Re-implemented screen space ambient occlusion
This commit is contained in:
parent
ee1e89f8c0
commit
bed8980ca5
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@ -360,6 +360,7 @@ void EditorNode::_notification(int p_what) {
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VS::DOFBlurQuality dof_quality = VS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_quality")));
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bool dof_jitter = GLOBAL_GET("rendering/quality/filters/depth_of_field_use_jitter");
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VS::get_singleton()->camera_effects_set_dof_blur_quality(dof_quality, dof_jitter);
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VS::get_singleton()->environment_set_ssao_quality(VS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
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}
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ResourceImporterTexture::get_singleton()->update_imports();
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@ -2769,7 +2769,8 @@ void SpatialEditorViewport::_menu_option(int p_option) {
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case VIEW_DISPLAY_DEBUG_GIPROBE_ALBEDO:
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case VIEW_DISPLAY_DEBUG_GIPROBE_LIGHTING:
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case VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION:
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case VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE: {
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case VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE:
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case VIEW_DISPLAY_DEBUG_SSAO: {
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static const int display_options[] = {
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VIEW_DISPLAY_NORMAL,
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@ -2784,6 +2785,7 @@ void SpatialEditorViewport::_menu_option(int p_option) {
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VIEW_DISPLAY_DEBUG_GIPROBE_LIGHTING,
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VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION,
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VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
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VIEW_DISPLAY_DEBUG_SSAO,
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VIEW_MAX
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};
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static const Viewport::DebugDraw debug_draw_modes[] = {
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@ -2798,7 +2800,8 @@ void SpatialEditorViewport::_menu_option(int p_option) {
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Viewport::DEBUG_DRAW_GI_PROBE_ALBEDO,
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Viewport::DEBUG_DRAW_GI_PROBE_LIGHTING,
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Viewport::DEBUG_DRAW_GI_PROBE_EMISSION,
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Viewport::DEBUG_DRAW_SCENE_LUMINANCE
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Viewport::DEBUG_DRAW_SCENE_LUMINANCE,
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Viewport::DEBUG_DRAW_SSAO
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};
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int idx = 0;
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@ -3644,6 +3647,8 @@ SpatialEditorViewport::SpatialEditorViewport(SpatialEditor *p_spatial_editor, Ed
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display_submenu->add_radio_check_item(TTR("GIProbe Emission"), VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION);
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display_submenu->add_separator();
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display_submenu->add_radio_check_item(TTR("Scene Luminance"), VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE);
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display_submenu->add_separator();
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display_submenu->add_radio_check_item(TTR("SSAO"), VIEW_DISPLAY_DEBUG_SSAO);
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display_submenu->set_name("display_advanced");
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view_menu->get_popup()->add_submenu_item(TTR("Display Advanced..."), "display_advanced");
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view_menu->get_popup()->add_separator();
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@ -174,6 +174,7 @@ class SpatialEditorViewport : public Control {
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VIEW_DISPLAY_DEBUG_GIPROBE_LIGHTING,
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VIEW_DISPLAY_DEBUG_GIPROBE_EMISSION,
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VIEW_DISPLAY_DEBUG_SCENE_LUMINANCE,
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VIEW_DISPLAY_DEBUG_SSAO,
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VIEW_LOCK_ROTATION,
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VIEW_CINEMATIC_PREVIEW,
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VIEW_MAX
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@ -3269,6 +3269,7 @@ void Viewport::_bind_methods() {
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BIND_ENUM_CONSTANT(DEBUG_DRAW_SHADOW_ATLAS);
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BIND_ENUM_CONSTANT(DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
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BIND_ENUM_CONSTANT(DEBUG_DRAW_SCENE_LUMINANCE);
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BIND_ENUM_CONSTANT(DEBUG_DRAW_SSAO);
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BIND_ENUM_CONSTANT(MSAA_DISABLED);
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BIND_ENUM_CONSTANT(MSAA_2X);
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@ -137,6 +137,7 @@ public:
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DEBUG_DRAW_SHADOW_ATLAS,
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DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
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DEBUG_DRAW_SCENE_LUMINANCE,
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DEBUG_DRAW_SSAO,
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};
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@ -79,17 +79,17 @@ void Environment::set_canvas_max_layer(int p_max_layer) {
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void Environment::set_ambient_light_color(const Color &p_color) {
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ambient_color = p_color;
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VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
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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);
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}
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void Environment::set_ambient_light_energy(float p_energy) {
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ambient_energy = p_energy;
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VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
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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);
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}
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void Environment::set_ambient_light_sky_contribution(float p_energy) {
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ambient_sky_contribution = p_energy;
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VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
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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);
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}
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void Environment::set_camera_feed_id(int p_camera_feed_id) {
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@ -102,7 +102,7 @@ void Environment::set_camera_feed_id(int p_camera_feed_id) {
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void Environment::set_ambient_source(AmbientSource p_source) {
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ambient_source = p_source;
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VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
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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);
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}
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Environment::AmbientSource Environment::get_ambient_source() const {
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@ -110,7 +110,7 @@ Environment::AmbientSource Environment::get_ambient_source() const {
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}
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void Environment::set_reflection_source(ReflectionSource p_source) {
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reflection_source = p_source;
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VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, VS::EnvironmentAmbientSource(ambient_source), ambient_energy, ambient_sky_contribution, VS::EnvironmentReflectionSource(reflection_source));
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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);
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}
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Environment::ReflectionSource Environment::get_reflection_source() const {
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return reflection_source;
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@ -451,7 +451,7 @@ bool Environment::is_ssr_rough() const {
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void Environment::set_ssao_enabled(bool p_enable) {
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ssao_enabled = p_enable;
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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);
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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);
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_change_notify();
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}
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@ -463,7 +463,7 @@ bool Environment::is_ssao_enabled() const {
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void Environment::set_ssao_radius(float p_radius) {
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ssao_radius = p_radius;
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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);
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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);
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}
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float Environment::get_ssao_radius() const {
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@ -473,7 +473,7 @@ float Environment::get_ssao_radius() const {
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void Environment::set_ssao_intensity(float p_intensity) {
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ssao_intensity = p_intensity;
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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);
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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);
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}
