diff options
author | Juan Linietsky <reduzio@gmail.com> | 2016-12-10 01:13:20 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2016-12-10 01:13:20 -0300 |
commit | 22a90e8f2acce60f92958788a52b3f0bdb1a0cdf (patch) | |
tree | f6e0a7282992c9adf3e1c929d2462ae921bcd461 | |
parent | 18ebd22000478dffc91255e89b9845f74b05b606 (diff) |
DOF blur, near and far fields..
-rw-r--r-- | core/math/camera_matrix.cpp | 2 | ||||
-rw-r--r-- | core/math/camera_matrix.h | 2 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 196 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 31 | ||||
-rw-r--r-- | drivers/gles3/shaders/effect_blur.glsl | 177 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 99 | ||||
-rw-r--r-- | scene/resources/environment.cpp | 198 | ||||
-rw-r--r-- | scene/resources/environment.h | 53 | ||||
-rw-r--r-- | servers/visual/rasterizer.h | 4 | ||||
-rw-r--r-- | servers/visual/visual_server_raster.h | 5 | ||||
-rw-r--r-- | servers/visual_server.h | 11 |
11 files changed, 731 insertions, 47 deletions
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp index fc35908fa3..89f3ee1add 100644 --- a/core/math/camera_matrix.cpp +++ b/core/math/camera_matrix.cpp @@ -54,7 +54,7 @@ void CameraMatrix::set_zero() { } -Plane CameraMatrix::xform4(const Plane& p_vec4) { +Plane CameraMatrix::xform4(const Plane& p_vec4) const { Plane ret; diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h index 7fcff63768..c597ec4034 100644 --- a/core/math/camera_matrix.h +++ b/core/math/camera_matrix.h @@ -80,7 +80,7 @@ struct CameraMatrix { CameraMatrix operator*(const CameraMatrix& p_matrix) const; - Plane xform4(const Plane& p_vec4); + Plane xform4(const Plane& p_vec4) const; _FORCE_INLINE_ Vector3 xform(const Vector3& p_vec3) const; operator String() const; diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index ec304e7a46..2c6c9dd9ba 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -850,7 +850,36 @@ void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color& } -void RasterizerSceneGLES3::environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale) { + + +void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){ + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->dof_blur_far_enabled=p_enable; + env->dof_blur_far_distance=p_distance; + env->dof_blur_far_transition=p_transition; + env->dof_blur_far_amount=p_amount; + env->dof_blur_far_quality=p_quality; + + +} + +void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){ + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->dof_blur_near_enabled=p_enable; + env->dof_blur_near_distance=p_distance; + env->dof_blur_near_transition=p_transition; + env->dof_blur_near_amount=p_amount; + env->dof_blur_near_quality=p_quality; + + +} +void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { Environment *env=environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -863,6 +892,7 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env,bool p_enable,int p_le env->glow_blend_mode=p_blend_mode; env->glow_hdr_bleed_treshold=p_hdr_bleed_treshold; env->glow_hdr_bleed_scale=p_hdr_bleed_scale; + env->glow_bicubic_upscale=p_bicubic_upscale; } void RasterizerSceneGLES3::environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture){ @@ -3035,7 +3065,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c } -void RasterizerSceneGLES3::_post_process(Environment *env){ +void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_cam_projection){ //copy to front buffer @@ -3077,6 +3107,157 @@ void RasterizerSceneGLES3::_post_process(Environment *env){ GLuint composite_from = storage->frame.current_rt->buffers.diffuse; + if (env->dof_blur_far_enabled) { + + //blur diffuse into effect mipmaps using separatable convolution + //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); + + int vp_h = storage->frame.current_rt->height; + int vp_w = storage->frame.current_rt->width; + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH); + + state.effect_blur_shader.bind(); + int qsteps[3]={4,10,20}; + + float radius = (env->dof_blur_far_amount*env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality]; + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_far_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_far_distance+env->dof_blur_far_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,composite_from); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first + + _copy_screen(); + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1)); + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + _copy_screen(); + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false); + + + composite_from=storage->frame.current_rt->effects.mip_maps[0].color; + + } + + if (env->dof_blur_near_enabled) { + + //blur diffuse into effect mipmaps using separatable convolution + //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); + + int vp_h = storage->frame.current_rt->height; + int vp_w = storage->frame.current_rt->width; + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,true); + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH); + + state.effect_blur_shader.bind(); + int qsteps[3]={4,10,20}; + + float radius = (env->dof_blur_near_amount*env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality]; + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,composite_from); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first + + _copy_screen(); + //manually do the blend if this is the first operation resolving from the diffuse buffer + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,composite_from == storage->frame.current_rt->buffers.diffuse); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false); + state.effect_blur_shader.bind(); + + + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + + if (composite_from != storage->frame.current_rt->buffers.diffuse) { + + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + } else { + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse); + + } + + _copy_screen(); + + if (composite_from != storage->frame.current_rt->buffers.diffuse) { + + glDisable(GL_BLEND); + } + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false); + + + composite_from=storage->frame.current_rt->effects.mip_maps[0].color; + + } + if ( env->auto_exposure) { //compute auto exposure @@ -3266,6 +3447,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env){ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_REINHARDT); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,env->auto_exposure); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,env->glow_bicubic_upscale); @@ -3315,6 +3497,12 @@ void RasterizerSceneGLES3::_post_process(Environment *env){ if (max_glow_level>=0) { state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY,env->glow_intensity); + int ss[2]={ + storage->frame.current_rt->width, + storage->frame.current_rt->height, + }; + glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES3::GLOW_TEXTURE_SIZE),1,ss); + } if (env->auto_exposure) { @@ -3344,6 +3532,8 @@ void RasterizerSceneGLES3::_post_process(Environment *env){ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,false); state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,false); + } void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass){ @@ -3605,7 +3795,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C } - _post_process(env); + _post_process(env,p_cam_projection); if (false && shadow_atlas) { diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 6ca4529ed9..78e8b3e477 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -349,6 +349,7 @@ public: VS::EnvironmentGlowBlendMode glow_blend_mode; float glow_hdr_bleed_treshold; float glow_hdr_bleed_scale; + bool glow_bicubic_upscale; VS::EnvironmentToneMapper tone_mapper; float tone_mapper_exposure; @@ -359,6 +360,17 @@ public: float auto_exposure_max; float auto_exposure_grey; + bool dof_blur_far_enabled; + float dof_blur_far_distance; + float dof_blur_far_transition; + float dof_blur_far_amount; + VS::EnvironmentDOFBlurQuality dof_blur_far_quality; + + bool dof_blur_near_enabled; + float dof_blur_near_distance; + float dof_blur_near_transition; + float dof_blur_near_amount; + VS::EnvironmentDOFBlurQuality dof_blur_near_quality; Environment() { bg_mode=VS::ENV_BG_CLEAR_COLOR; @@ -403,7 +415,19 @@ public: glow_blend_mode=VS::GLOW_BLEND_MODE_SOFTLIGHT; glow_hdr_bleed_treshold=1.0; glow_hdr_bleed_scale=2.0; + glow_bicubic_upscale=false; + + dof_blur_far_enabled=false; + dof_blur_far_distance=10; + dof_blur_far_transition=5; + dof_blur_far_amount=0.1; + dof_blur_far_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM; + dof_blur_near_enabled=false; + dof_blur_near_distance=2; + dof_blur_near_transition=1; + dof_blur_near_amount=0.1; + dof_blur_near_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM; } }; @@ -420,12 +444,15 @@ public: virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer); virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0); - virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale); + virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale); virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture); virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness); virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect,const Color &p_color,bool p_blur); + 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); virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp); @@ -663,7 +690,7 @@ public: void _fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow); void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection); - void _post_process(Environment *env); + void _post_process(Environment *env, const CameraMatrix &p_cam_projection); virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass); virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count); diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl index 589af64d44..89afa12f60 100644 --- a/drivers/gles3/shaders/effect_blur.glsl +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -41,6 +41,40 @@ uniform float glow_strength; #endif +#if defined(DOF_FAR_BLUR) || defined (DOF_NEAR_BLUR) + +#ifdef DOF_QUALITY_LOW +const int dof_kernel_size=5; +const int dof_kernel_from=2; +const float dof_kernel[5] = float[] (0.153388,0.221461,0.250301,0.221461,0.153388); +#endif + +#ifdef DOF_QUALITY_MEDIUM +const int dof_kernel_size=11; +const int dof_kernel_from=5; +const float dof_kernel[11] = float[] (0.055037,0.072806,0.090506,0.105726,0.116061,0.119726,0.116061,0.105726,0.090506,0.072806,0.055037); + +#endif + +#ifdef DOF_QUALITY_HIGH +const int dof_kernel_size=21; +const int dof_kernel_from=10; +const float dof_kernel[21] = float[] (0.028174,0.032676,0.037311,0.041944,0.046421,0.050582,0.054261,0.057307,0.059587,0.060998,0.061476,0.060998,0.059587,0.057307,0.054261,0.050582,0.046421,0.041944,0.037311,0.032676,0.028174); +#endif + +uniform sampler2D dof_source_depth; //texunit:1 +uniform float dof_begin; +uniform float dof_end; +uniform vec2 dof_dir; +uniform float dof_radius; + +#ifdef DOF_NEAR_BLUR_MERGE + +uniform sampler2D source_dof_original; //texunit:2 +#endif + +#endif + #ifdef GLOW_FIRST_PASS @@ -60,16 +94,23 @@ uniform float glow_hdr_scale; #endif +uniform float camera_z_far; +uniform float camera_z_near; + void main() { #ifdef GAUSSIAN_HORIZONTAL - vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.38774; - color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pixel_size,lod )*0.24477; - color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pixel_size,lod )*0.06136; - color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pixel_size,lod )*0.24477; - color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pixel_size,lod )*0.06136; + vec2 pix_size = pixel_size; + pix_size*=0.5; //reading from larger buffer, so use more samples + vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.214607; + color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.189879; + color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.157305; + color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.071303; + color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.189879; + color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.157305; + color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.071303; frag_color = color; #endif @@ -82,32 +123,126 @@ void main() { frag_color = color; #endif - +//glow uses larger sigma for a more rounded blur effect #ifdef GLOW_GAUSSIAN_HORIZONTAL - vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.174938; - color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pixel_size,lod )*0.165569; - color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pixel_size,lod )*0.140367; - color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pixel_size,lod )*0.106595; - color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pixel_size,lod )*0.165569; - color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pixel_size,lod )*0.140367; - color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pixel_size,lod )*0.165569; + vec2 pix_size = pixel_size; + pix_size*=0.5; //reading from larger buffer, so use more samples + vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.174938; + color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.165569; + color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.140367; + color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.106595; + color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.165569; + color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.140367; + color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.106595; color*=glow_strength; frag_color = color; #endif #ifdef GLOW_GAUSSIAN_VERTICAL - vec4 color =textureLod( source_color, uv_interp+vec2(0.0, 0.0)*pixel_size,lod )*0.174938; - color+=textureLod( source_color, uv_interp+vec2(0.0, 1.0)*pixel_size,lod )*0.165569; - color+=textureLod( source_color, uv_interp+vec2(0.0, 2.0)*pixel_size,lod )*0.140367; - color+=textureLod( source_color, uv_interp+vec2(0.0, 3.0)*pixel_size,lod )*0.106595; - color+=textureLod( source_color, uv_interp+vec2(0.0,-1.0)*pixel_size,lod )*0.165569; - color+=textureLod( source_color, uv_interp+vec2(0.0,-2.0)*pixel_size,lod )*0.140367; - color+=textureLod( source_color, uv_interp+vec2(0.0,-3.0)*pixel_size,lod )*0.165569; + vec4 color =textureLod( source_color, uv_interp+vec2(0.0, 0.0)*pixel_size,lod )*0.288713; + color+=textureLod( source_color, uv_interp+vec2(0.0, 1.0)*pixel_size,lod )*0.233062; + color+=textureLod( source_color, uv_interp+vec2(0.0, 2.0)*pixel_size,lod )*0.122581; + color+=textureLod( source_color, uv_interp+vec2(0.0,-1.0)*pixel_size,lod )*0.233062; + color+=textureLod( source_color, uv_interp+vec2(0.0,-2.0)*pixel_size,lod )*0.122581; color*=glow_strength; frag_color = color; #endif +#ifdef DOF_FAR_BLUR + + vec4 color_accum = vec4(0.0); + + float depth = textureLod( dof_source_depth, uv_interp, 0.0).r; + depth = depth * 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)); + + float amount = smoothstep(dof_begin,dof_end,depth); + float k_accum=0.0; + + for(int i=0;i<dof_kernel_size;i++) { + + int int_ofs = i-dof_kernel_from; + vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; + + float tap_k = dof_kernel[i]; + + float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + tap_depth = tap_depth * 2.0 - 1.0; + tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); + + float tap_amount = mix(smoothstep(dof_begin,dof_end,tap_depth),1.0,int_ofs==0); + tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect + + vec4 tap_color = textureLod( source_color, tap_uv, 0.0) * tap_k; + + k_accum+=tap_k*tap_amount; + color_accum+=tap_color*tap_amount; + + + } + + if (k_accum>0.0) { + color_accum/=k_accum; + } + + frag_color = color_accum;///k_accum; + +#endif + +#ifdef DOF_NEAR_BLUR + + vec4 color_accum = vec4(0.0); + + float max_accum=0; + + for(int i=0;i<dof_kernel_size;i++) { + + int int_ofs = i-dof_kernel_from; + vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; + float ofs_influence = max(0.0,1.0-float(abs(int_ofs))/float(dof_kernel_from)); + + float tap_k = dof_kernel[i]; + + vec4 tap_color = textureLod( source_color, tap_uv, 0.0); + + float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + tap_depth = tap_depth * 2.0 - 1.0; + tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); + float tap_amount = 1.0-smoothstep(dof_end,dof_begin,tap_depth); + tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect + +#ifdef DOF_NEAR_FIRST_TAP + + tap_color.a= 1.0-smoothstep(dof_end,dof_begin,tap_depth); + +#endif + + max_accum=max(max_accum,tap_amount*ofs_influence); + + color_accum+=tap_color*tap_k; + + } + + color_accum.a=max(color_accum.a,sqrt(max_accum)); + + +#ifdef DOF_NEAR_BLUR_MERGE + + vec4 original = textureLod( source_dof_original, uv_interp, 0.0); + color_accum = mix(original,color_accum,color_accum.a); + +#endif + +#ifndef DOF_NEAR_FIRST_TAP + //color_accum=vec4(vec3(color_accum.a),1.0); +#endif + frag_color = color_accum; + +#endif + + + #ifdef GLOW_FIRST_PASS #ifdef GLOW_USE_AUTO_EXPOSURE @@ -137,5 +272,7 @@ void main() { frag_color = vec4( mix(color.rgb,color.rgb*mix(ssao_color.rgb,vec3(1.0),ssao),color.a), 1.0 ); #endif + + } diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 8ee51e9d0c..8f7e0c7be3 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -41,6 +41,90 @@ uniform highp float glow_intensity; layout(location = 0) out vec4 frag_color; +#ifdef USE_GLOW_FILTER_BICUBIC + +// w0, w1, w2, and w3 are the four cubic B-spline basis functions +float w0(float a) +{ + return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0); +} + +float w1(float a) +{ + return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0); +} + +float w2(float a) +{ + return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0); +} + +float w3(float a) +{ + return (1.0/6.0)*(a*a*a); +} + +// g0 and g1 are the two amplitude functions +float g0(float a) +{ + return w0(a) + w1(a); +} + +float g1(float a) +{ + return w2(a) + w3(a); +} + +// h0 and h1 are the two offset functions +float h0(float a) +{ + return -1.0 + w1(a) / (w0(a) + w1(a)); +} + +float h1(float a) +{ + return 1.0 + w3(a) / (w2(a) + w3(a)); +} + +uniform ivec2 glow_texture_size; + +vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod) +{ + float lod=float(p_lod); + vec2 tex_size = vec2(glow_texture_size >> p_lod); + vec2 pixel_size =1.0/tex_size; + uv = uv*tex_size + 0.5; + vec2 iuv = floor( uv ); + vec2 fuv = fract( uv ); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size; + + return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + + g1x * textureLod(tex, p1,lod)) + + g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + + g1x * textureLod(tex, p3,lod)); +} + + + +#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) texture2D_bicubic(m_tex,m_uv,m_lod) + +#else + +#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) textureLod(m_tex,m_uv,float(m_lod)) + +#endif + void main() { @@ -60,31 +144,32 @@ void main() { vec3 glow = vec3(0.0); #ifdef USE_GLOW_LEVEL1 - glow+=textureLod(source_glow,uv_interp,1.0).rgb; + + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,1).rgb; #endif #ifdef USE_GLOW_LEVEL2 - glow+=textureLod(source_glow,uv_interp,2.0).rgb; + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,2).rgb; #endif #ifdef USE_GLOW_LEVEL3 - glow+=textureLod(source_glow,uv_interp,3.0).rgb; + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,3).rgb; #endif #ifdef USE_GLOW_LEVEL4 - glow+=textureLod(source_glow,uv_interp,4.0).rgb; + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,4).rgb; #endif #ifdef USE_GLOW_LEVEL5 - glow+=textureLod(source_glow,uv_interp,5.0).rgb; + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,5).rgb; #endif #ifdef USE_GLOW_LEVEL6 - glow+=textureLod(source_glow,uv_interp,6.0).rgb; + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,6).rgb; #endif #ifdef USE_GLOW_LEVEL7 - glow+=textureLod(source_glow,uv_interp,7.0).rgb; + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,7).rgb; #endif diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index eb393f2ad1..71a711dc72 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -477,7 +477,7 @@ bool Environment::is_ssao_blur_enabled() const { void Environment::set_glow_enabled(bool p_enabled) { glow_enabled=p_enabled; - VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold); + VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } bool Environment::is_glow_enabled() const{ @@ -494,7 +494,7 @@ void Environment::set_glow_level(int p_level,bool p_enabled){ else glow_levels&=~(1<<p_level); - VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold); + VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } bool Environment::is_glow_level_enabled(int p_level) const{ @@ -508,7 +508,7 @@ void Environment::set_glow_intensity(float p_intensity){ glow_intensity=p_intensity; - VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold); + VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_intensity() const{ @@ -519,7 +519,7 @@ float Environment::get_glow_intensity() const{ void Environment::set_glow_strength(float p_strength){ glow_strength=p_strength; - VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold); + VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_strength() const{ @@ -531,7 +531,7 @@ void Environment::set_glow_bloom(float p_treshold){ glow_bloom=p_treshold; - VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold); + VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_bloom() const{ @@ -543,7 +543,7 @@ void Environment::set_glow_blend_mode(GlowBlendMode p_mode){ glow_blend_mode=p_mode; - VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold); + VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } Environment::GlowBlendMode Environment::get_glow_blend_mode() const{ @@ -555,7 +555,7 @@ void Environment::set_glow_hdr_bleed_treshold(float p_treshold){ glow_hdr_bleed_treshold=p_treshold; - VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold); + VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_treshold() const{ @@ -567,7 +567,7 @@ void Environment::set_glow_hdr_bleed_scale(float p_scale){ glow_hdr_bleed_scale=p_scale; - VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold); + VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_scale() const{ @@ -575,7 +575,128 @@ float Environment::get_glow_hdr_bleed_scale() const{ return glow_hdr_bleed_scale; } +void Environment::set_glow_bicubic_upscale(bool p_enable) { + glow_bicubic_upscale=p_enable; + VS::get_singleton()->environment_set_glow(environment,glow_enabled,glow_levels,glow_intensity,glow_strength,glow_bloom,VS::EnvironmentGlowBlendMode(glow_blend_mode),glow_hdr_bleed_treshold,glow_hdr_bleed_treshold,glow_bicubic_upscale); + +} + +bool Environment::is_glow_bicubic_upscale_enabled() const { + + return glow_bicubic_upscale; +} + + +void Environment::set_dof_blur_far_enabled(bool p_enable) { + + dof_blur_far_enabled=p_enable; + VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); +} + +bool Environment::is_dof_blur_far_enabled() const{ + + return dof_blur_far_enabled; +} + +void Environment::set_dof_blur_far_distance(float p_distance){ + + dof_blur_far_distance=p_distance; + VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); + +} +float Environment::get_dof_blur_far_distance() const{ + + return dof_blur_far_distance; +} + +void Environment::set_dof_blur_far_transition(float