diff options
author | Juan Linietsky <reduzio@gmail.com> | 2018-07-02 16:50:52 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2018-07-02 16:50:52 -0300 |
commit | 7fc2367508c41cfab86eaf7d84e04cd122978fdb (patch) | |
tree | 2ec9182c554f6dde88fc48d4c9beba1e67f65dad /drivers/gles3 | |
parent | 2dc738ce2733757631a4ccf413a92411c4400246 (diff) |
Added ability for SSAO to affect AO textures too
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 6 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 10 |
3 files changed, 13 insertions, 7 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 03ff84c093..caa3921dc4 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -896,7 +896,7 @@ void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_m env->ssr_roughness = p_roughness; } -void RasterizerSceneGLES3::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, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) { +void RasterizerSceneGLES3::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, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -908,6 +908,7 @@ void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float env->ssao_intensity2 = p_intensity2; env->ssao_bias = p_bias; env->ssao_light_affect = p_light_affect; + env->ssao_ao_channel_affect = p_ao_channel_affect; env->ssao_color = p_color; env->ssao_filter = p_blur; env->ssao_quality = p_quality; @@ -2507,6 +2508,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution; state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect; + state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect; //fog diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index a6faeef473..524212b9c1 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -140,6 +140,7 @@ public: float reflection_multiplier; float subsurface_scatter_width; float ambient_occlusion_affect_light; + float ambient_occlusion_affect_ssao; uint32_t fog_depth_enabled; float fog_depth_begin; @@ -151,6 +152,7 @@ public: float fog_height_max; float fog_height_curve; // make sure this struct is padded to be a multiple of 16 bytes for webgl + float pad[3]; } ubo_data; @@ -385,6 +387,7 @@ public: float ssao_radius2; float ssao_bias; float ssao_light_affect; + float ssao_ao_channel_affect; Color ssao_color; VS::EnvironmentSSAOQuality ssao_quality; float ssao_bilateral_sharpness; @@ -465,6 +468,7 @@ public: ssao_radius2 = 0.0; ssao_bias = 0.01; ssao_light_affect = 0; + ssao_ao_channel_affect = 0; ssao_filter = VS::ENV_SSAO_BLUR_3x3; ssao_quality = VS::ENV_SSAO_QUALITY_LOW; ssao_bilateral_sharpness = 4; @@ -543,7 +547,7 @@ public: 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_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness); - 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, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness); + 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); 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); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index f5481c597c..0e111e59a9 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -90,6 +90,7 @@ layout(std140) uniform SceneData { //ubo:0 mediump float reflection_multiplier; mediump float subsurface_scatter_width; mediump float ambient_occlusion_affect_light; + mediump float ambient_occlusion_affect_ao_channel; bool fog_depth_enabled; highp float fog_depth_begin; @@ -670,6 +671,7 @@ layout(std140) uniform SceneData { mediump float reflection_multiplier; mediump float subsurface_scatter_width; mediump float ambient_occlusion_affect_light; + mediump float ambient_occlusion_affect_ao_channel; bool fog_depth_enabled; highp float fog_depth_begin; @@ -2128,18 +2130,16 @@ FRAGMENT_SHADER_CODE #else -#if defined(ENABLE_AO) - - float ambient_scale=0.0; // AO is supplied by material -#else //approximate ambient scale for SSAO, since we will lack full ambient float max_emission=max(emission.r,max(emission.g,emission.b)); float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b)); float max_diffuse=max(diffuse_light.r,max(diffuse_light.g,diffuse_light.b)); float total_ambient = max_ambient+max_diffuse+max_emission; float ambient_scale = (total_ambient>0.0) ? (max_ambient+ambient_occlusion_affect_light*max_diffuse)/total_ambient : 0.0; -#endif //ENABLE_AO +#if defined(ENABLE_AO) + ambient_scale=mix(0.0,ambient_scale,ambient_occlusion_affect_ao_channel); +#endif diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale); specular_buffer=vec4(specular_light,metallic); |