Re-implemented screen space ambient occlusion

This commit is contained in:
Juan Linietsky 2020-01-25 07:18:55 -03:00
parent ee1e89f8c0
commit bed8980ca5
28 changed files with 1469 additions and 264 deletions

View File

@ -360,6 +360,7 @@ void EditorNode::_notification(int p_what) {
VS::DOFBlurQuality dof_quality = VS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_quality")));
bool dof_jitter = GLOBAL_GET("rendering/quality/filters/depth_of_field_use_jitter");
VS::get_singleton()->camera_effects_set_dof_blur_quality(dof_quality, dof_jitter);
VS::get_singleton()->environment_set_ssao_quality(VS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
}
ResourceImporterTexture::get_singleton()->update_imports();

View File

@ -2769,7 +2769,8 @@ void SpatialEditorViewport::_menu_option(int p_option) {
case VIEW_DISPLAY_DEBUG_GIPROBE_ALBEDO:
case VIEW_DISPLAY_DEBUG_GIPROBE_LIGHTING:
case VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION:
case VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE: {
case VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE:
case VIEW_DISPLAY_DEBUG_SSAO: {
static const int display_options[] = {
VIEW_DISPLAY_NORMAL,
@ -2784,6 +2785,7 @@ void SpatialEditorViewport::_menu_option(int p_option) {
VIEW_DISPLAY_DEBUG_GIPROBE_LIGHTING,
VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION,
VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
VIEW_DISPLAY_DEBUG_SSAO,
VIEW_MAX
};
static const Viewport::DebugDraw debug_draw_modes[] = {
@ -2798,7 +2800,8 @@ void SpatialEditorViewport::_menu_option(int p_option) {
Viewport::DEBUG_DRAW_GI_PROBE_ALBEDO,
Viewport::DEBUG_DRAW_GI_PROBE_LIGHTING,
Viewport::DEBUG_DRAW_GI_PROBE_EMISSION,
Viewport::DEBUG_DRAW_SCENE_LUMINANCE
Viewport::DEBUG_DRAW_SCENE_LUMINANCE,
Viewport::DEBUG_DRAW_SSAO
};
int idx = 0;
@ -3644,6 +3647,8 @@ SpatialEditorViewport::SpatialEditorViewport(SpatialEditor *p_spatial_editor, Ed
display_submenu->add_radio_check_item(TTR("GIProbe Emission"), VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION);
display_submenu->add_separator();
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->set_name("display_advanced");
view_menu->get_popup()->add_submenu_item(TTR("Display Advanced..."), "display_advanced");
view_menu->get_popup()->add_separator();

View File

@ -174,6 +174,7 @@ class SpatialEditorViewport : public Control {
VIEW_DISPLAY_DEBUG_GIPROBE_LIGHTING,
VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION,
VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
VIEW_DISPLAY_DEBUG_SSAO,
VIEW_LOCK_ROTATION,
VIEW_CINEMATIC_PREVIEW,
VIEW_MAX

View File

@ -3269,6 +3269,7 @@ void Viewport::_bind_methods() {
BIND_ENUM_CONSTANT(DEBUG_DRAW_SHADOW_ATLAS);
BIND_ENUM_CONSTANT(DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
BIND_ENUM_CONSTANT(DEBUG_DRAW_SCENE_LUMINANCE);
BIND_ENUM_CONSTANT(DEBUG_DRAW_SSAO);
BIND_ENUM_CONSTANT(MSAA_DISABLED);
BIND_ENUM_CONSTANT(MSAA_2X);

View File

@ -137,6 +137,7 @@ public:
DEBUG_DRAW_SHADOW_ATLAS,
DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
DEBUG_DRAW_SCENE_LUMINANCE,
DEBUG_DRAW_SSAO,
};

View File

@ -79,17 +79,17 @@ void Environment::set_canvas_max_layer(int p_max_layer) {
void Environment::set_ambient_light_color(const Color &p_color) {
ambient_color = p_color;
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
}
void Environment::set_ambient_light_energy(float p_energy) {
ambient_energy = p_energy;
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
}
void Environment::set_ambient_light_sky_contribution(float p_energy) {
ambient_sky_contribution = p_energy;
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
}
void Environment::set_camera_feed_id(int p_camera_feed_id) {
@ -102,7 +102,7 @@ void Environment::set_camera_feed_id(int p_camera_feed_id) {
void Environment::set_ambient_source(AmbientSource p_source) {
ambient_source = p_source;
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
}
Environment::AmbientSource Environment::get_ambient_source() const {
@ -110,7 +110,7 @@ Environment::AmbientSource Environment::get_ambient_source() const {
}
void Environment::set_reflection_source(ReflectionSource p_source) {
reflection_source = p_source;
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
}
Environment::ReflectionSource Environment::get_reflection_source() const {
return reflection_source;
@ -451,7 +451,7 @@ bool Environment::is_ssr_rough() const {
void Environment::set_ssao_enabled(bool p_enable) {
ssao_enabled = p_enable;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
_change_notify();
}
@ -463,7 +463,7 @@ bool Environment::is_ssao_enabled() const {
void Environment::set_ssao_radius(float p_radius) {
ssao_radius = p_radius;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_radius() const {
@ -473,7 +473,7 @@ float Environment::get_ssao_radius() const {
void Environment::set_ssao_intensity(float p_intensity) {
ssao_intensity = p_intensity;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_intensity() const {
@ -481,30 +481,10 @@ float Environment::get_ssao_intensity() const {
return ssao_intensity;
}
void Environment::set_ssao_radius2(float p_radius) {
ssao_radius2 = p_radius;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_radius2() const {
return ssao_radius2;
}
void Environment::set_ssao_intensity2(float p_intensity) {
ssao_intensity2 = p_intensity;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_intensity2() const {
return ssao_intensity2;
}
void Environment::set_ssao_bias(float p_bias) {
ssao_bias = p_bias;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_bias() const {
@ -514,7 +494,7 @@ float Environment::get_ssao_bias() const {
void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
ssao_direct_light_affect = p_direct_light_affect;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_direct_light_affect() const {
@ -524,49 +504,38 @@ float Environment::get_ssao_direct_light_affect() const {
void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) {
ssao_ao_channel_affect = p_ao_channel_affect;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_ao_channel_affect() const {
return ssao_ao_channel_affect;
}
void Environment::set_ssao_color(const Color &p_color) {
void Environment::set_ao_color(const Color &p_color) {
ssao_color = p_color;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
ao_color = p_color;
VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source), ao_color);
}
Color Environment::get_ssao_color() const {
Color Environment::get_ao_color() const {
return ssao_color;
return ao_color;
}
void Environment::set_ssao_blur(SSAOBlur p_blur) {
ssao_blur = p_blur;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
Environment::SSAOBlur Environment::get_ssao_blur() const {
return ssao_blur;
}
void Environment::set_ssao_quality(SSAOQuality p_quality) {
ssao_quality = p_quality;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
Environment::SSAOQuality Environment::get_ssao_quality() const {
return ssao_quality;
}
void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) {
ssao_edge_sharpness = p_edge_sharpness;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
}
float Environment::get_ssao_edge_sharpness() const {
@ -888,6 +857,8 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &Environment::get_camera_feed_id);
ClassDB::bind_method(D_METHOD("get_ambient_source"), &Environment::get_ambient_source);
ClassDB::bind_method(D_METHOD("get_reflection_source"), &Environment::get_reflection_source);
ClassDB::bind_method(D_METHOD("set_ao_color", "color"), &Environment::set_ao_color);
ClassDB::bind_method(D_METHOD("get_ao_color"), &Environment::get_ao_color);
ADD_GROUP("Background", "background_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Canvas,Keep,Camera Feed"), "set_background", "get_background");
@ -904,6 +875,7 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_sky_contribution", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ambient_light_sky_contribution", "get_ambient_light_sky_contribution");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_occlusion_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ao_color", "get_ao_color");
ADD_GROUP("Reflected Light", "reflected_light_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "reflected_light_source", PROPERTY_HINT_ENUM, "Background,Disabled,Sky"), "set_reflection_source", "get_reflection_source");
@ -1035,12 +1007,6 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment::set_ssao_intensity);
ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment::get_ssao_intensity);
ClassDB::bind_method(D_METHOD("set_ssao_radius2", "radius"), &Environment::set_ssao_radius2);
ClassDB::bind_method(D_METHOD("get_ssao_radius2"), &Environment::get_ssao_radius2);
ClassDB::bind_method(D_METHOD("set_ssao_intensity2", "intensity"), &Environment::set_ssao_intensity2);
ClassDB::bind_method(D_METHOD("get_ssao_intensity2"), &Environment::get_ssao_intensity2);
ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment::set_ssao_bias);
ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment::get_ssao_bias);
@ -1050,15 +1016,9 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_ssao_ao_channel_affect", "amount"), &Environment::set_ssao_ao_channel_affect);
ClassDB::bind_method(D_METHOD("get_ssao_ao_channel_affect"), &Environment::get_ssao_ao_channel_affect);
ClassDB::bind_method(D_METHOD("set_ssao_color", "color"), &Environment::set_ssao_color);
ClassDB::bind_method(D_METHOD("get_ssao_color"), &Environment::get_ssao_color);
ClassDB::bind_method(D_METHOD("set_ssao_blur", "mode"), &Environment::set_ssao_blur);
ClassDB::bind_method(D_METHOD("get_ssao_blur"), &Environment::get_ssao_blur);
ClassDB::bind_method(D_METHOD("set_ssao_quality", "quality"), &Environment::set_ssao_quality);
ClassDB::bind_method(D_METHOD("get_ssao_quality"), &Environment::get_ssao_quality);
ClassDB::bind_method(D_METHOD("set_ssao_edge_sharpness", "edge_sharpness"), &Environment::set_ssao_edge_sharpness);
ClassDB::bind_method(D_METHOD("get_ssao_edge_sharpness"), &Environment::get_ssao_edge_sharpness);
@ -1066,13 +1026,9 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssao_radius", "get_ssao_radius");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity", "get_ssao_intensity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_radius2", "get_ssao_radius2");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_intensity2", PROPERTY_HINT_RANGE, "0.0,128,0.1"), "set_ssao_intensity2", "get_ssao_intensity2");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_bias", PROPERTY_HINT_RANGE, "0.001,8,0.001"), "set_ssao_bias", "get_ssao_bias");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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::REAL, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ssao_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ssao_color", "get_ssao_color");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_ssao_quality", "get_ssao_quality");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness");
@ -1183,17 +1139,12 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(SSAO_BLUR_1x1);
BIND_ENUM_CONSTANT(SSAO_BLUR_2x2);
BIND_ENUM_CONSTANT(SSAO_BLUR_3x3);
BIND_ENUM_CONSTANT(SSAO_QUALITY_LOW);
BIND_ENUM_CONSTANT(SSAO_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(SSAO_QUALITY_HIGH);
}
Environment::Environment() :
bg_mode(BG_CLEAR_COLOR),
tone_mapper(TONE_MAPPER_LINEAR),
ssao_blur(SSAO_BLUR_3x3),
ssao_quality(SSAO_QUALITY_MEDIUM),
glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE) {
environment = VS::get_singleton()->environment_create();
@ -1237,14 +1188,11 @@ Environment::Environment() :
ssao_enabled = false;
ssao_radius = 1;
ssao_intensity = 1;
ssao_radius2 = 0;
ssao_intensity2 = 1;
ssao_bias = 0.01;
ssao_direct_light_affect = 0.0;
ssao_ao_channel_affect = 0.0;
ssao_blur = SSAO_BLUR_3x3;
set_ssao_edge_sharpness(4);
set_ssao_quality(SSAO_QUALITY_MEDIUM);
glow_enabled = false;
glow_levels = (1 << 2) | (1 << 4);

