diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-08-21 21:36:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-08-21 21:38:01 -0300 |
commit | 00a26f512c0357aa02ff44130e0ea6751ddc5cd9 (patch) | |
tree | b876ec2a09113df55f660b125ea3660f885e3ef3 | |
parent | b3ff7ca62e3a431008466df3ef204934ee8cb497 (diff) |
Several fixes to subsurface scattering. Closes #9530
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 12 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 1 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/subsurf_scattering.glsl | 145 |
4 files changed, 89 insertions, 71 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 52c7327baf..c89fc0768f 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -3302,6 +3302,10 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ if (state.used_sss) { //sss enabled //copy diffuse while performing sss + Plane p = p_cam_projection.xform4(Plane(1, 0, -1, 1)); + p.normal /= p.d; + float unit_size = p.normal.x; + //copy normal and roughness to effect buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT3); @@ -3312,9 +3316,10 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM); state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_HIGH); state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_FOLLOW_SURFACE, subsurface_scatter_follow_surface); + state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_STRENGTH_WEIGHTING, subsurface_scatter_weight_samples); state.sss_shader.bind(); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS, subsurface_scatter_size); - state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::FOVY, p_cam_projection.get_fov()); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::UNIT_SIZE, unit_size); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(1, 0)); @@ -3329,14 +3334,13 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first _copy_screen(true); glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1)); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level @@ -4955,6 +4959,7 @@ void RasterizerSceneGLES3::initialize() { GLOBAL_DEF("rendering/quality/subsurface_scattering/scale", 1.0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/scale", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/scale", PROPERTY_HINT_RANGE, "0.01,8,0.01")); GLOBAL_DEF("rendering/quality/subsurface_scattering/follow_surface", false); + GLOBAL_DEF("rendering/quality/subsurface_scattering/weight_samples", true); GLOBAL_DEF("rendering/quality/voxel_cone_tracing/high_quality", true); } @@ -4997,6 +5002,7 @@ void RasterizerSceneGLES3::iteration() { shadow_filter_mode = ShadowFilterMode(int(ProjectSettings::get_singleton()->get("rendering/quality/shadows/filter_mode"))); subsurface_scatter_follow_surface = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/follow_surface"); + subsurface_scatter_weight_samples = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/weight_samples"); subsurface_scatter_quality = SubSurfaceScatterQuality(int(ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/quality"))); subsurface_scatter_size = ProjectSettings::get_singleton()->get("rendering/quality/subsurface_scattering/scale"); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 740d277a3a..94781c53e8 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -66,6 +66,7 @@ public: SubSurfaceScatterQuality subsurface_scatter_quality; float subsurface_scatter_size; bool subsurface_scatter_follow_surface; + bool subsurface_scatter_weight_samples; uint64_t render_pass; uint64_t scene_pass; diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index dc9006a4e1..68731308a9 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -6253,7 +6253,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j); bool used_depth = false; - if (j == 0 && i == 0 && rt->buffers.active == false && !rt->flags[RENDER_TARGET_NO_3D]) { //will use this one for rendering 3D + if (j == 0 && i == 0) { //use always glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0); used_depth = true; } diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl index 569be6c5fe..8873443727 100644 --- a/drivers/gles3/shaders/subsurf_scattering.glsl +++ b/drivers/gles3/shaders/subsurf_scattering.glsl @@ -17,36 +17,36 @@ void main() { //#define QUALIFIER uniform // some guy on the interweb says it may be faster with this #define QUALIFIER const - #ifdef USE_25_SAMPLES const int kernel_size=25; -QUALIFIER vec4 kernel[25] = vec4[] ( - vec4(0.530605, 0.613514, 0.739601, 0.0), - vec4(0.000973794, 1.11862e-005, 9.43437e-007, -3.0), - vec4(0.00333804, 7.85443e-005, 1.2945e-005, -2.52083), - vec4(0.00500364, 0.00020094, 5.28848e-005, -2.08333), - vec4(0.00700976, 0.00049366, 0.000151938, -1.6875), - vec4(0.0094389, 0.00139119, 0.000416598, -1.33333), - vec4(0.0128496, 0.00356329, 0.00132016, -1.02083), - vec4(0.017924, 0.00711691, 0.00347194, -0.75), - vec4(0.0263642, 0.0119715, 0.00684598, -0.520833), - vec4(0.0410172, 0.0199899, 0.0118481, -0.333333), - vec4(0.0493588, 0.0367726, 0.0219485, -0.1875), - vec4(0.0402784, 0.0657244, 0.04631, -0.0833333), - vec4(0.0211412, 0.0459286, 0.0378196, -0.0208333), - vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333), - vec4(0.0402784, 0.0657244, 0.04631, 0.0833333), - vec4(0.0493588, 0.0367726, 0.0219485, 0.1875), - vec4(0.0410172, 0.0199899, 0.0118481, 0.333333), - vec4(0.0263642, 0.0119715, 0.00684598, 0.520833), - vec4(0.017924, 0.00711691, 0.00347194, 0.75), - vec4(0.0128496, 0.00356329, 0.00132016, 1.02083), - vec4(0.0094389, 0.00139119, 0.000416598, 1.33333), - vec4(0.00700976, 0.00049366, 0.000151938, 1.6875), - vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333), - vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083), - vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3.0) + +QUALIFIER vec2 kernel[25] = vec2[] ( +vec2(0.099654,0.0), +vec2(0.001133,-3.0), +vec2(0.002316,-2.52083), +vec2(0.00445,-2.08333), +vec2(0.008033,-1.6875), +vec2(0.013627,-1.33333), +vec2(0.021724,-1.02083), +vec2(0.032542,-0.75), +vec2(0.04581,-0.520833), +vec2(0.0606,-0.333333), +vec2(0.075333,-0.1875), +vec2(0.088001,-0.0833333), +vec2(0.096603,-0.0208333), +vec2(0.096603,0.0208333), +vec2(0.088001,0.0833333), +vec2(0.075333,0.1875), +vec2(0.0606,0.333333), +vec2(0.04581,0.520833), +vec2(0.032542,0.75), +vec2(0.021724,1.02083), +vec2(0.013627,1.33333), +vec2(0.008033,1.6875), +vec2(0.00445,2.08333), +vec2(0.002316,2.52), +vec2(0.001133,3.0) ); #endif //USE_25_SAMPLES @@ -55,24 +55,24 @@ QUALIFIER vec4 kernel[25] = vec4[] ( const int kernel_size=17; -QUALIFIER vec4 kernel[17] = vec4[]( - vec4(0.536343, 0.624624, 0.748867, 0.0), - vec4(0.00317394, 0.000134823, 3.77269e-005, -2.0), - vec4(0.0100386, 0.000914679, 0.000275702, -1.53125), - vec4(0.0144609, 0.00317269, 0.00106399, -1.125), - vec4(0.0216301, 0.00794618, 0.00376991, -0.78125), - vec4(0.0347317, 0.0151085, 0.00871983, -0.5), - vec4(0.0571056, 0.0287432, 0.0172844, -0.28125), - vec4(0.0582416, 0.0659959, 0.0411329, -0.125), - vec4(0.0324462, 0.0656718, 0.0532821, -0.03125), - vec4(0.0324462, 0.0656718, 0.0532821, 0.03125), - vec4(0.0582416, 0.0659959, 0.0411329, 0.125), - vec4(0.0571056, 0.0287432, 0.0172844, 0.28125), - vec4(0.0347317, 0.0151085, 0.00871983, 0.5), - vec4(0.0216301, 0.00794618, 0.00376991, 0.78125), - vec4(0.0144609, 0.00317269, 0.00106399, 1.125), - vec4(0.0100386, 0.000914679, 