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float Environment::get_ssao_intensity() const {
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@ -481,30 +481,10 @@ float Environment::get_ssao_intensity() const {
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return ssao_intensity;
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}
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void Environment::set_ssao_radius2(float p_radius) {
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ssao_radius2 = p_radius;
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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);
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}
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float Environment::get_ssao_radius2() const {
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return ssao_radius2;
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}
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void Environment::set_ssao_intensity2(float p_intensity) {
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ssao_intensity2 = p_intensity;
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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);
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}
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float Environment::get_ssao_intensity2() const {
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return ssao_intensity2;
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}
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void Environment::set_ssao_bias(float p_bias) {
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ssao_bias = p_bias;
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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);
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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);
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}
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float Environment::get_ssao_bias() const {
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@ -514,7 +494,7 @@ float Environment::get_ssao_bias() const {
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void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
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ssao_direct_light_affect = p_direct_light_affect;
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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);
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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);
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}
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float Environment::get_ssao_direct_light_affect() const {
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@ -524,49 +504,38 @@ float Environment::get_ssao_direct_light_affect() const {
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void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) {
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ssao_ao_channel_affect = p_ao_channel_affect;
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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);
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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);
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}
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float Environment::get_ssao_ao_channel_affect() const {
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return ssao_ao_channel_affect;
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}
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void Environment::set_ssao_color(const Color &p_color) {
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void Environment::set_ao_color(const Color &p_color) {
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ssao_color = p_color;
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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);
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ao_color = p_color;
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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);
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}
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Color Environment::get_ssao_color() const {
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Color Environment::get_ao_color() const {
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return ssao_color;
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return ao_color;
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}
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void Environment::set_ssao_blur(SSAOBlur p_blur) {
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ssao_blur = p_blur;
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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);
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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);
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}
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Environment::SSAOBlur Environment::get_ssao_blur() const {
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return ssao_blur;
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}
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void Environment::set_ssao_quality(SSAOQuality p_quality) {
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ssao_quality = p_quality;
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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);
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}
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Environment::SSAOQuality Environment::get_ssao_quality() const {
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return ssao_quality;
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}
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void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) {
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ssao_edge_sharpness = p_edge_sharpness;
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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);
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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);
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}
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float Environment::get_ssao_edge_sharpness() const {
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@ -888,6 +857,8 @@ void Environment::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &Environment::get_camera_feed_id);
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ClassDB::bind_method(D_METHOD("get_ambient_source"), &Environment::get_ambient_source);
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ClassDB::bind_method(D_METHOD("get_reflection_source"), &Environment::get_reflection_source);
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ClassDB::bind_method(D_METHOD("set_ao_color", "color"), &Environment::set_ao_color);
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ClassDB::bind_method(D_METHOD("get_ao_color"), &Environment::get_ao_color);
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ADD_GROUP("Background", "background_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Canvas,Keep,Camera Feed"), "set_background", "get_background");
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@ -904,6 +875,7 @@ void Environment::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color");
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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");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_occlusion_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_ao_color", "get_ao_color");
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ADD_GROUP("Reflected Light", "reflected_light_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "reflected_light_source", PROPERTY_HINT_ENUM, "Background,Disabled,Sky"), "set_reflection_source", "get_reflection_source");
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@ -1035,12 +1007,6 @@ void Environment::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment::set_ssao_intensity);
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ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment::get_ssao_intensity);
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ClassDB::bind_method(D_METHOD("set_ssao_radius2", "radius"), &Environment::set_ssao_radius2);
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ClassDB::bind_method(D_METHOD("get_ssao_radius2"), &Environment::get_ssao_radius2);
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ClassDB::bind_method(D_METHOD("set_ssao_intensity2", "intensity"), &Environment::set_ssao_intensity2);
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ClassDB::bind_method(D_METHOD("get_ssao_intensity2"), &Environment::get_ssao_intensity2);
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ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment::set_ssao_bias);
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ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment::get_ssao_bias);
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@ -1050,15 +1016,9 @@ void Environment::_bind_methods() {
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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);
|
||||
|
|
|
@ -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 {
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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();
|
||||
};
|
||||
|
|
|
@ -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);
|
||||
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::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::RenderBufferDataForward::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, VS::ViewportMSAA p_msaa) {
|
||||
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;
|
||||
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);
|
||||
}
|
||||
|
||||
view_dependant_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, VIEW_DEPENDANT_UNIFORM_SET);
|
||||
}
|
||||
|
||||
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 = 7;
|
||||
u.binding = 0;
|
||||
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));
|
||||
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);
|
||||
}
|
||||
|
||||
render_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 1);
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
{
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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() {
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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()) {
|
||||
|
|
|
@ -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');
|
||||
|
|
|
@ -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
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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 */
|
||||
|
|
|
@ -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));
|
||||
}
|
|
@ -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
|
||||
}
|
|
@ -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));
|
||||
|
||||
}
|
|
@ -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)
|
||||
|
||||
|
|
|
@ -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()) {
|
||||
|
|
|
@ -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)
|
||||
|
||||
|
|
|
@ -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() {
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue