Added SSIL post processing effect

This commit is contained in:
clayjohn 2021-08-03 00:07:32 -07:00
parent af80bc8abe
commit 0eff109a21
47 changed files with 2258 additions and 361 deletions

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@ -237,7 +237,22 @@
The distance at which objects can occlude each other when calculating screen-space ambient occlusion. Higher values will result in occlusion over a greater distance at the cost of performance and quality.
</member>
<member name="ssao_sharpness" type="float" setter="set_ssao_sharpness" getter="get_ssao_sharpness" default="0.98">
Sharpness refers to the amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
The amount that the screen-space ambient occlusion effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
</member>
<member name="ssil_enabled" type="bool" setter="set_ssil_enabled" getter="is_ssil_enabled" default="false">
If [code]true[/code], the screen-space indirect lighting effect is enabled. Screen space indirect lighting is a form of indirect lighting that allows diffuse light to bounce between nearby objects. Screen-space indirect lighting works very similarly to screen-space ambient occlusion, in that it only affects a limited range. It is intended to be used along with a form of proper global illumination like SDFGI or [VoxelGI]. Screen-space indirect lighting is not affected by individual light's [member Light3D.light_indirect_energy].
</member>
<member name="ssil_intensity" type="float" setter="set_ssil_intensity" getter="get_ssil_intensity" default="1.0">
The brightness multiplier for the screen-space indirect lighting effect. A higher value will result in brighter light.
</member>
<member name="ssil_normal_rejection" type="float" setter="set_ssil_normal_rejection" getter="get_ssil_normal_rejection" default="1.0">
Amount of normal rejection used when calculating screen-space indirect lighting. Normal rejection uses the normal of a given sample point to reject samples that are facing away from the current pixel. Normal rejection is necessary to avoid light leaking when only one side of an object is illuminated. However, normal rejection can be disabled if light leaking is desirable, such as when the scene mostly contains emissive objects that emit light from faces that cannot be seen from the camera.
</member>
<member name="ssil_radius" type="float" setter="set_ssil_radius" getter="get_ssil_radius" default="5.0">
The distance that bounced lighting can travel when using the screen space indirect lighting effect. A larger value will result in light bouncing further in a scene, but may result in under-sampling artifacts which look like long spikes surrounding light sources.
</member>
<member name="ssil_sharpness" type="float" setter="set_ssil_sharpness" getter="get_ssil_sharpness" default="0.98">
The amount that the screen-space indirect lighting effect is allowed to blur over the edges of objects. Setting too high will result in aliasing around the edges of objects. Setting too low will make object edges appear blurry.
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
The default exposure used for tonemapping.

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@ -1606,6 +1606,24 @@
<member name="rendering/environment/ssao/quality" type="int" setter="" getter="" default="2">
Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssao/adaptive_target] setting.
</member>
<member name="rendering/environment/ssil/adaptive_target" type="float" setter="" getter="" default="0.5">
Quality target to use when [member rendering/environment/ssil/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene.
</member>
<member name="rendering/environment/ssil/blur_passes" type="int" setter="" getter="" default="4">
Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
</member>
<member name="rendering/environment/ssil/fadeout_from" type="float" setter="" getter="" default="50.0">
Distance at which the screen-space indirect lighting effect starts to fade out. Use this hide screen-space indirect lighting at great distances.
</member>
<member name="rendering/environment/ssil/fadeout_to" type="float" setter="" getter="" default="300.0">
Distance at which the screen-space indirect lighting is fully faded out. Use this hide screen-space indirect lighting at great distances.
</member>
<member name="rendering/environment/ssil/half_size" type="bool" setter="" getter="" default="true">
If [code]true[/code], screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
</member>
<member name="rendering/environment/ssil/quality" type="int" setter="" getter="" default="2">
Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/environment/ssil/adaptive_target] setting.
</member>
<member name="rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01">
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth.
</member>

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@ -560,7 +560,8 @@
<argument index="1" name="with_texture" type="RID" />
<argument index="2" name="layer" type="int" />
<argument index="3" name="mipmap" type="int" />
<argument index="4" name="slice_type" type="int" enum="RenderingDevice.TextureSliceType" default="0" />
<argument index="4" name="mipmaps" type="int" default="1" />
<argument index="5" name="slice_type" type="int" enum="RenderingDevice.TextureSliceType" default="0" />
<description>
</description>
</method>

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@ -3967,28 +3967,31 @@
<constant name="VIEWPORT_DEBUG_DRAW_SSAO" value="12" enum="ViewportDebugDraw">
Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="13" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_SSIL" value="13" enum="ViewportDebugDraw">
Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="14" enum="ViewportDebugDraw">
Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="14" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="15" enum="ViewportDebugDraw">
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="15" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_SDFGI" value="16" enum="ViewportDebugDraw">
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="16" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_SDFGI_PROBES" value="17" enum="ViewportDebugDraw">
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="17" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="18" enum="ViewportDebugDraw">
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_DISABLE_LOD" value="18" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_DISABLE_LOD" value="19" enum="ViewportDebugDraw">
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="19" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="20" enum="ViewportDebugDraw">
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="20" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="21" enum="ViewportDebugDraw">
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS" value="21" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS" value="22" enum="ViewportDebugDraw">
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="22" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="23" enum="ViewportDebugDraw">
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="23" enum="ViewportDebugDraw">
<constant name="VIEWPORT_DEBUG_DRAW_OCCLUDERS" value="24" enum="ViewportDebugDraw">
</constant>
<constant name="SKY_MODE_AUTOMATIC" value="0" enum="SkyMode">
</constant>

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@ -378,29 +378,32 @@
<constant name="DEBUG_DRAW_SSAO" value="12" enum="DebugDraw">
Draws the screen-space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].
</constant>
<constant name="DEBUG_DRAW_PSSM_SPLITS" value="13" enum="DebugDraw">
<constant name="DEBUG_DRAW_SSIL" value="13" enum="DebugDraw">
Draws the screen-space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].
</constant>
<constant name="DEBUG_DRAW_PSSM_SPLITS" value="14" enum="DebugDraw">
Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order, they will be colored red, green, blue, and yellow.
</constant>
<constant name="DEBUG_DRAW_DECAL_ATLAS" value="14" enum="DebugDraw">
<constant name="DEBUG_DRAW_DECAL_ATLAS" value="15" enum="DebugDraw">
Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport].
</constant>
<constant name="DEBUG_DRAW_SDFGI" value="15" enum="DebugDraw">
<constant name="DEBUG_DRAW_SDFGI" value="16" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_SDFGI_PROBES" value="16" enum="DebugDraw">
<constant name="DEBUG_DRAW_SDFGI_PROBES" value="17" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_GI_BUFFER" value="17" enum="DebugDraw">
<constant name="DEBUG_DRAW_GI_BUFFER" value="18" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_DISABLE_LOD" value="18" enum="DebugDraw">
<constant name="DEBUG_DRAW_DISABLE_LOD" value="19" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="19" enum="DebugDraw">
<constant name="DEBUG_DRAW_CLUSTER_OMNI_LIGHTS" value="20" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="20" enum="DebugDraw">
<constant name="DEBUG_DRAW_CLUSTER_SPOT_LIGHTS" value="21" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_CLUSTER_DECALS" value="21" enum="DebugDraw">
<constant name="DEBUG_DRAW_CLUSTER_DECALS" value="22" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="22" enum="DebugDraw">
<constant name="DEBUG_DRAW_CLUSTER_REFLECTION_PROBES" value="23" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_OCCLUDERS" value="23" enum="DebugDraw">
<constant name="DEBUG_DRAW_OCCLUDERS" value="24" enum="DebugDraw">
</constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.

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@ -226,6 +226,11 @@ void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
}
void RasterizerSceneGLES3::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
}

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@ -124,6 +124,8 @@ public:
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override;
void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override;

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@ -2170,7 +2170,7 @@ RID RenderingDeviceVulkan::texture_create_shared(const TextureView &p_view, RID
return id;
}
RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type) {
RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps, TextureSliceType p_slice_type) {
_THREAD_SAFE_METHOD_
Texture *src_texture = texture_owner.get_or_null(p_with_texture);
@ -2194,6 +2194,7 @@ RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p
//create view
ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, src_texture->mipmaps, RID());
ERR_FAIL_COND_V(p_mipmap + p_mipmaps > src_texture->mipmaps, RID());
ERR_FAIL_UNSIGNED_INDEX_V(p_layer, src_texture->layers, RID());
int slice_layers = 1;
@ -2206,7 +2207,7 @@ RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p
Texture texture = *src_texture;
get_image_format_required_size(texture.format, texture.width, texture.height, texture.depth, p_mipmap + 1, &texture.width, &texture.height);
texture.mipmaps = 1;
texture.mipmaps = p_mipmaps;
texture.layers = slice_layers;
texture.base_mipmap = p_mipmap;
texture.base_layer = p_layer;
@ -2269,7 +2270,7 @@ RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p
"Specified layer must be a multiple of 6.");
}
image_view_create_info.subresourceRange.baseMipLevel = p_mipmap;
image_view_create_info.subresourceRange.levelCount = 1;
image_view_create_info.subresourceRange.levelCount = p_mipmaps;
image_view_create_info.subresourceRange.layerCount = slice_layers;
image_view_create_info.subresourceRange.baseArrayLayer = p_layer;

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@ -1037,7 +1037,7 @@ public:
virtual RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t>> &p_data = Vector<Vector<uint8_t>>());
virtual RID texture_create_shared(const TextureView &p_view, RID p_with_texture);
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL);
virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer);

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@ -473,6 +473,7 @@ void EditorNode::_update_from_settings() {
RS::get_singleton()->environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
RS::get_singleton()->screen_space_roughness_limiter_set_active(GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled"), GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount"), GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit"));
bool glow_bicubic = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
RS::get_singleton()->environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
RS::get_singleton()->environment_glow_set_use_bicubic_upscale(glow_bicubic);
bool glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
RS::get_singleton()->environment_glow_set_use_high_quality(glow_high_quality);