0.000275702, 1.53125), - vec4(0.00317394, 0.000134823, 3.77269e-005, 2.0) +QUALIFIER vec2 kernel[17] = vec2[]( +vec2(0.197417,0.0), +vec2(0.000078,-2.0), +vec2(0.000489,-1.53125), +vec2(0.002403,-1.125), +vec2(0.009245,-0.78125), +vec2(0.027835,-0.5), +vec2(0.065592,-0.28125), +vec2(0.12098,-0.125), +vec2(0.17467,-0.03125), +vec2(0.17467,0.03125), +vec2(0.12098,0.125), +vec2(0.065592,0.28125), +vec2(0.027835,0.5), +vec2(0.009245,0.78125), +vec2(0.002403,1.125), +vec2(0.000489,1.53125), +vec2(0.000078,2.0) ); #endif //USE_17_SAMPLES @@ -82,27 +82,27 @@ QUALIFIER vec4 kernel[17] = vec4[]( const int kernel_size=11; -QUALIFIER vec4 kernel[11] = vec4[]( - vec4(0.560479, 0.669086, 0.784728, 0.0), - vec4(0.00471691, 0.000184771, 5.07566e-005, -2.0), - vec4(0.0192831, 0.00282018, 0.00084214, -1.28), - vec4(0.03639, 0.0130999, 0.00643685, -0.72), - vec4(0.0821904, 0.0358608, 0.0209261, -0.32), - vec4(0.0771802, 0.113491, 0.0793803, -0.08), - vec4(0.0771802, 0.113491, 0.0793803, 0.08), - vec4(0.0821904, 0.0358608, 0.0209261, 0.32), - vec4(0.03639, 0.0130999, 0.00643685, 0.72), - vec4(0.0192831, 0.00282018, 0.00084214, 1.28), - vec4(0.00471691, 0.000184771, 5.07565e-005, 2.0) +QUALIFIER vec2 kernel[kernel_size] = vec2[]( +vec2(0.198596,0.0), +vec2(0.0093,-2.0), +vec2(0.028002,-1.28), +vec2(0.065984,-0.72), +vec2(0.121703,-0.32), +vec2(0.175713,-0.08), +vec2(0.175713,0.08), +vec2(0.121703,0.32), +vec2(0.065984,0.72), +vec2(0.028002,1.28), +vec2(0.0093,2.0) ); #endif //USE_11_SAMPLES uniform float max_radius; -uniform float fovy; uniform float camera_z_far; uniform float camera_z_near; +uniform float unit_size; uniform vec2 dir; in vec2 uv_interp; @@ -120,19 +120,17 @@ void main() { // Fetch color of current pixel: vec4 base_color = texture(source_diffuse, uv_interp); + if (strength>0.0) { // Fetch linear depth of current pixel: float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0; depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); - depth=-depth; - // Calculate the radius scale (1.0 for a unit plane sitting on the - // projection window): - float distance = 1.0 / tan(0.5 * fovy); - float scale = distance / -depth; //remember depth is negative by default in OpenGL + + float scale = unit_size / depth; //remember depth is negative by default in OpenGL // Calculate the final step to fetch the surrounding pixels: vec2 step = max_radius * scale * dir; @@ -141,19 +139,21 @@ void main() { // Accumulate the center sample: vec3 color_accum = base_color.rgb; - color_accum *= kernel[0].rgb; + color_accum *= kernel[0].x; +#ifdef ENABLE_STRENGTH_WEIGHTING + float color_weight = kernel[0].x; +#endif // Accumulate the other samples: for (int i = 1; i < kernel_size; i++) { // Fetch color and depth for current sample: - vec2 offset = uv_interp + kernel[i].a * step; + vec2 offset = uv_interp + kernel[i].y * step; vec3 color = texture(source_diffuse, offset).rgb; #ifdef ENABLE_FOLLOW_SURFACE // If the difference in depth is huge, we lerp color back to "colorM": float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0; depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near)); - depth_cmp=-depth_cmp; float s = clamp(300.0f * distance * max_radius * abs(depth - depth_cmp),0.0,1.0); @@ -161,9 +161,20 @@ void main() { #endif // Accumulate: - color_accum += kernel[i].rgb * color; + color*=kernel[i].x; + +#ifdef ENABLE_STRENGTH_WEIGHTING + float color_s = texture(source_sss, offset).r; + color_weight+=color_s * kernel[i].x; + color*=color_s; +#endif + color_accum += color; + } +#ifdef ENABLE_STRENGTH_WEIGHTING + color_accum/=color_weight; +#endif frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO) } else { frag_color = base_color; |