diff options
author | Marios Staikopoulos <marios@staik.net> | 2020-07-13 01:27:01 -0700 |
---|---|---|
committer | Marios Staikopoulos <marios@staik.net> | 2020-11-02 20:11:20 -0800 |
commit | e5d7c7d5fcd40c1516ef3276ce2ff3d2c10ecc8a (patch) | |
tree | 71c867615a841caed7b93be4d39f9b4ea7b006da /servers/rendering | |
parent | 0b910cd8b7b4ef661a2b52dd8c5962363e6c5150 (diff) |
Alpha Hash and Alpha2Coverage Implementation
Diffstat (limited to 'servers/rendering')
4 files changed, 152 insertions, 13 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp index 35b0591289..3fff593598 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp @@ -51,6 +51,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) { int blend_mode = BLEND_MODE_MIX; int depth_testi = DEPTH_TEST_ENABLED; + int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF; int cull = CULL_BACK; uses_point_size = false; @@ -82,6 +83,9 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) { actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB); actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL); + actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); + actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); + actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED); actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE); actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS); @@ -154,6 +158,11 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) { //blend modes + // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage + if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) { + blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE; + } + RD::PipelineColorBlendState::Attachment blend_attachment; switch (blend_mode) { @@ -199,6 +208,15 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) { blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO; uses_blend_alpha = true; //force alpha used because of blend } break; + case BLEND_MODE_ALPHA_TO_COVERAGE: { + blend_attachment.enable_blend = true; + blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; + blend_attachment.color_blend_op = RD::BLEND_OP_ADD; + blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO; + } } RD::PipelineColorBlendState blend_state_blend; @@ -245,8 +263,17 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) { RD::PipelineColorBlendState blend_state; RD::PipelineDepthStencilState depth_stencil = depth_stencil_state; + RD::PipelineMultisampleState multisample_state; if (uses_alpha || uses_blend_alpha) { + // only allow these flags to go through if we have some form of msaa + if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) { + multisample_state.enable_alpha_to_coverage = true; + } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) { + multisample_state.enable_alpha_to_coverage = true; + multisample_state.enable_alpha_to_one = true; + } + if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { blend_state = blend_state_blend; if (depth_draw == DEPTH_DRAW_OPAQUE) { @@ -286,7 +313,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) { } RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k); - pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0); + pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0); } } } @@ -2725,6 +2752,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag actions.renames["POINT_SIZE"] = "gl_PointSize"; actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; + actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; + actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge"; + actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate"; + //builtins actions.renames["TIME"] = "scene_data.time"; @@ -2793,6 +2825,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; + actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n"; + actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n"; + actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n"; + actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE"; + actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n"; actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n"; diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h index 566022ae5b..db083a75cc 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h @@ -83,6 +83,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD { BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, + BLEND_MODE_ALPHA_TO_COVERAGE }; enum DepthDraw { @@ -110,6 +111,12 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD { }; + enum AlphaAntiAliasing { + ALPHA_ANTIALIASING_OFF, + ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE, + ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE + }; + bool valid; RID version; uint32_t vertex_input_mask; @@ -132,6 +139,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD { bool uses_point_size; bool uses_alpha; bool uses_blend_alpha; + bool uses_alpha_clip; bool uses_depth_pre_pass; bool uses_discard; bool uses_roughness; diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl index 455a3d4a3a..da3c60af04 100644 --- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl +++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl @@ -361,6 +361,65 @@ layout(location = 0) out