source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/globillum.cg @ 3019

Revision 3019, 7.0 KB checked in by mattausch, 16 years ago (diff)

detected memory leaks mainly in shadowmapping!!
strange problems with deferred rendering, seems to be uninitialized sometimes (solved?)

Line 
1////////////////////
2// SSAO + color bleeding shader
3// based on shader of Alexander Kusternig
4
5#include "../shaderenv.h"
6
7
8struct fragment
9{
10        float2 texCoord: TEXCOORD0;
11        float3 view: TEXCOORD1;
12};
13
14
15struct pixel2
16{
17        float4 ssao_col: COLOR0;
18        float4 illum_col: COLOR1;
19};
20
21
22struct pixel
23{
24        float4 illum_col: COLOR0;
25};
26
27
28float2 myreflect(float2 pt, float2 n)
29{
30        // distance to plane
31        float d = dot(n, pt);
32        // reflect around plane
33        float2 rpt = pt - d * 2.0f * n;
34        return rpt;
35}
36
37struct GiStruct
38{
39        float3 illum;
40        float2 ao;
41};
42
43
44
45inline float3 Interpol(float2 w, float3 bl, float3 br, float3 tl, float3 tr)
46{
47        float3 x1 = lerp(bl, tl, w.y);
48        float3 x2 = lerp(br, tr, w.y);
49        float3 v = lerp(x1, x2, w.x);
50
51        return v;
52}
53
54
55/** Computes  diffuse reflections + ambient occlusion
56*/
57GiStruct globIllum(fragment IN,
58                                   uniform sampler2D colors,
59                                   uniform sampler2D noiseTexture,
60                                   uniform float2 samples[NUM_SAMPLES],
61                                   uniform float3 currentNormal,
62                                   uniform float3 centerPosition,
63                                   float w,
64                                   uniform float3 bl,
65                                   uniform float3 br,
66                                   uniform float3 tl,
67                                   uniform float3 tr
68                                   , uniform float3 viewDir
69                                   )
70{
71        GiStruct gi;
72
73        // Check in a circular area around the current position.
74        // Shoot vectors to the positions there, and check the angle to these positions.
75        // Summing up these angles gives an estimation of the occlusion at the current position.
76
77        // ao is in stored in the w component
78        float3 total_color = float3(0, 0, 0);
79        float total_ao = 0.0f;
80        float numSamples = 0.0f;
81
82        ////////////
83        //-- the main sampling loop
84
85        for (int i = 0; i < NUM_SAMPLES; i ++)
86        {
87                const float2 offset = samples[i];
88
89#if 1
90                ////////////////////
91                // add random noise: reflect around random normal vector (warning: slow!)
92                float2 mynoise = tex2D(noiseTexture, IN.texCoord.xy).xy;
93                float2 offsetTransformed = myreflect(offset, mynoise);
94#else
95                float2 offsetTransformed = offset;
96#endif
97                // weight with projected coordinate to reach similar kernel size for near and far
98                float2 texcoord = IN.texCoord.xy + offsetTransformed * w;
99
100                //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
101
102
103                //////////
104                //-- reconstruct world space position from sample
105
106                //const float4 sample = tex2Dlod(colors, float4(texcoord, 0, 0));
107                const float4 sample = tex2D(colors, texcoord);
108
109                const float eyeSpaceDepth = sample.w;
110                float3 rotView = Interpol(texcoord, bl, br, tl, tr);
111               
112                const float3 samplePos = - rotView * eyeSpaceDepth;
113                const float3 sampleCol = sample.xyz;
114
115                // distance between current position and sample position controls AO intensity.
116
117                float3 dirSample = samplePos - centerPosition.xyz;
118                const float magSample = length(dirSample);
119                // normalize
120                dirSample /= magSample;
121
122                // use angle between current normal and direction to sample controls AO intensity.
123                float cosAngle = max(dot(dirSample, currentNormal), 0);
124
125                const float denom = (DISTANCE_SCALE + magSample * magSample);
126
127                float2 intensity = float2(SAMPLE_INTENSITY, ILLUM_INTENSITY);
128                intensity /= denom;
129
130                // if normal perpenticular to view dir, only the samples approx count half
131#if 1
132                const float viewCorrect = 1.0f + VIEW_CORRECTION_SCALE * dot(viewDir, currentNormal);
133       
134                total_ao += cosAngle * intensity.x * viewCorrect;
135                total_color += cosAngle * intensity.y * sampleCol * viewCorrect;
136#else
137                total_ao += cos_angle * intensity.x;
