diff options
author | Antti Määttä <antti.maatta@qt.io> | 2019-12-12 14:40:21 +0200 |
---|---|---|
committer | Antti Määttä <antti.maatta@qt.io> | 2019-12-27 11:21:24 +0200 |
commit | c4ed0d6acfc2cb444a5260cbd509a427208f7ac5 (patch) | |
tree | 6ceba81778153e8a28f0fa4ef918c2498cb40b51 /res/effectlib/sampleProbe.glsllib | |
parent | 71190e5a059eba4c911abcfdd599c2a98d674ed0 (diff) |
Optimize and cleanup shaders
Change-Id: Ia27680e20f73ffe645d5a336fad7024e67a8389b
Reviewed-by: Janne Kangas <janne.kangas@qt.io>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'res/effectlib/sampleProbe.glsllib')
-rw-r--r-- | res/effectlib/sampleProbe.glsllib | 206 |
1 files changed, 67 insertions, 139 deletions
diff --git a/res/effectlib/sampleProbe.glsllib b/res/effectlib/sampleProbe.glsllib index 361aad5..4846ee3 100644 --- a/res/effectlib/sampleProbe.glsllib +++ b/res/effectlib/sampleProbe.glsllib @@ -1,7 +1,7 @@ /**************************************************************************** ** ** Copyright (C) 2014 NVIDIA Corporation. -** Copyright (C) 2017 The Qt Company Ltd. +** Copyright (C) 2019 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. @@ -31,6 +31,8 @@ #ifndef SAMPLE_PROBE_GLSLLIB #define SAMPLE_PROBE_GLSLLIB 1 +#include "sampleProbePre.glsllib" + #define USE_RGBE uniform sampler2D light_probe; @@ -49,37 +51,37 @@ uniform vec4 light_probe_opts; float noise1d(vec2 n) { - return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); + return 0.5 + 0.5 * fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453); } -mat3 orthoNormalize( in mat3 tanFrame ) +mat3 orthoNormalize(in mat3 tanFrame) { mat3 outMat; - outMat[0] = normalize( cross( tanFrame[1], tanFrame[2] ) ); - outMat[1] = normalize( cross( tanFrame[2], outMat[0] ) ); + outMat[0] = normalize(cross(tanFrame[1], tanFrame[2])); + outMat[1] = normalize(cross(tanFrame[2], outMat[0])); outMat[2] = tanFrame[2]; return outMat; } -mat3 tangentFrame( vec3 N, vec3 p ) +mat3 tangentFrame(vec3 N, vec3 p) { // get edge vectors of the pixel triangle - vec3 dp1 = dFdx( p ); - vec3 dp2 = dFdy( p ); + vec3 dp1 = dFdx(p); + vec3 dp2 = dFdy(p); // solve the linear system - vec3 dp2perp = cross( dp2, N ); - vec3 dp1perp = cross( N, dp1 ); + vec3 dp2perp = cross(dp2, N); + vec3 dp1perp = cross(N, dp1); vec3 T = normalize(dp1perp); vec3 B = normalize(dp2perp); - return mat3( T , B , N ); + return mat3(T, B, N); } -vec2 transformSample( vec2 origUV, vec4 probeRot, vec2 probeOfs ) +vec2 transformSample(vec2 origUV, vec4 probeRot, vec2 probeOfs) { vec2 retUV; - retUV.x = dot( vec3(origUV, 1.0), vec3(probeRot.xy, probeOfs.x) ); - retUV.y = dot( vec3(origUV, 1.0), vec3(probeRot.zw, probeOfs.y) ); + retUV.x = dot(vec3(origUV, 1.0), vec3(probeRot.xy, probeOfs.x)); + retUV.y = dot(vec3(origUV, 1.0), vec3(probeRot.zw, probeOfs.y)); return retUV; } @@ -96,7 +98,7 @@ vec3 textureProbe(sampler2D lightProbe, vec2 coord, float lod) // This is broken out into its own routine so that if we get some other // format image than a lat-long, then we can account for that by changing // the code here alone. -vec2 getProbeSampleUV( vec3 smpDir, vec4 probeRot, vec2 probeOfs ) +vec2 getProbeSampleUV(vec3 smpDir, vec4 probeRot, vec2 probeOfs) { vec2 smpUV; @@ -118,86 +120,83 @@ vec2 getProbeSampleUV( vec3 smpDir, vec4 probeRot, vec2 probeOfs ) return smpUV; } -vec4 getTopLayerSample( vec3 inDir, float lodShift, vec3 lodOffsets ) +vec4 getTopLayerSample(vec3 inDir, float lodShift, vec3 lodOffsets) { #if QT3DS_ENABLE_LIGHT_PROBE_2 - if ( light_probe2_props.w < 0.5 ) + if (light_probe2_props.w < 0.5) return vec4(0.0, 0.0, 0.0, 0.0); - vec2 smpUV = getProbeSampleUV( inDir, vec4(1.0, 0.0, 0.0, 1.0), light_probe_props.xy ); + vec2 smpUV = getProbeSampleUV(inDir, vec4(1.0, 0.0, 0.0, 1.0), light_probe_props.xy); smpUV.x -= 0.5; smpUV.x *= light_probe2_props.x; smpUV.x += light_probe2_props.y; - vec4 retVal = 0.4 * textureLod( light_probe2, smpUV , lodShift ); - retVal += 0.2 * textureLod( light_probe2, smpUV , lodShift+lodOffsets.x ); - retVal += 0.3 * textureLod( light_probe2, smpUV , lodShift+lodOffsets.y ); - retVal += 0.1 * textureLod( light_probe2, smpUV , lodShift+lodOffsets.z ); + vec4 retVal = 0.4 * textureLod(light_probe2, smpUV , lodShift); + retVal += 0.2 * textureLod(light_probe2, smpUV, lodShift+lodOffsets.x); + retVal += 0.3 * textureLod(light_probe2, smpUV, lodShift+lodOffsets.y); + retVal += 0.1 * textureLod(light_probe2, smpUV, lodShift+lodOffsets.z); return retVal; #else return vec4(0.0, 0.0, 0.0, 0.0); #endif } -vec3 getProbeSample( vec3 smpDir, float lodShift, vec3 normal ) +vec3 getProbeSample(vec3 smpDir, float lodShift, vec3 normal) { - vec2 smpUV = getProbeSampleUV( smpDir, light_probe_rotation, light_probe_offset.xy ); - return textureProbe( light_probe, smpUV , lodShift ); + vec2 smpUV = getProbeSampleUV(smpDir, light_probe_rotation, light_probe_offset.xy); + return textureProbe(light_probe, smpUV , lodShift); } -vec3 getProbeWeightedSample( vec3 smpDir, float lodShift, float roughness, vec3 normal ) +vec3 getProbeWeightedSample(vec3 smpDir, float lodShift, float roughness, vec3 normal) { // This gives us a weighted sum that approximates the total filter support // of the full-blown convolution. - vec2 smpUV = getProbeSampleUV( smpDir, light_probe_rotation, light_probe_offset.xy ); + vec2 smpUV = getProbeSampleUV(smpDir, light_probe_rotation, light_probe_offset.xy); float wt = 1.0; #if QT3DS_ENABLE_IBL_FOV wt = min(wt, smoothstep(roughness * -0.25, roughness * 0.25, smpUV.x)); wt = min(wt, smoothstep(roughness * -0.25, roughness * 0.25, smpUV.y)); - wt = min(wt, 1.0 - smoothstep(1.0 - roughness*0.25, 1.0 + roughness*0.25, smpUV.x)); - wt = min(wt, 1.0 - smoothstep(1.0 - roughness*0.25, 1.0 + roughness*0.25, smpUV.y)); + wt = min(wt, 1.0 - smoothstep(1.0 - roughness * 0.25, 1.0 + roughness * 0.25, smpUV.x)); + wt = min(wt, 1.0 - smoothstep(1.0 - roughness * 0.25, 1.0 + roughness * 0.25, smpUV.y)); #endif vec3 lodOffsets; lodOffsets.x = mix(-2.0, -0.70710678, roughness); - lodOffsets.y = min( 2.0 * smoothstep(0.0, 0.1, roughness), 2.0 - 1.29289 * smoothstep(0.1, 1.0, roughness) ); - lodOffsets.z = min( 6.0 * smoothstep(0.0, 0.1, roughness), 6.0 - 4.585786 * smoothstep(0.1, 1.0, roughness) ); + lodOffsets.y = min(2.0 * smoothstep(0.0, 0.1, roughness), 2.0 - 1.29289 * smoothstep(0.1, 1.0, roughness)); + lodOffsets.z = min(6.0 * smoothstep(0.0, 0.1, roughness), 6.0 - 4.585786 * smoothstep(0.1, 1.0, roughness)); - ivec2 iSize = textureSize(light_probe, 0); - vec3 ddx = dFdx( smpDir ) * float(iSize.x); - vec3 ddy = dFdy( smpDir ) * float(iSize.y); -// vec2 ddxUV = dFdx( smpUV ) * float(iSize.x); -// vec2 ddyUV = dFdy( smpUV ) * float(iSize.y); + ivec2 iSize = lightProbeSize(light_probe, 0); + vec3 ddx = dFdx(smpDir) * float(iSize.x); + vec3 ddy = dFdy(smpDir) * float(iSize.y); vec2 deriv; - deriv.x = max( dot(ddx, ddx), dot(ddy, ddy) ); -// deriv.y = max( dot(ddxUV, ddxUV), dot(ddyUV, ddyUV) ); - deriv = clamp( deriv, vec2(1.0), vec2(iSize.x * iSize.y) ); - vec2 lodBound = 0.5 * log2( deriv ) - vec2(1.0); + deriv.x = max(dot(ddx, ddx), dot(ddy, ddy)); + + deriv = clamp(deriv, vec2(1.0), vec2(iSize.x * iSize.y)); + vec2 lodBound = 0.5 * log2(deriv) - vec2(1.0); -// float minLod = 0.5 * (lodBound.x + lodBound.y); float minLod = lodBound.x; - float maxLod = log2( max(float(iSize.x), float(iSize.y)) ); - minLod = clamp( minLod / maxLod, 0.0, 1.0 ); + float maxLod = log2(max(float(iSize.x), float(iSize.y))); + minLod = clamp(minLod / maxLod, 0.0, 1.0); minLod *= minLod * maxLod; - lodShift = max( lodShift, minLod ); + lodShift = max(lodShift, minLod); - vec3 retVal = 0.4 * textureProbe( light_probe, smpUV , lodShift ); - retVal += 0.2 * textureProbe( light_probe, smpUV , max(minLod, lodShift+lodOffsets.x) ); - retVal += 0.3 * textureProbe( light_probe, smpUV , lodShift+lodOffsets.y ); - retVal += 0.1 * textureProbe( light_probe, smpUV , lodShift+lodOffsets.z ); + vec3 retVal = 0.4 * textureProbe(light_probe, smpUV , lodShift); + retVal += 0.2 * textureProbe(light_probe, smpUV , max(minLod, lodShift+lodOffsets.x)); + retVal += 0.3 * textureProbe(light_probe, smpUV , lodShift+lodOffsets.y); + retVal += 0.1 * textureProbe(light_probe, smpUV , lodShift+lodOffsets.z); #if QT3DS_ENABLE_LIGHT_PROBE_2 - vec4 topSmp = getTopLayerSample( smpDir, lodShift, lodOffsets ); - vec3 tempVal = mix( retVal, topSmp.xyz, topSmp.w ); - retVal = mix( retVal, tempVal, light_probe2_props.z ); + vec4 topSmp = getTopLayerSample(smpDir, lodShift, lodOffsets); + vec3 tempVal = mix(retVal, topSmp.xyz, topSmp.w); + retVal = mix(retVal, tempVal, light_probe2_props.z); #endif if (light_probe_props.z > -1.0) { float ctr = 0.5 + 0.5 * light_probe_props.z; - float vertWt = smoothstep(ctr-roughness*0.25, ctr+roughness*0.25, smpUV.y); + float vertWt = smoothstep(ctr-roughness * 0.25, ctr+roughness * 0.25, smpUV.y); float wtScaled = mix(1.0, vertWt, light_probe_props.z + 1.0); retVal *= wtScaled; } @@ -205,111 +204,40 @@ vec3 getProbeWeightedSample( vec3 smpDir, float lodShift, float roughness, vec3 return retVal * wt; } -vec3 getProbeAnisoSample( vec3 smpDir, float roughU, float roughV, mat3 tanFrame ) -{ - float minRough = min(roughU, roughV); - float maxRough = max(roughU, roughV); - - float lodMin = log2( (minRough*3.0 + maxRough)*0.25 ) + (light_probe_offset.w - 2.0); - - float ratio = clamp( maxRough / minRough, 1.01, 27.0); - vec2 texSize = vec2( textureSize( light_probe, int(floor( lodMin )) ) ); - texSize = mix( texSize, texSize * 0.5, fract(lodMin) ); - - // Boundary of 1.0..9.0 is just to keep the number of samples to within a - // reasonable number of samples in the filter. Similarly, with the clamping - // of the ratio to a max of 27.0 is just to prevent the step size in the filter - // to be no bigger than 3 texels (beyond which, there are some artifacts at high - // roughness, aka low texture res). - float stepFig = clamp(floor( ratio ), 1.0, 9.0); - - // numSteps is half the number of samples we need to take, which makes it - // the number of steps to take on each side. - int numSteps = int( floor(stepFig * 0.5) ); - - vec2 smpUV = getProbeSampleUV( smpDir, light_probe_rotation, light_probe_offset.xy ); - vec4 result = vec4(0.0); - - vec3 smpDirOfs = (maxRough == roughU) ? 