchMipsEnabled:fetchMipsEnabled",
] ]
CheckBox { CheckBox {
text: qsTr(modelData.split(":")[0]) text: qsTr(modelData.split(":")[0])
@ -48,5 +53,21 @@ Column {
} }
} }
} }
PlotPerf {
title: "Timing"
height: 50
object: Render.getConfig("AmbientOcclusion")
valueUnit: "ms"
valueScale: 1
valueNumDigits: "4"
plots: [
{
prop: "gpuTime",
label: "gpu",
color: "#FFFFFF"
}
]
}
} }
} }

View file

@ -13,7 +13,7 @@ var qml = Script.resolvePath('ambientOcclusionPass.qml');
var window = new OverlayWindow({ var window = new OverlayWindow({
title: 'Ambient Occlusion Pass', title: 'Ambient Occlusion Pass',
source: qml, source: qml,
width: 400, height: 170, width: 400, height: 200,
}); });
window.setPosition(Window.innerWidth - 420, 50 + 550 + 50); window.setPosition(Window.innerWidth - 420, 50 + 550 + 50);
window.closed.connect(function() { Script.stop(); }); window.closed.connect(function() { Script.stop(); });