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@ -3387,6 +3387,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
case VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION:
case VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE:
case VIEW_DISPLAY_DEBUG_SSAO:
case VIEW_DISPLAY_DEBUG_SSIL:
case VIEW_DISPLAY_DEBUG_PSSM_SPLITS:
case VIEW_DISPLAY_DEBUG_DECAL_ATLAS:
case VIEW_DISPLAY_DEBUG_SDFGI:
@ -3413,6 +3414,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION,
VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
VIEW_DISPLAY_DEBUG_SSAO,
VIEW_DISPLAY_DEBUG_SSIL,
VIEW_DISPLAY_DEBUG_GI_BUFFER,
VIEW_DISPLAY_DEBUG_DISABLE_LOD,
VIEW_DISPLAY_DEBUG_PSSM_SPLITS,
@ -3441,6 +3443,7 @@ void Node3DEditorViewport::_menu_option(int p_option) {
Viewport::DEBUG_DRAW_VOXEL_GI_EMISSION,
Viewport::DEBUG_DRAW_SCENE_LUMINANCE,
Viewport::DEBUG_DRAW_SSAO,
Viewport::DEBUG_DRAW_SSIL,
Viewport::DEBUG_DRAW_GI_BUFFER,
Viewport::DEBUG_DRAW_DISABLE_LOD,
Viewport::DEBUG_DRAW_PSSM_SPLITS,
@ -4329,6 +4332,7 @@ Node3DEditorViewport::Node3DEditorViewport(Node3DEditor *p_spatial_editor, Edito
display_submenu->add_radio_check_item(TTR("Scene Luminance"), VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE);
display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("SSAO"), VIEW_DISPLAY_DEBUG_SSAO);
display_submenu->add_radio_check_item(TTR("SSIL"), VIEW_DISPLAY_DEBUG_SSIL);
display_submenu->add_separator();
display_submenu->add_radio_check_item(TTR("GI Buffer"), VIEW_DISPLAY_DEBUG_GI_BUFFER);
display_submenu->add_separator();

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@ -125,6 +125,7 @@ class Node3DEditorViewport : public Control {
VIEW_DISPLAY_DEBUG_VOXEL_GI_EMISSION,
VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
VIEW_DISPLAY_DEBUG_SSAO,
VIEW_DISPLAY_DEBUG_SSIL,
VIEW_DISPLAY_DEBUG_PSSM_SPLITS,
VIEW_DISPLAY_DEBUG_DECAL_ATLAS,
VIEW_DISPLAY_DEBUG_SDFGI,

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@ -3682,6 +3682,7 @@ void Viewport::_bind_methods() {
BIND_ENUM_CONSTANT(DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
BIND_ENUM_CONSTANT(DEBUG_DRAW_SCENE_LUMINANCE);
BIND_ENUM_CONSTANT(DEBUG_DRAW_SSAO);
BIND_ENUM_CONSTANT(DEBUG_DRAW_SSIL);
BIND_ENUM_CONSTANT(DEBUG_DRAW_PSSM_SPLITS);
BIND_ENUM_CONSTANT(DEBUG_DRAW_DECAL_ATLAS);
BIND_ENUM_CONSTANT(DEBUG_DRAW_SDFGI);

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@ -142,6 +142,7 @@ public:
DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
DEBUG_DRAW_SCENE_LUMINANCE,
DEBUG_DRAW_SSAO,
DEBUG_DRAW_SSIL,
DEBUG_DRAW_PSSM_SPLITS,
DEBUG_DRAW_DECAL_ATLAS,
DEBUG_DRAW_SDFGI,

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@ -426,6 +426,64 @@ void Environment::_update_ssao() {
ssao_ao_channel_affect);
}
// SSIL
void Environment::set_ssil_enabled(bool p_enabled) {
ssil_enabled = p_enabled;
_update_ssil();
notify_property_list_changed();
}
bool Environment::is_ssil_enabled() const {
return ssil_enabled;
}
void Environment::set_ssil_radius(float p_radius) {
ssil_radius = p_radius;
_update_ssil();
}
float Environment::get_ssil_radius() const {
return ssil_radius;
}
void Environment::set_ssil_intensity(float p_intensity) {
ssil_intensity = p_intensity;
_update_ssil();
}
float Environment::get_ssil_intensity() const {
return ssil_intensity;
}
void Environment::set_ssil_sharpness(float p_sharpness) {
ssil_sharpness = p_sharpness;
_update_ssil();
}
float Environment::get_ssil_sharpness() const {
return ssil_sharpness;
}
void Environment::set_ssil_normal_rejection(float p_normal_rejection) {
ssil_normal_rejection = p_normal_rejection;
_update_ssil();
}
float Environment::get_ssil_normal_rejection() const {
return ssil_normal_rejection;
}
void Environment::_update_ssil() {
RS::get_singleton()->environment_set_ssil(
environment,
ssil_enabled,
ssil_radius,
ssil_intensity,
ssil_sharpness,
ssil_normal_rejection);
}
// SDFGI
void Environment::set_sdfgi_enabled(bool p_enabled) {
@ -1164,7 +1222,6 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.01,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance");
// SSAO
ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled);
ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled);
ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius);
@ -1195,6 +1252,25 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_light_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_direct_light_affect", "get_ssao_direct_light_affect");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect");
// SSIL
ClassDB::bind_method(D_METHOD("set_ssil_enabled", "enabled"), &Environment::set_ssil_enabled);
ClassDB::bind_method(D_METHOD("is_ssil_enabled"), &Environment::is_ssil_enabled);
ClassDB::bind_method(D_METHOD("set_ssil_radius", "radius"), &Environment::set_ssil_radius);
ClassDB::bind_method(D_METHOD("get_ssil_radius"), &Environment::get_ssil_radius);
ClassDB::bind_method(D_METHOD("set_ssil_intensity", "intensity"), &Environment::set_ssil_intensity);
ClassDB::bind_method(D_METHOD("get_ssil_intensity"), &Environment::get_ssil_intensity);
ClassDB::bind_method(D_METHOD("set_ssil_sharpness", "sharpness"), &Environment::set_ssil_sharpness);
ClassDB::bind_method(D_METHOD("get_ssil_sharpness"), &Environment::get_ssil_sharpness);
ClassDB::bind_method(D_METHOD("set_ssil_normal_rejection", "normal_rejection"), &Environment::set_ssil_normal_rejection);
ClassDB::bind_method(D_METHOD("get_ssil_normal_rejection"), &Environment::get_ssil_normal_rejection);
ADD_GROUP("SSIL", "ssil_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssil_enabled"), "set_ssil_enabled", "is_ssil_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_radius", PROPERTY_HINT_RANGE, "0.01,16,0.01,or_greater"), "set_ssil_radius", "get_ssil_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_intensity", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_ssil_intensity", "get_ssil_intensity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_sharpness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssil_sharpness", "get_ssil_sharpness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_normal_rejection", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssil_normal_rejection", "get_ssil_normal_rejection");
// SDFGI
ClassDB::bind_method(D_METHOD("set_sdfgi_enabled", "enabled"), &Environment::set_sdfgi_enabled);
@ -1431,6 +1507,7 @@ Environment::Environment() {
_update_tonemap();
_update_ssr();
_update_ssao();
_update_ssil();
_update_sdfgi();
_update_glow();
_update_fog();

View File

@ -142,6 +142,15 @@ private:
float ssao_ao_channel_affect = 0.0;
void _update_ssao();
// SSIL
bool ssil_enabled = false;
float ssil_radius = 5.0;
float ssil_intensity = 1.0;
float ssil_sharpness = 0.98;
float ssil_normal_rejection = 1.0;
void _update_ssil();
// SDFGI
bool sdfgi_enabled = false;
SDFGICascades sdfgi_cascades = SDFGI_CASCADES_6;
@ -296,6 +305,18 @@ public:
void set_ssao_ao_channel_affect(float p_ao_channel_affect);
float get_ssao_ao_channel_affect() const;
// SSIL
void set_ssil_enabled(bool p_enabled);
bool is_ssil_enabled() const;
void set_ssil_radius(float p_radius);
float get_ssil_radius() const;
void set_ssil_intensity(float p_intensity);
float get_ssil_intensity() const;
void set_ssil_sharpness(float p_sharpness);
float get_ssil_sharpness() const;
void set_ssil_normal_rejection(float p_normal_rejection);
float get_ssil_normal_rejection() const;
// SDFGI
void set_sdfgi_enabled(bool p_enabled);
bool is_sdfgi_enabled() const;

View File

@ -116,6 +116,8 @@ public:
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override {}
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override {}
void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}
void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {}