0.01 * tanFrame[0] : 0.01 * tanFrame[1]; - vec2 stepPos = getProbeSampleUV(normalize(smpDir + smpDirOfs), light_probe_rotation, light_probe_offset.xy); - vec2 stepNeg = getProbeSampleUV(normalize(smpDir - smpDirOfs), light_probe_rotation, light_probe_offset.xy); - stepPos -= smpUV; stepNeg -= smpUV; - stepPos *= texSize; stepNeg *= texSize; - - // This ensures that we step along a size that makes sense even if one of the two - // sammpling directions wraps around the edges of the IBL texture. - smpDirOfs /= min( length(stepPos), length(stepNeg) ); - smpDirOfs *= ratio / stepFig; - - float sigma = mix(0.0, 2.0, ratio / 27.0); - sigma *= sigma; - - float wt = (1.0 / (ratio - 1.0)) + 1.0; - result.xyz += wt * getProbeWeightedSample( smpDir, lodMin, minRough, tanFrame[2] ); - result.w += wt; - for (int i = 0; i < numSteps; ++i) - { - wt = sigma / (sigma + float(i * i)); - vec2 uv0 = getProbeSampleUV(normalize(smpDir + smpDirOfs * float(i)), light_probe_rotation, light_probe_offset.xy); - vec2 uv1 = getProbeSampleUV(normalize(smpDir - smpDirOfs * float(i)), light_probe_rotation, light_probe_offset.xy); - result.xyz += wt * textureProbe( light_probe, uv0 , lodMin ); - result.w += wt; - result.xyz += wt * textureProbe( light_probe, uv1 , lodMin ); - result.w += wt; - } - - result /= result.w; - return result.xyz; -} - -vec4 sampleDiffuse( mat3 tanFrame ) +vec4 sampleDiffuse(mat3 tanFrame) { - if ( light_probe_props.w < 0.005 ) - return vec4( 0.0 ); + if (light_probe_props.w < 0.005) + return vec4(0.0); - return vec4( light_probe_props.w * getProbeWeightedSample( tanFrame[2], light_probe_offset.w - 2.65149613, 1.0, tanFrame[2] ), 1.0 ); + return vec4(light_probe_props.w * getProbeWeightedSample(tanFrame[2], light_probe_offset.w - 2.65149613, 1.0, tanFrame[2]), 1.0 ); } -vec4 sampleDiffuseCustomMaterial( vec3 normal, vec3 worldPos, float aoFactor ) +vec4 sampleDiffuseCustomMaterial(vec3 normal, vec3 worldPos, float aoFactor) { - - mat3 tanFrame = tangentFrame( normal, worldPos ); - return sampleDiffuse( tanFrame ); + mat3 tanFrame = tangentFrame(normal, worldPos); + return sampleDiffuse(tanFrame); } -vec4 sampleGlossyAniso( mat3 tanFrame, vec3 viewDir, float roughU, float roughV ) +vec4 sampleGlossy(mat3 tanFrame, vec3 viewDir, float roughness) { - if ( light_probe_props.w < 0.005 ) - return vec4( 0.0 ); + if (light_probe_props.w < 0.005) + return vec4(0.0); - float sigmaU = smoothstep( 0.0, 1.0, clamp(roughU, 0.0001, 1.0) ); - float sigmaV = smoothstep( 0.0, 1.0, clamp(roughV, 0.0001, 1.0) ); + float sigma = smoothstep(0.0, 1.0, clamp(roughness, 0.0001, 1.0)); vec3 ret = vec3(0, 0, 0); - vec3 smpDir = reflect( -viewDir, tanFrame[2] ); - float sigma = sqrt(sigmaU * sigmaV); + vec3 smpDir = reflect(-viewDir, tanFrame[2]); // Compute the Geometric occlusion/self-shadowing term - float NdotL = clamp( dot( smpDir, tanFrame[2] ), 0.0, 0.999995); + float NdotL = clamp(dot(smpDir, tanFrame[2]), 0.0, 0.999995); float k = sigma * 0.31830988618; // roughness / pi - float Gl = clamp( (NdotL / (NdotL*(1.0-k) + k) + (1.0 - k*k)) * 0.5, 0.0, 1.0 ); + float Gl = clamp((NdotL / (NdotL*(1.0-k) + k) + (1.0 - k*k)) * 0.5, 0.0, 1.0 ); vec3 outColor; - outColor = getProbeAnisoSample( smpDir, sigmaU, sigmaV, tanFrame ); - - return vec4( light_probe_props.w * Gl * outColor, 1.0 ); -} + outColor = getProbeSample(smpDir, sigma, tanFrame[2]); -vec4 sampleGlossy( mat3 tanFrame, vec3 viewDir, float roughness ) -{ - return sampleGlossyAniso( tanFrame, viewDir, roughness, roughness ); -} - -vec4 sampleGlossyCustomMaterial( vec3 normal, vec3 worldPos, vec3 viewDir, float roughness ) -{ - mat3 tanFrame = tangentFrame( normal, worldPos ); - return sampleGlossy( tanFrame, viewDir, roughness ); + return vec4(light_probe_props.w * Gl * outColor, 1.0); } #endif |