Merge pull request #5461 from venkatn93/avatar

HBAO implementation
This commit is contained in:
Brad Hefta-Gaub 2015-07-30 08:46:55 -07:00
commit 96fdb32edc
3 changed files with 207 additions and 74 deletions

View file

@ -164,7 +164,7 @@ const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() {
// Blend on transparent
state->setBlendFunction(true,
gpu::State::SRC_COLOR, gpu::State::BLEND_OP_ADD, gpu::State::DEST_COLOR);
gpu::State::INV_SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::SRC_ALPHA);
// Good to go add the brand new pipeline
_blendPipeline.reset(gpu::Pipeline::create(program, state));

View file

@ -18,6 +18,9 @@
<$declareStandardTransform()$>
// Based on NVidia HBAO implementation in D3D11
// http://www.nvidia.co.uk/object/siggraph-2008-HBAO.html
varying vec2 varTexcoord;
uniform sampler2D depthTexture;
@ -30,80 +33,213 @@ uniform float g_intensity;
uniform float bufferWidth;
uniform float bufferHeight;
#define SAMPLE_COUNT 4
const float PI = 3.14159265;
float getRandom(vec2 uv) {
const vec2 FocalLen = vec2(1.0, 1.0);
const vec2 LinMAD = vec2(0.1-10.0, 0.1+10.0) / (2.0*0.1*10.0);
const vec2 AORes = vec2(1024.0, 768.0);
const vec2 InvAORes = vec2(1.0/1024.0, 1.0/768.0);
const vec2 NoiseScale = vec2(1024.0, 768.0) / 4.0;
const float AOStrength = 1.9;
const float R = 0.3;
const float R2 = 0.3*0.3;
const float NegInvR2 = - 1.0 / (0.3*0.3);
const float TanBias = tan(30.0 * PI / 180.0);
const float MaxRadiusPixels = 50.0;
const int NumDirections = 6;
const int NumSamples = 4;
float ViewSpaceZFromDepth(float d){
// [0,1] -> [-1,1] clip space
d = d * 2.0 - 1.0;
// Get view space Z
return -1.0 / (LinMAD.x * d + LinMAD.y);
}
vec3 UVToViewSpace(vec2 uv, float z){
//uv = UVToViewA * uv + UVToViewB;
return vec3(uv * z, z);
}
vec3 GetViewPos(vec2 uv){
float z = ViewSpaceZFromDepth(texture2D(depthTexture, uv).r);
return UVToViewSpace(uv, z);
}
vec3 GetViewPosPoint(ivec2 uv){
vec2 coord = vec2(gl_FragCoord.xy) + uv;
//float z = texelFetch(texture0, coord, 0).r;
float z = texture2D(depthTexture, uv).r;
return UVToViewSpace(uv, z);
}
float TanToSin(float x){
return x * inversesqrt(x*x + 1.0);
}
float InvLength(vec2 V){
return inversesqrt(dot(V,V));
}
float Tangent(vec3 V){
return V.z * InvLength(V.xy);
}
float BiasedTangent(vec3 V){
return V.z * InvLength(V.xy) + TanBias;
}
float Tangent(vec3 P, vec3 S){
return -(P.z - S.z) * InvLength(S.xy - P.xy);
}
float Length2(vec3 V){
return dot(V,V);
}
vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){
vec3 V1 = Pr - P;
vec3 V2 = P - Pl;
return (Length2(V1) < Length2(V2)) ? V1 : V2;
}
vec2 SnapUVOffset(vec2 uv){
return round(uv * AORes) * InvAORes;
}
float Falloff(float d2){
return d2 * NegInvR2 + 1.0f;
}
float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples){
float ao = 0;
// Offset the first coord with some noise
vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV);
deltaUV = SnapUVOffset( deltaUV );
// Calculate the tangent vector
vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;
// Get the angle of the tangent vector from the viewspace axis
float tanH = BiasedTangent(T);
float sinH = TanToSin(tanH);
float tanS;
float d2;
vec3 S;
// Sample to find the maximum angle
for(float s = 1; s <= numSamples; ++s){
uv += deltaUV;
S = GetViewPos(uv);
tanS = Tangent(P, S);
d2 = Length2(S - P);
// Is the sample within the radius and the angle greater?
if(d2 < R2 && tanS > tanH)
{
float sinS = TanToSin(tanS);
// Apply falloff based on the distance
ao += Falloff(d2) * (sinS - sinH);
tanH = tanS;
sinH = sinS;
}
}
return ao;
}
vec2 RotateDirections(vec2 Dir, vec2 CosSin){
return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x);
}
void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand){
// Avoid oversampling if numSteps is greater than the kernel radius in pixels
numSteps = min(NumSamples, rayRadiusPix);
// Divide by Ns+1 so that the farthest samples are not fully attenuated
float stepSizePix = rayRadiusPix / (numSteps + 1);
// Clamp numSteps if it is greater than the max kernel footprint
float maxNumSteps = MaxRadiusPixels / stepSizePix;
if (maxNumSteps < numSteps)
{
// Use dithering to avoid AO discontinuities
numSteps = floor(maxNumSteps + rand);
numSteps = max(numSteps, 1);
stepSizePix = MaxRadiusPixels / numSteps;
}
// Step size in uv space
stepSizeUv = stepSizePix * InvAORes;
}
float getRandom(vec2 uv){