View File

@ -1278,6 +1278,111 @@ void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far,
}
}
void EffectsRD::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection) {
// Downsample and deinterleave the depth buffer for SSAO and SSIL
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
int downsample_pipeline = SS_EFFECTS_DOWNSAMPLE;
bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM;
if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_HALF;
} else if (use_mips) {
downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
}
bool use_half_size = false;
bool use_full_mips = false;
if (p_ssao_half_size && p_ssil_half_size) {
downsample_pipeline++;
use_half_size = true;
} else if (p_ssao_half_size != p_ssil_half_size) {
if (use_mips) {
downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS;
use_full_mips = true;
} else {
// Only need the first two mipmaps, but the cost to generate the next two is trivial
// TODO investigate the benefit of a shader version to generate only 2 mips
downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP;
use_mips = true;
}
}
int depth_index = use_half_size ? 1 : 0;
RD::get_singleton()->draw_command_begin_label("Downsample Depth");
if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 0;
u.ids.push_back(p_depth_mipmaps[depth_index + 1]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(p_depth_mipmaps[depth_index + 2]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(p_depth_mipmaps[depth_index + 3]);
uniforms.push_back(u);
}
if (use_full_mips) {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
u.ids.push_back(p_depth_mipmaps[4]);
uniforms.push_back(u);
}
ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2);
}
float depth_linearize_mul = -p_projection.matrix[3][2];
float depth_linearize_add = p_projection.matrix[2][2];
if (depth_linearize_mul * depth_linearize_add < 0) {
depth_linearize_add = -depth_linearize_add;
}
ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
ss_effects.downsample_push_constant.z_near = depth_linearize_mul;
ss_effects.downsample_push_constant.z_far = depth_linearize_add;
if (ss_effects.downsample_push_constant.orthogonal) {
ss_effects.downsample_push_constant.z_near = p_projection.get_z_near();
ss_effects.downsample_push_constant.z_far = p_projection.get_z_far();
}
ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x;
ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y;
ss_effects.downsample_push_constant.radius_sq = 1.0;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_pipeline]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[depth_index + 0]), 1);
if (use_mips) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant));
Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1)));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
ss_effects.used_full_mips_last_frame = use_mips;
ss_effects.used_full_mips_last_frame = use_full_mips;
ss_effects.used_half_size_last_frame = use_half_size;
}
void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
@ -1304,82 +1409,12 @@ void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID>
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) {
void EffectsRD::generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) {
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->draw_command_begin_label("SSAO");
memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant));
/* FIRST PASS */
// Downsample and deinterleave the depth buffer.
{
RD::get_singleton()->draw_command_begin_label("Downsample Depth");
if (p_invalidate_uniform_sets) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 0;
u.ids.push_back(p_depth_mipmaps[1]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(p_depth_mipmaps[2]);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 2;
u.ids.push_back(p_depth_mipmaps[3]);
uniforms.push_back(u);
}
r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
}
float depth_linearize_mul = -p_projection.matrix[3][2];
float depth_linearize_add = p_projection.matrix[2][2];
if (depth_linearize_mul * depth_linearize_add < 0) {
depth_linearize_add = -depth_linearize_add;
}
ssao.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
ssao.downsample_push_constant.z_near = depth_linearize_mul;
ssao.downsample_push_constant.z_far = depth_linearize_add;
if (ssao.downsample_push_constant.orthogonal) {
ssao.downsample_push_constant.z_near = p_projection.get_z_near();
ssao.downsample_push_constant.z_far = p_projection.get_z_far();
}
ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius;
int downsample_pipeline = SSAO_DOWNSAMPLE;
if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
downsample_pipeline = SSAO_DOWNSAMPLE_HALF;
} else if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP;
}
if (p_settings.half_size) {
downsample_pipeline++;
}
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1);
if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant));
Size2i size(MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)), MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->draw_command_end_label(); // Downsample SSAO
}
RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion");
/* SECOND PASS */
// Sample SSAO
{
@ -1432,7 +1467,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.ids.push_back(ssao.mirror_sampler);
u.ids.push_back(default_sampler);
u.ids.push_back(p_depth_mipmaps_texture);
uniforms.push_back(u);
}
@ -1447,7 +1482,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 2;
u.ids.push_back(ssao.gather_constants_buffer);
u.ids.push_back(ss_effects.gather_constants_buffer);
uniforms.push_back(u);
}
r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
@ -1537,6 +1572,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
for (int pass = 0; pass < blur_passes; pass++) {
int blur_pipeline = SSAO_BLUR_PASS;
if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
blur_pipeline = SSAO_BLUR_PASS_SMART;
if (pass < blur_passes - 2) {
blur_pipeline = SSAO_BLUR_PASS_WIDE;
} else {
@ -1554,7 +1590,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ssao.mirror_sampler), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ss_effects.mirror_sampler), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1);
@ -1562,7 +1598,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ssao.mirror_sampler), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ss_effects.mirror_sampler), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1);
}
@ -1612,12 +1648,305 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep
RD::get_singleton()->draw_command_end_label(); // Interleave
}
RD::get_singleton()->draw_command_end_label(); //SSAO
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); //wait for upcoming transfer
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
}
void EffectsRD::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) {
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) {
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
}
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3);
for (int i = 0; i < 4; i++) {
if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
continue;
}
ssil.gather_push_constant.pass_coord_offset[0] = i % 2;
ssil.gather_push_constant.pass_coord_offset[1] = i / 2;
ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
ssil.gather_push_constant.pass = i;
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_image_pair(p_ssil_slices[i], p_edges_slices[i]), 2);
RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant));
Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
}
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
void EffectsRD::screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ssil, const Vector<RID> p_ssil_slices, RID p_ssil_pong, const Vector<RID> p_ssil_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set) {
RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting");
//Store projection info before starting the compute list
SSILProjectionUniforms projection_uniforms;
store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix);
RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms);
memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant));
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
{
RD::get_singleton()->draw_command_begin_label("Gather Samples");
ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
ssil.gather_push_constant.z_near = p_projection.get_z_near();
ssil.gather_push_constant.z_far = p_projection.get_z_far();
ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25;
ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25;
ssil.gather_push_constant.radius = p_settings.radius;
float radius_near_limit = (p_settings.radius * 1.2f);
if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) {
radius_near_limit *= 1.50f;
if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
ssil.gather_push_constant.radius *= 0.8f;
}
}
radius_near_limit /= tan_half_fov_y;
ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI;
ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius;
ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection;
ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255);
ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
if (p_invalidate_uniform_sets) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.ids.push_back(default_mipmap_sampler);
u.ids.push_back(p_diffuse);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 1;
u.ids.push_back(ssil.projection_uniform_buffer);
uniforms.push_back(u);
}
r_projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3);
}
if (p_invalidate_uniform_sets) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.ids.push_back(default_sampler);
u.ids.push_back(p_depth_mipmaps_texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 1;
u.ids.push_back(p_normal_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 2;
u.ids.push_back(ss_effects.gather_constants_buffer);
uniforms.push_back(u);
}
r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0);
}
if (p_invalidate_uniform_sets) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 0;
u.ids.push_back(p_ssil_pong);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 1;
u.ids.push_back(default_sampler);
u.ids.push_back(p_importance_map);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
u.ids.push_back(ssil.importance_map_load_counter);
uniforms.push_back(u);
}
r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1);
}
if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) {
RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI;
//base pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]);
gather_ssil(compute_list, p_ssil_pong_slices, p_edges_slices, p_settings, true, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set);
//generate importance map
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
// process Importance Map A
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
// process Importance Map B
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->draw_command_end_label(); // Importance Map
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]);
} else {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]);
}
gather_ssil(compute_list, p_ssil_slices, p_edges_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set);
RD::get_singleton()->draw_command_end_label(); //Gather
}
{
RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
for (int pass = 0; pass < blur_passes; pass++) {
int blur_pipeline = SSIL_BLUR_PASS;
if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
blur_pipeline = SSIL_BLUR_PASS_SMART;
if (pass < blur_passes - 2) {
blur_pipeline = SSIL_BLUR_PASS_WIDE;
}
}
for (int i = 0; i < 4; i++) {
if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
continue;
}
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]);
if (pass % 2 == 0) {
if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_slices[i]), 0);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_slices[i], ss_effects.mirror_sampler), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_pong_slices[i]), 1);
} else {
if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong_slices[i]), 0);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_pong_slices[i], ss_effects.mirror_sampler), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_slices[i]), 1);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges_slices[i]), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant));
int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1));
int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1);
if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) {
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
}
}
RD::get_singleton()->draw_command_end_label(); // Blur
}
{
RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
int interleave_pipeline = SSIL_INTERLEAVE_HALF;
if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) {
interleave_pipeline = SSIL_INTERLEAVE;
} else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) {
interleave_pipeline = SSIL_INTERLEAVE_SMART;
}
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination), 0);
if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil), 1);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 1);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->draw_command_end_label(); // Interleave
}
RD::get_singleton()->draw_command_end_label(); // SSIL
RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
}
void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
roughness_limiter.push_constant.screen_size[0] = p_size.x;
roughness_limiter.push_constant.screen_size[1] = p_size.y;
@ -2115,63 +2444,36 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
if (!prefer_raster_effects) {
// Initialize ssao
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler.max_lod = 4;
ssao.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
uint32_t pipeline = 0;
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n");
ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
ssao_modes.push_back("\n#define GENERATE_MIPS\n");
ssao_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE");
ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n");
ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE");
// Initialize depth buffer for screen space effects
Vector<String> downsampler_modes;
downsampler_modes.push_back("\n");
downsampler_modes.push_back("\n#define USE_HALF_SIZE\n");
downsampler_modes.push_back("\n#define GENERATE_MIPS\n");
downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n");
downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n");
downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n");
downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS");
ssao.downsample_shader.initialize(ssao_modes);
ss_effects.downsample_shader.initialize(downsampler_modes);
ssao.downsample_shader_version = ssao.downsample_shader.version_create();
ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create();
for (int i = 0; i <= SSAO_DOWNSAMPLE_HALF_RES_HALF; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, i));
pipeline++;
}
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n");
ssao_modes.push_back("\n#define SSAO_BASE\n");
ssao_modes.push_back("\n#define ADAPTIVE\n");
ssao.gather_shader.initialize(ssao_modes);
ssao.gather_shader_version = ssao.gather_shader.version_create();
for (int i = SSAO_GATHER; i <= SSAO_GATHER_ADAPTIVE; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER));
pipeline++;
for (int i = 0; i < SS_EFFECTS_MAX; i++) {
ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i));
}
ssao.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSAOGatherConstants));
SSAOGatherConstants gather_constants;
ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants));
SSEffectsGatherConstants gather_constants;
const int sub_pass_count = 5;
for (int pass = 0; pass < 4; pass++) {
for (int subPass = 0; subPass < sub_pass_count; subPass++) {
int a = pass;
int b = subPass;
int spmap[5]{ 0, 1, 4, 3, 2 };
int b = spmap[subPass];
b = spmap[subPass];
float ca, sa;
float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
@ -2188,72 +2490,105 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
}
RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants);
RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants);
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define GENERATE_MAP\n");
ssao_modes.push_back("\n#define PROCESS_MAPA\n");
ssao_modes.push_back("\n#define PROCESS_MAPB\n");
// Initialize ssao
ssao.importance_map_shader.initialize(ssao_modes);
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler.max_lod = 4;
ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
pipeline++;
}
ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
Vector<RD::Uniform> uniforms;
uint32_t pipeline = 0;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.ids.push_back(ssao.importance_map_load_counter);
uniforms.push_back(u);
Vector<String> ssao_modes;
ssao_modes.push_back("\n");
ssao_modes.push_back("\n#define SSAO_BASE\n");
ssao_modes.push_back("\n#define ADAPTIVE\n");
ssao.gather_shader.initialize(ssao_modes);
ssao.gather_shader_version = ssao.gather_shader.version_create();
for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i));
pipeline++;
}
}
ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define MODE_NON_SMART\n");
ssao_modes.push_back("\n#define MODE_SMART\n");
ssao_modes.push_back("\n#define MODE_WIDE\n");
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define GENERATE_MAP\n");
ssao_modes.push_back("\n#define PROCESS_MAPA\n");
ssao_modes.push_back("\n#define PROCESS_MAPB\n");
ssao.blur_shader.initialize(ssao_modes);
ssao.importance_map_shader.initialize(ssao_modes);
ssao.blur_shader_version = ssao.blur_shader.version_create();
ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
pipeline++;
pipeline++;
}
ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.ids.push_back(ssao.importance_map_load_counter);
uniforms.push_back(u);
}
ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
}
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define MODE_NON_SMART\n");
ssao_modes.push_back("\n#define MODE_SMART\n");
ssao_modes.push_back("\n#define MODE_HALF\n");
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define MODE_NON_SMART\n");
ssao_modes.push_back("\n#define MODE_SMART\n");
ssao_modes.push_back("\n#define MODE_WIDE\n");
ssao.interleave_shader.initialize(ssao_modes);
ssao.blur_shader.initialize(ssao_modes);
ssao.interleave_shader_version = ssao.interleave_shader.version_create();
for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
pipeline++;
ssao.blur_shader_version = ssao.blur_shader.version_create();
for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
pipeline++;
}
}
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define MODE_NON_SMART\n");
ssao_modes.push_back("\n#define MODE_SMART\n");
ssao_modes.push_back("\n#define MODE_HALF\n");
ERR_FAIL_COND(pipeline != SSAO_MAX);
ssao.interleave_shader.initialize(ssao_modes);
ssao.interleave_shader_version = ssao.interleave_shader.version_create();
for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
pipeline++;
}
}
ERR_FAIL_COND(pipeline != SSAO_MAX);
}
}
if (!prefer_raster_effects) {
@ -2445,6 +2780,79 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
}
}
{
Vector<String> ssil_modes;
ssil_modes.push_back("\n");
ssil_modes.push_back("\n#define SSIL_BASE\n");
ssil_modes.push_back("\n#define ADAPTIVE\n");
ssil.gather_shader.initialize(ssil_modes);
ssil.gather_shader_version = ssil.gather_shader.version_create();
for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) {
ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i));
}
ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms));
}
{
Vector<String> ssil_modes;
ssil_modes.push_back("\n#define GENERATE_MAP\n");
ssil_modes.push_back("\n#define PROCESS_MAPA\n");
ssil_modes.push_back("\n#define PROCESS_MAPB\n");
ssil.importance_map_shader.initialize(ssil_modes);
ssil.importance_map_shader_version = ssil.importance_map_shader.version_create();
for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) {
ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP));
}
ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
int zero[1] = { 0 };
RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter");
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.ids.push_back(ssil.importance_map_load_counter);
uniforms.push_back(u);
}
ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2);
RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set");
}
{
Vector<String> ssil_modes;
ssil_modes.push_back("\n#define MODE_NON_SMART\n");
ssil_modes.push_back("\n#define MODE_SMART\n");
ssil_modes.push_back("\n#define MODE_WIDE\n");
ssil.blur_shader.initialize(ssil_modes);
ssil.blur_shader_version = ssil.blur_shader.version_create();
for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) {
ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS));
}
}
{
Vector<String> ssil_modes;
ssil_modes.push_back("\n#define MODE_NON_SMART\n");
ssil_modes.push_back("\n#define MODE_SMART\n");
ssil_modes.push_back("\n#define MODE_HALF\n");
ssil.interleave_shader.initialize(ssil_modes);
ssil.interleave_shader_version = ssil.interleave_shader.version_create();
for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) {
ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
}
}
{
Vector<String> resolve_modes;
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
@ -2541,20 +2949,26 @@ EffectsRD::~EffectsRD() {
copy.shader.version_free(copy.shader_version);
resolve.shader.version_free(resolve.shader_version);
specular_merge.shader.version_free(specular_merge.shader_version);
ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
ssao.blur_shader.version_free(ssao.blur_shader_version);
ssao.gather_shader.version_free(ssao.gather_shader_version);
ssao.downsample_shader.version_free(ssao.downsample_shader_version);
ssao.interleave_shader.version_free(ssao.interleave_shader_version);
ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
ssil.blur_shader.version_free(ssil.blur_shader_version);
ssil.gather_shader.version_free(ssil.gather_shader_version);
ssil.interleave_shader.version_free(ssil.interleave_shader_version);
ssil.importance_map_shader.version_free(ssil.importance_map_shader_version);
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
ssr.shader.version_free(ssr.shader_version);
ssr_filter.shader.version_free(ssr_filter.shader_version);
ssr_scale.shader.version_free(ssr_scale.shader_version);
sss.shader.version_free(sss.shader_version);
RD::get_singleton()->free(ssao.mirror_sampler);
RD::get_singleton()->free(ssao.gather_constants_buffer);
RD::get_singleton()->free(ss_effects.mirror_sampler);
RD::get_singleton()->free(ss_effects.gather_constants_buffer);
RD::get_singleton()->free(ssao.importance_map_load_counter);
RD::get_singleton()->free(ssil.importance_map_load_counter);
RD::get_singleton()->free(ssil.projection_uniform_buffer);
}
copy_to_fb.shader.version_free(copy_to_fb.shader_version);
cube_to_dp.shader.version_free(cube_to_dp.shader_version);

