diff options
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/rasterizer_storage_gles3.cpp | 3 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 125 | ||||
-rw-r--r-- | drivers/gles3/shaders/ssao.glsl | 24 | ||||
-rw-r--r-- | drivers/gles3/shaders/ssao_blur.glsl | 20 |
6 files changed, 126 insertions, 82 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/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 44a9909bd7..296d945cda 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -2430,7 +2430,8 @@ void RasterizerStorageGLES3::_update_material(Material *material) { if (material->shader && material->shader->mode == VS::SHADER_SPATIAL) { - if (!material->shader->spatial.uses_alpha && material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX) { + if (material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX && + (!material->shader->spatial.uses_alpha || (material->shader->spatial.uses_alpha && material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))) { can_cast_shadow = true; } diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 2c6dd5552e..e4d76753cb 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -940,7 +940,7 @@ vec3 metallic_to_specular_color(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, metallic); // TODO: reference? } -void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_compute(vec3 N, vec3 L, vec3 V, vec3 B, vec3 T, vec3 light_color, vec3 attenuation, vec3 diffuse_color, vec3 transmission, float specular_blob_intensity, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { #if defined(USE_LIGHT_SHADER_CODE) //light is written by the light shader @@ -959,80 +959,82 @@ LIGHT_SHADER_CODE float NdotV = dot(N, V); float cNdotV = max(NdotV, 0.0); + if (metallic < 1.0) { #if defined(DIFFUSE_OREN_NAYAR) - vec3 diffuse_brdf_NL; + vec3 diffuse_brdf_NL; #else - float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance + float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance #endif #if defined(DIFFUSE_LAMBERT_WRAP) - //energy conserving lambert wrap shader - diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + //energy conserving lambert wrap shader + diffuse_brdf_NL = max(0.0,(NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); #elif defined(DIFFUSE_OREN_NAYAR) - { - // see http://mimosa-pudica.net/improved-oren-nayar.html - float LdotV = dot(L, V); + { + // see http://mimosa-pudica.net/improved-oren-nayar.html + float LdotV = dot(L, V); - float s = LdotV - NdotL * NdotV; - float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); + float s = LdotV - NdotL * NdotV; + float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); - float sigma2 = roughness * roughness; // TODO: this needs checking - vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) ); - float B = 0.45 * sigma2 / (sigma2 + 0.09); + float sigma2 = roughness * roughness; // TODO: this needs checking + vec3 A = 1.0 + sigma2 * (- 0.5 / (sigma2 + 0.33) + 0.17*diffuse_color / (sigma2 + 0.13) ); + float B = 0.45 * sigma2 / (sigma2 + 0.09); - diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); - } + diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI); + } #elif defined(DIFFUSE_TOON) - diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL); + diffuse_brdf_NL = smoothstep(-roughness,max(roughness,0.01),NdotL); #elif defined(DIFFUSE_BURLEY) - { + { - vec3 H = normalize(V + L); - float cLdotH = max(0.0,dot(L, H)); + vec3 H = normalize(V + L); + float cLdotH = max(0.0,dot(L, H)); - float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; - float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); - float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); - diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; -/* - float energyBias = mix(roughness, 0.0, 0.5); - float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); - float fd90 = energyBias + 2.0 * VoH * VoH * roughness; - float f0 = 1.0; - float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0); - float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0); - - diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/ - } + float FD90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness; + float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotV); + float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(cNdotL); + diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; + /* + float energyBias = mix(roughness, 0.0, 0.5); + float energyFactor = mix(roughness, 1.0, 1.0 / 1.51); + float fd90 = energyBias + 2.0 * VoH * VoH * roughness; + float f0 = 1.0; + float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0); + float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0); + + diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;*/ + } #else - //lambert - diffuse_brdf_NL = cNdotL * (1.0 / M_PI); + //lambert + diffuse_brdf_NL = cNdotL * (1.0 / M_PI); #endif #if defined(TRANSMISSION_USED) - diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation; + diffuse_light += light_color * diffuse_color * mix(vec3(diffuse_brdf_NL), vec3(M_PI), transmission) * attenuation; #else - diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; + diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation; #endif #if defined(LIGHT_USE_RIM) - float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0); - diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; + float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0); + diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; #endif + } - if (roughness > 0.0) { + if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely // D @@ -1071,7 +1073,7 @@ LIGHT_SHADER_CODE float cNdotH = max(dot(N,H), 0.0); float cLdotH = max(dot(L,H), 0.0); -#if defined(LIGHT_USE_ANISOTROPY) +# if defined(LIGHT_USE_ANISOTROPY) float aspect = sqrt(1.0-anisotropy*0.9); float rx = roughness/aspect; @@ -1083,11 +1085,11 @@ LIGHT_SHADER_CODE float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); -#else +# else float alpha = roughness * roughness; float D = D_GGX(cNdotH, alpha); float G = G_GGX_2cos(cNdotL, alpha) * G_GGX_2cos(cNdotV, alpha); -#endif +# endif // F float F0 = 1.0; // FIXME float cLdotH5 = SchlickFresnel(cLdotH); @@ -1099,21 +1101,24 @@ LIGHT_SHADER_CODE #endif #if defined(LIGHT_USE_CLEARCOAT) - + if (clearcoat_gloss > 0.0) { # if !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) - vec3 H = normalize(V + L); + vec3 H = normalize(V + L); # endif # if !defined(SPECULAR_SCHLICK_GGX) - float cNdotH = max(dot(N,H), 0.0); - float cLdotH = max(dot(L,H), 0.0); - float cLdotH5 = SchlickFresnel(cLdotH); + float cNdotH = max(dot(N,H), 0.0); + float cLdotH = max(dot(L,H), 0.0); + float cLdotH5 = SchlickFresnel(cLdotH); #endif - float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); - float Fr = mix(.04, 1.0, cLdotH5); - float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); + float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss)); + float Fr = mix(.04, 1.0, cLdotH5); + float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25); - specular_light += .25*clearcoat*Gr*Fr*Dr; + float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL; + + specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation; + } #endif } @@ -1195,7 +1200,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po } #endif -void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -1249,11 +1254,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } -void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 transmission,float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 transmission,float roughness, float metallic, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); @@ -1283,7 +1288,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1916,7 +1921,7 @@ FRAGMENT_SHADER_CODE specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a); #else - light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb,light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb,light_attenuation,albedo,transmission,light_params.z*specular_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); #endif @@ -1954,11 +1959,11 @@ FRAGMENT_SHADER_CODE #else for(int i=0;i<omni_light_count;i++) { - light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); } for(int i=0;i<spot_light_count;i++) { - light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,transmission,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light); } #endif //USE_VERTEX_LIGHTING @@ -1985,7 +1990,7 @@ FRAGMENT_SHADER_CODE //energy conservation - diffuse_light *= 1.0-metallic; // TODO: avoid diffuse and ambient light calculations when metallic == 1 + diffuse_light *= 1.0-metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point ambient_light *= 1.0-metallic; 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; |