source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg @ 3314

Revision 3314, 14.0 KB checked in by mattausch, 15 years ago (diff)

reverted to old sampling scheme

Line 
1#include "../shaderenv.h"
2#include "common.h"
3
4////////////////////
5// Screen Spaced Ambient Occlusion shader
6// based on shader of Alexander Kusternig
7
8
9#define USE_EYESPACE_DEPTH 1
10
11
12struct fragment
13{
14        float2 texCoord: TEXCOORD0;
15        float3 view: TEXCOORD1;
16};
17
18
19struct pixel
20{
21        float4 illum_col: COLOR0;
22};
23
24// this function is inspired from the paper of shamulgaan in order
25// to get a physical expression for the occlusion culling
26inline float occlusionPower(float radius, float dist)
27{
28        return 6.283185307179586476925286766559f * (1.0f - cos(asin(radius / dist)));
29}
30
31
32
33// reconstruct world space position
34inline float3 ReconstructSamplePos(float eyeSpaceDepth,
35                                                                   float2 texcoord,
36                                                                   float3 bl, float3 br, float3 tl, float3 tr)
37{
38        float3 viewVec = Interpol(texcoord, bl, br, tl, tr);
39        float3 samplePos = -viewVec * eyeSpaceDepth;
40
41        return samplePos;
42}
43
44
45
46/** This shader computes the reprojection and stores
47        the ssao value of the old pixel as well as the
48        weight of the pixel in the new frame.
49*/
50inline float2 temporalSmoothing(float4 worldPos,
51                                                                float eyeSpaceDepth,
52                                                                float2 texcoord0,
53                                                                float3 oldEyePos,
54                                                                sampler2D oldTex,
55                                                                float4x4 oldModelViewProj,
56                                                                sampler2D colors,
57                                                                float3 projPos,
58                                                                float invW,
59                                                                float3 oldbl,
60                                                                float3 oldbr,
61                                                                float3 oldtl,
62                                                                float3 oldtr,
63                                                                float3 diffVec
64                                                                )
65{
66        // compute position from old frame for dynamic objects + translational portion
67        const float3 translatedPos = diffVec - oldEyePos + worldPos.xyz;
68
69
70        /////////////////
71        //-- reproject into old frame and calculate texture position of sample in old frame
72
73        // note: the old model view matrix only holds the view orientation part
74        float4 backProjPos = mul(oldModelViewProj, float4(translatedPos, 1.0f));
75        backProjPos /= backProjPos.w;
76       
77        // fit from unit cube into 0 .. 1
78        const float2 oldTexCoords = backProjPos.xy * 0.5f + 0.5f;
79        // retrieve the sample from the last frame
80        const float4 oldPixel = tex2Dlod(oldTex, float4(oldTexCoords, .0f, .0f));
81
82        // the ssao value in the old frame
83        const float ssao = oldPixel.x;
84
85        // calculate eye space position of sample in old frame
86        const float oldEyeSpaceDepth = oldPixel.w;
87
88        // vector from eye pos to old sample
89        const float3 viewVec = Interpol(oldTexCoords, oldbl, oldbr, oldtl, oldtr);
90        const float invLen = 1.0f / length(viewVec);
91        const float projectedEyeSpaceDepth = invLen * length(translatedPos);
92        //const float projectedEyeSpaceDepth = length(translatedPos);
93       
94        const float depthDif = abs(1.0f - oldEyeSpaceDepth / projectedEyeSpaceDepth);
95
96        // the weight of the accumulated samples from the previous frames
97        float w;
98
99        //////////////
100        //-- reuse old value only if it was still valid in the old frame
101
102        if (1
103                && (oldTexCoords.x > 0) && (oldTexCoords.x < 1.0f)
104                && (oldTexCoords.y > 0) && (oldTexCoords.y < 1.0f)
105                && (depthDif <= MIN_DEPTH_DIFF)
106                )
107        {
108                // pixel valid => retrieve the convergence weight
109                w = oldPixel.y;
110        }
111        else
112        {       
113                w = 0.0f;
114        }
115
116        return float2(ssao, w);
117}
118
119
120/** The ssao shader returning the an intensity value between 0 and 1
121        This version of the ssao shader uses the dotproduct between pixel and
122        sample normal as weight.