View File

@ -54,11 +54,15 @@
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/ssil_interleave.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
@ -376,13 +380,47 @@ private:
PipelineCacheRD raster_pipelines[BOKEH_MAX];
} bokeh;
struct SSEffectsDownsamplePushConstant {
float pixel_size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float radius_sq;
uint32_t pad[2];
};
enum SSEffectsMode {
SS_EFFECTS_DOWNSAMPLE,
SS_EFFECTS_DOWNSAMPLE_HALF_RES,
SS_EFFECTS_DOWNSAMPLE_MIPMAP,
SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
SS_EFFECTS_DOWNSAMPLE_HALF,
SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
SS_EFFECTS_MAX
};
struct SSEffectsGatherConstants {
float rotation_matrices[80]; //5 vec4s * 4
};
struct SSEffects {
SSEffectsDownsamplePushConstant downsample_push_constant;
SsEffectsDownsampleShaderRD downsample_shader;
RID downsample_shader_version;
RID downsample_uniform_set;
bool used_half_size_last_frame = false;
bool used_mips_last_frame = false;
bool used_full_mips_last_frame = false;
RID gather_constants_buffer;
RID mirror_sampler;
RID pipelines[SS_EFFECTS_MAX];
} ss_effects;
enum SSAOMode {
SSAO_DOWNSAMPLE,
SSAO_DOWNSAMPLE_HALF_RES,
SSAO_DOWNSAMPLE_MIPMAP,
SSAO_DOWNSAMPLE_MIPMAP_HALF_RES,
SSAO_DOWNSAMPLE_HALF,
SSAO_DOWNSAMPLE_HALF_RES_HALF,
SSAO_GATHER,
SSAO_GATHER_BASE,
SSAO_GATHER_ADAPTIVE,
@ -398,15 +436,6 @@ private:
SSAO_MAX
};
struct SSAODownsamplePushConstant {
float pixel_size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float radius_sq;
uint32_t pad[2];
};
struct SSAOGatherPushConstant {
int32_t screen_size[2];
int pass;
@ -432,7 +461,7 @@ private:
float horizon_angle_threshold;
float inv_radius_near_limit;
bool is_orthogonal;
uint32_t is_orthogonal;
float neg_inv_radius;
float load_counter_avg_div;
float adaptive_sample_limit;
@ -441,10 +470,6 @@ private:
float pass_uv_offset[2];
};
struct SSAOGatherConstants {
float rotation_matrices[80]; //5 vec4s * 4
};
struct SSAOImportanceMapPushConstant {
float half_screen_pixel_size[2];
float intensity;
@ -464,15 +489,9 @@ private:
};
struct SSAO {
SSAODownsamplePushConstant downsample_push_constant;
SsaoDownsampleShaderRD downsample_shader;
RID downsample_shader_version;
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
RID gather_constants_buffer;
bool gather_initialized = false;
SSAOImportanceMapPushConstant importance_map_push_constant;
SsaoImportanceMapShaderRD importance_map_shader;
@ -488,10 +507,104 @@ private:
SsaoInterleaveShaderRD interleave_shader;
RID interleave_shader_version;
RID mirror_sampler;
RID pipelines[SSAO_MAX];
} ssao;
enum SSILMode {
SSIL_GATHER,
SSIL_GATHER_BASE,
SSIL_GATHER_ADAPTIVE,
SSIL_GENERATE_IMPORTANCE_MAP,
SSIL_PROCESS_IMPORTANCE_MAPA,
SSIL_PROCESS_IMPORTANCE_MAPB,
SSIL_BLUR_PASS,
SSIL_BLUR_PASS_SMART,
SSIL_BLUR_PASS_WIDE,
SSIL_INTERLEAVE,
SSIL_INTERLEAVE_SMART,
SSIL_INTERLEAVE_HALF,
SSIL_MAX
};
struct SSILGatherPushConstant {
int32_t screen_size[2];
int pass;
int quality;
float half_screen_pixel_size[2];
float half_screen_pixel_size_x025[2];
float NDC_to_view_mul[2];
float NDC_to_view_add[2];
float pad2[2];
float z_near;
float z_far;
float radius;
float intensity;
int size_multiplier;
int pad;
float fade_out_mul;
float fade_out_add;
float normal_rejection_amount;
float inv_radius_near_limit;
uint32_t is_orthogonal;
float neg_inv_radius;
float load_counter_avg_div;
float adaptive_sample_limit;
int32_t pass_coord_offset[2];
float pass_uv_offset[2];
};
struct SSILImportanceMapPushConstant {
float half_screen_pixel_size[2];
float intensity;
float pad;
};
struct SSILBlurPushConstant {
float edge_sharpness;
float pad;
float half_screen_pixel_size[2];
};
struct SSILInterleavePushConstant {
float inv_sharpness;
uint32_t size_modifier;
float pixel_size[2];
};
struct SSILProjectionUniforms {
float inv_last_frame_projection_matrix[16];
};
struct SSIL {
SSILGatherPushConstant gather_push_constant;
SsilShaderRD gather_shader;
RID gather_shader_version;
RID projection_uniform_buffer;
SSILImportanceMapPushConstant importance_map_push_constant;
SsilImportanceMapShaderRD importance_map_shader;
RID importance_map_shader_version;
RID importance_map_load_counter;
RID counter_uniform_set;
SSILBlurPushConstant blur_push_constant;
SsilBlurShaderRD blur_shader;
RID blur_shader_version;
SSILInterleavePushConstant interleave_push_constant;
SsilInterleaveShaderRD interleave_shader;
RID interleave_shader_version;
RID pipelines[SSIL_MAX];
} ssil;
struct RoughnessLimiterPushConstant {
int32_t screen_size[2];
float curve;
@ -592,6 +705,7 @@ private:
uint8_t metallic_mask[4];
float projection[16];
float prev_projection[16];
};
struct ScreenSpaceReflection {
@ -855,11 +969,34 @@ public:
Size2i quarter_screen_size = Size2i();
};
struct SSILSettings {
float radius = 1.0;
float intensity = 2.0;
float sharpness = 0.98;
float normal_rejection = 1.0;
RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
bool half_size = true;
float adaptive_target = 0.5;
int blur_passes = 4;
float fadeout_from = 50.0;
float fadeout_to = 300.0;
Size2i full_screen_size = Size2i();
Size2i half_screen_size = Size2i();
Size2i quarter_screen_size = Size2i();
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection);
void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
void generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
void screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);