138                total_color += cos_angle * intensity.y * sampleCol;
139#endif
140        }
141
142        gi.illum = total_color;
143        gi.ao = float2(max(0.0f, 1.0f - total_ao), numSamples);
144
145        return gi;
146}
147
148
149
150pixel2 main(fragment IN,
151                   uniform sampler2D colors,
152                   uniform sampler2D normals,
153                   uniform sampler2D noiseTexture,
154                   uniform float2 samples[NUM_SAMPLES],
155                   uniform sampler2D oldSsaoTex,
156                   uniform sampler2D oldIllumTex,
157                   const uniform float4x4 oldModelViewProj,
158                   const uniform float4x4 modelViewProj,
159                   uniform float temporalCoherence,
160                   uniform float3 eyePos,
161                   uniform float3 bl,
162                   uniform float3 br,
163                   uniform float3 tl,
164                   uniform float3 tr
165                   )
166{
167        pixel2 OUT;
168
169        float4 norm = tex2Dlod(normals, float4(IN.texCoord, 0 ,0));
170        float3 normal = normalize(norm.xyz);   
171
172       
173        /////////////
174        //-- reconstruct position from the eye space depth
175
176        float3 viewDir = IN.view;
177        const float eyeDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
178       
179        const float3 eyeSpacePos = -viewDir * eyeDepth;
180
181        const float3 centerPosition = eyePos + eyeSpacePos;
182        const float4 realPos = float4(centerPosition, 1.0f);
183
184        // calculcate the current projected depth for next frame
185        float4 currentPos = mul(modelViewProj, realPos);
186        const float w = SAMPLE_RADIUS / currentPos.w;
187        currentPos /= currentPos.w;
188        const float currentDepth = currentPos.z * 1e-3f;
189
190        ///////////
191        //-- compute color bleeding + ao
192
193        GiStruct gi = globIllum(IN, colors, noiseTexture, samples, normal, eyeSpacePos, w, bl, br, tl, tr, normalize(IN.view));
194       
195
196        /////////////////
197        //-- compute temporally smoothing
198
199       
200        // reprojection new frame into old one
201        // calculate projected depth
202        float4 projPos = mul(oldModelViewProj, realPos);
203        projPos /= projPos.w;
204
205        // the current depth projected into the old frame
206        const float projDepth = projPos.z * 1e-3f;
207
208        // fit from unit cube into 0 .. 1
209        float2 tex = projPos.xy * 0.5f + 0.5f;
210
211        // retrieve the sample from the last frame
212        float3 oldSsao = tex2D(oldSsaoTex, tex);
213        float3 oldIllum = tex2D(oldIllumTex, tex);
214
215        const float oldDepth = oldSsao.z;
216        //const float depthDif = 1.0f - projDepth / oldDepth;
217        const float depthDif = projDepth - oldDepth;
218
219        // the weights that indicate the state of convergence
220        const float oldWeight = clamp(oldSsao.y, .0f, temporalCoherence);
221        float newWeight;
222
223        //const float oldNumSamples = oldSsao.y;
224       
225        if (//(temporalCoherence > 0.0f) &&
226                (tex.x >= 0.0f) && (tex.x < 1.0f) &&
227                (tex.y >= 0.0f) && (tex.y < 1.0f) &&
228                (abs(depthDif) < MIN_DEPTH_DIFF)
229                // check if something changed in the surrounding area
230                //&& (oldNumSamples > 0.2 * gi.ao.y)
231                )
232        {
233                newWeight = oldWeight + 1;
234
235                float4 tmp = float4(gi.ao.x, gi.illum);
236                float4 oldTmp = float4(oldSsao.x, oldIllum);
237
238                float4 interpol = (tmp + oldTmp * oldWeight) / newWeight;
239
240                OUT.ssao_col.x = interpol.x;
241                OUT.illum_col.xyz = interpol.yzw;
242        }
243        else
244        {
245                newWeight = 0;
246
247                OUT.ssao_col.x = gi.ao.x;
248                OUT.illum_col.xyz = gi.illum;
249        }
250
251        OUT.ssao_col.y = newWeight;
252        OUT.ssao_col.z = currentDepth;
253
254        return OUT;
255}
256
257
258pixel combine(fragment IN,
259                          uniform sampler2D colors,
260                          uniform sampler2D ssaoTex,
261                          uniform sampler2D illumTex
262                          )
263{
264        pixel OUT;
265
266        float4 col = tex2Dlod(colors, float4(IN.texCoord, 0, 0));
267        float ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0)).x;
268
269        float3 illum = tex2Dlod(illumTex, float4(IN.texCoord, 0, 0)).xyz;
270
271        OUT.illum_col.xyz = (col.xyz + illum) * ao;
272        //OUT.illum_col.xyz = col.xyz * ao;
273
274        OUT.illum_col.w = col.w;
275
276        return OUT;
277}
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