Multi stage glow with light bleeding from HDR

This commit is contained in:
Juan Linietsky 2016-12-08 09:48:38 -03:00
parent 8534ced22d
commit 18ebd22000
10 changed files with 536 additions and 22 deletions

View File

@ -850,7 +850,19 @@ void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color&
}
void RasterizerSceneGLES3::environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode){
void RasterizerSceneGLES3::environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale) {
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->glow_enabled=p_enable;
env->glow_levels=p_level_flags;
env->glow_intensity=p_intensity;
env->glow_strength=p_strength;
env->glow_bloom=p_bloom_treshold;
env->glow_blend_mode=p_blend_mode;
env->glow_hdr_bleed_treshold=p_hdr_bleed_treshold;
env->glow_hdr_bleed_scale=p_hdr_bleed_scale;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture){
@ -3155,6 +3167,95 @@ void RasterizerSceneGLES3::_post_process(Environment *env){
}
int max_glow_level=-1;
int glow_mask=0;
if (env->glow_enabled) {
for(int i=0;i<VS::MAX_GLOW_LEVELS;i++) {
if (env->glow_levels&(1<<i)) {
if (i>=storage->frame.current_rt->effects.mip_maps[1].sizes.size()) {
max_glow_level=storage->frame.current_rt->effects.mip_maps[1].sizes.size()-1;
glow_mask|=1<<max_glow_level;
} else {
max_glow_level=i;
glow_mask|=(1<<i);
}
}
}
//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
for(int i=0;i<(max_glow_level+1);i++) {
int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
glViewport(0,0,vp_w,vp_h);
//horizontal pass
if (i==0) {
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,true);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,env->auto_exposure);
}
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH,env->glow_strength);
glActiveTexture(GL_TEXTURE0);
if (i==0) {
glBindTexture(GL_TEXTURE_2D,composite_from);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::EXPOSURE,env->tone_mapper_exposure);
if (env->auto_exposure) {
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM,env->glow_bloom);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD,env->glow_hdr_bleed_treshold);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE,env->glow_hdr_bleed_scale);
} else {
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
}
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
_copy_screen();
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,false);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,false);
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,false);
//vertical pass
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH,env->glow_strength);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color);
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[i+1].fbo); //next level, since mipmaps[0] starts one level bigger
_copy_screen();
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,false);
}
glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
}
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
glActiveTexture(GL_TEXTURE0);
@ -3166,11 +3267,55 @@ void RasterizerSceneGLES3::_post_process(Environment *env){
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,env->auto_exposure);
if (max_glow_level>=0) {
for(int i=0;i<(max_glow_level+1);i++) {
if (glow_mask&(1<<i)) {
if (i==0) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1,true);
}
if (i==1) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,true);
}
if (i==2) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,true);
}
if (i==3) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,true);
}
if (i==4) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,true);
}
if (i==5) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,true);
}
if (i==6) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,true);
}
}
}
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SCREEN);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SOFTLIGHT);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,env->glow_blend_mode==VS::GLOW_BLEND_MODE_REPLACE);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color);
}
state.tonemap_shader.bind();
state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE,env->tone_mapper_exposure);
state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE,env->tone_mapper_exposure_white);
if (max_glow_level>=0) {
state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY,env->glow_intensity);
}
if (env->auto_exposure) {
@ -3180,6 +3325,8 @@ void RasterizerSceneGLES3::_post_process(Environment *env){
}
_copy_screen();
//turn off everything used
@ -3187,7 +3334,16 @@ void RasterizerSceneGLES3::_post_process(Environment *env){
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,false);
}
void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass){