View File

@ -722,7 +722,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.ambient_light_color_energy[3] = 1.0;
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
scene_state.ubo.ssao_enabled = false;
scene_state.ubo.ss_effects_flags = 0;
} else if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
@ -767,9 +767,14 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.use_reflection_cubemap = false;
}
scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment);
scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment);
scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment);
uint32_t ss_flags = 0;
if (p_opaque_render_buffers) {
ss_flags |= environment_is_ssao_enabled(p_render_data->environment) ? 1 : 0;
ss_flags |= environment_is_ssil_enabled(p_render_data->environment) ? 2 : 0;
}
scene_state.ubo.ss_effects_flags = ss_flags;
scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment);
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
@ -801,7 +806,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.use_ambient_cubemap = false;
scene_state.ubo.use_reflection_cubemap = false;
scene_state.ubo.ssao_enabled = false;
scene_state.ubo.ss_effects_flags = 0;
}
scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
@ -1216,6 +1221,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool using_sdfgi = false;
bool using_voxelgi = false;
bool reverse_cull = false;
bool using_ssil = p_render_data->environment.is_valid() && environment_is_ssil_enabled(p_render_data->environment);
if (render_buffer) {
screen_size.x = render_buffer->width;
@ -1245,7 +1251,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
opaque_specular_framebuffer = render_buffer->color_specular_fb;
}
} else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
} else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
}
@ -1440,7 +1446,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
continue_depth = !finish_depth;
}
_pre_opaque_render(p_render_data, using_ssao, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID());
_pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID());
RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
@ -1584,6 +1590,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_end_label();
RENDER_TIMESTAMP("Resolve");
RD::get_singleton()->draw_command_begin_label("Resolve");
if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
@ -1592,6 +1600,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RD::get_singleton()->draw_command_end_label();
RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL");
if (using_ssil) {
RENDER_TIMESTAMP("Copy Final Framebuffer");
_copy_framebuffer_to_ssil(p_render_data->render_buffers);
}
RD::get_singleton()->draw_command_end_label();
if (p_render_data->render_buffers.is_valid()) {
_debug_draw_cluster(p_render_data->render_buffers);
@ -2356,6 +2371,15 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
u.ids.push_back(vfog);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 19;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID();
RID texture = ssil.is_valid() ? ssil : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
}
if (p_index >= (int)render_pass_uniform_sets.size()) {

View File

@ -250,7 +250,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float z_far;
float z_near;
uint32_t ssao_enabled;
uint32_t ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
uint32_t roughness_limiter_enabled;

View File

@ -668,7 +668,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
}
_pre_opaque_render(p_render_data, false, false, RID(), RID());
_pre_opaque_render(p_render_data, false, false, false, RID(), RID());
uint32_t spec_constant_base_flags = 0;

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@ -123,6 +123,14 @@ public:
float ssr_fade_out = 2.0;
float ssr_depth_tolerance = 0.2;
/// SSIL
///
bool ssil_enabled = false;
float ssil_radius = 5.0;
float ssil_intensity = 1.0;
float ssil_sharpness = 0.98;
float ssil_normal_rejection = 1.0;
/// SDFGI
bool sdfgi_enabled = false;
RS::EnvironmentSDFGICascades sdfgi_cascades;

View File

@ -2065,7 +2065,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
for (int i = 0; i < levels.size(); i++) {
VoxelGIInstance::Mipmap mipmap;
mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D);
mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, 1, RD::TEXTURE_SLICE_3D);
mipmap.level = levels.size() - i - 1;
mipmap.cell_offset = 0;
for (uint32_t j = 0; j < mipmap.level; j++) {

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@ -427,6 +427,26 @@ void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQual
ssao_fadeout_to = p_fadeout_to;
}
void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->ssil_enabled = p_enable;
env->ssil_radius = p_radius;
env->ssil_intensity = p_intensity;
env->ssil_sharpness = p_sharpness;
env->ssil_normal_rejection = p_normal_rejection;
}
void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
ssil_quality = p_quality;
ssil_half_size = p_half_size;
ssil_adaptive_target = p_adaptive_target;
ssil_blur_passes = p_blur_passes;
ssil_fadeout_from = p_fadeout_from;
ssil_fadeout_to = p_fadeout_to;
}
bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, false);
@ -445,6 +465,12 @@ float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const
return env->ssao_direct_light_affect;
}
bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const {
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, false);
return env->ssil_enabled;
}
bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, false);
@ -1772,24 +1798,51 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->luminance.current = RID();
}
if (rb->ssao.depth.is_valid()) {
RD::get_singleton()->free(rb->ssao.depth);
RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
RD::get_singleton()->free(rb->ssao.ao_pong);
RD::get_singleton()->free(rb->ssao.ao_final);
if (rb->ss_effects.linear_depth.is_valid()) {
RD::get_singleton()->free(rb->ss_effects.linear_depth);
rb->ss_effects.linear_depth = RID();
rb->ss_effects.linear_depth_slices.clear();
}
RD::get_singleton()->free(rb->ssao.importance_map[0]);
RD::get_singleton()->free(rb->ssao.importance_map[1]);
if (rb->ss_effects.ssao.ao_final.is_valid()) {
RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
rb->ssao.depth = RID();
rb->ssao.ao_deinterleaved = RID();
rb->ssao.ao_pong = RID();
rb->ssao.ao_final = RID();
rb->ssao.importance_map[0] = RID();
rb->ssao.importance_map[1] = RID();
rb->ssao.depth_slices.clear();
rb->ssao.ao_deinterleaved_slices.clear();
rb->ssao.ao_pong_slices.clear();
RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
rb->ss_effects.ssao.ao_deinterleaved = RID();
rb->ss_effects.ssao.ao_pong = RID();
rb->ss_effects.ssao.ao_final = RID();
rb->ss_effects.ssao.importance_map[0] = RID();
rb->ss_effects.ssao.importance_map[1] = RID();
rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
rb->ss_effects.ssao.ao_pong_slices.clear();
}
if (rb->ss_effects.ssil.ssil_final.is_valid()) {
RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
RD::get_singleton()->free(rb->ss_effects.ssil.pong);
RD::get_singleton()->free(rb->ss_effects.ssil.edges);
RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
rb->ss_effects.ssil.ssil_final = RID();
rb->ss_effects.ssil.deinterleaved = RID();
rb->ss_effects.ssil.pong = RID();
rb->ss_effects.ssil.edges = RID();
rb->ss_effects.ssil.deinterleaved_slices.clear();
rb->ss_effects.ssil.pong_slices.clear();
rb->ss_effects.ssil.edges_slices.clear();
rb->ss_effects.ssil.importance_map[0] = RID();
rb->ss_effects.ssil.importance_map[1] = RID();
RD::get_singleton()->free(rb->ss_effects.last_frame);
rb->ss_effects.last_frame = RID();
rb->ss_effects.last_frame_slices.clear();
}
if (rb->ssr.blur_radius[0].is_valid()) {
@ -1893,24 +1946,21 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
RENDER_TIMESTAMP("Process SSAO");
if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
RD::get_singleton()->free(rb->ssao.depth);
RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
RD::get_singleton()->free(rb->ssao.ao_pong);
RD::get_singleton()->free(rb->ssao.ao_final);
if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved);
RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong);
RD::get_singleton()->free(rb->ss_effects.ssao.ao_final);
RD::get_singleton()->free(rb->ssao.importance_map[0]);
RD::get_singleton()->free(rb->ssao.importance_map[1]);
RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]);
RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]);
rb->ssao.depth = RID();
rb->ssao.ao_deinterleaved = RID();
rb->ssao.ao_pong = RID();
rb->ssao.ao_final = RID();
rb->ssao.importance_map[0] = RID();
rb->ssao.importance_map[1] = RID();
rb->ssao.depth_slices.clear();
rb->ssao.ao_deinterleaved_slices.clear();
rb->ssao.ao_pong_slices.clear();
rb->ss_effects.ssao.ao_deinterleaved = RID();
rb->ss_effects.ssao.ao_pong = RID();
rb->ss_effects.ssao.ao_final = RID();
rb->ss_effects.ssao.importance_map[0] = RID();
rb->ss_effects.ssao.importance_map[1] = RID();
rb->ss_effects.ssao.ao_deinterleaved_slices.clear();
rb->ss_effects.ssao.ao_pong_slices.clear();
}
int buffer_width;
@ -1929,24 +1979,24 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
half_height = (rb->height + 3) / 4;
}
bool uniform_sets_are_invalid = false;
if (rb->ssao.depth.is_null()) {
//allocate depth slices
if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) {
{
rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16_SFLOAT;
tf.format = RD::DATA_FORMAT_R8G8_UNORM;
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
tf.width = buffer_width;
tf.height = buffer_height;
tf.mipmaps = 4;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
for (uint32_t i = 0; i < tf.mipmaps; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
rb->ssao.depth_slices.push_back(slice);
RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0);
rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice);
RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " ");
}
}
@ -1958,29 +2008,12 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.height = buffer_height;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
rb->ssao.ao_deinterleaved_slices.push_back(slice);
RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
}
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8G8_UNORM;
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
tf.width = buffer_width;
tf.height = buffer_height;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
rb->ssao.ao_pong_slices.push_back(slice);
RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0);
rb->ss_effects.ssao.ao_pong_slices.push_back(slice);
RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
}
}
@ -1990,10 +2023,10 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.width = half_width;
tf.height = half_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map");
rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong");
}
{
RD::TextureFormat tf;
@ -2001,8 +2034,8 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final");
}
ssao_using_half_size = ssao_half_size;
uniform_sets_are_invalid = true;
@ -2026,7 +2059,187 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
settings.half_screen_size = Size2i(buffer_width, buffer_height);
settings.quarter_screen_size = Size2i(half_width, half_height);
storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
storage->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set);
}
void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
ERR_FAIL_COND(!env);
RENDER_TIMESTAMP("Process SSIL");
if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) {
RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final);
RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved);
RD::get_singleton()->free(rb->ss_effects.ssil.pong);
RD::get_singleton()->free(rb->ss_effects.ssil.edges);
RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]);
RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]);
rb->ss_effects.ssil.ssil_final = RID();
rb->ss_effects.ssil.deinterleaved = RID();
rb->ss_effects.ssil.pong = RID();
rb->ss_effects.ssil.edges = RID();
rb->ss_effects.ssil.deinterleaved_slices.clear();
rb->ss_effects.ssil.pong_slices.clear();
rb->ss_effects.ssil.edges_slices.clear();
rb->ss_effects.ssil.importance_map[0] = RID();
rb->ss_effects.ssil.importance_map[1] = RID();
}
int buffer_width;
int buffer_height;
int half_width;
int half_height;
if (ssil_half_size) {
buffer_width = (rb->width + 3) / 4;
buffer_height = (rb->height + 3) / 4;
half_width = (rb->width + 7) / 8;
half_height = (rb->height + 7) / 8;
} else {
buffer_width = (rb->width + 1) / 2;
buffer_height = (rb->height + 1) / 2;
half_width = (rb->width + 3) / 4;
half_height = (rb->height + 3) / 4;
}
bool uniform_sets_are_invalid = false;
if (rb->ss_effects.ssil.ssil_final.is_null()) {
{
rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY);
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture");
RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1);
if (rb->ss_effects.last_frame.is_null()) {
tf.mipmaps = 6;
rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance");
RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1);
for (uint32_t i = 0; i < 6; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i);
rb->ss_effects.last_frame_slices.push_back(slice);
RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " ");
}
}
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
tf.width = buffer_width;
tf.height = buffer_height;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0);
rb->ss_effects.ssil.deinterleaved_slices.push_back(slice);
RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " ");
}
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
tf.width = buffer_width;
tf.height = buffer_height;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0);
rb->ss_effects.ssil.pong_slices.push_back(slice);
RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " ");
}
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
tf.width = buffer_width;
tf.height = buffer_height;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer");
for (uint32_t i = 0; i < 4; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0);
rb->ss_effects.ssil.edges_slices.push_back(slice);
RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " ");
}
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = half_width;
tf.height = half_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map");
rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong");
}
uniform_sets_are_invalid = true;
ssil_using_half_size = ssil_half_size;
}
EffectsRD::SSILSettings settings;
settings.radius = env->ssil_radius;
settings.intensity = env->ssil_intensity;
settings.sharpness = env->ssil_sharpness;
settings.normal_rejection = env->ssil_normal_rejection;
settings.quality = ssil_quality;
settings.half_size = ssil_half_size;
settings.adaptive_target = ssil_adaptive_target;
settings.blur_passes = ssil_blur_passes;
settings.fadeout_from = ssil_fadeout_from;
settings.fadeout_to = ssil_fadeout_to;
settings.full_screen_size = Size2i(rb->width, rb->height);
settings.half_screen_size = Size2i(buffer_width, buffer_height);
settings.quarter_screen_size = Size2i(half_width, half_height);
CameraMatrix correction;
correction.set_depth_correction(true);
CameraMatrix projection = correction * p_projection;
Transform3D transform = p_transform;
transform.set_origin(Vector3(0.0, 0.0, 0.0));
CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse();
storage->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set);
rb->ss_effects.last_frame_projection = projection;
rb->ss_effects.last_frame_transform = transform;
}
void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
if (rb->ss_effects.last_frame.is_valid()) {
storage->get_effects()->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height));
int width = rb->width;
int height = rb->height;
for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) {
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
storage->get_effects()->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height));
}
}
}
void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
@ -2384,10 +2597,14 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
RID ao_buf = rb->ssao.ao_final;
effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
@ -2451,7 +2668,13 @@ RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
return rb->ssao.ao_final;
return rb->ss_effects.ssao.ao_final;
}
RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
return rb->ss_effects.ssil.ssil_final;
}
RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
@ -4415,7 +4638,7 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo
}
}
void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
// Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
if (p_render_data->render_buffers.is_valid() && p_use_gi) {
@ -4502,9 +4725,40 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
if (p_render_data->render_buffers.is_valid()) {
if (p_use_ssao || p_use_ssil) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
bool invalidate_uniform_set = false;
if (rb->ss_effects.linear_depth.is_null()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16_SFLOAT;
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
tf.width = (rb->width + 1) / 2;
tf.height = (rb->height + 1) / 2;
tf.mipmaps = 5;
tf.array_layers = 4;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth");
for (uint32_t i = 0; i < tf.mipmaps; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY);
rb->ss_effects.linear_depth_slices.push_back(slice);
RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " ");
}
invalidate_uniform_set = true;
}
storage->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection);
}
if (p_use_ssao) {
_process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
}
if (p_use_ssil) {
_process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection, p_render_data->cam_transform);
}
}
//full barrier here, we need raster, transfer and compute and it depends from the previous work
@ -5388,6 +5642,9 @@ void fog() {
sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to"));
directional_penumbra_shadow_kernel = memnew_arr(float, 128);
directional_soft_shadow_kernel = memnew_arr(float, 128);
penumbra_shadow_kernel = memnew_arr(float, 128);