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@ -87,12 +87,6 @@ public:
SSAO_BLUR_3x3
};
enum SSAOQuality {
SSAO_QUALITY_LOW,
SSAO_QUALITY_MEDIUM,
SSAO_QUALITY_HIGH
};
private:
RID environment;
@ -105,6 +99,7 @@ private:
int bg_canvas_max_layer;
Color ambient_color;
float ambient_energy;
Color ao_color;
float ambient_sky_contribution;
int camera_feed_id;
AmbientSource ambient_source;
@ -135,15 +130,11 @@ private:
bool ssao_enabled;
float ssao_radius;
float ssao_intensity;
float ssao_radius2;
float ssao_intensity2;
float ssao_bias;
float ssao_direct_light_affect;
float ssao_ao_channel_affect;
Color ssao_color;
SSAOBlur ssao_blur;
float ssao_edge_sharpness;
SSAOQuality ssao_quality;
bool glow_enabled;
int glow_levels;
@ -278,12 +269,6 @@ public:
void set_ssao_intensity(float p_intensity);
float get_ssao_intensity() const;
void set_ssao_radius2(float p_radius);
float get_ssao_radius2() const;
void set_ssao_intensity2(float p_intensity);
float get_ssao_intensity2() const;
void set_ssao_bias(float p_bias);
float get_ssao_bias() const;
@ -293,15 +278,12 @@ public:
void set_ssao_ao_channel_affect(float p_ao_channel_affect);
float get_ssao_ao_channel_affect() const;
void set_ssao_color(const Color &p_color);
Color get_ssao_color() const;
void set_ao_color(const Color &p_color);
Color get_ao_color() const;
void set_ssao_blur(SSAOBlur p_blur);
SSAOBlur get_ssao_blur() const;
void set_ssao_quality(SSAOQuality p_quality);
SSAOQuality get_ssao_quality() const;
void set_ssao_edge_sharpness(float p_edge_sharpness);
float get_ssao_edge_sharpness() const;
@ -391,7 +373,6 @@ VARIANT_ENUM_CAST(Environment::AmbientSource)
VARIANT_ENUM_CAST(Environment::ReflectionSource)
VARIANT_ENUM_CAST(Environment::ToneMapper)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)
VARIANT_ENUM_CAST(Environment::SSAOQuality)
VARIANT_ENUM_CAST(Environment::SSAOBlur)
class CameraEffects : public Resource {

View File

@ -69,7 +69,7 @@ public:
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
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, VS::EnvironmentAmbientSource p_ambient = VS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, VS::EnvironmentReflectionSource p_reflection_source = VS::ENV_REFLECTION_SOURCE_BG) = 0;
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, VS::EnvironmentAmbientSource p_ambient = VS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, VS::EnvironmentReflectionSource p_reflection_source = VS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
@ -79,7 +79,9 @@ public:
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_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
virtual void environment_set_ssao_quality(VS::EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;

View File

@ -116,12 +116,15 @@ RID RasterizerEffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bo
return uniform_set;
}
void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y) {
void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, bool p_force_luminance) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
if (p_flip_y) {
blur.push_constant.flags |= BLUR_FLAG_FLIP_Y;
}
if (p_force_luminance) {
blur.push_constant.flags |= BLUR_COPY_FORCE_LUMINANCE;
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_SIMPLY_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
@ -570,6 +573,160 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
RD::get_singleton()->compute_list_end();
}
void RasterizerEffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness) {
//minify first
ssao.minify_push_constant.orthogonal = p_projection.is_orthogonal();
ssao.minify_push_constant.z_near = p_projection.get_z_near();
ssao.minify_push_constant.z_far = p_projection.get_z_far();
ssao.minify_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
ssao.minify_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
ssao.minify_push_constant.source_size[0] = p_depth_buffer_size.x;
ssao.minify_push_constant.source_size[1] = p_depth_buffer_size.y;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
/* FIRST PASS */
// Minify the depth buffer.
for (int i = 0; i < depth_mipmaps.size(); i++) {
if (i == 0) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_FIRST]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
} else {
if (i == 1) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_MIPMAP]);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i - 1]), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i]), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.minify_push_constant, sizeof(SSAOMinifyPushConstant));
// shrink after set
ssao.minify_push_constant.source_size[0] = MAX(1, ssao.minify_push_constant.source_size[0] >> 1);
ssao.minify_push_constant.source_size[1] = MAX(1, ssao.minify_push_constant.source_size[1] >> 1);
int x_groups = (ssao.minify_push_constant.source_size[0] - 1) / 8 + 1;
int y_groups = (ssao.minify_push_constant.source_size[1] - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
/* SECOND PASS */
// Gather samples
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[(SSAO_GATHER_LOW + p_quality) + (p_half_size ? 4 : 0)]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 1);
if (!p_half_size) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 2);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_normal_buffer), 3);
ssao.gather_push_constant.screen_size[0] = p_depth_buffer_size.x;
ssao.gather_push_constant.screen_size[1] = p_depth_buffer_size.y;
if (p_half_size) {
ssao.gather_push_constant.screen_size[0] >>= 1;
ssao.gather_push_constant.screen_size[1] >>= 1;
}
ssao.gather_push_constant.z_far = p_projection.get_z_far();
ssao.gather_push_constant.z_near = p_projection.get_z_near();
ssao.gather_push_constant.orthogonal = p_projection.is_orthogonal();
ssao.gather_push_constant.proj_info[0] = -2.0f / (ssao.gather_push_constant.screen_size[0] * p_projection.matrix[0][0]);
ssao.gather_push_constant.proj_info[1] = -2.0f / (ssao.gather_push_constant.screen_size[1] * p_projection.matrix[1][1]);
ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
ssao.gather_push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
//ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
//ssao.gather_push_constant.proj_info[3] = -(1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
ssao.gather_push_constant.radius = p_radius;
ssao.gather_push_constant.proj_scale = float(p_projection.get_pixels_per_meter(ssao.gather_push_constant.screen_size[0]));
ssao.gather_push_constant.bias = p_bias;
ssao.gather_push_constant.intensity_div_r6 = p_intensity / pow(p_radius, 6.0f);
ssao.gather_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
ssao.gather_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
int x_groups = (ssao.gather_push_constant.screen_size[0] - 1) / 8 + 1;
int y_groups = (ssao.gather_push_constant.screen_size[1] - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
/* THIRD PASS */
// Blur horizontal
ssao.blur_push_constant.edge_sharpness = p_edge_sharpness;
ssao.blur_push_constant.filter_scale = p_blur + 1;
ssao.blur_push_constant.screen_size[0] = ssao.gather_push_constant.screen_size[0];
ssao.blur_push_constant.screen_size[1] = ssao.gather_push_constant.screen_size[1];
ssao.blur_push_constant.z_far = p_projection.get_z_far();
ssao.blur_push_constant.z_near = p_projection.get_z_near();
ssao.blur_push_constant.orthogonal = p_projection.is_orthogonal();
ssao.blur_push_constant.axis[0] = 1;
ssao.blur_push_constant.axis[1] = 0;
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[p_half_size ? SSAO_BLUR_PASS_HALF : SSAO_BLUR_PASS]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
if (p_half_size) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 1);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao2), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
/* THIRD PASS */
// Blur vertical
ssao.blur_push_constant.axis[0] = 0;
ssao.blur_push_constant.axis[1] = 1;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao2), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
if (p_half_size) { //must upscale
/* FOURTH PASS */
// upscale if half size
//back to full size
ssao.blur_push_constant.screen_size[0] = p_depth_buffer_size.x;
ssao.blur_push_constant.screen_size[1] = p_depth_buffer_size.y;
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_BLUR_UPSCALE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 3);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); //not used but set anyway
x_groups = (p_depth_buffer_size.x - 1) / 8 + 1;
y_groups = (p_depth_buffer_size.y - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
}
RD::get_singleton()->compute_list_end();
}
RasterizerEffectsRD::RasterizerEffectsRD() {
{
@ -693,6 +850,61 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
}
}
{
// Initialize ssao
uint32_t pipeline = 0;
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define MINIFY_START\n");
ssao_modes.push_back("\n");
ssao.minify_shader.initialize(ssao_modes);
ssao.minify_shader_version = ssao.minify_shader.version_create();
for (int i = 0; i <= SSAO_MINIFY_MIPMAP; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.minify_shader.version_get_shader(ssao.minify_shader_version, i));
pipeline++;
}
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n");
ssao_modes.push_back("\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n#define USE_HALF_SIZE\n");
ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n#define USE_HALF_SIZE\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n#define USE_HALF_SIZE\n");
ssao.gather_shader.initialize(ssao_modes);
ssao.gather_shader_version = ssao.gather_shader.version_create();
for (int i = SSAO_GATHER_LOW; i <= SSAO_GATHER_ULTRA_HALF; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER_LOW));
pipeline++;
}
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define MODE_FULL_SIZE\n");
ssao_modes.push_back("\n");
ssao_modes.push_back("\n#define MODE_UPSCALE\n");
ssao.blur_shader.initialize(ssao_modes);
ssao.blur_shader_version = ssao.blur_shader.version_create();
for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_UPSCALE; 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++;
}
}
ERR_FAIL_COND(pipeline != SSAO_MAX);
}
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;