View File

@ -341,6 +341,15 @@ public:
Color ssao_color;
bool ssao_filter;
bool glow_enabled;
int glow_levels;
float glow_intensity;
float glow_strength;
float glow_bloom;
VS::EnvironmentGlowBlendMode glow_blend_mode;
float glow_hdr_bleed_treshold;
float glow_hdr_bleed_scale;
VS::EnvironmentToneMapper tone_mapper;
float tone_mapper_exposure;
float tone_mapper_exposure_white;
@ -350,6 +359,7 @@ public:
float auto_exposure_max;
float auto_exposure_grey;
Environment() {
bg_mode=VS::ENV_BG_CLEAR_COLOR;
skybox_scale=1.0;
@ -385,6 +395,16 @@ public:
auto_exposure_max=8;
auto_exposure_grey=0.4;
glow_enabled=false;
glow_levels=(1<<2)|(1<<4);
glow_intensity=0.8;
glow_strength=1.0;
glow_bloom=0.0;
glow_blend_mode=VS::GLOW_BLEND_MODE_SOFTLIGHT;
glow_hdr_bleed_treshold=1.0;
glow_hdr_bleed_scale=2.0;
}
};
@ -400,7 +420,7 @@ public:
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0);
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode);
virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale);
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness);

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@ -5020,8 +5020,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
w>>=1;
h>>=1;
if (w<32 || h<32)
break; //going less than 32 is pointless
if (w<2 || h<2)
break;
level++;

View File

@ -35,6 +35,31 @@ uniform vec4 ssao_color;
#endif
#if defined (GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL)
uniform float glow_strength;
#endif
#ifdef GLOW_FIRST_PASS
uniform float exposure;
uniform float white;
#ifdef GLOW_USE_AUTO_EXPOSURE
uniform highp sampler2D source_auto_exposure; //texunit:1
uniform highp float auto_exposure_grey;
#endif
uniform float glow_bloom;
uniform float glow_hdr_treshold;
uniform float glow_hdr_scale;
#endif
void main() {
@ -57,6 +82,48 @@ void main() {
frag_color = color;
#endif
#ifdef GLOW_GAUSSIAN_HORIZONTAL
vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.174938;
color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pixel_size,lod )*0.165569;
color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pixel_size,lod )*0.140367;
color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pixel_size,lod )*0.106595;
color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pixel_size,lod )*0.165569;
color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pixel_size,lod )*0.140367;
color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pixel_size,lod )*0.165569;
color*=glow_strength;
frag_color = color;
#endif
#ifdef GLOW_GAUSSIAN_VERTICAL
vec4 color =textureLod( source_color, uv_interp+vec2(0.0, 0.0)*pixel_size,lod )*0.174938;
color+=textureLod( source_color, uv_interp+vec2(0.0, 1.0)*pixel_size,lod )*0.165569;
color+=textureLod( source_color, uv_interp+vec2(0.0, 2.0)*pixel_size,lod )*0.140367;
color+=textureLod( source_color, uv_interp+vec2(0.0, 3.0)*pixel_size,lod )*0.106595;
color+=textureLod( source_color, uv_interp+vec2(0.0,-1.0)*pixel_size,lod )*0.165569;
color+=textureLod( source_color, uv_interp+vec2(0.0,-2.0)*pixel_size,lod )*0.140367;
color+=textureLod( source_color, uv_interp+vec2(0.0,-3.0)*pixel_size,lod )*0.165569;
color*=glow_strength;
frag_color = color;
#endif
#ifdef GLOW_FIRST_PASS
#ifdef GLOW_USE_AUTO_EXPOSURE
frag_color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey;
#endif
frag_color*=exposure;
float luminance = max(frag_color.r,max(frag_color.g,frag_color.b));
float feedback = max( smoothstep(glow_hdr_treshold,glow_hdr_treshold+glow_hdr_scale,luminance), glow_bloom );
frag_color *= feedback;
#endif
#ifdef SIMPLE_COPY
vec4 color =textureLod( source_color, uv_interp,0.0);
frag_color = color;