View File

@ -129,12 +129,15 @@ protected:
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform);
void _copy_framebuffer_to_ssil(RID p_render_buffers);
void _ensure_ss_effects(RID p_render_buffers, bool p_using_ssil);
bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
@ -415,6 +418,14 @@ private:
float ssao_fadeout_from = 50.0;
float ssao_fadeout_to = 300.0;
RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM;
bool ssil_half_size = false;
bool ssil_using_half_size = false;
float ssil_adaptive_target = 0.5;
int ssil_blur_passes = 4;
float ssil_fadeout_from = 50.0;
float ssil_fadeout_to = 300.0;
bool glow_bicubic_upscale = false;
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
@ -517,20 +528,47 @@ private:
RID current_fb;
} luminance;
struct SSAO {
RID depth;
Vector<RID> depth_slices;
RID ao_deinterleaved;
Vector<RID> ao_deinterleaved_slices;
RID ao_pong;
Vector<RID> ao_pong_slices;
RID ao_final;
RID importance_map[2];
struct SSEffects {
RID linear_depth;
Vector<RID> linear_depth_slices;
RID downsample_uniform_set;
RID gather_uniform_set;
RID importance_map_uniform_set;
} ssao;
RID last_frame;
Vector<RID> last_frame_slices;
CameraMatrix last_frame_projection;
Transform3D last_frame_transform;
struct SSAO {
RID ao_deinterleaved;
Vector<RID> ao_deinterleaved_slices;
RID ao_pong;
Vector<RID> ao_pong_slices;
RID ao_final;
RID importance_map[2];
RID depth_texture_view;
RID gather_uniform_set;
RID importance_map_uniform_set;
} ssao;
struct SSIL {
RID ssil_final;
RID deinterleaved;
Vector<RID> deinterleaved_slices;
RID pong;
Vector<RID> pong_slices;
RID edges;
Vector<RID> edges_slices;
RID importance_map[2];
RID depth_texture_view;
RID gather_uniform_set;
RID importance_map_uniform_set;
RID projection_uniform_set;
} ssil;
} ss_effects;
struct SSR {
RID normal_scaled;
@ -1039,9 +1077,12 @@ public:
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override;
virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
bool environment_is_ssao_enabled(RID p_env) const;
float environment_get_ssao_ao_affect(RID p_env) const;
float environment_get_ssao_light_affect(RID p_env) const;
bool environment_is_ssil_enabled(RID p_env) const;
bool environment_is_ssr_enabled(RID p_env) const;
bool environment_is_sdfgi_enabled(RID p_env) const;
@ -1337,6 +1378,7 @@ public:
RID render_buffers_get_depth_texture(RID p_render_buffers);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_ssil_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
RID render_buffers_get_back_depth_texture(RID p_render_buffers);
RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);

View File

@ -351,7 +351,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
}
layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
mmw = MAX(1, mmw >> 1);
mmh = MAX(1, mmh >> 1);
@ -379,7 +379,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
}
layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
mmw = MAX(1, mmw >> 1);
mmh = MAX(1, mmh >> 1);
@ -388,7 +388,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
layers.push_back(layer);
}
radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP);
RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
RD::TextureFormat tf;
tf.format = p_texture_format;
@ -409,7 +409,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR
ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
mm.size.width = mmw;
mm.size.height = mmh;
mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP);
RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
if (prefer_raster_effects) {
// we need a framebuffer for each side of our cubemap

View File

@ -84,6 +84,8 @@ void main() {
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
color /= 4.0;
color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color));
color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color));
imageStore(dest_buffer, pos + params.target, color);
#endif

View File

@ -1149,7 +1149,7 @@ void main() {
}
#endif // !USE_LIGHTMAP
if (scene_data.ssao_enabled) {
if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
@ -1219,6 +1219,12 @@ void main() {
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
ambient_light *= 1.0 - ssil.a;
ambient_light += ssil.rgb * albedo.rgb;
}
//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);

View File

@ -72,6 +72,9 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1
#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2
layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
@ -201,7 +204,7 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
float z_far;
float z_near;
bool ssao_enabled;
uint ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
bool roughness_limiter_enabled;
@ -326,6 +329,8 @@ voxel_gi_instances;
layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
layout(set = 1, binding = 19) uniform texture2D ssil_buffer;
#endif
/* Set 2 Skeleton & Instancing (can change per item) */

View File

@ -223,7 +223,6 @@ void main() {
blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h);
}
}
final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size));
imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8

View File

@ -42,6 +42,9 @@ layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_
layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1;
layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2;
layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3;
#ifdef GENERATE_FULL_MIPS
layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4;
#endif
#endif
vec4 screen_space_to_view_space_depth(vec4 p_depth) {
@ -150,7 +153,27 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid)
float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
#ifndef GENERATE_FULL_MIPS
}
#else
depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
}
still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y;
p_output_coord /= 2;
groupMemoryBarrier();
barrier();
if (still_alive) {
float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8];
float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0];
float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8];
float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
}
#endif
}
#else
#ifndef USE_HALF_BUFFERS

View File

@ -23,8 +23,6 @@
#VERSION_DEFINES
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
#define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32)
const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = {
vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
@ -62,7 +60,6 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 };
#define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
#define SSAO_MAX_TAPS 32
#define SSAO_MAX_REF_TAPS 512
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
#define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT)
#define SSAO_DEPTH_MIP_LEVELS 4

View File

@ -128,19 +128,19 @@ void main() {
#ifdef MODE_NON_SMART
vec2 halfPixel = params.half_screen_pixel_size * 0.5f;
vec2 half_pixel = params.half_screen_pixel_size * 0.5;
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy;
vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy;
vec4 vals;
vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x;
vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x;
vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x;
vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x;
vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x;
vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x;
vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x;
vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x;
vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y);
vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y);
#else
#ifdef MODE_SMART

View File

@ -26,7 +26,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#ifdef GENERATE_MAP
layout(set = 0, binding = 0) uniform sampler2DArray source_ssao;
layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
#else
layout(set = 0, binding = 0) uniform sampler2D source_importance;
#endif
@ -56,11 +56,10 @@ void main() {
vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
float avg = 0.0;
float minV = 1.0;
float maxV = 0.0;
for (int i = 0; i < 4; i++) {
vec4 vals = textureGather(source_ssao, vec3(base_uv, i));
vec4 vals = textureGather(source_texture, vec3(base_uv, i));
// apply the same modifications that would have been applied in the main shader
vals = params.intensity * vals;
@ -69,8 +68,6 @@ void main() {
vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0));
maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
}