View File

@ -39,6 +39,9 @@
#include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
#include "servers/visual/rasterizer_rd/shaders/tonemap.glsl.gen.h"
#include "servers/visual_server.h"
@ -71,7 +74,8 @@ class RasterizerEffectsRD {
BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
BLUR_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
BLUR_FLAG_GLOW_FIRST_PASS = (1 << 4),
BLUR_FLAG_FLIP_Y = (1 << 5)
BLUR_FLAG_FLIP_Y = (1 << 5),
BLUR_COPY_FORCE_LUMINANCE = (1 << 6)
};
struct BlurPushConstant {
@ -265,6 +269,76 @@ class RasterizerEffectsRD {
RID pipelines[BOKEH_MAX];
} bokeh;
enum SSAOMode {
SSAO_MINIFY_FIRST,
SSAO_MINIFY_MIPMAP,
SSAO_GATHER_LOW,
SSAO_GATHER_MEDIUM,
SSAO_GATHER_HIGH,
SSAO_GATHER_ULTRA,
SSAO_GATHER_LOW_HALF,
SSAO_GATHER_MEDIUM_HALF,
SSAO_GATHER_HIGH_HALF,
SSAO_GATHER_ULTRA_HALF,
SSAO_BLUR_PASS,
SSAO_BLUR_PASS_HALF,
SSAO_BLUR_UPSCALE,
SSAO_MAX
};
struct SSAOMinifyPushConstant {
float pixel_size[2];
float z_far;
float z_near;
int32_t source_size[2];
uint32_t orthogonal;
uint32_t pad;
};
struct SSAOGatherPushConstant {
int32_t screen_size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float intensity_div_r6;
float radius;
float bias;
float proj_info[4];
float pixel_size[2];
float proj_scale;
uint32_t pad;
};
struct SSAOBlurPushConstant {
float edge_sharpness;
int32_t filter_scale;
float z_far;
float z_near;
uint32_t orthogonal;
uint32_t pad[3];
int32_t axis[2];
int32_t screen_size[2];
};
struct SSAO {
SSAOMinifyPushConstant minify_push_constant;
SsaoMinifyShaderRD minify_shader;
RID minify_shader_version;
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
SSAOBlurPushConstant blur_push_constant;
SsaoBlurShaderRD blur_shader;
RID blur_shader_version;
RID pipelines[SSAO_MAX];
} ssao;
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
@ -283,7 +357,7 @@ public:
//TODO must re-do most of the shaders in compute
void region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false);
void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false, bool p_force_luminance = false);
void gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region);
void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
@ -331,6 +405,8 @@ public:
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
RasterizerEffectsRD();
~RasterizerEffectsRD();
};