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@ -2,17 +2,24 @@
layout(location=0) in highp vec4 vertex_attrib;
layout(location=4) in vec2 uv_in;
out vec2 uv_interp;
void main() {
gl_Position = vertex_attrib;
uv_interp = uv_in;
}
[fragment]
in vec2 uv_interp;
uniform highp sampler2D source; //texunit:0
uniform float exposure;
@ -25,6 +32,12 @@ uniform highp float auto_exposure_grey;
#endif
#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
uniform highp sampler2D source_glow; //texunit:2
uniform highp float glow_intensity;
#endif
layout(location = 0) out vec4 frag_color;
@ -43,6 +56,74 @@ void main() {
color*=exposure;
#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7)
vec3 glow = vec3(0.0);
#ifdef USE_GLOW_LEVEL1
glow+=textureLod(source_glow,uv_interp,1.0).rgb;
#endif
#ifdef USE_GLOW_LEVEL2
glow+=textureLod(source_glow,uv_interp,2.0).rgb;
#endif
#ifdef USE_GLOW_LEVEL3
glow+=textureLod(source_glow,uv_interp,3.0).rgb;
#endif
#ifdef USE_GLOW_LEVEL4
glow+=textureLod(source_glow,uv_interp,4.0).rgb;
#endif
#ifdef USE_GLOW_LEVEL5
glow+=textureLod(source_glow,uv_interp,5.0).rgb;
#endif
#ifdef USE_GLOW_LEVEL6
glow+=textureLod(source_glow,uv_interp,6.0).rgb;
#endif
#ifdef USE_GLOW_LEVEL7
glow+=textureLod(source_glow,uv_interp,7.0).rgb;
#endif
glow *= glow_intensity;
#ifdef USE_GLOW_REPLACE
color.rgb = glow;
#endif
#ifdef USE_GLOW_SCREEN
color.rgb = clamp((color.rgb + glow) - (color.rgb * glow), 0.0, 1.0);
#endif
#ifdef USE_GLOW_SOFTLIGHT
{
glow = (glow * 0.5) + 0.5;
color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r)));
color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g)));
color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b)));
}
#endif
#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE)
color.rgb+=glow;
#endif
#endif
#ifdef USE_REINDHART_TONEMAPPER
{

