From 29cfc365aa270601d2308bcc4b84ffb55f7241b7 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Thu, 15 Jun 2017 21:28:05 -0300 Subject: Fixes to SSR, WIP. --- drivers/gles3/rasterizer_scene_gles3.cpp | 14 ++++---- drivers/gles3/rasterizer_scene_gles3.h | 12 +++---- drivers/gles3/shaders/screen_space_reflection.glsl | 41 +++------------------- 3 files changed, 15 insertions(+), 52 deletions(-) (limited to 'drivers/gles3') diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 432666fffa..af0dd1e4da 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -887,17 +887,16 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_ void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) { } -void RasterizerSceneGLES3::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) { +void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); env->ssr_enabled = p_enable; env->ssr_max_steps = p_max_steps; - env->ssr_accel = p_accel; - env->ssr_fade = p_fade; + env->ssr_fade_in = p_fade_in; + env->ssr_fade_out = p_fade_out; env->ssr_depth_tolerance = p_depth_tolerance; - env->ssr_smooth = p_smooth; env->ssr_roughness = p_roughness; } @@ -3253,8 +3252,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //perform SSR - state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL, env->ssr_accel > 0 && env->ssr_smooth); - state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_accel > 0 && env->ssr_roughness); + state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_roughness); state.ssr_shader.bind(); @@ -3270,9 +3268,9 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ //state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass)); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS, float(storage->frame.current_rt->effects.mip_maps[0].sizes.size())); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS, env->ssr_max_steps); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION, env->ssr_accel); state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE, env->ssr_depth_tolerance); - state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade_in); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_out); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index c4e6de058c..842cb53171 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -360,10 +360,9 @@ public: bool ssr_enabled; int ssr_max_steps; - float ssr_accel; - float ssr_fade; + float ssr_fade_in; + float ssr_fade_out; float ssr_depth_tolerance; - bool ssr_smooth; bool ssr_roughness; bool ssao_enabled; @@ -439,10 +438,9 @@ public: ssr_enabled = false; ssr_max_steps = 64; - ssr_accel = 0.04; - ssr_fade = 2.0; + ssr_fade_in = 2.0; + ssr_fade_out = 2.0; ssr_depth_tolerance = 0.2; - ssr_smooth = true; ssr_roughness = true; ssao_enabled = false; @@ -527,7 +525,7 @@ public: 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_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, 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_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); diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl index 8eec71ecb6..3a2083e4ca 100644 --- a/drivers/gles3/shaders/screen_space_reflection.glsl +++ b/drivers/gles3/shaders/screen_space_reflection.glsl @@ -38,7 +38,8 @@ uniform mat4 projection; uniform int num_steps; uniform float depth_tolerance; uniform float distance_fade; -uniform float acceleration; +uniform float curve_fade_in; + layout(location = 0) out vec4 frag_color; @@ -148,8 +149,6 @@ void main() { bool found=false; - //if acceleration > 0, distance between pixels gets larger each step. This allows covering a larger area - float accel=1.0+acceleration; float steps_taken=0.0; for(int i=0;i1, then take some samples in the middle for smoothing out the image - vec2 blend_dir = pos - prev_pos; - float steps = min(8.0,length(blend_dir)); - if (steps>2.0) { - vec2 blend_step = blend_dir/steps; - float blend_z = (z_to-z_from)/steps; - vec2 new_pos; - float subgrad=0.0; - for(float i=0.0;iz) - break; - } - - final_pos = new_pos; - grad=(steps_taken+subgrad)/float(num_steps); - } else { -#endif - grad=steps_taken/float(num_steps); - final_pos=pos; -#ifdef SMOOTH_ACCEL - } #endif -- cgit v1.2.3