View File

@ -505,7 +505,7 @@ void RasterizerSceneHighEndRD::MaterialData::update_parameters(const Map<StringN
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), 3);
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
RasterizerSceneHighEndRD::MaterialData::~MaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
@ -525,19 +525,54 @@ RasterizerStorageRD::MaterialData *RasterizerSceneHighEndRD::_create_material_fu
return material_data;
}
RasterizerSceneHighEndRD::RenderBufferDataForward::~RenderBufferDataForward() {
RasterizerSceneHighEndRD::RenderBufferDataHighEnd::~RenderBufferDataHighEnd() {
clear();
}
void RasterizerSceneHighEndRD::RenderBufferDataForward::clear() {
void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_specular() {
if (color_fb.is_valid()) {
RD::get_singleton()->free(color_fb);
color_fb = RID();
if (!specular.is_valid()) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = width;
tf.height = height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
fb.push_back(color);
fb.push_back(specular);
fb.push_back(depth);
color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
}
}
void RasterizerSceneHighEndRD::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::clear() {
if (specular.is_valid()) {
RD::get_singleton()->free(specular);
specular = RID();
}
color_specular_fb = RID();
color_fb = RID();
if (normal_buffer.is_valid()) {
RD::get_singleton()->free(normal_buffer);
normal_buffer = RID();
depth_normal_fb = RID();
}
if (roughness_buffer.is_valid()) {
RD::get_singleton()->free(roughness_buffer);
roughness_buffer = RID();
depth_normal_roughness_fb = RID();
}
}
void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
clear();
width = p_width;
@ -559,16 +594,54 @@ void RasterizerSceneHighEndRD::RenderBufferDataForward::configure(RID p_color_bu
depth_fb = RD::get_singleton()->framebuffer_create(fb);
}
{
Vector<RID> fb;
fb.push_back(p_color_buffer);
}
color_only_fb = RD::get_singleton()->framebuffer_create(fb);
void RasterizerSceneHighEndRD::_allocate_normal_texture(RenderBufferDataHighEnd *rb) {
if (rb->normal_buffer.is_valid()) {
return;
}
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
rb->normal_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
fb.push_back(rb->depth);
fb.push_back(rb->normal_buffer);
rb->depth_normal_fb = RD::get_singleton()->framebuffer_create(fb);
_render_buffers_clear_uniform_set(rb);
}
void RasterizerSceneHighEndRD::_allocate_roughness_texture(RenderBufferDataHighEnd *rb) {
if (rb->roughness_buffer.is_valid()) {
return;
}
ERR_FAIL_COND(rb->normal_buffer.is_null());
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
rb->roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
Vector<RID> fb;
fb.push_back(rb->depth);
fb.push_back(rb->normal_buffer);
fb.push_back(rb->roughness_buffer);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
_render_buffers_clear_uniform_set(rb);
}
RasterizerSceneRD::RenderBufferData *RasterizerSceneHighEndRD::_create_render_buffer_data() {
return memnew(RenderBufferDataForward);
return memnew(RenderBufferDataHighEnd);
}
bool RasterizerSceneHighEndRD::free(RID p_rid) {
@ -658,15 +731,25 @@ void RasterizerSceneHighEndRD::_fill_instances(RenderList::Element **p_elements,
/// RENDERING ///
void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi) {
void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set) {
RD::DrawListID draw_list = p_draw_list;
RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
//global scope bindings
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_pass_uniform_set, 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, 2);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
if (p_radiance_uniform_set.is_valid()) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_radiance_uniform_set, RADIANCE_UNIFORM_SET);
} else {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_radiance_uniform_set, RADIANCE_UNIFORM_SET);
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, view_dependant_uniform_set, VIEW_DEPENDANT_UNIFORM_SET);
if (p_render_buffers_uniform_set.is_valid()) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET);
} else {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET);
}
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
MaterialData *prev_material = nullptr;
// ShaderData *prev_shader = nullptr;
@ -707,7 +790,7 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
case VS::INSTANCE_MESH: {
primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
if (e->instance->skeleton.is_valid()) {
xforms_uniform_set = storage->skeleton_get_3d_uniform_set(e->instance->skeleton, default_shader_rd, 2);
xforms_uniform_set = storage->skeleton_get_3d_uniform_set(e->instance->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
}
} break;
case VS::INSTANCE_MULTIMESH: {
@ -715,7 +798,7 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
ERR_CONTINUE(!mesh.is_valid()); //should be a bug
primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index);
xforms_uniform_set = storage->multimesh_get_3d_uniform_set(e->instance->base, default_shader_rd, 2);
xforms_uniform_set = storage->multimesh_get_3d_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
} break;
case VS::INSTANCE_IMMEDIATE: {
@ -821,14 +904,14 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
}
if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, 2);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
prev_xforms_uniform_set = xforms_uniform_set;
}
if (material != prev_material) {
//update uniform set
if (material->uniform_set.is_valid()) {
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, 3);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, MATERIAL_UNIFORM_SET);
}
prev_material = material;
@ -900,6 +983,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
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;
} else if (is_environment(p_environment)) {
@ -947,6 +1031,16 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
scene_state.ubo.use_reflection_cubemap = false;
}
scene_state.ubo.ssao_enabled = environment_is_ssao_enabled(p_environment);
scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
Color ao_color = environment_get_ao_color(p_environment);
scene_state.ubo.ao_color[0] = ao_color.r;
scene_state.ubo.ao_color[1] = ao_color.g;
scene_state.ubo.ao_color[2] = ao_color.b;
scene_state.ubo.ao_color[3] = ao_color.a;
} else {
if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
@ -1557,9 +1651,9 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, 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_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
RenderBufferDataForward *render_buffer = NULL;
RenderBufferDataHighEnd *render_buffer = NULL;
if (p_render_buffer.is_valid()) {
render_buffer = (RenderBufferDataForward *)render_buffers_get_data(p_render_buffer);
render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffer);
}
//first of all, make a new render pass
@ -1621,12 +1715,40 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
RID depth_framebuffer;
RID alpha_framebuffer;
PassMode depth_pass_mode = PASS_MODE_DEPTH;
Vector<Color> depth_pass_clear;
if (render_buffer) {
screen_pixel_size.width = 1.0 / render_buffer->width;
screen_pixel_size.height = 1.0 / render_buffer->height;
opaque_framebuffer = render_buffer->color_fb;
depth_framebuffer = render_buffer->depth_fb;
if (p_environment.is_valid() && environment_is_ssr_enabled(p_environment)) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
} else if (p_environment.is_valid() && environment_is_ssao_enabled(p_environment)) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL;
}
switch (depth_pass_mode) {
case PASS_MODE_DEPTH: {
depth_framebuffer = render_buffer->depth_fb;
} break;
case PASS_MODE_DEPTH_NORMAL: {
_allocate_normal_texture(render_buffer);
depth_framebuffer = render_buffer->depth_normal_fb;
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
} break;
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
_allocate_normal_texture(render_buffer);
_allocate_roughness_texture(render_buffer);
depth_framebuffer = render_buffer->depth_normal_roughness_fb;
depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0));
depth_pass_clear.push_back(Color());
} break;
default: {
};
}
alpha_framebuffer = opaque_framebuffer;
} else if (p_reflection_probe.is_valid()) {
@ -1660,7 +1782,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
render_list.clear();
_fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr);
RID radiance_cubemap;
RID radiance_uniform_set;
bool draw_sky = false;
Color clear_color;
@ -1687,7 +1809,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
case VS::ENV_BG_SKY: {
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
radiance_cubemap = sky_get_radiance_texture_rd(sky);
radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, radiance_uniform_set, RADIANCE_UNIFORM_SET);
draw_sky = true;
}
} break;
@ -1708,7 +1830,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
clear_color = p_default_bg_color;
}
_setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), radiance_cubemap, p_shadow_atlas, p_reflection_atlas);
_setup_view_dependant_uniform_set(p_shadow_atlas, p_reflection_atlas);
render_list.sort_by_key(false);
@ -1719,13 +1841,26 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
bool using_separate_specular = false;
bool depth_pre_pass = depth_framebuffer.is_valid();
RID render_buffers_uniform_set;
if (depth_pre_pass) { //depth pre pass
RENDER_TIMESTAMP("Render Depth Pre-Pass");
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, PASS_MODE_DEPTH, render_buffer == nullptr);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, radiance_uniform_set, RID());
RD::get_singleton()->draw_list_end();
}
if (p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment)) {
_process_ssao(p_render_buffer, p_environment, render_buffer->normal_buffer, p_cam_projection);
}
if (p_render_buffer.is_valid()) {
//update the render buffers uniform set in case it changed
_update_render_buffers_uniform_set(p_render_buffer);
render_buffers_uniform_set = render_buffer->uniform_set;
}
RENDER_TIMESTAMP("Render Opaque Pass");
{
@ -1734,7 +1869,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
Vector<Color> c;
c.push_back(clear_color.to_linear());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, render_buffer == nullptr);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set);
RD::get_singleton()->draw_list_end();
}
@ -1772,7 +1907,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
{
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set);
RD::get_singleton()->draw_list_end();
}
@ -1867,7 +2002,7 @@ void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **
_fill_render_list(p_cull_result, p_cull_count, pass_mode, true);
_setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), RID(), RID());
_setup_view_dependant_uniform_set(RID(), RID());
RENDER_TIMESTAMP("Render Shadow");
@ -1878,7 +2013,7 @@ void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **
{
//regular forward for now
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, RID(), RID());
RD::get_singleton()->draw_list_end();
}
}
@ -1901,7 +2036,7 @@ void RasterizerSceneHighEndRD::_render_material(const Transform &p_cam_transform
PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
_fill_render_list(p_cull_result, p_cull_count, pass_mode, true);
_setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), RID(), RID(), RID());
_setup_view_dependant_uniform_set(RID(), RID());
RENDER_TIMESTAMP("Render Material");
@ -1918,14 +2053,22 @@ void RasterizerSceneHighEndRD::_render_material(const Transform &p_cam_transform
clear.push_back(Color(0, 0, 0, 0));
clear.push_back(Color(0, 0, 0, 0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID());
RD::get_singleton()->draw_list_end();
}
}
void RasterizerSceneHighEndRD::_base_uniforms_changed() {
if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
}
render_base_uniform_set = RID();
}
void RasterizerSceneHighEndRD::_update_render_base_uniform_set() {
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || gi_probe_slots_are_dirty()) {
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
@ -2059,69 +2202,37 @@ void RasterizerSceneHighEndRD::_update_render_base_uniform_set() {
uniforms.push_back(u);
}
render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 0);
{
RD::Uniform u;
u.binding = 12;
u.type = RD::UNIFORM_TYPE_TEXTURE;
if (directional_shadow_get_texture().is_valid()) {
u.ids.push_back(directional_shadow_get_texture());
} else {
u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
}
uniforms.push_back(u);
}
gi_probe_slots_make_not_dirty();
render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET);
}
}
void RasterizerSceneHighEndRD::_setup_render_pass_uniform_set(RID p_depth_buffer, RID p_color_buffer, RID p_normal_buffer, RID p_roughness_limit_buffer, RID p_radiance_cubemap, RID p_shadow_atlas, RID p_reflection_atlas) {
void RasterizerSceneHighEndRD::_setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas) {
if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
RD::get_singleton()->free(render_pass_uniform_set);
if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) {
RD::get_singleton()->free(view_dependant_uniform_set);
}
//default render buffer and scene state uniform set
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 0;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_depth_buffer.is_valid() ? p_depth_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 1;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_color_buffer.is_valid() ? p_color_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_normal_buffer.is_valid() ? p_normal_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_roughness_limit_buffer.is_valid() ? p_roughness_limit_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = p_radiance_cubemap.is_valid() ? p_radiance_cubemap : storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
RD::Uniform u;
u.binding = 5;
u.binding = 0;
u.type = RD::UNIFORM_TYPE_TEXTURE;
if (ref_texture.is_valid()) {
u.ids.push_back(ref_texture);
@ -2133,7 +2244,7 @@ void RasterizerSceneHighEndRD::_setup_render_pass_uniform_set(RID p_depth_buffer
{
RD::Uniform u;
u.binding = 6;
u.binding = 1;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture;
if (p_shadow_atlas.is_valid()) {
@ -2146,19 +2257,78 @@ void RasterizerSceneHighEndRD::_setup_render_pass_uniform_set(RID p_depth_buffer
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 7;
u.type = RD::UNIFORM_TYPE_TEXTURE;
if (directional_shadow_get_texture().is_valid()) {
u.ids.push_back(directional_shadow_get_texture());
} else {
u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
}
uniforms.push_back(u);
}
view_dependant_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, VIEW_DEPENDANT_UNIFORM_SET);
}
render_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 1);
void RasterizerSceneHighEndRD::_render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb) {
if (!rb->uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) {
RD::get_singleton()->free(rb->uniform_set);
}
rb->uniform_set = RID();
}
void RasterizerSceneHighEndRD::_render_buffers_uniform_set_changed(RID p_render_buffers) {
RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
_render_buffers_clear_uniform_set(rb);
}
void RasterizerSceneHighEndRD::_update_render_buffers_uniform_set(RID p_render_buffers) {
RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
if (rb->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.binding = 0;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = false && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 1;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID bbt = render_buffers_get_back_buffer_texture(p_render_buffers);
RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 2;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb->normal_buffer.is_valid() ? rb->normal_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 3;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = rb->roughness_buffer.is_valid() ? rb->roughness_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 4;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID aot = render_buffers_get_ao_texture(p_render_buffers);
RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
}
rb->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
}
}
RasterizerSceneHighEndRD *RasterizerSceneHighEndRD::singleton = NULL;
@ -2246,8 +2416,8 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
Vector<String> shader_versions;
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_BUFFER\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_ROUGHNESS_BUFFER\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL\n#define MODE_RENDER_ROUGHNESS\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n");
shader_versions.push_back("");
shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n");
@ -2388,7 +2558,7 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = 3;
actions.texture_layout_set = MATERIAL_UNIFORM_SET;
actions.base_uniform_string = "material.";
actions.base_varying_index = 10;
@ -2445,7 +2615,7 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
u.binding = 0;
uniforms.push_back(u);
default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 2);
default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET);
}
{
@ -2457,13 +2627,40 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
shadow_sampler = RD::get_singleton()->sampler_create(sampler);
}
{
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.binding = 0;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
u.ids.push_back(texture);
uniforms.push_back(u);
default_radiance_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RADIANCE_UNIFORM_SET);
}
{ //render buffers
Vector<RD::Uniform> uniforms;
for (int i = 0; i < 5; i++) {
RD::Uniform u;
u.binding = i;
u.type = RD::UNIFORM_TYPE_TEXTURE;
RID texture = storage->texture_rd_get_default(i == 0 ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE : (i == 2 ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL : RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
u.ids.push_back(texture);
uniforms.push_back(u);
}
default_render_buffers_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
}
cluster_builder.setup(16, 8, 24);
}
RasterizerSceneHighEndRD::~RasterizerSceneHighEndRD() {
//clear base uniform set if still valid
if (render_pass_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_set)) {
RD::get_singleton()->free(render_pass_uniform_set);
if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) {
RD::get_singleton()->free(view_dependant_uniform_set);
}
{

