Merge pull request #3804 from supertuxkart/feature/raytracer-reflexion

Enable Space Screen Raytracer for real time reflections
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samuncle 2019-06-25 20:44:21 +02:00 committed by GitHub
commit 000fe8cf4e
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6 changed files with 139 additions and 8 deletions

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@ -1,5 +1,6 @@
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2D albedo;
#ifdef GL_ES
layout (location = 0) out vec4 Diff;
@ -14,6 +15,91 @@ out vec4 Spec;
#stk_include "utils/DiffuseIBL.frag"
#stk_include "utils/SpecularIBL.frag"
vec3 getXcYcZc(int x, int y, float zC)
{
// We use perspective symetric projection matrix hence P(0,2) = P(1, 2) = 0
float xC= (2. * (float(x)) / u_screen.x - 1.) * zC / u_projection_matrix[0][0];
float yC= (2. * (float(y)) / u_screen.y - 1.) * zC / u_projection_matrix[1][1];
return vec3(xC, yC, zC);
}
float makeLinear(float f, float n, float z)
{
return (2 * n) / (f + n - z * (f - n));
}
vec3 CalcViewPositionFromDepth(in vec2 TexCoord, in sampler2D DepthMap)
{
// Combine UV & depth into XY & Z (NDC)
float z = makeLinear(1000.0, 1.0, textureLod(DepthMap, TexCoord, 0.).x);
vec3 rawPosition = vec3(TexCoord, z);
// Convert from (0, 1) range to (-1, 1)
vec4 ScreenSpacePosition = vec4( rawPosition * 2 - 1, 1);
// Undo Perspective transformation to bring into view space
vec4 ViewPosition = u_inverse_projection_matrix * ScreenSpacePosition;
// Perform perspective divide and return
return ViewPosition.xyz / ViewPosition.w;
}
float GetVignette(float factor)
{
vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
float vignette = 1. - dot(inside, inside) * 5;
return clamp(pow(vignette, factor), 0., 1.0);
}
vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D DepthMap, in vec3 fallback, float spread)
{
dir *= 0.25f;
for(int i = 0; i < 8; ++i) {
hitCoord += dir;
vec4 projectedCoord = u_projection_matrix * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
float depth = CalcViewPositionFromDepth(projectedCoord.xy, DepthMap).z;
dDepth = hitCoord.z - depth;
if(dDepth < 0.0)
{
// Texture wrapping to extand artifcially the range of the lookup texture
// FIXME can be improved to lessen the distortion
projectedCoord.y = min(.99, projectedCoord.y);
projectedCoord.x = min(.99, projectedCoord.x);
projectedCoord.x = max(.01, projectedCoord.x);
// We want only reflection on nearly horizontal surfaces
float cutout = dot(dir, vec3(0., 0., -1.));
if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0)
&& (projectedCoord.y > 0.0 && projectedCoord.y < 1.0)
&& (cutout > 10)
)
{
// FIXME We need to generate mipmap to take into account the gloss map
vec3 finalColor = textureLod(albedo, projectedCoord.xy, spread).rgb;
//return finalColor;
return mix(fallback, finalColor, GetVignette(4.));
}
else
{
return fallback;
}
}
}
return fallback;
}
// Main ===================================================================
void main(void)
{
vec2 uv = gl_FragCoord.xy / u_screen;
@ -25,7 +111,39 @@ void main(void)
vec4 xpos = getPosFromUVDepth(vec3(uv, z), u_inverse_projection_matrix);
vec3 eyedir = -normalize(xpos.xyz);
// Extract roughness
float specval = texture(ntex, uv).z;
#ifdef GL_ES
Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
#else
// :::::::: Compute Space Screen Reflection ::::::::::::::::::::::::::::::::::::
float lineardepth = textureLod(dtex, uv, 0.).x;
// Fallback (if the ray can't find an intersection we display the sky)
vec3 fallback = .25 * SpecularIBL(normal, eyedir, specval);
float View_Depth = makeLinear(1000.0, 1.0, lineardepth);
vec3 ScreenPos = xpos.xyz;
vec4 View_Pos = u_inverse_projection_matrix * vec4(ScreenPos, 1.0f);
View_Pos /= View_Pos.w;
// Reflection vector
vec3 reflected = normalize(reflect(eyedir, normal));
// Ray cast
vec3 hitPos = View_Pos.xyz;
float dDepth;
float minRayStep = 100.0f;
vec3 outColor = RayCast(reflected * max(minRayStep, -xpos.z),
hitPos, dDepth, dtex, fallback, 0.0);
// TODO temporary measure the lack of mipmaping for RTT albedo
// Implement it in proper way
outColor = mix(fallback, outColor, specval);
Spec = vec4(outColor.rgb, 1.0);
#endif
}