View File

@ -0,0 +1,444 @@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2016, Intel Corporation
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
// the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// File changes (yyyy-mm-dd)
// 2016-09-07: filip.strugar@intel.com: first commit
// 2020-12-05: clayjohn: convert to Vulkan and Godot
// 2021-05-27: clayjohn: convert SSAO to SSIL
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#[compute]
#version 450
#VERSION_DEFINES
#define SSIL_MAIN_DISK_SAMPLE_COUNT (32)
const vec4 sample_pattern[SSIL_MAIN_DISK_SAMPLE_COUNT] = {
vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283),
vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055),
vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520),
vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800),
vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046),
vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246),
vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244)
};
// these values can be changed (up to SSIL_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors
// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples)
const int num_taps[5] = { 3, 5, 12, 0, 0 };
#define SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar
#define SSIL_TILT_SAMPLES_AMOUNT (0.4)
//
#define SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar
#define SSIL_HALOING_REDUCTION_AMOUNT (0.8) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable)
//
#define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2)
#define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically
//
// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for
// testing purposes, it will not yield performance gains (or correct results)
#define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1)
//
#define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
#define SSIL_MAX_TAPS 32
#define SSIL_ADAPTIVE_TAP_BASE_COUNT 5
#define SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSIL_MAX_TAPS - SSIL_ADAPTIVE_TAP_BASE_COUNT)
#define SSIL_DEPTH_MIP_LEVELS 4
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps;
layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal;
layout(set = 0, binding = 2) uniform Constants { //get into a lower set
vec4 rotation_matrices[20];
}
constants;
#ifdef ADAPTIVE
layout(rgba16, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssil;
layout(set = 1, binding = 1) uniform sampler2D source_importance;
layout(set = 1, binding = 2, std430) buffer Counter {
uint sum;
}
counter;
#endif
layout(rgba16, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
layout(r8, set = 2, binding = 1) uniform image2D edges_weights_image;
layout(set = 3, binding = 0) uniform sampler2D last_frame;
layout(set = 3, binding = 1) uniform ProjectionConstants {
mat4 reprojection;
}
projection_constants;
layout(push_constant, binding = 3, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;
vec2 half_screen_pixel_size;
vec2 half_screen_pixel_size_x025;
vec2 NDC_to_view_mul;
vec2 NDC_to_view_add;
vec2 pad2;
float z_near;
float z_far;
float radius;
float intensity;
int size_multiplier;
int pad;
float fade_out_mul;
float fade_out_add;
float normal_rejection_amount;
float inv_radius_near_limit;
bool is_orthogonal;
float neg_inv_radius;
float load_counter_avg_div;
float adaptive_sample_limit;
ivec2 pass_coord_offset;
vec2 pass_uv_offset;
}
params;
float pack_edges(vec4 p_edgesLRTB) {
p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05);
return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0));
}
vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) {
if (params.is_orthogonal) {
return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth);
} else {
return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth);
}
}
// calculate effect radius and fit our screen sampling pattern inside it
void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) {
r_radius = params.radius;
// when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts
const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2;
r_radius *= too_close_limit;
// 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence
r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x;
// used to calculate falloff (both for AO samples and per-sample weights)
r_fallof_sq = -1.0 / (r_radius * r_radius);
}
vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) {
// slope-sensitive depth-based edge detection
vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z;
vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz;
edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted));
return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0);
}
vec3 decode_normal(vec3 p_encoded_normal) {
vec3 normal = p_encoded_normal * 2.0 - 1.0;
return normal;
}
vec3 load_normal(ivec2 p_pos) {
vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz;
encoded_normal.z = 1.0 - encoded_normal.z;
return decode_normal(encoded_normal);
}
vec3 load_normal(ivec2 p_pos, ivec2 p_offset) {
vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz;
encoded_normal.z = 1.0 - encoded_normal.z;
return decode_normal(encoded_normal);
}
// all vectors in viewspace
float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) {
float length_sq = dot(p_hit_delta, p_hit_delta);
float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq);
float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0);
return max(0, NdotD - 0.05) * falloff_mult;
}
void SSIL_tap_inner(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) {
// get depth at sample
float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x;
vec3 sample_normal = load_normal(ivec2(p_sampling_uv * vec2(params.screen_size)));
// convert to viewspace
vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z);
vec3 hit_delta = hit_pos - p_pix_center_pos;
float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq);
float weight = 1.0;
if (p_quality_level >= SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) {
float reduct = max(0, -hit_delta.z);
reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0);
weight = SSIL_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSIL_HALOING_REDUCTION_AMOUNT);
}
// Translate sampling_uv to last screen's coordinates
const vec4 sample_pos = projection_constants.reprojection * vec4(p_sampling_uv * 2.0 - 1.0, (viewspace_sample_z - params.z_near) / (params.z_far - params.z_near) * 2.0 - 1.0, 1.0);
vec2 reprojected_sampling_uv = (sample_pos.xy / sample_pos.w) * 0.5 + 0.5;
weight *= p_weight_mod;
r_obscurance_sum += obscurance * weight;
vec3 sample_color = textureLod(last_frame, reprojected_sampling_uv, 5.0).rgb;
// Reduce impact of fireflies by tonemapping before averaging: http://graphicrants.blogspot.com/2013/12/tone-mapping.html
sample_color /= (1.0 + dot(sample_color, vec3(0.299, 0.587, 0.114)));
r_color_sum += sample_color * obscurance * weight * mix(1.0, smoothstep(0.0, 0.1, -dot(sample_normal, normalize(hit_delta))), params.normal_rejection_amount);
r_weight_sum += weight;
}
void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) {
vec2 sample_offset;
float sample_pow_2_len;
// patterns
{
vec4 new_sample = sample_pattern[p_tap_index];
sample_offset = new_sample.xy * p_rot_scale;
sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) );
p_weight_mod *= new_sample.z;
}
// snap to pixel center (more correct obscurance math, avoids artifacts)
sample_offset = round(sample_offset);
// calculate MIP based on the sample distance from the centre, similar to as described
// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos;
SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
// for the second tap, just use the mirrored offset
vec2 sample_offset_mirrored_uv = -sample_offset;
// tilt the second set of samples so that the disk is effectively rotated by the normal
// effective at removing one set of artifacts, but too expensive for lower quality settings
if (p_quality_level >= SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) {
float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy);
sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy;
sample_offset_mirrored_uv = round(sample_offset_mirrored_uv);
}
// snap to pixel center (more correct obscurance math, avoids artifacts)
vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos;
SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
}
void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) {
vec2 pos_rounded = trunc(p_pos);
uvec2 upos = uvec2(pos_rounded);
const int number_of_taps = (p_adaptive_base) ? (SSIL_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]);
float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z;
vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass));
vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass));
// get this pixel's viewspace depth
pix_z = valuesUL.y;
// get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
pix_left_z = valuesUL.x;
pix_top_z = valuesUL.z;
pix_right_z = valuesBR.z;
pix_bottom_z = valuesBR.x;
vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025;
vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z);
// Load this pixel's viewspace normal
uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy;
vec3 pixel_normal = load_normal(ivec2(full_res_coord));
const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy;
float pixel_lookup_radius;
float fallof_sq;
// calculate effect radius and fit our screen sampling pattern inside it
float viewspace_radius;
calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq);
// calculate samples rotation/scaling
mat2 rot_scale_matrix;
uint pseudo_random_index;
{
vec4 rotation_scale;
// reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead
if (!p_adaptive_base && (p_quality_level >= SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) {
float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y));
near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0);
pixel_lookup_radius *= near_screen_border;
}
// load & update pseudo-random rotation matrix
pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5;
rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index];
rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius);
}
// the main obscurance & sample weight storage
vec3 color_sum = vec3(0.0);
float obscurance_sum = 0.0;
float weight_sum = 0.0;
// edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
// Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
pix_center_pos *= 0.9992;
if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z);
}
const float global_mip_offset = SSIL_DEPTH_MIPS_GLOBAL_OFFSET;
float mip_offset = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset);
// Used to tilt the second set of samples so that the disk is effectively rotated by the normal
// effective at removing one set of artifacts, but too expensive for lower quality settings
vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y);
float norm_xy_length = length(norm_xy);
norm_xy /= vec2(norm_xy_length, -norm_xy_length);
norm_xy_length *= SSIL_TILT_SAMPLES_AMOUNT;
// standard, non-adaptive approach
if ((p_quality_level != 3) || p_adaptive_base) {
for (int i = 0; i < number_of_taps; i++) {
SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length);
}
}
#ifdef ADAPTIVE
else {
// add new ones if needed
vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy;
float importance = textureLod(source_importance, full_res_uv, 0.0).x;
//Need to store obscurance from base pass
// load existing base values
vec4 base_values = imageLoad(source_ssil, ivec3(upos, params.pass));
weight_sum += imageLoad(edges_weights_image, ivec2(upos)).r * float(SSIL_ADAPTIVE_TAP_BASE_COUNT * 4.0);
color_sum += (base_values.rgb) * weight_sum;
obscurance_sum += (base_values.a) * weight_sum;
// increase importance around edges
float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0));
float avg_total_importance = float(counter.sum) * params.load_counter_avg_div;
float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0);
importance *= importance_limiter;
float additional_sample_count = SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance;
const float blend_range = 3.0;
const float blend_range_inv = 1.0 / blend_range;
additional_sample_count += 0.5;
uint additional_samples = uint(additional_sample_count);
uint additional_samples_to = min(SSIL_MAX_TAPS, additional_samples + SSIL_ADAPTIVE_TAP_BASE_COUNT);
for (uint i = SSIL_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) {
additional_sample_count -= 1.0f;
float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0);
SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length);
}
}
#endif
// Early out for adaptive base
if (p_adaptive_base) {
vec3 color = color_sum / weight_sum;
r_color = color;
r_edges = vec4(0.0);
r_obscurance = obscurance_sum / weight_sum;
r_weight = weight_sum;
return;
}
// Calculate weighted average
vec3 color = color_sum / weight_sum;
color /= 1.0 - dot(color, vec3(0.299, 0.587, 0.114));
// Calculate fadeout (1 close, gradient, 0 far)
float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0);
// Reduce the SSIL if we're on the edge to remove artifacts on edges (we don't care for the lower quality one)
if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
// when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts
float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0);
fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0);
}
color = params.intensity * color;
color *= fade_out;
// outputs!
r_color = color;
r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc.
r_obscurance = clamp((obscurance_sum / weight_sum) * params.intensity, 0.0, 1.0);
r_weight = weight_sum;
}
void main() {
vec3 out_color;
float out_obscurance;
float out_weight;
vec4 out_edges;
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5);
#ifdef SSIL_BASE
generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, true);
imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
imageStore(edges_weights_image, ssC, vec4(out_weight / (float(SSIL_ADAPTIVE_TAP_BASE_COUNT) * 4.0)));
#else
generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, false); // pass in quality levels
imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
imageStore(edges_weights_image, ssC, vec4(pack_edges(out_edges)));
#endif
}