View File

@ -39,6 +39,15 @@
class RasterizerSceneHighEndRD : public RasterizerSceneRD {
enum {
SCENE_UNIFORM_SET = 0,
RADIANCE_UNIFORM_SET = 1,
VIEW_DEPENDANT_UNIFORM_SET = 2,
RENDER_BUFFERS_UNIFORM_SET = 3,
TRANSFORMS_UNIFORM_SET = 4,
MATERIAL_UNIFORM_SET = 5
};
/* Shader */
enum ShaderVersion {
@ -186,28 +195,44 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
/* Framebuffer */
struct RenderBufferDataForward : public RenderBufferData {
struct RenderBufferDataHighEnd : public RenderBufferData {
//for rendering, may be MSAAd
RID color;
RID depth;
RID specular;
RID normal_buffer;
RID roughness_buffer;
RID depth_fb;
RID depth_normal_fb;
RID depth_normal_roughness_fb;
RID color_fb;
RID color_only_fb;
RID color_specular_fb;
int width, height;
void ensure_specular();
void clear();
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa);
~RenderBufferDataForward();
RID uniform_set;
~RenderBufferDataHighEnd();
};
virtual RenderBufferData *_create_render_buffer_data();
void _allocate_normal_texture(RenderBufferDataHighEnd *rb);
void _allocate_roughness_texture(RenderBufferDataHighEnd *rb);
RID shadow_sampler;
RID render_base_uniform_set;
RID render_pass_uniform_set;
RID view_dependant_uniform_set;
virtual void _base_uniforms_changed();
void _render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb);
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
void _update_render_base_uniform_set();
void _setup_render_pass_uniform_set(RID p_depth_buffer, RID p_color_buffer, RID p_normal_buffer, RID p_roughness_limit_buffer, RID p_radiance_cubemap, RID p_shadow_atlas, RID p_reflection_atlas);
void _setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas);
void _update_render_buffers_uniform_set(RID p_render_buffers);
/* Scene State UBO */
@ -318,6 +343,13 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float dual_paraboloid_side;
float z_far;
float z_near;
uint32_t ssao_enabled;
float ssao_light_affect;
float ssao_ao_affect;
uint32_t pad_ssao;
float ao_color[4];
};
UBO ubo;
@ -503,6 +535,8 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
RID wireframe_material_shader;
RID wireframe_material;
RID default_shader_rd;
RID default_radiance_uniform_set;
RID default_render_buffers_uniform_set;
RID default_vec4_xform_buffer;
RID default_vec4_xform_uniform_set;
@ -527,7 +561,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
void _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth);
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi);
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set);
_FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index);
_FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index);

View File

@ -347,6 +347,30 @@ RID RasterizerSceneRD::sky_get_radiance_texture_rd(RID p_sky) const {
return sky->radiance;
}
RID RasterizerSceneRD::sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const {
Sky *sky = sky_owner.getornull(p_sky);
ERR_FAIL_COND_V(!sky, RID());
if (sky->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(sky->uniform_set)) {
sky->uniform_set = RID();
if (sky->radiance.is_valid()) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
u.ids.push_back(sky->radiance);
uniforms.push_back(u);
}
sky->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
}
}
return sky->uniform_set;
}
RID RasterizerSceneRD::environment_create() {
return environment_owner.make_rid(Environent());
@ -387,7 +411,7 @@ void RasterizerSceneRD::environment_set_canvas_max_layer(RID p_env, int p_max_la
ERR_FAIL_COND(!env);
env->canvas_max_layer = p_max_layer;
}
void RasterizerSceneRD::environment_set_ambient_light(RID p_env, const Color &p_color, VS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, VS::EnvironmentReflectionSource p_reflection_source) {
void RasterizerSceneRD::environment_set_ambient_light(RID p_env, const Color &p_color, VS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, VS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ambient_light = p_color;
@ -395,6 +419,7 @@ void RasterizerSceneRD::environment_set_ambient_light(RID p_env, const Color &p_
env->ambient_light_energy = p_energy;
env->ambient_sky_contribution = p_sky_contribution;
env->reflection_source = p_reflection_source;
env->ao_color = p_ao_color;
}
VS::EnvironmentBG RasterizerSceneRD::environment_get_background(RID p_env) const {
@ -458,6 +483,12 @@ VS::EnvironmentReflectionSource RasterizerSceneRD::environment_get_reflection_so
return env->reflection_source;
}
Color RasterizerSceneRD::environment_get_ao_color(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, Color());
return env->ao_color;
}
void RasterizerSceneRD::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@ -491,6 +522,50 @@ void RasterizerSceneRD::environment_set_glow(RID p_env, bool p_enable, int p_lev
env->glow_bicubic_upscale = p_bicubic_upscale;
}
void RasterizerSceneRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ssao_enabled = p_enable;
env->ssao_radius = p_radius;
env->ssao_intensity = p_intensity;
env->ssao_bias = p_bias;
env->ssao_direct_light_affect = p_light_affect;
env->ssao_ao_channel_affect = p_ao_channel_affect;
env->ssao_blur = p_blur;
}
void RasterizerSceneRD::environment_set_ssao_quality(VS::EnvironmentSSAOQuality p_quality, bool p_half_size) {
ssao_quality = p_quality;
ssao_half_size = p_half_size;
}
bool RasterizerSceneRD::environment_is_ssao_enabled(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->ssao_enabled;
}
float RasterizerSceneRD::environment_get_ssao_ao_affect(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->ssao_ao_channel_affect;
}
float RasterizerSceneRD::environment_get_ssao_light_affect(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return env->ssao_direct_light_affect;
}
bool RasterizerSceneRD::environment_is_ssr_enabled(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
return false;
}
bool RasterizerSceneRD::is_environment(RID p_env) const {
return environment_owner.owns(p_env);
}
@ -1065,6 +1140,8 @@ void RasterizerSceneRD::directional_shadow_atlas_set_size(int p_size) {
fb.push_back(directional_shadow.depth);
directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb);
}
_base_uniforms_changed();
}
void RasterizerSceneRD::set_directional_shadow_count(int p_count) {
@ -1725,8 +1802,9 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
}
gi_probe->last_probe_data_version = data_version;
gi_probe_slots_dirty = true;
p_update_light_instances = true; //just in case
_base_uniforms_changed();
}
// UDPDATE TIME
@ -2183,14 +2261,6 @@ const Vector<RID> &RasterizerSceneRD::gi_probe_get_slots() const {
return gi_probe_slots;
}
bool RasterizerSceneRD::gi_probe_slots_are_dirty() const {
return gi_probe_slots_dirty;
}
void RasterizerSceneRD::gi_probe_slots_make_not_dirty() {
gi_probe_slots_dirty = false;
}
RasterizerSceneRD::GIProbeQuality RasterizerSceneRD::gi_probe_get_quality() const {
return gi_probe_quality;
}
@ -2323,6 +2393,91 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
RD::get_singleton()->free(rb->luminance.current);
rb->luminance.current = RID();
}
if (rb->ssao.ao[0].is_valid()) {
RD::get_singleton()->free(rb->ssao.depth);
RD::get_singleton()->free(rb->ssao.ao[0]);
if (rb->ssao.ao[1].is_valid()) {
RD::get_singleton()->free(rb->ssao.ao[1]);
}
if (rb->ssao.ao_full.is_valid()) {
RD::get_singleton()->free(rb->ssao.ao_full);
}
rb->ssao.depth = RID();
rb->ssao.ao[0] = RID();
rb->ssao.ao[1] = RID();
rb->ssao.ao_full = RID();
rb->ssao.depth_slices.clear();
}
}
void RasterizerSceneRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
Environent *env = environment_owner.getornull(p_environment);
ERR_FAIL_COND(!env);
if (rb->ssao.ao[0].is_valid() && rb->ssao.ao_full.is_valid() != ssao_half_size) {
RD::get_singleton()->free(rb->ssao.depth);
RD::get_singleton()->free(rb->ssao.ao[0]);
if (rb->ssao.ao[1].is_valid()) {
RD::get_singleton()->free(rb->ssao.ao[1]);
}
if (rb->ssao.ao_full.is_valid()) {
RD::get_singleton()->free(rb->ssao.ao_full);
}
rb->ssao.depth = RID();
rb->ssao.ao[0] = RID();
rb->ssao.ao[1] = RID();
rb->ssao.ao_full = RID();
rb->ssao.depth_slices.clear();
}
if (!rb->ssao.ao[0].is_valid()) {
//allocate depth slices
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
tf.width = rb->width / 2;
tf.height = rb->height / 2;
tf.mipmaps = Image::get_image_required_mipmaps(tf.width, tf.height, Image::FORMAT_RF) + 1;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
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);
rb->ssao.depth_slices.push_back(slice);
}
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = ssao_half_size ? rb->width / 2 : rb->width;
tf.height = ssao_half_size ? rb->height / 2 : rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ssao.ao[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
if (ssao_half_size) {
//upsample texture
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_full = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
_render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, Size2i(rb->width, rb->height), rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao[0], rb->ssao.ao_full.is_valid(), rb->ssao.ao[1], rb->ssao.ao_full, env->ssao_intensity, env->ssao_radius, env->ssao_bias, p_projection, ssao_quality, env->ssao_blur, env->ssao_blur_edge_sharpness);
}
void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
@ -2340,6 +2495,7 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
float bokeh_size = camfx->dof_blur_amount * 64.0;
@ -2350,6 +2506,7 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
if (rb->luminance.current.is_null()) {
_allocate_luminance_textures(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
@ -2372,6 +2529,7 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) {
@ -2456,7 +2614,7 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2));
effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2), false, true);
}
}
@ -2465,7 +2623,7 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
RID shadow_atlas_texture = directional_shadow_get_texture();
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2));
effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2), false, true);
}
}
@ -2473,19 +2631,34 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
if (rb->luminance.current.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8));
effects->copy_to_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
}
}
if (debug_draw == VS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao[0].is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
RID ao_buf = rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
effects->copy_to_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
}
RID RasterizerSceneRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
ERR_FAIL_COND_V(!rb->blur[0].texture.is_valid(), RID()); //should have been created for some reason?
if (!rb->blur[0].texture.is_valid()) {
return RID(); //not valid at the moment
}
return rb->blur[0].texture;
}
RID RasterizerSceneRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
return rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
}
void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
@ -2516,6 +2689,7 @@ void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_ren
}
rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
_render_buffers_uniform_set_changed(p_render_buffers);
}
int RasterizerSceneRD::get_roughness_layers() const {
@ -2921,6 +3095,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
camera_effects_set_dof_blur_bokeh_shape(VS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_shape"))));
camera_effects_set_dof_blur_quality(VS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/filters/depth_of_field_use_jitter"));
environment_set_ssao_quality(VS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
}
RasterizerSceneRD::~RasterizerSceneRD() {

