/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2016 Mario Luzeiro * Copyright (C) 1992-2016 KiCad Developers, see AUTHORS.txt for contributors. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ /** * @file cpostshader_ssao.cpp * @brief Implements a post shader screen space ambient occlusion on software */ #include "cpostshader_ssao.h" #include "../3d_fastmath.h" CPOSTSHADER_SSAO::CPOSTSHADER_SSAO( const CCAMERA &aCamera ) : CPOSTSHADER( aCamera ) { } //https://github.com/OniDaito/CoffeeGL/blob/master/misc/ssao.frag // By martinsh //http://www.gamedev.net/topic/556187-the-best-ssao-ive-seen/?view=findpost&p=4632208 float CPOSTSHADER_SSAO::aoFF( const SFVEC2I &aShaderPos, const SFVEC3F &ddiff, const SFVEC3F &cnorm, int c1, int c2, float aAttShadowFactor ) const { float return_value = -1.0f; const float rd = glm::length( ddiff ); const float shadow_factor_at_shade_pos = aAttShadowFactor * 1.00f; float shadow_factor = shadow_factor_at_shade_pos; const SFVEC2I vr = aShaderPos + SFVEC2I( c1, c2 ); // Calculate a blured shadow based on hit-light test calculation // ///////////////////////////////////////////////////////////////////////// // This limit to the zero of the function (see below) if( (rd > FLT_EPSILON) && (rd < 1.0f) ) { // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLSh4Lyh4LzIrMC41KSkiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC41OTk1NTEyNjc1Njk4MjUiLCIxLjI3Mzk0NjE3NzQxNjI5ODgiLCItMC4xMTQzMjE1NjkyMTMwMTAwOCIsIjEuMDM4NTk5OTM1MzkzODM1MyJdfV0- // zero: 1.0 const float attDistFactor = 1.0f - (rd / (rd / 2.0f + 0.5f)); const float shadow_factor_at_sample = GetShadowFactorAt( vr ); shadow_factor = shadow_factor_at_sample * attDistFactor + (1.0f - attDistFactor) * shadow_factor_at_shade_pos; } //shadow_factor = (1.0f - shadow_factor) / 8.0f; //shadow_factor = (0.66f - ( 1.0f - 1.0f / ( shadow_factor * 2.00f + 1.0f ) )) / 12.0f; //shadow_factor = 0.50f - ( 1.0f - 1.0f / ( shadow_factor * 1.00f + 1.0f ) ); // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIwLjUtKDEuMC0xLjAvKHgqMS4wKzEuMCkpIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiLTAuNTk5NTUxMjY3NTY5ODI1IiwiMS4yNzM5NDYxNzc0MTYyOTg4IiwiLTAuMTE0MzIxNTY5MjEzMDEwMDgiLCIxLjAzODU5OTkzNTM5MzgzNTMiXX1d //shadow_factor = 0.40f - ( 1.0f - 1.0f / ( shadow_factor * 0.67f + 1.0f ) ); // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIwLjQtKDEuMC0xLjAvKHgqMC42NysxLjApKSIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0wLjU5OTU1MTI2NzU2OTgyNSIsIjEuMjczOTQ2MTc3NDE2Mjk4OCIsIi0wLjExNDMyMTU2OTIxMzAxMDA4IiwiMS4wMzg1OTk5MzUzOTM4MzUzIl19XQ-- //shadow_factor = 0.20f - ( 1.0f - 1.0f / ( shadow_factor * 0.25f + 1.0f ) ); // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIwLjItKDEuMC0xLjAvKHgqMC4yNSsxLjApKSIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0wLjU5OTU1MTI2NzU2OTgyNSIsIjEuMjczOTQ2MTc3NDE2Mjk4OCIsIi0wLjExNDMyMTU2OTIxMzAxMDA4IiwiMS4wMzg1OTk5MzUzOTM4MzUzIl19XQ-- //shadow_factor = 1.0f / ( shadow_factor * 15.0f + 3.0f ) - 0.05f; // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLjAvKHgqMTUuMCszLjApLTAuMDUiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC41OTk1NTEyNjc1Njk4MjUiLCIxLjI3Mzk0NjE3NzQxNjI5ODgiLCItMC4xMTQzMjE1NjkyMTMwMTAwOCIsIjEuMDM4NTk5OTM1MzkzODM1MyJdfV0- //shadow_factor = 1.0f / ( shadow_factor * 10.0f + 2.0f ) - 0.08f; // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLjAvKHgqMTAuMCsyLjApLTAuMDgiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC41OTk1NTEyNjc1Njk4MjUiLCIxLjI3Mzk0NjE3NzQxNjI5ODgiLCItMC4xMTQzMjE1NjkyMTMwMTAwOCIsIjEuMDM4NTk5OTM1MzkzODM1MyJdfV0- //shadow_factor = (1.0f / ( shadow_factor * 3.0f + 1.5f ))- 0.22f; // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLjAvKHgqMy4wKzEuNSktMC4yMiIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0wLjU5OTU1MTI2NzU2OTgyNSIsIjEuMjczOTQ2MTc3NDE2Mjk4OCIsIi0wLjExNDMyMTU2OTIxMzAxMDA4IiwiMS4wMzg1OTk5MzUzOTM4MzUzIl19XQ-- //shadow_factor = (1.0f / ( shadow_factor * 1.7f + 1.9f ))- 0.28f; // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoMS4wLyh4KjEuNysxLjkpKS0wLjI4IiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiLTAuNTk5NTUxMjY3NTY5ODI1IiwiMS4yNzM5NDYxNzc0MTYyOTg4IiwiLTAuMTE0MzIxNTY5MjEzMDEwMDgiLCIxLjAzODU5OTkzNTM5MzgzNTMiXX1d //shadow_factor = (shadow_factor - 0.1); //shadow_factor = (1.0f / ( shadow_factor * shadow_factor * 1.7f + 1.1f ))- 0.58f; // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoMS4wLygoeC0wLjEpKih4LTAuMSkqMS43KzEuMSkpLTAuNTgiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC41OTk1NTEyNjc1Njk4MjUiLCIxLjI3Mzk0NjE3NzQxNjI5ODgiLCItMC4xMTQzMjE1NjkyMTMwMTAwOCIsIjEuMDM4NTk5OTM1MzkzODM1MyJdLCJzaXplIjpbNjQ5LDM5OV19XQ-- //shadow_factor = -shadow_factor * shadow_factor * 0.2f + 0.15f; //http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoLXgqMC4yKzAuMTUpIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiLTAuNTk5NTUxMjY3NTY5ODI1IiwiMS4yNzM5NDYxNzc0MTYyOTg4IiwiLTAuMTE0MzIxNTY5MjEzMDEwMDgiLCIxLjAzODU5OTkzNTM5MzgzNTMiXSwic2l6ZSI6WzY0OSwzOTldfV0- shadow_factor = -shadow_factor * shadow_factor * 0.3f + 0.25f; // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoLXgqMC4zKzAuMjUpIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiLTAuNTk5NTUxMjY3NTY5ODI1IiwiMS4yNzM5NDYxNzc0MTYyOTg4IiwiLTAuMTE0MzIxNTY5MjEzMDEwMDgiLCIxLjAzODU5OTkzNTM5MzgzNTMiXSwic2l6ZSI6WzY0OSwzOTldfV0- shadow_factor = glm::max( shadow_factor, -0.06f ); // add some bias // Calculate the edges ambient oclusion // ///////////////////////////////////////////////////////////////////////// //if( (rd > FLT_EPSILON) && (rd < 0.2f) ) // This limit to the zero of the function (see below) //if( rd > FLT_EPSILON ) if( (rd > FLT_EPSILON) && (rd < 1.0f) ) { const SFVEC3F vv = glm::normalize( ddiff ); // Calculate an attenuation distance factor, this was get the best // results by experimentation // Changing this factor will change how much shadow in relation to the // distance of the hit it will be in shadow float attDistFactor = 0.0f; // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLSh4Lyh4LzIrMC4wMTUpKSIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0wLjAzMTM1ODM0NTk2MDIzOTAyIiwiMC4wNDUzODAxMDkzODYzOTI2MyIsIi0wLjAyMjM1MDcxNDk0NzUxMjk0IiwiMC4wMjQ4NzI5NDk4ODExODM0ODIiXX1d // zero: 0.03 //attDistFactor = 1.0f - (rd / (rd/2.0f + 0.015f)); // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLSh4Lyh4LzIrMC4xMCkpIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiLTAuOTI4NjMzODAzMTQ3MTcyOSIsIjAuOTQ0ODYzNjQxODM4OTQ5NyIsIi0wLjE1MjA2MTc2MjkxMzQxMjI4IiwiMS4wMDA4NTk3NDE2OTM0MzI4Il19XQ-- // zero: 0.2 // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIwLjgtKHgvKHgvMiswLjE1KSkiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjAsImVxIjoiLXgqMC4wNSswLjI1IiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiLTAuMjE1NzI4MDU1ODgzMjU4NjYiLCIyLjEyNjE0Mzc1MDM0OTM4ODciLCItMC4wOTM1NDA0NzY0MjczNjA0MiIsIjEuMzQ3NjExNDA0MzMxMTkyNCJdfV0- // zero: 0.2 // attDistFactor = 0.8f - (rd / (rd / 2.0f + 0.15f)); // attDistFactor = glm::max( attDistFactor, -rd * 0.05f + 0.25f ); // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIwLjgtKHgvKHgvMC45MCswLjEzKSkiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjAsImVxIjoiKC14KjAuMiswLjE1KSIsImNvbG9yIjoiIzAwMDAwMCJ9LHsidHlwZSI6MTAwMCwid2luZG93IjpbIi0wLjIxNTcyODA1NTg4MzI1ODY2IiwiMi4xMjYxNDM3NTAzNDkzODg3IiwiLTAuMDkzNTQwNDc2NDI3MzYwNDIiLCIxLjM0NzYxMTQwNDMzMTE5MjQiXSwic2l6ZSI6WzY0OSwzOTldfV0- // zero: 1.0 attDistFactor = 0.8f - (rd / (rd / 0.90f + 0.13f)); // Original: // http://www.fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIoMS0xL3NxcnQoMS8oeCp4KSsxKSkiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC42ODY3NDc3NDcxMDg0MTQyIiwiMy44ODcyMjA2MjQ0Mzk3MzM0IiwiLTAuOTA5NTYyNzcyOTMyNDk2IiwiMS45MDUxODY5OTQxNzQwNTczIl19XQ-- // zero: inf //const float attDistFactor = (1.0f - 1.0f / sqrt( 1.0f / ( rd * rd) + 1.0f) ); //float attDistFactor = 1.0f; const float aaFactor = (1.0f - glm::clamp( glm::dot( GetNormalAt( vr ), -vv ), 0.0f, 1.0f) ) * glm::clamp( glm::dot( cnorm, vv ), 0.0f, 1.0f ) * attDistFactor; return_value = (aaFactor * 1.0f + shadow_factor ) * 1.00f; // Test / Debug code //return_value = glm::max( aaFactor, shadow_factor ); //return_value = aaFactor; } else { return_value = ( 0.0f + shadow_factor ) * 1.00f; // Test / Debug code //return_value = 