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@ -21,6 +21,7 @@ void main()
// Metallic map is stored in normal color framebuffer .w
// Emit map is stored in diffuse color framebuffer.w
float metallicMapValue = texture(normal_color, tc).w;
float specMapValue = texture(normal_color, tc).z;
float emitMapValue = diffuseMatColor.w;
float ao = texture(ssao_tex, tc).x;
@ -28,7 +29,12 @@ void main()
vec3 SpecularComponent = texture(specular_map, tc).xyz;
vec3 diffuse_color_for_mix = diffuseMatColor.xyz * 4.0;
// FIXME enable this once the fallback shader is properly done!!!
//vec3 metallicMatColor = mix(vec3(specMapValue), diffuse_color_for_mix, metallicMapValue);
vec3 metallicMatColor = mix(vec3(0.04), diffuse_color_for_mix, metallicMapValue);
// END FIXME
vec3 tmp = DiffuseComponent * mix(diffuseMatColor.xyz, vec3(0.0), metallicMapValue) + (metallicMatColor * SpecularComponent);
vec3 emitCol = diffuseMatColor.xyz + (diffuseMatColor.xyz * diffuseMatColor.xyz * emitMapValue * emitMapValue * 10.0);

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@ -19,5 +19,5 @@ void main(void)
vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
Diff = vec4(0.25 * DiffuseIBL(normal), 1.);
Spec = vec4(0., 0., 0., 1.);
Spec = vec4(0.031, 0.106, 0.173, 1.);
}

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@ -168,7 +168,7 @@ public:
};
// ============================================================================
class IBLShader : public TextureShader<IBLShader, 3>
class IBLShader : public TextureShader<IBLShader, 4>
{
public:
IBLShader()
@ -178,7 +178,8 @@ public:
assignUniforms();
assignSamplerNames(0, "ntex", ST_NEAREST_FILTERED,
1, "dtex", ST_NEAREST_FILTERED,
2, "probe", ST_TRILINEAR_CUBEMAP);
2, "probe", ST_TRILINEAR_CUBEMAP,
3, "albedo",ST_NEAREST_FILTERED);
} // IBLShader
}; // IBLShader
@ -293,7 +294,8 @@ static void renderPointLights(unsigned count,
// ----------------------------------------------------------------------------
void LightingPasses::renderEnvMap(GLuint normal_depth_texture,
GLuint depth_stencil_texture,
GLuint specular_probe)
GLuint specular_probe,
GLuint albedo_buffer)
{
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
@ -317,7 +319,8 @@ void LightingPasses::renderEnvMap(GLuint normal_depth_texture,
IBLShader::getInstance()->setTextureUnits(
normal_depth_texture,
depth_stencil_texture,
specular_probe);
specular_probe,
albedo_buffer);
IBLShader::getInstance()->setUniforms();
}
@ -426,6 +429,7 @@ void LightingPasses::updateLightsInfo(scene::ICameraSceneNode * const camnode,
void LightingPasses::renderLights( bool has_shadow,
GLuint normal_depth_texture,
GLuint depth_stencil_texture,
GLuint albedo_texture,
const FrameBuffer* shadow_framebuffer,
GLuint specular_probe)
{
@ -433,7 +437,8 @@ void LightingPasses::renderLights( bool has_shadow,
ScopedGPUTimer timer(irr_driver->getGPUTimer(Q_ENVMAP));
renderEnvMap(normal_depth_texture,
depth_stencil_texture,
specular_probe);
specular_probe,
albedo_texture);
}
// Render sunlight if and only if track supports shadow

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@ -34,7 +34,8 @@ private:
void renderEnvMap(GLuint normal_depth_texture,
GLuint depth_stencil_texture,
GLuint specular_probe);
GLuint specular_probe,
GLuint albedo_buffer);
/** Generate diffuse and specular map */
void renderSunlight(const core::vector3df &direction,
@ -50,6 +51,7 @@ public:
void renderLights( bool has_shadow,
GLuint normal_depth_texture,
GLuint depth_stencil_texture,
GLuint albedo_texture,
const FrameBuffer* shadow_framebuffer,
GLuint specular_probe);
void renderLightsScatter(GLuint depth_stencil_texture,

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@ -275,10 +275,10 @@ void ShaderBasedRenderer::renderSceneDeferred(scene::ICameraSceneNode * const ca
{
specular_probe = m_skybox->getSpecularProbe();
}
m_lighting_passes.renderLights( hasShadow,
m_rtts->getRenderTarget(RTT_NORMAL_AND_DEPTH),
m_rtts->getDepthStencilTexture(),
m_rtts->getRenderTarget(RTT_COLOR),
m_rtts->getShadowFrameBuffer(),
specular_probe);
PROFILER_POP_CPU_MARKER();