p_distance){ + + dof_blur_far_transition=p_distance; + VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); +} +float Environment::get_dof_blur_far_transition() const{ + + return dof_blur_far_transition; +} + +void Environment::set_dof_blur_far_amount(float p_amount){ + + dof_blur_far_amount=p_amount; + VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); + +} +float Environment::get_dof_blur_far_amount() const{ + + return dof_blur_far_amount; +} + +void Environment::set_dof_blur_far_quality(DOFBlurQuality p_quality) { + + dof_blur_far_quality=p_quality; + VS::get_singleton()->environment_set_dof_blur_far(environment,dof_blur_far_enabled,dof_blur_far_distance,dof_blur_far_transition,dof_blur_far_amount,VS::EnvironmentDOFBlurQuality(dof_blur_far_quality)); +} + +Environment::DOFBlurQuality Environment::get_dof_blur_far_quality() const { + + return dof_blur_far_quality; +} + + +void Environment::set_dof_blur_near_enabled(bool p_enable) { + + dof_blur_near_enabled=p_enable; + VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +} + +bool Environment::is_dof_blur_near_enabled() const{ + + return dof_blur_near_enabled; +} + +void Environment::set_dof_blur_near_distance(float p_distance){ + + dof_blur_near_distance=p_distance; + VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +} + +float Environment::get_dof_blur_near_distance() const{ + + return dof_blur_near_distance; +} + +void Environment::set_dof_blur_near_transition(float p_distance){ + + dof_blur_near_transition=p_distance; + VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +} + +float Environment::get_dof_blur_near_transition() const{ + + return dof_blur_near_transition; +} + +void Environment::set_dof_blur_near_amount(float p_amount){ + + dof_blur_near_amount=p_amount; + VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +} + +float Environment::get_dof_blur_near_amount() const{ + + return dof_blur_near_amount; +} + +void Environment::set_dof_blur_near_quality(DOFBlurQuality p_quality) { + + dof_blur_near_quality=p_quality; + VS::get_singleton()->environment_set_dof_blur_near(environment,dof_blur_near_enabled,dof_blur_near_distance,dof_blur_near_transition,dof_blur_near_amount,VS::EnvironmentDOFBlurQuality(dof_blur_near_quality)); +} + +Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const { + + return dof_blur_near_quality; +} void Environment::_bind_methods() { @@ -679,6 +800,48 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::COLOR,"ambient_occlusion/color",PROPERTY_HINT_COLOR_NO_ALPHA),_SCS("set_ssao_color"),_SCS("get_ssao_color") ); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"ambient_occlusion/blur"),_SCS("set_ssao_blur"),_SCS("is_ssao_blur_enabled") ); + ObjectTypeDB::bind_method(_MD("set_dof_blur_far_enabled","enabled"),&Environment::set_dof_blur_far_enabled); + ObjectTypeDB::bind_method(_MD("is_dof_blur_far_enabled"),&Environment::is_dof_blur_far_enabled); + + ObjectTypeDB::bind_method(_MD("set_dof_blur_far_distance","intensity"),&Environment::set_dof_blur_far_distance); + ObjectTypeDB::bind_method(_MD("get_dof_blur_far_distance"),&Environment::get_dof_blur_far_distance); + + ObjectTypeDB::bind_method(_MD("set_dof_blur_far_transition","intensity"),&Environment::set_dof_blur_far_transition); + ObjectTypeDB::bind_method(_MD("get_dof_blur_far_transition"),&Environment::get_dof_blur_far_transition); + + ObjectTypeDB::bind_method(_MD("set_dof_blur_far_amount","intensity"),&Environment::set_dof_blur_far_amount); + ObjectTypeDB::bind_method(_MD("get_dof_blur_far_amount"),&Environment::get_dof_blur_far_amount); + + ObjectTypeDB::bind_method(_MD("set_dof_blur_far_quality","intensity"),&Environment::set_dof_blur_far_quality); + ObjectTypeDB::bind_method(_MD("get_dof_blur_far_quality"),&Environment::get_dof_blur_far_quality); + + ObjectTypeDB::bind_method(_MD("set_dof_blur_near_enabled","enabled"),&Environment::set_dof_blur_near_enabled); + ObjectTypeDB::bind_method(_MD("is_dof_blur_near_enabled"),&Environment::is_dof_blur_near_enabled); + + ObjectTypeDB::bind_method(_MD("set_dof_blur_near_distance","intensity"),&Environment::set_dof_blur_near_distance); + ObjectTypeDB::bind_method(_MD("get_dof_blur_near_distance"),&Environment::get_dof_blur_near_distance); + + ObjectTypeDB::bind_method(_MD("set_dof_blur_near_transition","intensity"),&Environment::set_dof_blur_near_transition); + ObjectTypeDB::bind_method(_MD("get_dof_blur_near_transition"),&Environment::get_dof_blur_near_transition); + + ObjectTypeDB::bind_method(_MD("set_dof_blur_near_amount","intensity"),&Environment::set_dof_blur_near_amount); + ObjectTypeDB::bind_method(_MD("get_dof_blur_near_amount"),&Environment::get_dof_blur_near