vec4 frag_color; #endif // RENDER DEPTH +#ifdef ALPHA_HASH_USED + +float hash_2d(vec2 p) { + return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) * + (0.1 + abs(sin(13.0 * p.y + p.x)))); +} + +float hash_3d(vec3 p) { + return hash_2d(vec2(hash_2d(p.xy), p.z)); +} + +float compute_alpha_hash_threshold(vec3 pos, float hash_scale) { + vec3 dx = dFdx(pos); + vec3 dy = dFdx(pos); + float delta_max_sqr = max(length(dx), length(dy)); + float pix_scale = 1.0 / (hash_scale * delta_max_sqr); + + vec2 pix_scales = + vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale)))); + + vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)), + hash_3d(floor(pix_scales.y * pos.xyz))); + + float lerp_factor = fract(log2(pix_scale)); + + float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y; + + float min_lerp = min(lerp_factor, 1.0 - lerp_factor); + + vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)), + (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp), + 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / + (2.0 * min_lerp * (1.0 - min_lerp)))); + + float alpha_hash_threshold = + (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z; + + return clamp(alpha_hash_threshold, 0.0, 1.0); +} + +#endif // ALPHA_HASH_USED + +#ifdef ALPHA_ANTIALIASING_EDGE_USED + +float calc_mip_level(vec2 texture_coord) { + vec2 dx = dFdx(texture_coord); + vec2 dy = dFdy(texture_coord); + float delta_max_sqr = max(dot(dx, dx), dot(dy, dy)); + return max(0.0, 0.5 * log2(delta_max_sqr)); +} + +float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) { + input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number + input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5; + return clamp(input_alpha, 0.0, 1.0); +} + +#endif // ALPHA_ANTIALIASING_USED + // This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V. // We're dividing this factor off because the overall term we'll end up looks like // (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012): @@ -1709,10 +1768,6 @@ void main() { float alpha = 1.0; -#if defined(ALPHA_SCISSOR_USED) - float alpha_scissor = 0.5; -#endif - #if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 binormal = normalize(binormal_interp); vec3 tangent = normalize(tangent_interp); @@ -1749,6 +1804,19 @@ void main() { float sss_strength = 0.0; +#ifdef ALPHA_SCISSOR_USED + float alpha_scissor_threshold = 1.0; +#endif // ALPHA_SCISSOR_USED + +#ifdef ALPHA_HASH_USED + float alpha_hash_scale = 1.0; +#endif // ALPHA_HASH_USED + +#ifdef ALPHA_ANTIALIASING_EDGE_USED + float alpha_antialiasing_edge = 0.0; + vec2 alpha_texture_coordinate = vec2(0.0, 0.0); +#endif // ALPHA_ANTIALIASING_EDGE_USED + { /* clang-format off */ @@ -1757,7 +1825,7 @@ FRAGMENT_SHADER_CODE /* clang-format on */ } -#if defined(LIGHT_TRANSMITTANCE_USED) +#ifdef LIGHT_TRANSMITTANCE_USED #ifdef SSS_MODE_SKIN transmittance_color.a = sss_strength; #else @@ -1765,25 +1833,43 @@ FRAGMENT_SHADER_CODE #endif #endif -#if !defined(USE_SHADOW_TO_OPACITY) +#ifndef USE_SHADOW_TO_OPACITY -#if defined(ALPHA_SCISSOR_USED) - if (alpha < alpha_scissor) { +#ifdef ALPHA_SCISSOR_USED + if (alpha < alpha_scissor_threshold) { discard; } #endif // ALPHA_SCISSOR_USED -#ifdef USE_OPAQUE_PREPASS +// alpha hash can be used in unison with alpha antialiasing +#ifdef ALPHA_HASH_USED + if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) { + discard; + } +#endif // ALPHA_HASH_USED + +// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash +#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) + alpha = 1.0; +#endif + +#ifdef ALPHA_ANTIALIASING_EDGE_USED +// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather +#ifdef ALPHA_SCISSOR_USED + alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); +#endif + alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge); +#endif // ALPHA_ANTIALIASING_EDGE_USED +#ifdef USE_OPAQUE_PREPASS if (alpha < opaque_prepass_threshold) { discard; } - #endif // USE_OPAQUE_PREPASS #endif // !USE_SHADOW_TO_OPACITY -#if defined(NORMALMAP_USED) +#ifdef NORMALMAP_USED normalmap.xy = normalmap.xy * 2.0 - 1.0; normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. @@ -1792,7 +1878,7 @@ FRAGMENT_SHADER_CODE #endif -#if defined(LIGHT_ANISOTROPY_USED) +#ifdef LIGHT_ANISOTROPY_USED if (anisotropy > 0.01) { //rotation matrix diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 48eaf1dd13..4d21807735 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -134,6 +134,11 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["IRRADIANCE"] = ShaderLanguage::TYPE_VEC4; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].can_discard = true; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_SCISSOR_THRESHOLD"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_HASH_SCALE"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2; + shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); @@ -206,6 +211,9 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].modes.push_back("vertex_lighting"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage"); + shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage_and_one"); + /************ CANVAS ITEM **************************/ shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); |