View File

@ -62,6 +62,11 @@ protected:
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
virtual void _base_uniforms_changed() = 0;
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
private:
VS::ViewportDebugDraw debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
double time_step = 0;
@ -94,6 +99,7 @@ private:
/* SKY */
struct Sky {
RID radiance;
RID uniform_set;
int radiance_size = 256;
VS::SkyMode mode = VS::SKY_MODE_QUALITY;
RID panorama;
@ -266,7 +272,6 @@ private:
bool gi_probe_use_anisotropy = false;
GIProbeQuality gi_probe_quality = GIPROBE_QUALITY_MEDIUM;
bool gi_probe_slots_dirty = true;
Vector<RID> gi_probe_slots;
@ -455,6 +460,7 @@ private:
float ambient_light_energy = 1.0;
float ambient_sky_contribution = 1.0;
VS::EnvironmentReflectionSource reflection_source = VS::ENV_REFLECTION_SOURCE_BG;
Color ao_color;
/// Tonemap
@ -481,8 +487,22 @@ private:
float glow_hdr_luminance_cap = 12.0;
float glow_hdr_bleed_scale = 2.0;
bool glow_bicubic_upscale = false;
/// SSAO
bool ssao_enabled = false;
float ssao_radius = 1;
float ssao_intensity = 1;
float ssao_bias = 0.01;
float ssao_direct_light_affect = 0.0;
float ssao_ao_channel_affect = 0.0;
float ssao_blur_edge_sharpness = 4.0;
VS::EnvironmentSSAOBlur ssao_blur = VS::ENV_SSAO_BLUR_3x3;
};
VS::EnvironmentSSAOQuality ssao_quality = VS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
static uint64_t auto_exposure_counter;
mutable RID_Owner<Environent> environment_owner;
@ -546,6 +566,13 @@ private:
Vector<RID> reduce;
RID current;
} luminance;
struct SSAO {
RID depth;
Vector<RID> depth_slices;
RID ao[2];
RID ao_full; //when using half-size
} ssao;
};
mutable RID_Owner<RenderBuffers> render_buffers_owner;
@ -606,6 +633,7 @@ public:
RID sky_get_panorama_texture_rd(RID p_sky) const;
RID sky_get_radiance_texture_rd(RID p_sky) const;
RID sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const;
/* ENVIRONMENT API */
@ -618,7 +646,7 @@ public:
void environment_set_bg_color(RID p_env, const Color &p_color);
void environment_set_bg_energy(RID p_env, float p_energy);
void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
void environment_set_ambient_light(RID p_env, const Color &p_color, VS::EnvironmentAmbientSource p_ambient = VS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, VS::EnvironmentReflectionSource p_reflection_source = VS::ENV_REFLECTION_SOURCE_BG);
void environment_set_ambient_light(RID p_env, const Color &p_color, VS::EnvironmentAmbientSource p_ambient = VS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, VS::EnvironmentReflectionSource p_reflection_source = VS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color());
VS::EnvironmentBG environment_get_background(RID p_env) const;
RID environment_get_sky(RID p_env) const;
@ -632,6 +660,7 @@ public:
float environment_get_ambient_light_ambient_energy(RID p_env) const;
float environment_get_ambient_sky_contribution(RID p_env) const;
VS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
Color environment_get_ao_color(RID p_env) const;
bool is_environment(RID p_env) const;
@ -640,7 +669,12 @@ public:
void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
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, bool p_roughness) {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
void environment_set_ssao_quality(VS::EnvironmentSSAOQuality p_quality, bool p_half_size);
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_ssr_enabled(RID p_env) const;
void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
@ -869,8 +903,6 @@ public:
}
const Vector<RID> &gi_probe_get_slots() const;
bool gi_probe_slots_are_dirty() const;
void gi_probe_slots_make_not_dirty();
_FORCE_INLINE_ bool gi_probe_is_anisotropic() const {
return gi_probe_use_anisotropy;
}
@ -879,6 +911,7 @@ public:
RID render_buffers_create();
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
void render_scene(RID p_render_buffers, 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_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);

View File

@ -2052,7 +2052,7 @@ AABB RasterizerStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
AABB aabb;
for (int i = 0; i < mesh->surface_count; i++) {
for (uint32_t i = 0; i < mesh->surface_count; i++) {
AABB laabb;
if ((mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {

View File

@ -16,3 +16,6 @@ if 'RD_GLSL' in env['BUILDERS']:
env.RD_GLSL('giprobe_sdf.glsl');
env.RD_GLSL('luminance_reduce.glsl');
env.RD_GLSL('bokeh_dof.glsl');
env.RD_GLSL('ssao.glsl');
env.RD_GLSL('ssao_minify.glsl');
env.RD_GLSL('ssao_blur.glsl');

View File

@ -279,6 +279,9 @@ void main() {
#ifdef MODE_SIMPLE_COPY
vec4 color = texture(source_color, uv_interp, 0.0);
if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r,color.g),color.b));
}
frag_color = color;
#endif
@ -286,5 +289,6 @@ void main() {
vec4 color = texture(source_color, uv_interp, 0.0);
float ssao = texture(source_ssao, uv_interp, 0.0).r;
frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
#endif
}

View File

@ -4,6 +4,7 @@
#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
#define FLAG_GLOW_FIRST_PASS (1 << 4)
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_COPY_FORCE_LUMINANCE (1 << 6)
layout(push_constant, binding = 1, std430) uniform Blur {
vec4 section;