123*/
124float3 ssao2(fragment IN,
125                         sampler2D colors,
126                         sampler2D noiseTex,
127                         float2 samples[NUM_SAMPLES],
128                         float3 normal,
129                         float3 centerPosition,
130                         float scaleFactor,
131                         float3 bl,
132                         float3 br,
133                         float3 tl,
134                         float3 tr,
135                         float3 viewDir,
136                         sampler2D normalTex,
137                         float sampleIntensity
138                         )
139{
140        float total_ao = .0f;
141        float numSamples = .0f;
142        float validSamples = .0f;
143
144        for (int i = 0; i < NUM_SAMPLES; ++ i)
145        {
146                const float2 offset = samples[i];
147
148#if 1
149                ////////////////////
150                //-- add random noise: reflect around random normal vector (rather slow!)
151
152                const float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
153                const float2 offsetTransformed = myreflect(offset, mynoise);
154#else
155                const float2 offsetTransformed = offset;
156#endif
157                // weight with projected coordinate to reach similar kernel size for near and far
158                //const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor + jitter;
159                const float2 texcoord = IN.texCoord.xy + offsetTransformed * scaleFactor;
160
161                //if ((texcoord.x <= 1.0f) && (texcoord.x >= 0.0f) && (texcoord.y <= 1.0f) && (texcoord.y >= 0.0f)) ++ numSamples;
162                float4 sampleColor = tex2Dlod(colors, float4(texcoord, 0, 0));
163
164                const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
165                // the normal of the current sample
166                const float3 sampleNormal = tex2Dlod(normalTex, float4(texcoord, 0, 0)).xyz;
167
168
169                ////////////////
170                //-- compute contribution of sample using the direction and angle
171
172                float3 dirSample = samplePos - centerPosition;
173
174                const float sqrLen = max(SqrLen(dirSample), 1e-2f);
175                const float lengthToSample = sqrt(sqrLen);
176                //const float lengthToSample = max(length(dirSample), 1e-6f);
177
178                dirSample /= lengthToSample; // normalize
179
180                // angle between current normal and direction to sample controls AO intensity.
181                float cosAngle = .5f + dot(sampleNormal, -normal) * 0.5f;
182                // use binary decision to cull samples that are behind current shading point
183                cosAngle *= step(0.0f, dot(dirSample, normal));
184       
185                const float aoContrib = sampleIntensity / sqrLen;
186                //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
187
188                total_ao += cosAngle * aoContrib;
189
190                // check if the samples have been valid in the last frame
191                validSamples += (1.0f - step(1.0f, lengthToSample)) * sampleColor.x;
192
193                ++ numSamples;
194        }
195
196        total_ao /= numSamples;
197
198#if 1
199        // if surface normal perpenticular to view dir, approx. half of the samples will not count
200        // => compensate for this (on the other hand, projected sampling area could be larger!)
201        const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
202        total_ao += cosAngle * aoContrib * viewCorrection;
203
204#endif
205
206        return float3(max(0.0f, 1.0f - total_ao), validSamples, numSamples);
207}
208
209
210/** The ssao shader returning the an intensity value between 0 and 1.
211        This version of the ssao shader uses the dotproduct between
212        pixel-to-sample direction and sample normal as weight.
213
214    The algorithm works like the following:
215        1) Check in a circular area around the current position.
216        2) Shoot vectors to the positions there, and check the angle to these positions.
217        3) Summing up these angles gives an estimation of the occlusion at the current position.
218*/
219float3 ssao(fragment IN,
220                        sampler2D colors,
221                        sampler2D noiseTex,
222                        float2 samples[NUM_SAMPLES],
223                        float3 normal,
224                        float3 centerPosition,
225                        float scaleFactor,
226                        float3 bl,
227                        float3 br,
228                        float3 tl,
229                        float3 tr,
230                        float3 viewDir,
231                        float convergence,
232                        float sampleIntensity,
233                        bool isMovingObject
234                        )
235{
236        float total_ao = .0f;
237        float validSamples = .0f;
238        float numSamples = .0f;
239
240        for (int i = 0; i < NUM_SAMPLES; ++ i)
241        {
242                float2 offset;
243
244                ////////////////////
245                //-- add random noise: reflect around random normal vector
246                //-- (affects performance for some reason!)
