diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-10-22 13:52:31 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-10-22 13:52:48 -0300 |
commit | b4f0f59d9fd59c37c931f61ba4e1fe2bf1ac7291 (patch) | |
tree | 47204aee03707a6dfc667dee59f45e32a7acde8d /drivers | |
parent | 58b849800e57812dfee0b3ed3f4bd507d4f9c224 (diff) |
Many fixes to SSAO, should be good now.
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 26 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 10 | ||||
-rw-r--r-- | drivers/gles3/shaders/ssao.glsl | 24 | ||||
-rw-r--r-- | drivers/gles3/shaders/ssao_blur.glsl | 20 |
4 files changed, 59 insertions, 21 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 39f027a5aa..ddcb04fa7d 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -895,7 +895,7 @@ 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, bool p_blur) { +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) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -909,6 +909,8 @@ void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float env->ssao_light_affect = p_light_affect; env->ssao_color = p_color; env->ssao_filter = p_blur; + env->ssao_quality = p_quality; + env->ssao_bilateral_sharpness = p_bilateral_sharpness; } void RasterizerSceneGLES3::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) { @@ -3186,6 +3188,15 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glDisable(GL_CULL_FACE); glDisable(GL_BLEND); + if (env->ssao_enabled || env->ssr_enabled) { + + //copy normal and roughness to effect buffer + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT2); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); + } + if (env->ssao_enabled) { //copy diffuse to front buffer glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); @@ -3235,6 +3246,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ // do SSAO! state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2, env->ssao_radius2 > 0.001); state.ssao_shader.set_conditional(SsaoShaderGLES3::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); + state.ssao_shader.set_conditional(SsaoShaderGLES3::SSAO_QUALITY_LOW, env->ssao_quality == VS::ENV_SSAO_QUALITY_LOW); + state.ssao_shader.set_conditional(SsaoShaderGLES3::SSAO_QUALITY_HIGH, env->ssao_quality == VS::ENV_SSAO_QUALITY_HIGH); state.ssao_shader.bind(); state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); @@ -3287,6 +3300,9 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_FAR, p_cam_projection.get_z_far()); state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near()); + state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::EDGE_SHARPNESS, env->ssao_bilateral_sharpness); + state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::FILTER_SCALE, int(env->ssao_filter)); + GLint axis[2] = { i, 1 - i }; glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS), 1, axis); glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::SCREEN_SIZE), 1, ss); @@ -3295,6 +3311,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[i]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[1 - i]); if (i == 0) { glClearBufferfv(GL_COLOR, 0, white.components); // specular @@ -3386,12 +3404,6 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ if (env->ssr_enabled) { - //copy normal and roughness to effect buffer - glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); - glReadBuffer(GL_COLOR_ATTACHMENT2); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); - //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); _blur_effect_buffer(); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 28a5cef0ee..ff691ddcec 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -379,7 +379,9 @@ public: float ssao_bias; float ssao_light_affect; Color ssao_color; - bool ssao_filter; + VS::EnvironmentSSAOQuality ssao_quality; + float ssao_bilateral_sharpness; + VS::EnvironmentSSAOBlur ssao_filter; bool glow_enabled; int glow_levels; @@ -456,7 +458,9 @@ public: ssao_radius2 = 0.0; ssao_bias = 0.01; ssao_light_affect = 0; - ssao_filter = true; + ssao_filter = VS::ENV_SSAO_BLUR_3x3; + ssao_quality = VS::ENV_SSAO_QUALITY_LOW; + ssao_bilateral_sharpness = 4; tone_mapper = VS::ENV_TONE_MAPPER_LINEAR; tone_mapper_exposure = 1.0; @@ -532,7 +536,7 @@ 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, bool p_blur); + 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_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/ssao.glsl b/drivers/gles3/shaders/ssao.glsl index c668e63745..219f0957e0 100644 --- a/drivers/gles3/shaders/ssao.glsl +++ b/drivers/gles3/shaders/ssao.glsl @@ -13,8 +13,24 @@ void main() { #define TWO_PI 6.283185307179586476925286766559 +#ifdef SSAO_QUALITY_HIGH + +#define NUM_SAMPLES (80) + +#endif + +#ifdef SSAO_QUALITY_LOW + #define NUM_SAMPLES (15) +#endif + +#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) + +#define NUM_SAMPLES (40) + +#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. @@ -212,12 +228,12 @@ void main() { //visibility=-C.z/camera_z_far; //return; - - //vec3 n_C = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0; - +#if 0 + vec3 n_C = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0; +#else vec3 n_C = reconstructCSFaceNormal(C); n_C = -n_C; - +#endif // Hash function used in the HPG12 AlchemyAO paper float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI); diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl index c7c978dc37..472dc21acf 100644 --- a/drivers/gles3/shaders/ssao_blur.glsl +++ b/drivers/gles3/shaders/ssao_blur.glsl @@ -15,6 +15,7 @@ void main() { uniform sampler2D source_ssao; //texunit:0 uniform sampler2D source_depth; //texunit:1 +uniform sampler2D source_normal; //texunit:3 layout(location = 0) out float visibility; @@ -24,7 +25,7 @@ layout(location = 0) out float visibility; // Tunable Parameters: /** Increase to make depth edges crisper. Decrease to reduce flicker. */ -#define EDGE_SHARPNESS (4.0) +uniform float edge_sharpness; /** Step in 2-pixel intervals since we already blurred against neighbors in the first AO pass. This constant can be increased while R decreases to improve @@ -34,7 +35,8 @@ layout(location = 0) out float visibility; unobjectionable after shading was applied but eliminated most temporal incoherence from using small numbers of sample taps. */ -#define SCALE (3) + +uniform int filter_scale; /** Filter radius in pixels. This will be multiplied by SCALE. */ #define R (4) @@ -63,13 +65,14 @@ void main() { ivec2 ssC = ivec2(gl_FragCoord.xy); float depth = texelFetch(source_depth, ssC, 0).r; + //vec3 normal = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0; 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 depth_divide = 1.0 / camera_z_far; - depth*=depth_divide; +// depth*=depth_divide; /* if (depth > camera_z_far*0.999) { @@ -92,20 +95,23 @@ void main() { // so the IF statement has no runtime cost if (r != 0) { - ivec2 ppos = ssC + axis * (r * SCALE); + ivec2 ppos = ssC + axis * (r * filter_scale); float value = texelFetch(source_ssao, clamp(ppos,ivec2(0),clamp_limit), 0).r; - float temp_depth = texelFetch(source_depth, clamp(ssC,ivec2(0),clamp_limit), 0).r; + ivec2 rpos = clamp(ppos,ivec2(0),clamp_limit); + float temp_depth = texelFetch(source_depth, rpos, 0).r; + //vec3 temp_normal = texelFetch(source_normal, rpos, 0).rgb * 2.0 - 1.0; temp_depth = temp_depth * 2.0 - 1.0; temp_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - temp_depth * (camera_z_far - camera_z_near)); - temp_depth *= depth_divide; +// temp_depth *= depth_divide; // 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 - - (EDGE_SHARPNESS * 2000.0) * abs(temp_depth - depth) + - edge_sharpness * abs(temp_depth - depth) ); sum += value * weight; |