View File

@ -474,6 +474,110 @@ bool Environment::is_ssao_blur_enabled() const {
return ssao_blur;
}
void Environment::set_glow_enabled(bool p_enabled) {
glow_enabled=p_enabled;
VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold);
}
bool Environment::is_glow_enabled() const{
return glow_enabled;
}
void Environment::set_glow_level(int p_level,bool p_enabled){
ERR_FAIL_INDEX(p_level,VS::MAX_GLOW_LEVELS);
if (p_enabled)
glow_levels|=(1<<p_level);
else
glow_levels&=~(1<<p_level);
VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold);
}
bool Environment::is_glow_level_enabled(int p_level) const{
ERR_FAIL_INDEX_V(p_level,VS::MAX_GLOW_LEVELS,false);
return glow_levels&(1<<p_level);
}
void Environment::set_glow_intensity(float p_intensity){
glow_intensity=p_intensity;
VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold);
}
float Environment::get_glow_intensity() const{
return glow_intensity;
}
void Environment::set_glow_strength(float p_strength){
glow_strength=p_strength;
VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold);
}
float Environment::get_glow_strength() const{
return glow_strength;
}
void Environment::set_glow_bloom(float p_treshold){
glow_bloom=p_treshold;
VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold);
}
float Environment::get_glow_bloom() const{
return glow_bloom;
}
void Environment::set_glow_blend_mode(GlowBlendMode p_mode){
glow_blend_mode=p_mode;
VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold);
}
Environment::GlowBlendMode Environment::get_glow_blend_mode() const{
return glow_blend_mode;
}
void Environment::set_glow_hdr_bleed_treshold(float p_treshold){
glow_hdr_bleed_treshold=p_treshold;
VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold);
}
float Environment::get_glow_hdr_bleed_treshold() const{
return glow_hdr_bleed_treshold;
}
void Environment::set_glow_hdr_bleed_scale(float p_scale){
glow_hdr_bleed_scale=p_scale;
VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold);
}
float Environment::get_glow_hdr_bleed_scale() const{
return glow_hdr_bleed_scale;
}
void Environment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_background","mode"),&Environment::set_background);
@ -530,7 +634,7 @@ void Environment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_ssr_rough","rough"),&Environment::set_ssr_rough);
ObjectTypeDB::bind_method(_MD("is_ssr_rough"),&Environment::is_ssr_rough);
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ss_reflections/enable"),_SCS("set_ssr_enabled"),_SCS("is_ssr_enabled") );
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ss_reflections/enabled"),_SCS("set_ssr_enabled"),_SCS("is_ssr_enabled") );
ADD_PROPERTY(PropertyInfo(Variant::INT,"ss_reflections/max_steps",PROPERTY_HINT_RANGE,"1,512,1"),_SCS("set_ssr_max_steps"),_SCS("get_ssr_max_steps") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ss_reflections/accel",PROPERTY_HINT_RANGE,"0,4,0.01"),_SCS("set_ssr_accel"),_SCS("get_ssr_accel") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ss_reflections/fade",PROPERTY_HINT_EXP_EASING),_SCS("set_ssr_fade"),_SCS("get_ssr_fade") );
@ -565,7 +669,7 @@ void Environment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_ssao_blur","enabled"),&Environment::set_ssao_blur);
ObjectTypeDB::bind_method(_MD("is_ssao_blur_enabled"),&Environment::is_ssao_blur_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ambient_occlusion/enable"),_SCS("set_ssao_enabled"),_SCS("is_ssao_enabled") );
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ambient_occlusion/enabled"),_SCS("set_ssao_enabled"),_SCS("is_ssao_enabled") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_occlusion/radius",PROPERTY_HINT_RANGE,"0.1,16,0.1"),_SCS("set_ssao_radius"),_SCS("get_ssao_radius") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_occlusion/intensity",PROPERTY_HINT_RANGE,"0.0,9,0.1"),_SCS("set_ssao_intensity"),_SCS("get_ssao_intensity") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"ambient_occlusion/radius2",PROPERTY_HINT_RANGE,"0.0,16,0.1"),_SCS("set_ssao_radius2"),_SCS("get_ssao_radius2") );
@ -576,6 +680,48 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ambient_occlusion/blur"),_SCS("set_ssao_blur"),_SCS("is_ssao_blur_enabled") );
ObjectTypeDB::bind_method(_MD("set_glow_enabled","enabled"),&Environment::set_glow_enabled);
ObjectTypeDB::bind_method(_MD("is_glow_enabled"),&Environment::is_glow_enabled);
ObjectTypeDB::bind_method(_MD("set_glow_level","idx","enabled"),&Environment::set_glow_level);
ObjectTypeDB::bind_method(_MD("is_glow_level_enabled","idx"),&Environment::is_glow_level_enabled);
ObjectTypeDB::bind_method(_MD("set_glow_intensity","intensity"),&Environment::set_glow_intensity);
ObjectTypeDB::bind_method(_MD("get_glow_intensity"),&Environment::get_glow_intensity);
ObjectTypeDB::bind_method(_MD("set_glow_strength","strength"),&Environment::set_glow_strength);
ObjectTypeDB::bind_method(_MD("get_glow_strength"),&Environment::get_glow_strength);