247
248                if (convergence < SSAO_CONVERGENCE_THRESHOLD)
249                {
250                        float2 mynoise = tex2Dlod(noiseTex, float4(IN.texCoord * 4.0f, 0, 0)).xy;
251                        //offset = myreflect(samples[i], mynoise);
252                        offset = myrotate(samples[i], mynoise.x);
253                }
254                else
255                {
256                        offset = samples[i];
257                }
258               
259                // weight with projected coordinate to reach similar kernel size for near and far
260                const float2 texcoord = IN.texCoord.xy + offset * scaleFactor;
261
262                const float4 sampleColor = tex2Dlod(colors, float4(texcoord, .0f, .0f));
263                const float3 samplePos = ReconstructSamplePos(sampleColor.w, texcoord, bl, br, tl, tr);
264               
265
266                ////////////////
267                //-- compute contribution of sample using the direction and angle
268
269                float3 dirSample = samplePos - centerPosition;
270
271                //const float sqrLen = max(SqrLen(dirSample), 1e-2f);
272                //const float lengthToSample = sqrt(sqrLen);
273                const float lengthToSample =  max(length(dirSample), 1e-2f);
274
275                dirSample /= lengthToSample; // normalize
276
277                // angle between current normal and direction to sample controls AO intensity.
278                float cosAngle = dot(dirSample, normal);
279
280                //const float aoContrib = sampleIntensity / sqrLen;
281                const float aoContrib = sampleIntensity / lengthToSample;
282                //const float aoContrib = (1.0f > lengthToSample) ? occlusionPower(9e-2f, DISTANCE_SCALE + lengthToSample): .0f;
283
284                total_ao += max(cosAngle, 0) * aoContrib;
285
286                ++ numSamples;
287
288                // check if the samples have been valid in the last frame
289                // only mark sample as invalid if in the last / current frame
290                // they possibly have any influence on the ao
291                const float changeFactor = sampleColor.y;
292                const float pixelValid = sampleColor.x;
293
294                // we check if the sample could have been near enough to the current pixel
295                // to have any influence in the current or last frame
296#if 0
297                const float tooFarAway = step(0.5f, lengthToSample - changeFactor);
298                validSamples = max(validSamples, (1.0f - tooFarAway) * pixelValid * step(-0.1f, cosAngle));
299#else
300                validSamples = max(validSamples, pixelValid);
301#endif
302
303#ifdef USE_GTX
304                // we can bail out early and use a minimal #samples)
305                // if some conditions are met as long as the hardware supports it
306                if (numSamples >= MIN_SAMPLES)
307                {
308                        //break;
309                        // if the pixel belongs to a static object and all the samples stay valid in the current frame
310                        if (!isMovingObject && (validSamples < 1.0f)) break;
311                        // if the pixel belongs to a dynamic object but the #accumulated samples for this pixel is sufficiently high
312                        // (=> there was no discontinuity recently)
313                        else if (isMovingObject && (convergence > NUM_SAMPLES * 5)) break;
314                }
315#endif
316        }
317
318        // "normalize" ao contribution
319        total_ao /= numSamples;
320
321#if 1
322        // if surface normal perpenticular to view dir, approx. half of the samples will not count
323        // => compensate for this (on the other hand, projected sampling area could be larger!)
