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SeparableSSS.cpp
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#include "SeparableSSS.h"
void SeparableSSS::init(int numSamples)
{
const auto MAX_SAMPLES = 25;
mName = "separable sss";
numSamples = std::min(numSamples, MAX_SAMPLES);
auto renderer = getRenderer();
std::vector<D3D10_SHADER_MACRO> macros = {
{"HORIZONTAL", "1"},
{NULL, NULL}
};
mPS[0] = renderer->createPixelShader("hlsl/separable_sss.hlsl","main",macros.data());
mPS[1] = renderer->createPixelShader("hlsl/separable_sss.hlsl", "main");
ALIGN16 struct
{
Vector4 kernels[MAX_SAMPLES];
int numKernels;
} c;
Vector3 strength = {1,0,0};
Vector3 falloff = {1,1,1};
auto kernels = CalculateKernel(numSamples, strength, falloff);
memcpy(c.kernels, kernels.data(), kernels.size() * sizeof(Vector4));
c.numKernels = numSamples;
mKernelConst = renderer->createConstantBuffer(sizeof(c), &c, sizeof(c));
mConstants = renderer->createConstantBuffer(sizeof(Constants));
mPoint = renderer->createSampler("point_clamp", D3D11_FILTER_MIN_MAG_MIP_POINT, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP);
mLinear = renderer->createSampler("linear_clamp", D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP, D3D11_TEXTURE_ADDRESS_CLAMP);
set("sss-width", { {"type","set"}, {"value",0.01},{"min",0},{"max",0.1},{"interval", "0.0001"} });
}
void SeparableSSS::render(Renderer::Texture2D::Ptr rt)
{
auto quad = getQuad();
quad->setDefaultViewport();
quad->setSamplers({ mPoint, mLinear });
auto cam = getCamera();
Constants c;
c.invertProj = cam->getProjectionMatrix().Invert().Transpose();
c.width = getValue<float>("sss-width");
c.distToProjWin = 1.0f / std::tan(0.5f * cam->getFOVy());
c.texelsize = { 1.0f / rt->getDesc().Width, 1.0f / rt->getDesc().Height };
mConstants->blit(c);
quad->setConstants({ mKernelConst, mConstants });
auto temp = getRenderer()->createTemporaryRT(rt->getDesc());
quad->setDefaultBlend(false);
quad->setRenderTarget(temp->get());
quad->setTextures({ rt , getShaderResource("depth")});
quad->setPixelShader(mPS[0]);
quad->draw();
quad->setBlendColorAdd();
quad->setRenderTarget(rt);
quad->setTextures({ temp->get(), getShaderResource("depth") });
quad->setPixelShader(mPS[1]);
quad->draw();
}
std::vector<Vector4> SeparableSSS::CalculateKernel(int nSamples, const Vector3 & strength, const Vector3 & falloff)
{
std::vector<Vector4> kernel;
float RANGE = nSamples > 20 ? 3.0f : 2.0f;
float EXPONENT = 2.0f;
// Calculate the SSS_Offset_UV:
float step = 2.0f * RANGE / (nSamples - 1);
for (int i = 0; i < nSamples; i++) {
float o = -RANGE + i * step;
float sign = o < 0.0f ? -1.0f : 1.0f;
float w = RANGE * sign * std::abs(std::pow(o, EXPONENT)) / std::pow(RANGE, EXPONENT);
kernel.push_back(Vector4(0, 0, 0, w));
}
// Calculate the SSS_Scale:
for (int i = 0; i < nSamples; i++) {
float w0 = i > 0 ? std::abs(kernel[i].w - kernel[i - 1].w) : 0.0f;
float w1 = i < nSamples - 1 ? std::abs(kernel[i].w - kernel[i + 1].w) : 0.0f;
float area = (w0 + w1) / 2.0f;
Vector3 temp = profile(kernel[i].w, falloff);
Vector4 tt = Vector4(area * temp.x, area * temp.y, area * temp.z, kernel[i].w);
kernel[i] = tt;
}
Vector4 t = kernel[nSamples / 2];
for (int i = nSamples / 2; i > 0; i--)
kernel[i] = kernel[i - 1];
kernel[0] = t;
Vector4 sum = Vector4::Zero;
for (int i = 0; i < nSamples; i++) {
sum.x += kernel[i].x;
sum.y += kernel[i].y;
sum.z += kernel[i].z;
}
for (int i = 0; i < nSamples; i++) {
Vector4 vecx = kernel[i];
vecx.x /= sum.x;
vecx.y /= sum.y;
vecx.z /= sum.z;
kernel[i] = vecx;
}
Vector4 vec = kernel[0];
vec.x = (1.0f - strength.x) * 1.0f + strength.x * vec.x;
vec.y = (1.0f - strength.y) * 1.0f + strength.y * vec.y;
vec.z = (1.0f - strength.z) * 1.0f + strength.z * vec.z;
kernel[0] = vec;
for (int i = 1; i < nSamples; i++) {
auto vect = kernel[i];
vect.x *= strength.x;
vect.y *= strength.y;
vect.z *= strength.z;
kernel[i] = vect;
}
return kernel;
}
Vector3 SeparableSSS::gaussian(float variance, float r, const Vector3 & falloff)
{
Vector3 g;
float rr1 = r / (0.001f + falloff.x);
g.x = std::exp((-(rr1 * rr1)) / (2.0f * variance)) / (2.0f * 3.14f * variance);
float rr2 = r / (0.001f + falloff.y);
g.y = std::exp((-(rr2 * rr2)) / (2.0f * variance)) / (2.0f * 3.14f * variance);
float rr3 = r / (0.001f + falloff.z);
g.z = std::exp((-(rr3 * rr3)) / (2.0f * variance)) / (2.0f * 3.14f * variance);
return g;
}
Vector3 SeparableSSS::profile(float r, const Vector3 & falloff)
{
return 0.100f * gaussian(0.0484f, r, falloff) +
0.118f * gaussian(0.187f, r, falloff) +
0.113f * gaussian(0.567f, r, falloff) +
0.358f * gaussian(1.99f, r, falloff) +
0.078f * gaussian(7.41f, r, falloff);
}