View File

@ -53,7 +53,7 @@ layout(location = 6) out vec3 binormal_interp;
#endif
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
layout(set = 5, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
@ -316,7 +316,7 @@ layout(location = 8) in float dp_clip;
#define projection_matrix scene_data.projection_matrix
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
layout(set = 5, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
@ -341,6 +341,12 @@ layout(location = 4) out float depth_output_buffer;
#endif
#ifdef MODE_RENDER_NORMAL
layout(location = 0) out vec4 normal_output_buffer;
#ifdef MODE_RENDER_ROUGHNESS
layout(location = 1) out float roughness_output_buffer;
#endif //MODE_RENDER_ROUGHNESS
#endif //MODE_RENDER_NORMAL
#else // RENDER DEPTH
#ifdef MODE_MULTIPLE_RENDER_TARGETS
@ -1145,7 +1151,7 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
ao = 1.0 - min(1.0, ao);
light *= mix(1.0, ao, gi_probes.data[index].ambient_occlusion);
light = mix(scene_data.ao_color.rgb,light,mix(1.0, ao, gi_probes.data[index].ambient_occlusion));
}
out_diff += vec4(light * blend, blend);
@ -1236,7 +1242,7 @@ void main() {
float normaldepth = 1.0;
vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
float sss_strength = 0.0;
@ -1633,18 +1639,44 @@ FRAGMENT_SHADER_CODE
emission_output_buffer.a = 0.0;
#endif
#ifdef MODE_RENDER_NORMAL
normal_output_buffer = vec4(normal * 0.5 + 0.5,0.0);
#ifdef MODE_RENDER_ROUGHNESS
roughness_output_buffer = roughness;
#endif //MODE_RENDER_ROUGHNESS
#endif //MODE_RENDER_NORMAL
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else
specular_light *= scene_data.reflection_multiplier;
ambient_light *= albedo; //ambient must be multiplied by albedo at the end
//ambient occlusion
#if defined(AO_USED)
ambient_light *= ao;
if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]),screen_uv).r;
ao = mix(ao,min(ao,ssao),scene_data.ssao_ao_affect);
ao_light_affect = mix(ao_light_affect,max(ao_light_affect,scene_data.ssao_light_affect),scene_data.ssao_ao_affect);
}
ambient_light = mix(scene_data.ao_color.rgb,ambient_light,ao);
ao_light_affect = mix(1.0, ao, ao_light_affect);
specular_light *= ao_light_affect;
diffuse_light *= ao_light_affect;
#endif
specular_light = mix(scene_data.ao_color.rgb,specular_light,ao_light_affect);
diffuse_light = mix(scene_data.ao_color.rgb,diffuse_light,ao_light_affect);
#else
if (scene_data.ssao_enabled) {
float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]),screen_uv).r;
ambient_light = mix(scene_data.ao_color.rgb,ambient_light,ao);
float ao_light_affect = mix(1.0, ao,scene_data.ssao_light_affect);
specular_light = mix(scene_data.ao_color.rgb,specular_light,ao_light_affect);
diffuse_light = mix(scene_data.ao_color.rgb,diffuse_light,ao_light_affect);
}
#endif // AO_USED
// base color remapping
diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point

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@ -60,6 +60,13 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
float z_far;
float z_near;
bool ssao_enabled;
float ssao_light_affect;
float ssao_ao_affect;
uint pad_ssao;
vec4 ao_color;
#if 0
vec4 ambient_light_color;
vec4 bg_color;
@ -211,33 +218,41 @@ layout(set = 0, binding = 11, std430) buffer ClusterData {
uint indices[];
} cluster_data;
/* Set 1, Scene data that changes per render pass */
layout(set = 0, binding = 12) uniform texture2D directional_shadow_atlas;
layout(set = 1, binding = 0) uniform texture2D depth_buffer;
layout(set = 1, binding = 1) uniform texture2D color_buffer;
layout(set = 1, binding = 2) uniform texture2D normal_buffer;
layout(set = 1, binding = 3) uniform texture2D roughness_limit;
// decal atlas
/* Set 1, Radiance */
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
layout(set = 1, binding = 4) uniform textureCubeArray radiance_cubemap;
layout(set = 1, binding = 0) uniform textureCubeArray radiance_cubemap;
#else
layout(set = 1, binding = 4) uniform textureCube radiance_cubemap;
layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
#endif
layout(set = 1, binding = 5) uniform textureCubeArray reflection_atlas;
layout(set = 1, binding = 6) uniform texture2D shadow_atlas;
/* Set 2, Reflection and Shadow Atlases (view dependant) */
layout(set = 1, binding = 7) uniform texture2D directional_shadow_atlas;
layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
/* Set 2 Skeleton & Instancing (Multimesh) */
layout(set = 2, binding = 1) uniform texture2D shadow_atlas;
layout(set = 2, binding = 0, std430) buffer Transforms {
/* Set 1, Render Buffers */
layout(set = 3, binding = 0) uniform texture2D depth_buffer;
layout(set = 3, binding = 1) uniform texture2D color_buffer;
layout(set = 3, binding = 2) uniform texture2D normal_buffer;
layout(set = 3, binding = 3) uniform texture2D roughness_buffer;
layout(set = 3, binding = 4) uniform texture2D ao_buffer;
/* Set 4 Skeleton & Instancing (Multimesh) */
layout(set = 4, binding = 0, std430) buffer Transforms {
vec4 data[];
} transforms;
/* Set 3 User Material */
/* Set 5 User Material */

View File

@ -0,0 +1,257 @@
/* clang-format off */
[compute]
/* clang-format on */
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define TWO_PI 6.283185307179586476925286766559
#ifdef SSAO_QUALITY_HIGH
#define NUM_SAMPLES (20)
#endif
#ifdef SSAO_QUALITY_ULTRA
#define NUM_SAMPLES (48)
#endif
#ifdef SSAO_QUALITY_LOW
#define NUM_SAMPLES (8)
#endif
#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) && !defined(SSAO_QUALITY_ULTRA)
#define NUM_SAMPLES (12)
#endif
// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
// miplevel to maintain reasonable spatial locality in the cache
// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing.
// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively
#define LOG_MAX_OFFSET (3)
// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp
#define MAX_MIP_LEVEL (4)
// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
const int ROTATIONS[] = int[](
1, 1, 2, 3, 2, 5, 2, 3, 2,
3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
19, 27, 21, 25, 39, 29, 17, 21, 27);
/* clang-format on */
//#define NUM_SPIRAL_TURNS (7)
const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
layout(set = 0, binding = 0) uniform sampler2D source_depth_mipmaps;
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
#ifndef USE_HALF_SIZE
layout(set = 2, binding = 0) uniform sampler2D source_depth;
#endif
layout(set = 3, binding = 0) uniform sampler2D source_normal;
layout(push_constant, binding = 1, std430) uniform Params {
ivec2 screen_size;
float z_far;
float z_near;
bool orthogonal;
float intensity_div_r6;
float radius;
float bias;
vec4 proj_info;
vec2 pixel_size;
float proj_scale;
uint pad;
} params;
vec3 reconstructCSPosition(vec2 S, float z) {
if (params.orthogonal) {
return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
} else {
return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
}
}
vec3 getPosition(ivec2 ssP) {
vec3 P;
#ifdef USE_HALF_SIZE
P.z = texelFetch(source_depth_mipmaps, ssP, 0).r;
P.z = -P.z;
#else
P.z = texelFetch(source_depth, ssP, 0).r;
P.z = P.z * 2.0 - 1.0;
if (params.orthogonal) {
P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
}
P.z = -P.z;
#endif
// Offset to pixel center
P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
return P;
}
/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */
vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) {
// Radius relative to ssR
float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
ssR = alpha;
return vec2(cos(angle), sin(angle));
}
/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */
vec3 getOffsetPosition(ivec2 ssP, float ssR) {
// Derivation:
// mipLevel = floor(log(ssR / MAX_OFFSET));
int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
vec3 P;
// We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
// Manually clamp to the texture size because texelFetch bypasses the texture unit
ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (params.screen_size >> mipLevel) - ivec2(1));
#ifdef USE_HALF_SIZE
P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel).r;
P.z = -P.z;
#else
if (mipLevel < 1) {
//read from depth buffer
P.z = texelFetch(source_depth, mipP, 0).r;
P.z = P.z * 2.0 - 1.0;
if (params.orthogonal) {
P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
}
P.z = -P.z;
} else {
//read from mipmaps
P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r;
P.z = -P.z;
}
#endif
// Offset to pixel center
P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
return P;
}
/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds
to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius
Note that units of H() in the HPG12 paper are meters, not
unitless. The whole falloff/sampling function is therefore
unitless. In this implementation, we factor out (9 / radius).
Four versions of the falloff function are implemented below
*/
float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) {
// Offset on the unit disk, spun for this pixel
float ssR;
vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR);
ssR *= ssDiskRadius;
ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
if (any(lessThan(ssP,ivec2(0))) || any(greaterThanEqual(ssP,params.screen_size))) {
return 0.0;
}
// The occluding point in camera space
vec3 Q = getOffsetPosition(ssP, ssR);
vec3 v = Q - C;
float vv = dot(v, v);
float vn = dot(v, n_C);
const float epsilon = 0.01;
float radius2 = p_radius * p_radius;
// A: From the HPG12 paper
// Note large epsilon to avoid overdarkening within cracks
//return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6;
// B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended]
float f = max(radius2 - vv, 0.0);
return f * f * f * max((vn - params.bias) / (epsilon + vv), 0.0);
// C: Medium contrast (which looks better at high radii), no division. Note that the
// contribution still falls off with radius^2, but we've adjusted the rate in a way that is
// more computationally efficient and happens to be aesthetically pleasing.
// return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0);
// D: Low contrast, no division operation
// return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0);
}
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(ssC,params.screen_size))) { //too large, do nothing
return;
}
// World space point being shaded
vec3 C = getPosition(ssC);
#ifdef USE_HALF_SIZE
vec3 n_C = texelFetch(source_normal,ssC<<1,0).xyz * 2.0 - 1.0;
#else
vec3 n_C = texelFetch(source_normal,ssC,0).xyz * 2.0 - 1.0;
#endif
n_C = normalize(n_C);
n_C.y = -n_C.y; //because this code reads flipped
// Hash function used in the HPG12 AlchemyAO paper
float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
// Reconstruct normals from positions. These will lead to 1-pixel black lines
// at depth discontinuities, however the blur will wipe those out so they are not visible
// in the final image.
// Choose the screen-space sample radius
// proportional to the projected area of the sphere
float ssDiskRadius = -params.proj_scale * params.radius;
if (!params.orthogonal) {
ssDiskRadius = -params.proj_scale * params.radius / C.z;
}
float sum = 0.0;
for (int i = 0; i < NUM_SAMPLES; ++i) {
sum += sampleAO(ssC, C, n_C, ssDiskRadius, params.radius, i, randomPatternRotationAngle);
}
float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
imageStore(dest_image,ssC,vec4(A));
}