324        const float viewCorrection = 1.0f + VIEW_CORRECTION_SCALE * max(dot(viewDir, normal), 0.0f);
325        total_ao *= viewCorrection;
326#endif
327
328        //return float3(total_ao, validSamples, numSamples);
329        return float3(min(1.0f, total_ao), validSamples, numSamples);
330}
331
332
333
334/** The mrt shader for screen space ambient occlusion
335*/
336pixel main(fragment IN,
337                   uniform sampler2D colors,
338                   uniform sampler2D normals,
339                   uniform sampler2D noiseTex,
340                   uniform float2 samples[NUM_SAMPLES],
341                   uniform sampler2D oldTex,
342                   uniform float4x4 modelViewProj,
343                   uniform float4x4 oldModelViewProj,
344                   uniform float temporalCoherence,
345                   uniform float3 bl,
346                   uniform float3 br,
347                   uniform float3 tl,
348                   uniform float3 tr,
349                   uniform float3 oldEyePos,
350                   uniform float3 oldbl,
351                   uniform float3 oldbr,
352                   uniform float3 oldtl,
353                   uniform float3 oldtr,
354                   uniform sampler2D attribsTex,
355                   uniform float kernelRadius,
356                   uniform float sampleIntensity
357                   )
358{
359        pixel OUT;
360
361        //const float3 normal = normalize(tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz);
362        const float3 normal = tex2Dlod(normals, float4(IN.texCoord, 0 ,0)).xyz;
363
364        // reconstruct position from the eye space depth
365        const float3 viewDir = IN.view;
366        const float eyeSpaceDepth = tex2Dlod(colors, float4(IN.texCoord, 0, 0)).w;
367        const float4 eyeSpacePos = float4(-viewDir * eyeSpaceDepth, 1.0f);
368
369        float3 diffVec = tex2Dlod(attribsTex, float4(IN.texCoord, 0, 0)).xyz;
370       
371
372        ////////////////
373        //-- calculcate the current projected posiion (also used for next frame)
374       
375        float4 projPos = mul(modelViewProj, eyeSpacePos);
376        const float invw = 1.0f / projPos.w;
377        projPos *= invw;
378        float scaleFactor = kernelRadius * invw;
379
380        const float sqrMoveSpeed = SqrLen(diffVec);
381        const bool isMovingObject = (sqrMoveSpeed > DYNAMIC_OBJECTS_THRESHOLD);
382
383       
384        /////////////////
385        //-- compute temporal reprojection
386
387        float2 temporalVals = temporalSmoothing(eyeSpacePos, eyeSpaceDepth, IN.texCoord, oldEyePos,
388                                                oldTex, oldModelViewProj,
389                                                                                        colors,
390                                                                                        projPos.xyz,
391                                                                                        invw,
392                                                                                        oldbl, oldbr, oldtl, oldtr,
393                                                                                        diffVec
394                                                                                        );
395
396        const float oldSsao = temporalVals.x;
397        float oldWeight = temporalVals.y;
398       
399        float3 ao;
400
401        // cull background note: this should be done with the stencil buffer
402        if (eyeSpaceDepth < DEPTH_THRESHOLD)
403        {
404                ao = ssao(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), oldWeight, sampleIntensity, isMovingObject);
405                //ao = ssao2(IN, colors, noiseTex, samples, normal, eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir), normals, sampleIntensity);
406        }
407        else
408        {
409                 ao = float3(1.0f, 1.0f, 1.0f);
410        }
411
412       
413        ///////////
414        //-- check if we have to reset pixel because one of the sample points was invalid
415        //-- only do this if the current pixel does not belong to a moving object
416
417        // the weight equals the number of sampled shot in this pass
418        const float newWeight = ao.z;
419
420        // completely reset the ao in this pixel
421        const float completelyResetThres = 20.0f;
422        // don't fully reset the ao in this pixel, but give low weight to old solution
423        const float partlyResetThres = 1.0f;
424       
425        if (!isMovingObject)
426        {
427                if (ao.y > completelyResetThres)
428                {
429                        oldWeight = .0f;
430                }
431                else if (ao.y > partlyResetThres)
432                {
433                        oldWeight = min(oldWeight, 4.0f * newWeight);
434                        //oldWeight = .0f;
435                }
436        }
437
438        //////////
439        //-- blend ao between old and new samples (and avoid division by zero)
440
441        OUT.illum_col.x = (ao.x * newWeight + oldSsao * oldWeight);// / (newWeight + oldWeight);//max(1e-6f, newWeight + oldWeight);
442
443        OUT.illum_col.x /= (newWeight + oldWeight);
444
445        // the new weight for the next frame
446        const float combinedWeight = clamp(newWeight + oldWeight, .0f, temporalCoherence);
447
448        OUT.illum_col.y = combinedWeight;
449        // can be used to check if this pixel belongs to a moving object
450        OUT.illum_col.z = SqrLen(diffVec);
451        OUT.illum_col.w = eyeSpaceDepth;
452
453        //OUT.illum_col.yzw = diffVec;
454
455        return OUT;
456}
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