ObjectTypeDB::bind_method(_MD("set_glow_bloom","amount"),&Environment::set_glow_bloom);
ObjectTypeDB::bind_method(_MD("get_glow_bloom"),&Environment::get_glow_bloom);
ObjectTypeDB::bind_method(_MD("set_glow_blend_mode","mode"),&Environment::set_glow_blend_mode);
ObjectTypeDB::bind_method(_MD("get_glow_blend_mode"),&Environment::get_glow_blend_mode);
ObjectTypeDB::bind_method(_MD("set_glow_hdr_bleed_treshold","treshold"),&Environment::set_glow_hdr_bleed_treshold);
ObjectTypeDB::bind_method(_MD("get_glow_hdr_bleed_treshold"),&Environment::get_glow_hdr_bleed_treshold);
ObjectTypeDB::bind_method(_MD("set_glow_hdr_bleed_scale","scale"),&Environment::set_glow_hdr_bleed_scale);
ObjectTypeDB::bind_method(_MD("get_glow_hdr_bleed_scale"),&Environment::get_glow_hdr_bleed_scale);
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"glow/enabled"),_SCS("set_glow_enabled"),_SCS("is_glow_enabled") );
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow/levels/1"),_SCS("set_glow_level"),_SCS("is_glow_level_enabled"),0 );
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow/levels/2"),_SCS("set_glow_level"),_SCS("is_glow_level_enabled"),1 );
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow/levels/3"),_SCS("set_glow_level"),_SCS("is_glow_level_enabled"),2 );
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow/levels/4"),_SCS("set_glow_level"),_SCS("is_glow_level_enabled"),3 );
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow/levels/5"),_SCS("set_glow_level"),_SCS("is_glow_level_enabled"),4 );
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow/levels/6"),_SCS("set_glow_level"),_SCS("is_glow_level_enabled"),5 );
ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow/levels/7"),_SCS("set_glow_level"),_SCS("is_glow_level_enabled"),6 );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow/intensity",PROPERTY_HINT_RANGE,"0.0,8.0,0.01"),_SCS("set_glow_intensity"),_SCS("get_glow_intensity") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow/strength",PROPERTY_HINT_RANGE,"0.0,2.0,0.01"),_SCS("set_glow_strength"),_SCS("get_glow_strength") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow/bloom",PROPERTY_HINT_RANGE,"0.0,1.0,0.01"),_SCS("set_glow_bloom"),_SCS("get_glow_bloom") );
ADD_PROPERTY(PropertyInfo(Variant::INT,"glow/blend_mode",PROPERTY_HINT_ENUM,"Additive,Screen,Softlight,Replace"),_SCS("set_glow_blend_mode"),_SCS("get_glow_blend_mode") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow/hdr_treshold",PROPERTY_HINT_RANGE,"0.0,4.0,0.01"),_SCS("set_glow_hdr_bleed_treshold"),_SCS("get_glow_hdr_bleed_treshold") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow/hdr_scale",PROPERTY_HINT_RANGE,"0.0,4.0,0.01"),_SCS("set_glow_hdr_bleed_scale"),_SCS("get_glow_hdr_bleed_scale") );
ObjectTypeDB::bind_method(_MD("set_tonemapper","mode"),&Environment::set_tonemapper);
ObjectTypeDB::bind_method(_MD("get_tonemapper"),&Environment::get_tonemapper);
@ -601,12 +747,10 @@ void Environment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_grey"),&Environment::get_tonemap_auto_exposure_grey);
ADD_PROPERTY(PropertyInfo(Variant::INT,"tonemap/mode",PROPERTY_HINT_ENUM,"Linear,Reindhart,Filmic,Aces"),_SCS("set_tonemapper"),_SCS("get_tonemapper") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/exposure",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_exposure"),_SCS("get_tonemap_exposure") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/white",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_white"),_SCS("get_tonemap_white") );
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"auto_exposure/enable"),_SCS("set_tonemap_auto_exposure"),_SCS("get_tonemap_auto_exposure") );
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"auto_exposure/enabled"),_SCS("set_tonemap_auto_exposure"),_SCS("get_tonemap_auto_exposure") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/scale",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_grey"),_SCS("get_tonemap_auto_exposure_grey") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/min_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_min"),_SCS("get_tonemap_auto_exposure_min") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/max_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_max"),_SCS("get_tonemap_auto_exposure_max") );
@ -646,7 +790,7 @@ void Environment::_bind_methods() {
BIND_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
BIND_CONSTANT(GLOW_BLEND_MODE_SCREEN);
BIND_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
BIND_CONSTANT(GLOW_BLEND_MODE_DISABLED);
BIND_CONSTANT(GLOW_BLEND_MODE_REPLACE);
BIND_CONSTANT(TONE_MAPPER_LINEAR);
BIND_CONSTANT(TONE_MAPPER_REINHARDT);
BIND_CONSTANT(TONE_MAPPER_FILMIC);
@ -702,6 +846,15 @@ Environment::Environment() {
ssao_direct_light_affect=false;
ssao_blur=true;
glow_enabled=false;
glow_levels=(1<<2)|(1<<4);
glow_intensity=0.8;
glow_strength=1.0;
glow_bloom=0.0;
glow_blend_mode=GLOW_BLEND_MODE_SOFTLIGHT;
glow_hdr_bleed_treshold=1.0;
glow_hdr_bleed_scale=2.0;
}
Environment::~Environment() {

