Eevee: SSS: Add cubic profile for the sake of completeness.

It wasnt really hard except from the wierd sharpness 0.5 multiplication.
This commit is contained in:
Clément Foucault 2017-11-17 02:00:48 +01:00
parent fcbb8e71c5
commit 936ddde35c
4 changed files with 65 additions and 7 deletions

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@ -235,7 +235,7 @@ void GPU_material_enable_alpha(GPUMaterial *material);
GPUBuiltin GPU_get_material_builtins(GPUMaterial *material);
GPUBlendMode GPU_material_alpha_blend(GPUMaterial *material, float obcol[4]);
void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, int *falloff_type);
void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short int *falloff_type, float *sharpness);
struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int sample_ct);
/* High level functions to create and use GPU materials */

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@ -145,7 +145,8 @@ struct GPUMaterial {
GPUUniformBuffer *sss_profile; /* UBO containing SSS profile. */
float *sss_radii; /* UBO containing SSS profile. */
int sss_samples;
int *sss_falloff;
short int *sss_falloff;
float *sss_sharpness;
bool sss_dirty;
};
@ -560,7 +561,44 @@ static float burley_integral(float x0, float x1, float d)
return integral;
}
static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct, int falloff_type)
static float cubic_profile(float r, float radius, float sharpness)
{
float Rm = radius * (1.0f + sharpness);
if(r >= Rm)
return 0.0f;
/* custom variation with extra sharpness, to match the previous code */
const float y = 1.0f/(1.0f + sharpness);
float Rmy, ry, ryinv;
Rmy = powf(Rm, y);
ry = powf(r, y);
ryinv = (r > 0.0f)? powf(r, y - 1.0f): 0.0f;
const float Rmy5 = (Rmy*Rmy) * (Rmy*Rmy) * Rmy;
const float f = Rmy - ry;
const float num = f*(f*f)*(y*ryinv);
return (10.0f * num) / (Rmy5 * M_PI);
}
static float cubic_integral(float x0, float x1, float radius, float sharpness)
{
const float range = x1 - x0;
const float step = range / INTEGRAL_RESOLUTION;
float integral = 0.0f;
for(int i = 0; i < INTEGRAL_RESOLUTION; ++i) {
float x = x0 + range * ((float)i + 0.5f) / (float)INTEGRAL_RESOLUTION;
float y = cubic_profile(fabsf(x), radius, sharpness);
integral += y * step;
}
return integral;
}
static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct, int falloff_type, float sharpness)
{
for (int i = 0; i < 3; ++i) {
/* Minimum radius */
@ -578,6 +616,12 @@ static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct
mul_v3_v3fl(d, l, 0.6f / s);
mul_v3_v3fl(kd->radii_n, d, BURLEY_TRUNCATE);
}
else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
/* XXX Black magic but it seems to fit. Maybe because we integrate -1..1 */
sharpness *= 0.5f;
mul_v3_fl(kd->radii_n, 1.0f + sharpness);
}
/* Normalize size */
kd->max_radius = MAX3(kd->radii_n[0], kd->radii_n[1], kd->radii_n[2]);
@ -616,6 +660,13 @@ static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct
kd->kernel[i][1] = burley_integral(x0, x1, d[1]);
kd->kernel[i][2] = burley_integral(x0, x1, d[2]);
}
else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
x0 *= kd->max_radius;
x1 *= kd->max_radius;
kd->kernel[i][0] = cubic_integral(x0, x1, radii[0], sharpness);
kd->kernel[i][1] = cubic_integral(x0, x1, radii[1], sharpness);
kd->kernel[i][2] = cubic_integral(x0, x1, radii[2], sharpness);
}
else {
kd->kernel[i][0] = gaussian_integral(x0 / kd->radii_n[0], x1 / kd->radii_n[0]);
kd->kernel[i][1] = gaussian_integral(x0 / kd->radii_n[1], x1 / kd->radii_n[1]);
@ -649,10 +700,11 @@ static void compute_sss_kernel(GPUSssKernelData *kd, float *radii, int sample_ct
copy_v4_v4(kd->kernel[0], tmpv);
}
void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, int *falloff_type)
void GPU_material_sss_profile_create(GPUMaterial *material, float *radii, short int *falloff_type, float *sharpness)
{
material->sss_radii = radii;
material->sss_falloff = falloff_type;
material->sss_sharpness = sharpness;
material->sss_dirty = true;
/* Update / Create UBO */
@ -672,7 +724,9 @@ struct GPUUniformBuffer *GPU_material_sss_profile_get(GPUMaterial *material, int
if (material->sss_dirty || (material->sss_samples != sample_ct)) {
GPUSssKernelData kd;
compute_sss_kernel(&kd, material->sss_radii, sample_ct, *material->sss_falloff);
float sharpness = (material->sss_sharpness != NULL) ? *material->sss_sharpness : 0.0f;
compute_sss_kernel(&kd, material->sss_radii, sample_ct, *material->sss_falloff, sharpness);
/* Update / Create UBO */
GPU_uniformbuffer_update(material->sss_profile, &kd);

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@ -104,7 +104,7 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeE
bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
bNodeSocketValueRGBA *socket_data = socket->default_value;
/* For some reason it seems that the socket value is in ARGB format. */
GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile);
GPU_material_sss_profile_create(mat, &socket_data->value[1], &profile, NULL);
}
return GPU_stack_link(mat, node, "node_bsdf_principled_clearcoat", in, out, GPU_builtin(GPU_VIEW_POSITION),

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@ -57,8 +57,12 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *node,
if (node->sss_id == 0) {
bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
bNodeSocketValueRGBA *socket_data = socket->default_value;
bNodeSocket *socket_sharp = BLI_findlink(&node->original->inputs, 3);
bNodeSocketValueFloat *socket_data_sharp = socket_sharp->default_value;
/* For some reason it seems that the socket value is in ARGB format. */
GPU_material_sss_profile_create(mat, &socket_data->value[1], &node->original->custom1);
GPU_material_sss_profile_create(mat, &socket_data->value[1],
&node->original->custom1,
&socket_data_sharp->value);
}
return GPU_stack_link(mat, node, "node_subsurface_scattering", in, out, GPU_uniform(&node->sss_id));