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@ -0,0 +1,124 @@
#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D source_ssil;
layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
layout(push_constant, binding = 1, std430) uniform Params {
float edge_sharpness;
float pad;
vec2 half_screen_pixel_size;
}
params;
vec4 unpack_edges(float p_packed_val) {
uint packed_val = uint(p_packed_val * 255.5);
vec4 edgesLRTB;
edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0);
}
void add_sample(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) {
float weight = p_edge_value;
r_sum += (weight * p_ssil_value);
r_sum_weight += weight;
}
#ifdef MODE_WIDE
vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) {
vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0));
vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2));
vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0));
vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2));
vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r);
edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y;
edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w;
edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x;
edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z;
float sum_weight = 0.8;
vec4 sum = ssil_value * sum_weight;
add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight);
add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight);
add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight);
add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight);
vec4 ssil_avg = sum / sum_weight;
ssil_value = ssil_avg;
return ssil_value;
}
#endif
#ifdef MODE_SMART
vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) {
vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0));
vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1));
vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0));
vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1));
float packed_edges = imageLoad(source_edges, p_pos).r;
vec4 edgesLRTB = unpack_edges(packed_edges);
float sum_weight = 0.5;
vec4 sum = vC * sum_weight;
add_sample(vL, edgesLRTB.x, sum, sum_weight);
add_sample(vR, edgesLRTB.y, sum, sum_weight);
add_sample(vT, edgesLRTB.z, sum, sum_weight);
add_sample(vB, edgesLRTB.w, sum, sum_weight);
vec4 ssil_avg = sum / sum_weight;
vec4 ssil_value = ssil_avg;
return ssil_value;
}
#endif
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
#ifdef MODE_NON_SMART
vec2 half_pixel = params.half_screen_pixel_size * 0.5;
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
vec4 centre = textureLod(source_ssil, uv, 0.0);
vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2;
vec4 sampled = value + centre * 0.2;
#else
#ifdef MODE_SMART
vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
#else // MODE_WIDE
vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
#endif
#endif // MODE_NON_SMART
imageStore(dest_image, ssC, sampled);
}

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@ -0,0 +1,124 @@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2016, Intel Corporation
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
// the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// File changes (yyyy-mm-dd)
// 2016-09-07: filip.strugar@intel.com: first commit
// 2020-12-05: clayjohn: convert to Vulkan and Godot
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#ifdef GENERATE_MAP
layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
#else
layout(set = 0, binding = 0) uniform sampler2D source_importance;
#endif
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
#ifdef PROCESS_MAPB
layout(set = 2, binding = 0, std430) buffer Counter {
uint sum;
}
counter;
#endif
layout(push_constant, binding = 1, std430) uniform Params {
vec2 half_screen_pixel_size;
float intensity;
float pad;
}
params;
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
#ifdef GENERATE_MAP
// importance map stuff
uvec2 base_position = ssC * 2;
float avg = 0.0;
float minV = 1.0;
float maxV = 0.0;
for (int i = 0; i < 4; i++) {
vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity;
vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity;
vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity;
vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity;
// Calculate luminance (black and white value)
float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721));
float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721));
float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721));
float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721));
maxV = max(maxV, max(max(a, b), max(c, d)));
minV = min(minV, min(min(a, b), min(c, d)));
}
float min_max_diff = maxV - minV;
imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6)));
#endif
#ifdef PROCESS_MAPA
vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0;
float centre = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
vec4 vals;
vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
imageStore(dest_image, ssC, vec4(avg));
#endif
#ifdef PROCESS_MAPB
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
float centre = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
vec4 vals;
vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
imageStore(dest_image, ssC, vec4(avg));
// sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
// save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
atomicAdd(counter.sum, sum);
}
#endif
}

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@ -0,0 +1,102 @@
#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
layout(push_constant, binding = 1, std430) uniform Params {
float inv_sharpness;
uint size_modifier;
vec2 pixel_size;
}
params;
vec4 unpack_edges(float p_packed_val) {
uint packed_val = uint(p_packed_val * 255.5);
vec4 edgesLRTB;
edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0);
}
void main() {
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing
return;
}
#ifdef MODE_SMART
uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy);
vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
// calculate index in the four deinterleaved source array texture
int mx = int(pix_pos.x % 2);
int my = int(pix_pos.y % 2);
int index_center = mx + my * 2; // center index
int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0);
vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r);
// convert index shifts to sampling offsets
float fmx = float(mx);
float fmy = float(my);
// in case of an edge, push sampling offsets away from the edge (towards pixel center)
float fmxe = (edgesLRTB.y - edgesLRTB.x);
float fmye = (edgesLRTB.w - edgesLRTB.z);
// calculate final sampling offsets and sample using bilinear filter
vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size;
vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0);
vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size;
vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0);
vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size;
vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0);
// reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
vec4 blendWeights;
blendWeights.x = 1.0;
blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
// calculate weighted average
float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0));
color += color_horizontal * blendWeights.y;
color += color_vertical * blendWeights.z;
color += color_diagonal * blendWeights.w;
color /= blendWeightsSum;
imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color);
#else // !MODE_SMART
vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
#ifdef MODE_HALF
vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
vec4 avg = (a + d) * 0.5;
#else
vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0);
vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0);
vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
vec4 avg = (a + b + c + d) * 0.25;
#endif
imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg);
#endif
}

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@ -143,9 +143,11 @@ public:
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;

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@ -1107,6 +1107,9 @@ public:
PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
PASS6(environment_set_ssil, RID, bool, float, float, float, float)
PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float)
PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
PASS1(environment_glow_set_use_bicubic_upscale, bool)
PASS1(environment_glow_set_use_high_quality, bool)

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@ -134,9 +134,11 @@ public:
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;

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@ -98,10 +98,10 @@ RID RenderingDevice::_texture_create_shared(const Ref<RDTextureView> &p_view, RI
return texture_create_shared(p_view->base, p_with_texture);
}
RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type) {
RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps, TextureSliceType p_slice_type) {
ERR_FAIL_COND_V(p_view.is_null(), RID());
return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_slice_type);
return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_mipmaps, p_slice_type);
}
RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count) {
@ -360,7 +360,7 @@ void RenderingDevice::_compute_list_set_push_constant(ComputeListID p_list, cons
void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("texture_create", "format", "view", "data"), &RenderingDevice::_texture_create, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("texture_create_shared", "view", "with_texture"), &RenderingDevice::_texture_create_shared);
ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(TEXTURE_SLICE_2D));
ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "mipmaps", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(1), DEFVAL(TEXTURE_SLICE_2D));
ClassDB::bind_method(D_METHOD("texture_update", "texture", "layer", "data", "post_barrier"), &RenderingDevice::texture_update, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "layer"), &RenderingDevice::texture_get_data);

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@ -504,7 +504,7 @@ public:
TEXTURE_SLICE_2D_ARRAY,
};
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;
virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer) = 0; // CPU textures will return immediately, while GPU textures will most likely force a flush
@ -1209,7 +1209,7 @@ protected:
//binders to script API
RID _texture_create(const Ref<RDTextureFormat> &p_format, const Ref<RDTextureView> &p_view, const TypedArray<PackedByteArray> &p_data = Array());
RID _texture_create_shared(const Ref<RDTextureView> &p_view, RID p_with_texture);
RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count);
FramebufferFormatID _framebuffer_format_create_multipass(const TypedArray<RDAttachmentFormat> &p_attachments, const TypedArray<RDFramebufferPass> &p_passes, uint32_t p_view_count);

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@ -628,6 +628,9 @@ public:
FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float)
FUNC6(environment_set_ssil, RID, bool, float, float, float, float)
FUNC6(environment_set_ssil_quality, EnvironmentSSILQuality, bool, float, int, float, float)
FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
FUNC1(environment_glow_set_use_bicubic_upscale, bool)
FUNC1(environment_glow_set_use_high_quality, bool)

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@ -2270,6 +2270,7 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSIL);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DECAL_ATLAS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI);
@ -2897,6 +2898,18 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/environment/ssao/fadeout_to", 300.0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater"));
GLOBAL_DEF("rendering/environment/ssil/quality", 2);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/quality", PropertyInfo(Variant::INT, "rendering/environment/ssil/quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low (Fast),Medium (Average),High (Slow),Ultra (Custom)"));
GLOBAL_DEF("rendering/environment/ssil/half_size", true);
GLOBAL_DEF("rendering/environment/ssil/adaptive_target", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/adaptive_target", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/adaptive_target", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
GLOBAL_DEF("rendering/environment/ssil/blur_passes", 4);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/blur_passes", PropertyInfo(Variant::INT, "rendering/environment/ssil/blur_passes", PROPERTY_HINT_RANGE, "0,6"));
GLOBAL_DEF("rendering/environment/ssil/fadeout_from", 50.0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/fadeout_from", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_from", PROPERTY_HINT_RANGE, "0.0,512,0.1,or_greater"));
GLOBAL_DEF("rendering/environment/ssil/fadeout_to", 300.0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater"));
GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/enabled", true);
GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/amount", 0.25);
GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/limit", 0.18);

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@ -900,6 +900,7 @@ public:
VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE,
VIEWPORT_DEBUG_DRAW_SSAO,
VIEWPORT_DEBUG_DRAW_SSIL,
VIEWPORT_DEBUG_DRAW_PSSM_SPLITS,
VIEWPORT_DEBUG_DRAW_DECAL_ATLAS,
VIEWPORT_DEBUG_DRAW_SDFGI,
@ -1016,6 +1017,18 @@ public:
virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
enum EnvironmentSSILQuality {
ENV_SSIL_QUALITY_VERY_LOW,
ENV_SSIL_QUALITY_LOW,
ENV_SSIL_QUALITY_MEDIUM,
ENV_SSIL_QUALITY_HIGH,
ENV_SSIL_QUALITY_ULTRA,
};
virtual void environment_set_ssil_quality(EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
enum EnvironmentSDFGICascades {
ENV_SDFGI_CASCADES_4,
ENV_SDFGI_CASCADES_6,