0.0f; } // Test / Debug code //return glm::clamp( return_value, 0.0f, 1.000f ); //return 0.0f; return return_value; } float CPOSTSHADER_SSAO::giFF( const SFVEC2I &aShaderPos, const SFVEC3F &ddiff, const SFVEC3F &cnorm, int c1, int c2 ) const { if( (ddiff.x > FLT_EPSILON) || (ddiff.y > FLT_EPSILON) || (ddiff.z > FLT_EPSILON) ) { const SFVEC3F vv = glm::normalize( ddiff ); const float rd = glm::length( ddiff ); const SFVEC2I vr = aShaderPos + SFVEC2I( c1, c2 ); return glm::clamp( glm::dot( GetNormalAt( vr ), -vv), 0.0f, 1.0f ) * glm::clamp( glm::dot( cnorm, vv ), 0.0f, 1.0f ) / ( rd * rd + 1.0f ); } return 0.0f; } SFVEC3F CPOSTSHADER_SSAO::Shade( const SFVEC2I &aShaderPos ) const { // Test source code //return SFVEC3F( GetShadowFactorAt( aShaderPos ) ); //return GetColorAt( aShaderPos ); //return SFVEC3F( 1.0f - GetDepthNormalizedAt( aShaderPos ) ); //return SFVEC3F( (1.0f / GetDepthAt( aShaderPos )) * 0.5f ); //return SFVEC3F( 1.0f - GetDepthNormalizedAt( aShaderPos ) + // (1.0f / GetDepthAt( aShaderPos )) * 0.5f ); #if 1 float cdepth = GetDepthAt( aShaderPos ); if( cdepth > FLT_EPSILON ) { float cNormalizedDepth = GetDepthNormalizedAt( aShaderPos ); wxASSERT( cNormalizedDepth <= 1.0f ); wxASSERT( cNormalizedDepth >= 0.0f ); cdepth = ( (1.50f - cNormalizedDepth) + ( 1.0f - (1.0f / (cdepth + 1.0f) ) ) * 2.5f ); // Test source code //cdepth = ( (1.75f - cNormalizedDepth) + (1.0f / cdepth) * 2.0f ); //cdepth = 1.5f - cNormalizedDepth; //cdepth = (1.0f / cdepth) * 2.0f; // read current normal,position and color. const SFVEC3F n = GetNormalAt( aShaderPos ); const SFVEC3F p = GetPositionAt( aShaderPos ); //const SFVEC3F col = GetColorAt( aShaderPos ); const float shadowFactor = GetShadowFactorAt( aShaderPos ); // initialize variables: float ao = 0.0f; SFVEC3F gi = SFVEC3F(0.0f); // This calculated the "window range" of the shader. So it will get // more or less sparsed samples const int incx = 3; const int incy = 3; //3 rounds of 8 samples each. for( unsigned int i = 0; i < 3; ++i ) { static const int mask[3] = { 0x01, 0x03, 0x03 }; const int pw = 1 + (Fast_rand() & mask[i]); const int ph = 1 + (Fast_rand() & mask[i]); const int npw = (int)((pw + incx * i) * cdepth ); const int nph = (int)((ph + incy * i) * cdepth ); const SFVEC3F ddiff = GetPositionAt( aShaderPos + SFVEC2I( npw, nph ) ) - p; const SFVEC3F ddiff2 = GetPositionAt( aShaderPos + SFVEC2I( npw,-nph ) ) - p; const SFVEC3F ddiff3 = GetPositionAt( aShaderPos + SFVEC2I(-npw, nph ) ) - p; const SFVEC3F ddiff4 = GetPositionAt( aShaderPos + SFVEC2I(-npw,-nph ) ) - p; const SFVEC3F ddiff5 = GetPositionAt( aShaderPos + SFVEC2I( 0, nph ) ) - p; const SFVEC3F ddiff6 = GetPositionAt( aShaderPos + SFVEC2I( 0,-nph ) ) - p; const SFVEC3F ddiff7 = GetPositionAt( aShaderPos + SFVEC2I( npw, 0 ) ) - p; const SFVEC3F ddiff8 = GetPositionAt( aShaderPos + SFVEC2I(-npw, 0 ) ) - p; ao+= aoFF( aShaderPos, ddiff , n, npw, nph, shadowFactor ); ao+= aoFF( aShaderPos, ddiff2, n, npw,-nph, shadowFactor ); ao+= aoFF( aShaderPos, ddiff3, n, -npw, nph, shadowFactor ); ao+= aoFF( aShaderPos, ddiff4, n, -npw,-nph, shadowFactor ); ao+= aoFF( aShaderPos, ddiff5, n, 0, nph, shadowFactor ); ao+= aoFF( aShaderPos, ddiff6, n, 0,-nph, shadowFactor ); ao+= aoFF( aShaderPos, ddiff7, n, npw, 0, shadowFactor ); ao+= aoFF( aShaderPos, ddiff8, n, -npw, 0, shadowFactor ); gi+= giFF( aShaderPos, ddiff , n, npw, nph) * giColorCurve( GetColorAt( aShaderPos + SFVEC2I( npw, nph ) ) ); gi+= giFF( aShaderPos, ddiff2, n, npw, -nph) * giColorCurve( GetColorAt( aShaderPos + SFVEC2I( npw,-nph ) ) ); gi+= giFF( aShaderPos, ddiff3, n,-npw, nph) * giColorCurve( GetColorAt( aShaderPos + SFVEC2I( -npw, nph ) ) ); gi+= giFF( aShaderPos, ddiff4, n,-npw, -nph) * giColorCurve( GetColorAt( aShaderPos + SFVEC2I( -npw,-nph ) ) ); gi+= giFF( aShaderPos, ddiff5, n, 0.0f, nph) * giColorCurve( GetColorAt( aShaderPos + SFVEC2I( 0, nph ) ) ); gi+= giFF( aShaderPos, ddiff6, n, 0.0f,-nph) * giColorCurve( GetColorAt( aShaderPos + SFVEC2I( 0,-nph ) ) ); gi+= giFF( aShaderPos, ddiff7, n, npw, 0.0f) * giColorCurve( GetColorAt( aShaderPos + SFVEC2I( npw, 0) ) ); gi+= giFF( aShaderPos, ddiff8, n,-npw, 0.0f) * giColorCurve( GetColorAt( aShaderPos + SFVEC2I( -npw, 0) ) ); } ao = (ao / 24.0f) + 0.0f; // Apply a bias for the ambient oclusion //ao = 1.0f - ( 1.0f / (ao * 1.0f + 1.0f) ); gi = (gi * 5.0f / 24.0f); // Apply a bias for the global illumination return SFVEC3F( SFVEC3F(ao) - gi ); // Test source code //return SFVEC3F( col ); //return SFVEC3F( col - SFVEC3F(ao) + gi * 5.0f ); //return SFVEC3F( SFVEC3F(1.0f) - SFVEC3F(ao) + gi * 5.0f ); //return SFVEC3F(cdepth); //return 1.0f - SFVEC3F(ao); //return SFVEC3F(ao); } else return SFVEC3F(0.0f); #endif } SFVEC3F CPOSTSHADER_SSAO::giColorCurve( const SFVEC3F &aColor ) const { const SFVEC3F vec1 = SFVEC3F(1.0f); // http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLjAtKDEvKHgqMS4wKzEuMCkpK3gqMC4xIiwiY29sb3IiOiIjMDAwMDAwIn0seyJ0eXBlIjoxMDAwLCJ3aW5kb3ciOlsiLTAuMDYyMTg0NjE1Mzg0NjE1NTA1IiwiMS4xNDI5ODQ2MTUzODQ2MTQ2IiwiLTAuMTI3MDk5OTk5OTk5OTk5NzciLCIxLjEzMjYiXX1d return vec1 - ( vec1 / (aColor + vec1) ) + aColor * SFVEC3F(0.10f); // http://fooplot.com/#W3sidHlwZSI6MCwiZXEiOiIxLjAtKDEuMC8oeCoyLjArMS4wKSkreCowLjEiLCJjb2xvciI6IiMwMDAwMDAifSx7InR5cGUiOjEwMDAsIndpbmRvdyI6WyItMC4wNjIxODQ2MTUzODQ2MTU1MDUiLCIxLjE0Mjk4NDYxNTM4NDYxNDYiLCItMC4xMjcwOTk5OTk5OTk5OTk3NyIsIjEuMTMyNiJdfV0- //return vec1 - ( vec1 / (aColor * SFVEC3F(2.0f) + vec1) ) + aColor * SFVEC3F(0.10f); //return aColor; }