View File

@ -49,12 +49,7 @@ public:
BG_MAX
};
enum GlowBlendMode {
GLOW_BLEND_MODE_ADDITIVE,
GLOW_BLEND_MODE_SCREEN,
GLOW_BLEND_MODE_SOFTLIGHT,
GLOW_BLEND_MODE_DISABLED,
};
enum ToneMapper {
TONE_MAPPER_LINEAR,
@ -63,6 +58,12 @@ public:
TONE_MAPPER_ACES
};
enum GlowBlendMode {
GLOW_BLEND_MODE_ADDITIVE,
GLOW_BLEND_MODE_SCREEN,
GLOW_BLEND_MODE_SOFTLIGHT,
GLOW_BLEND_MODE_REPLACE,
};
private:
@ -111,6 +112,15 @@ private:
Color ssao_color;
bool ssao_blur;
bool glow_enabled;
int glow_levels;
float glow_intensity;
float glow_strength;
float glow_bloom;
GlowBlendMode glow_blend_mode;
float glow_hdr_bleed_treshold;
float glow_hdr_bleed_scale;
protected:
@ -229,6 +239,31 @@ public:
bool is_ssao_blur_enabled() const;
void set_glow_enabled(bool p_enabled);
bool is_glow_enabled() const;
void set_glow_level(int p_level,bool p_enabled);
bool is_glow_level_enabled(int p_level) const;
void set_glow_intensity(float p_intensity);
float get_glow_intensity() const;
void set_glow_strength(float p_strength);
float get_glow_strength() const;
void set_glow_bloom(float p_treshold);
float get_glow_bloom() const;
void set_glow_blend_mode(GlowBlendMode p_mode);
GlowBlendMode get_glow_blend_mode() const;
void set_glow_hdr_bleed_treshold(float p_treshold);
float get_glow_hdr_bleed_treshold() const;
void set_glow_hdr_bleed_scale(float p_scale);
float get_glow_hdr_bleed_scale() const;
virtual RID get_rid() const;
@ -240,8 +275,8 @@ public:
VARIANT_ENUM_CAST(Environment::BGMode)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)
VARIANT_ENUM_CAST(Environment::ToneMapper)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)
#endif // ENVIRONMENT_H

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@ -61,7 +61,7 @@ public:
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer)=0;
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0)=0;
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode)=0;
virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale)=0;
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0;
virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0;

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@ -879,7 +879,7 @@ public:
BIND10(environment_set_ssao,RID ,bool , float , float , float,float,float , float ,const Color &,bool )
BIND7(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode )
BIND9(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode,float,float )
BIND5(environment_set_fog,RID,bool ,float ,float ,RID )
BIND9(environment_set_tonemap,RID,EnvironmentToneMapper, float ,float ,bool, float ,float ,float,float )

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@ -79,6 +79,8 @@ public:
ARRAY_WEIGHTS_SIZE=4,
CANVAS_ITEM_Z_MIN=-4096,
CANVAS_ITEM_Z_MAX=4096,
MAX_GLOW_LEVELS=7,
@ -538,9 +540,9 @@ public:
GLOW_BLEND_MODE_ADDITIVE,
GLOW_BLEND_MODE_SCREEN,
GLOW_BLEND_MODE_SOFTLIGHT,
GLOW_BLEND_MODE_DISABLED,
GLOW_BLEND_MODE_REPLACE,
};
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode)=0;
virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale)=0;
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0;