return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main(void) {
vec3 sampleKernel[4] = { vec3(0.2, 0.0, 0.0),
vec3(0.0, 0.2, 0.0),
vec3(0.0, 0.0, 0.2),
vec3(0.2, 0.2, 0.2) };
void main(void){
float numDirections = NumDirections;
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
vec3 P, Pr, Pl, Pt, Pb;
P = GetViewPos(varTexcoord);
vec3 eyeDir = vec3(0.0, 0.0, -3.0);
vec3 cameraPositionWorldSpace;
<$transformEyeToWorldDir(cam, eyeDir, cameraPositionWorldSpace)$>
// Sample neighboring pixels
Pr = GetViewPos(varTexcoord + vec2( InvAORes.x, 0));
Pl = GetViewPos(varTexcoord + vec2(-InvAORes.x, 0));
Pt = GetViewPos(varTexcoord + vec2( 0, InvAORes.y));
Pb = GetViewPos(varTexcoord + vec2( 0,-InvAORes.y));
vec4 depthColor = texture2D(depthTexture, varTexcoord);
// Calculate tangent basis vectors using the minimum difference
vec3 dPdu = MinDiff(P, Pr, Pl);
vec3 dPdv = MinDiff(P, Pt, Pb) * (AORes.y * InvAORes.x);
// z in non linear range [0,1]
float depthVal = depthColor.r;
// conversion into NDC [-1,1]
float zNDC = depthVal * 2.0 - 1.0;
float n = 1.0; // the near plane
float f = 30.0; // the far plane
float l = -1.0; // left
float r = 1.0; // right
float b = -1.0; // bottom
float t = 1.0; // top
// conversion into eye space
float zEye = 2*f*n / (zNDC*(f-n)-(f+n));
// Converting from pixel coordinates to NDC
float xNDC = gl_FragCoord.x/bufferWidth * 2.0 - 1.0;
float yNDC = gl_FragCoord.y/bufferHeight * 2.0 - 1.0;
// Unprojecting X and Y from NDC to eye space
float xEye = -zEye*(xNDC*(r-l)+(r+l))/(2.0*n);
float yEye = -zEye*(yNDC*(t-b)+(t+b))/(2.0*n);
vec3 currentFragEyeSpace = vec3(xEye, yEye, zEye);
vec3 currentFragWorldSpace;
<$transformEyeToWorldDir(cam, currentFragEyeSpace, currentFragWorldSpace)$>
vec3 cameraToPositionRay = normalize(currentFragWorldSpace - cameraPositionWorldSpace);
vec3 origin = cameraToPositionRay * depthVal + cameraPositionWorldSpace;
vec3 normal = normalize(texture2D(normalTexture, varTexcoord).xyz);
//normal = normalize(normal * normalMatrix);
vec3 rvec = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)) * 2.0 - 1.0;
vec3 tangent = normalize(rvec - normal * dot(rvec, normal));
vec3 bitangent = cross(normal, tangent);
mat3 tbn = mat3(tangent, bitangent, normal);
float occlusion = 0.0;
for (int i = 0; i < SAMPLE_COUNT; ++i) {
vec3 samplePos = origin + (tbn * sampleKernel[i]) * g_sample_rad;
vec4 offset = cam._projectionViewUntranslated * vec4(samplePos, 1.0);
offset.xy = (offset.xy / offset.w) * 0.5 + 0.5;
float depth = length(samplePos - cameraPositionWorldSpace);
float sampleDepthVal = texture2D(depthTexture, offset.xy).r;
float rangeDelta = abs(depthVal - sampleDepthVal);
float rangeCheck = smoothstep(0.0, 1.0, g_sample_rad / rangeDelta);
occlusion += rangeCheck * step(sampleDepthVal, depth);
}
occlusion = 1.0 - occlusion / float(SAMPLE_COUNT);
occlusion = clamp(pow(occlusion, g_intensity), 0.0, 1.0);
gl_FragColor = vec4(vec3(occlusion), 1.0);
}
// Get the random samples from the noise function
vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx));
// Calculate the projected size of the hemisphere
vec2 rayRadiusUV = 0.5 * R * FocalLen / -P.z;
float rayRadiusPix = rayRadiusUV.x * AORes.x;
float ao = 1.0;
// Make sure the radius of the evaluated hemisphere is more than a pixel
if(rayRadiusPix > 1.0){
ao = 0.0;
float numSteps;
vec2 stepSizeUV;
// Compute the number of steps
ComputeSteps(stepSizeUV, numSteps, rayRadiusPix, random.z);
float alpha = 2.0 * PI / numDirections;
// Calculate the horizon occlusion of each direction
for(float d = 0; d < numDirections; ++d){
float theta = alpha * d;
// Apply noise to the direction
vec2 dir = RotateDirections(vec2(cos(theta), sin(theta)), random.xy);
vec2 deltaUV = dir * stepSizeUV;
// Sample the pixels along the direction
ao += HorizonOcclusion( deltaUV,
P,
dPdu,
dPdv,
random.z,
numSteps);
}
// Average the results and produce the final AO
ao = 1.0 - ao / numDirections * AOStrength;
}
gl_FragColor = vec4(vec3(ao), 1.0);
}

View file

@ -21,9 +21,6 @@ uniform sampler2D blurredOcclusionTexture;
void main(void) {
vec4 occlusionColor = texture2D(blurredOcclusionTexture, varTexcoord);
if(occlusionColor.r > 0.8 && occlusionColor.r <= 1.0) {
gl_FragColor = vec4(vec3(0.0), 0.0);
} else {
gl_FragColor = vec4(vec3(occlusionColor.r), 1.0);
}
gl_FragColor = vec4(vec3(0.0), occlusionColor.r);
}