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@ -0,0 +1,163 @@
/* clang-format off */
[compute]
/* clang-format on */
#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_ssao;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
#ifdef MODE_UPSCALE
layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps;
#endif
layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image;
//////////////////////////////////////////////////////////////////////////////////////////////
// Tunable Parameters:
layout(push_constant, binding = 1, std430) uniform Params {
float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */
int filter_scale;
float z_far;
float z_near;
bool orthogonal;
uint pad0;
uint pad1;
uint pad2;
ivec2 axis; /** (1, 0) or (0, 1) */
ivec2 screen_size;
} params;
/** Filter radius in pixels. This will be multiplied by SCALE. */
#define R (4)
//////////////////////////////////////////////////////////////////////////////////////////////
// Gaussian coefficients
const float gaussian[R + 1] =
//float[](0.356642, 0.239400, 0.072410, 0.009869);
//float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(ssC,params.screen_size))) { //too large, do nothing
return;
}
#ifdef MODE_UPSCALE
//closest one should be the same pixel, but check nearby just in case
float depth = texelFetch(source_depth, ssC, 0).r;
depth = depth * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
vec2 pixel_size = 1.0 / vec2(params.screen_size);
vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
vec2 from_uv = closest_uv;
vec2 ps2 = pixel_size;// * 2.0;
float closest_depth = abs(textureLod(source_depth_mipmaps,closest_uv,0.0).r-depth);
vec2 offsets[4]=vec2[](vec2(ps2.x,0),vec2(-ps2.x,0),vec2(0,ps2.y),vec2(0,-ps2.y));
for(int i=0;i<4;i++) {
vec2 neighbour = from_uv + offsets[i];
float neighbour_depth = abs(textureLod(source_depth_mipmaps,neighbour,0.0).r-depth);
if (neighbour_depth < closest_depth ) {
closest_uv = neighbour;
closest_depth = neighbour_depth;
}
}
float visibility = textureLod(source_ssao,closest_uv,0.0).r;
imageStore(dest_image,ssC,vec4(visibility));
#else
float depth = texelFetch(source_depth, ssC, 0).r;
#ifdef MODE_FULL_SIZE
depth = depth * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
#endif
float depth_divide = 1.0 / params.z_far;
//depth *= depth_divide;
/*
if (depth > params.z_far * 0.999) {
discard; //skybox
}
*/
float sum = texelFetch(source_ssao, ssC, 0).r;
// Base weight for depth falloff. Increase this for more blurriness,
// decrease it for better edge discrimination
float BASE = gaussian[0];
float totalWeight = BASE;
sum *= totalWeight;
ivec2 clamp_limit = params.screen_size - ivec2(1);
for (int r = -R; r <= R; ++r) {
// We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
// so the IF statement has no runtime cost
if (r != 0) {
ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
float temp_depth = texelFetch(source_depth, rpos, 0).r;
#ifdef MODE_FULL_SIZE
temp_depth = temp_depth * 2.0 - 1.0;
if (params.orthogonal) {
temp_depth = ((temp_depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near));
}
//temp_depth *= depth_divide;
#endif
// spatial domain: offset gaussian tap
float weight = 0.3 + gaussian[abs(r)];
//weight *= max(0.0, dot(temp_normal, normal));
// range domain (the "bilateral" weight). As depth difference increases, decrease weight.
weight *= max(0.0, 1.0 - params.edge_sharpness * abs(temp_depth - depth));
sum += value * weight;
totalWeight += weight;
}
}
const float epsilon = 0.0001;
float visibility = sum / (totalWeight + epsilon);
imageStore(dest_image,ssC,vec4(visibility));
#endif
}

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@ -0,0 +1,49 @@
/* clang-format off */
[compute]
/* clang-format on */
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(push_constant, binding = 1, std430) uniform Params {
vec2 pixel_size;
float z_far;
float z_near;
ivec2 source_size;
bool orthogonal;
uint pad;
} params;
#ifdef MINIFY_START
layout(set = 0, binding = 0) uniform sampler2D source_texture;
#else
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
#endif
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos,params.source_size>>1))) { //too large, do nothing
return;
}
#ifdef MINIFY_START
float depth = texelFetch(source_texture,pos<<1,0).r * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
#else
float depth = imageLoad(source_image,pos<<1).r;
#endif
imageStore(dest_image,pos,vec4(depth));
}

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@ -518,14 +518,15 @@ public:
BIND2(environment_set_bg_color, RID, const Color &)
BIND2(environment_set_bg_energy, RID, float)
BIND2(environment_set_canvas_max_layer, RID, int)
BIND6(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource)
BIND7(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource, const Color &)
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
BIND2(environment_set_camera_feed_id, RID, int)
#endif
BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool)
BIND13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
BIND9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
BIND2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
BIND12(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)

View File

@ -450,6 +450,9 @@ void VisualServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
// if (viewport->size.width == p_width && viewport->size.height == p_height) {
// return; //nothing to do
// }
viewport->size = Size2(p_width, p_height);
VSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
if (viewport->render_buffers.is_valid()) {

View File

@ -432,14 +432,16 @@ public:
FUNC2(environment_set_bg_color, RID, const Color &)
FUNC2(environment_set_bg_energy, RID, float)
FUNC2(environment_set_canvas_max_layer, RID, int)
FUNC6(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource)
FUNC7(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource, const Color &)
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
FUNC2(environment_set_camera_feed_id, RID, int)
#endif
FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool)
FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
FUNC9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
FUNC2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
FUNC12(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)

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@ -1825,7 +1825,7 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &VisualServer::environment_set_tonemap);
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance", "roughness"), &VisualServer::environment_set_ssr);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "radius2", "intensity2", "bias", "light_affect", "ao_channel_affect", "color", "quality", "blur", "bilateral_sharpness"), &VisualServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "radius2", "intensity2", "bias", "light_affect", "ao_channel_affect", "color", "blur", "bilateral_sharpness"), &VisualServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &VisualServer::environment_set_fog);
ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_end", "depth_curve", "transmit", "transmit_curve"), &VisualServer::environment_set_fog_depth);
@ -2322,6 +2322,10 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/quality/filters/depth_of_field_bokeh_quality", 2);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/quality/filters/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low,Medium,High (Slow)"));
GLOBAL_DEF("rendering/quality/filters/depth_of_field_use_jitter", false);
GLOBAL_DEF("rendering/quality/ssao/quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/ssao/quality", PropertyInfo(Variant::INT, "rendering/quality/ssao/quality", PROPERTY_HINT_ENUM, "Low (Fast),Medium,High (Slow),Ultra (Very Slow)"));
GLOBAL_DEF("rendering/quality/ssao/half_size", false);
}
VisualServer::~VisualServer() {

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@ -664,6 +664,7 @@ public:
VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS,
VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE,
VIEWPORT_DEBUG_DRAW_SSAO,
};
@ -718,7 +719,7 @@ public:
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
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, EnvironmentAmbientSource p_ambient = ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, EnvironmentReflectionSource p_reflection_source = ENV_REFLECTION_SOURCE_BG) = 0;
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, EnvironmentAmbientSource p_ambient = ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, EnvironmentReflectionSource p_reflection_source = ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
@ -745,12 +746,6 @@ public:
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;
enum EnvironmentSSAOQuality {
ENV_SSAO_QUALITY_LOW,
ENV_SSAO_QUALITY_MEDIUM,
ENV_SSAO_QUALITY_HIGH,
};
enum EnvironmentSSAOBlur {
ENV_SSAO_BLUR_DISABLED,
ENV_SSAO_BLUR_1x1,
@ -758,7 +753,16 @@ public:
ENV_SSAO_BLUR_3x3,
};
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, EnvironmentSSAOQuality p_quality, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
enum EnvironmentSSAOQuality {
ENV_SSAO_QUALITY_LOW,
ENV_SSAO_QUALITY_MEDIUM,
ENV_SSAO_QUALITY_HIGH,
ENV_SSAO_QUALITY_ULTRA,
};
virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;