_amount); + + ObjectTypeDB::bind_method(_MD("set_dof_blur_near_quality","level"),&Environment::set_dof_blur_near_quality); + ObjectTypeDB::bind_method(_MD("get_dof_blur_near_quality"),&Environment::get_dof_blur_near_quality); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL,"dof_blur_far/enabled"),_SCS("set_dof_blur_far_enabled"),_SCS("is_dof_blur_far_enabled") ); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_far/distance",PROPERTY_HINT_EXP_RANGE,"0.01,8192,0.01"),_SCS("set_dof_blur_far_distance"),_SCS("get_dof_blur_far_distance") ); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_far/transition",PROPERTY_HINT_EXP_RANGE,"0.01,8192,0.01"),_SCS("set_dof_blur_far_transition"),_SCS("get_dof_blur_far_transition") ); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_far/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_dof_blur_far_amount"),_SCS("get_dof_blur_far_amount") ); + ADD_PROPERTY(PropertyInfo(Variant::INT,"dof_blur_far/quality",PROPERTY_HINT_ENUM,"Low,Medium,High"),_SCS("set_dof_blur_far_quality"),_SCS("get_dof_blur_far_quality") ); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL,"dof_blur_near/enabled"),_SCS("set_dof_blur_near_enabled"),_SCS("is_dof_blur_near_enabled") ); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_near/distance",PROPERTY_HINT_EXP_RANGE,"0.01,8192,0.01"),_SCS("set_dof_blur_near_distance"),_SCS("get_dof_blur_near_distance") ); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_near/transition",PROPERTY_HINT_EXP_RANGE,"0.01,8192,0.01"),_SCS("set_dof_blur_near_transition"),_SCS("get_dof_blur_near_transition") ); + ADD_PROPERTY(PropertyInfo(Variant::REAL,"dof_blur_near/amount",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_dof_blur_near_amount"),_SCS("get_dof_blur_near_amount") ); + ADD_PROPERTY(PropertyInfo(Variant::INT,"dof_blur_near/quality",PROPERTY_HINT_ENUM,"Low,Medium,High"),_SCS("set_dof_blur_near_quality"),_SCS("get_dof_blur_near_quality") ); + ObjectTypeDB::bind_method(_MD("set_glow_enabled","enabled"),&Environment::set_glow_enabled); ObjectTypeDB::bind_method(_MD("is_glow_enabled"),&Environment::is_glow_enabled); @@ -704,6 +867,8 @@ void Environment::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_glow_hdr_bleed_scale","scale"),&Environment::set_glow_hdr_bleed_scale); ObjectTypeDB::bind_method(_MD("get_glow_hdr_bleed_scale"),&Environment::get_glow_hdr_bleed_scale); + ObjectTypeDB::bind_method(_MD("set_glow_bicubic_upscale","enabled"),&Environment::set_glow_bicubic_upscale); + ObjectTypeDB::bind_method(_MD("is_glow_bicubic_upscale_enabled"),&Environment::is_glow_bicubic_upscale_enabled); ADD_PROPERTY(PropertyInfo(Variant::BOOL,"glow/enabled"),_SCS("set_glow_enabled"),_SCS("is_glow_enabled") ); ADD_PROPERTYI(PropertyInfo(Variant::BOOL,"glow/levels/1"),_SCS("set_glow_level"),_SCS("is_glow_level_enabled"),0 ); @@ -720,6 +885,7 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT,"glow/blend_mode",PROPERTY_HINT_ENUM,"Additive,Screen,Softlight,Replace"),_SCS("set_glow_blend_mode"),_SCS("get_glow_blend_mode") ); ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow/hdr_treshold",PROPERTY_HINT_RANGE,"0.0,4.0,0.01"),_SCS("set_glow_hdr_bleed_treshold"),_SCS("get_glow_hdr_bleed_treshold") ); ADD_PROPERTY(PropertyInfo(Variant::REAL,"glow/hdr_scale",PROPERTY_HINT_RANGE,"0.0,4.0,0.01"),_SCS("set_glow_hdr_bleed_scale"),_SCS("get_glow_hdr_bleed_scale") ); + ADD_PROPERTY(PropertyInfo(Variant::BOOL,"glow/bicubic_upscale"),_SCS("set_glow_bicubic_upscale"),_SCS("is_glow_bicubic_upscale_enabled") ); ObjectTypeDB::bind_method(_MD("set_tonemapper","mode"),&Environment::set_tonemapper); @@ -795,6 +961,9 @@ void Environment::_bind_methods() { BIND_CONSTANT(TONE_MAPPER_REINHARDT); BIND_CONSTANT(TONE_MAPPER_FILMIC); BIND_CONSTANT(TONE_MAPPER_ACES); + BIND_CONSTANT(DOF_BLUR_QUALITY_LOW); + BIND_CONSTANT(DOF_BLUR_QUALITY_MEDIUM); + BIND_CONSTANT(DOF_BLUR_QUALITY_HIGH); } @@ -854,6 +1023,19 @@ Environment::Environment() { glow_blend_mode=GLOW_BLEND_MODE_SOFTLIGHT; glow_hdr_bleed_treshold=1.0; glow_hdr_bleed_scale=2.0; + glow_bicubic_upscale=false; + + dof_blur_far_enabled=false; + dof_blur_far_distance=10; + dof_blur_far_transition=5; + dof_blur_far_amount=0.1; + dof_blur_far_quality=DOF_BLUR_QUALITY_MEDIUM; + + dof_blur_near_enabled=false; + dof_blur_near_distance=2; + dof_blur_near_transition=1; + dof_blur_near_amount=0.1; + dof_blur_near_quality=DOF_BLUR_QUALITY_MEDIUM; } diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 50c48165e8..fcf3e1edc6 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -65,6 +65,11 @@ public: GLOW_BLEND_MODE_REPLACE, }; + enum DOFBlurQuality { + DOF_BLUR_QUALITY_LOW, + DOF_BLUR_QUALITY_MEDIUM, + DOF_BLUR_QUALITY_HIGH, + }; private: RID environment; @@ -120,7 +125,19 @@ private: GlowBlendMode glow_blend_mode; float glow_hdr_bleed_treshold; float glow_hdr_bleed_scale; + bool glow_bicubic_upscale; + + bool dof_blur_far_enabled; + float dof_blur_far_distance; + float dof_blur_far_transition; + float dof_blur_far_amount; + DOFBlurQuality dof_blur_far_quality; + bool dof_blur_near_enabled; + float dof_blur_near_distance; + float dof_blur_near_transition; + float dof_blur_near_amount; + DOFBlurQuality dof_blur_near_quality; protected: @@ -199,7 +216,7 @@ public: void set_ssr_accel(float p_accel); float get_ssr_accel() const; - void set_ssr_fade(float p_fade); + void set_ssr_fade(float p_transition); float get_ssr_fade() const; void set_ssr_depth_tolerance(float p_depth_tolerance); @@ -263,6 +280,38 @@ public: void set_glow_hdr_bleed_scale(float p_scale); float get_glow_hdr_bleed_scale() const; + void set_glow_bicubic_upscale(bool p_enable); + bool is_glow_bicubic_upscale_enabled() const; + + void set_dof_blur_far_enabled(bool p_enable); + bool is_dof_blur_far_enabled() const; + + void set_dof_blur_far_distance(float p_distance); + float get_dof_blur_far_distance() const; + + void set_dof_blur_far_transition(float p_distance); + float get_dof_blur_far_transition() const; + + void set_dof_blur_far_amount(float p_amount); + float get_dof_blur_far_amount() const; + + void set_dof_blur_far_quality(DOFBlurQuality p_quality); + DOFBlurQuality get_dof_blur_far_quality() const; + + void set_dof_blur_near_enabled(bool p_enable); + bool is_dof_blur_near_enabled() const; + + void set_dof_blur_near_distance(float p_distance); + float get_dof_blur_near_distance() const; + + void set_dof_blur_near_transition(float p_distance); + float get_dof_blur_near_transition() const; + + void set_dof_blur_near_amount(float p_amount); + float get_dof_blur_near_amount() const; + + void set_dof_blur_near_quality(DOFBlurQuality p_quality); + DOFBlurQuality get_dof_blur_near_quality() const; virtual RID get_rid() const; @@ -277,6 +326,6 @@ public: VARIANT_ENUM_CAST(Environment::BGMode) VARIANT_ENUM_CAST(Environment::ToneMapper) VARIANT_ENUM_CAST(Environment::GlowBlendMode) - +VARIANT_ENUM_CAST(Environment::DOFBlurQuality) #endif // ENVIRONMENT_H diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index 2b1829283f..228afffdb5 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -61,7 +61,9 @@ public: virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer)=0; virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0)=0; - virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale)=0; + virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality)=0; + virtual void environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality)=0; + virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale)=0; virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0; virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0; diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index 52c156cd6f..78b0e3cadd 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -879,7 +879,10 @@ public: BIND10(environment_set_ssao,RID ,bool , float , float , float,float,float , float ,const Color &,bool ) - BIND9(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode,float,float ) + + BIND6(environment_set_dof_blur_near,RID,bool ,float,float,float,EnvironmentDOFBlurQuality) + BIND6(environment_set_dof_blur_far,RID,bool ,float,float,float,EnvironmentDOFBlurQuality) + BIND10(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode,float,float,bool ) BIND5(environment_set_fog,RID,bool ,float ,float ,RID ) BIND9(environment_set_tonemap,RID,EnvironmentToneMapper, float ,float ,bool, float ,float ,float,float ) diff --git a/servers/visual_server.h b/servers/visual_server.h index adc9f4960c..7558fbf818 100644 --- a/servers/visual_server.h +++ b/servers/visual_server.h @@ -536,13 +536,22 @@ public: //set default SSR options //set default SSSSS options + enum EnvironmentDOFBlurQuality { + ENV_DOF_BLUR_QUALITY_LOW, + ENV_DOF_BLUR_QUALITY_MEDIUM, + ENV_DOF_BLUR_QUALITY_HIGH, + }; + + virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,EnvironmentDOFBlurQuality p_quality)=0; + virtual void environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,EnvironmentDOFBlurQuality p_quality)=0; + enum EnvironmentGlowBlendMode { GLOW_BLEND_MODE_ADDITIVE, GLOW_BLEND_MODE_SCREEN, GLOW_BLEND_MODE_SOFTLIGHT, GLOW_BLEND_MODE_REPLACE, }; - virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale)=0; + virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale)=0; virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0; 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