Browse Source

Fixes to SSR, WIP.

Juan Linietsky 8 years ago
parent
commit
29cfc365aa

+ 6 - 8
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);

+ 5 - 7
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);

+ 4 - 37
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;i<num_steps;i++) {
@@ -177,9 +176,6 @@ void main() {
 
 		steps_taken+=1.0;
 		prev_pos=pos;
-		z_advance*=accel;
-		w_advance*=accel;
-		line_advance*=accel;
 	}
 
 
@@ -207,39 +203,10 @@ void main() {
 
 		vec2 final_pos;
 		float grad;
+		grad=steps_taken/float(num_steps);
+		final_pos=pos;
 
-#ifdef SMOOTH_ACCEL
-		//if the distance between point and prev point is >1, 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;i<steps;i++) {
-
-				new_pos = (prev_pos+blend_step*i);
-				float z = z_from+blend_z*i;
-
-				depth = texture(source_depth, new_pos*pixel_size).r * 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));
-				depth=-depth;
-
-				subgrad=i/steps;
-				if (depth>z)
-					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
 

+ 22 - 33
scene/resources/environment.cpp

@@ -315,7 +315,7 @@ void Environment::_validate_property(PropertyInfo &property) const {
 void Environment::set_ssr_enabled(bool p_enable) {
 
 	ssr_enabled = p_enable;
-	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
 	_change_notify();
 }
 
@@ -327,57 +327,47 @@ bool Environment::is_ssr_enabled() const {
 void Environment::set_ssr_max_steps(int p_steps) {
 
 	ssr_max_steps = p_steps;
-	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
 }
 int Environment::get_ssr_max_steps() const {
 
 	return ssr_max_steps;
 }
 
-void Environment::set_ssr_accel(float p_accel) {
+void Environment::set_ssr_fade_in(float p_fade_in) {
 
-	ssr_accel = p_accel;
-	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+	ssr_fade_in = p_fade_in;
+	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
 }
-float Environment::get_ssr_accel() const {
+float Environment::get_ssr_fade_in() const {
 
-	return ssr_accel;
+	return ssr_fade_in;
 }
 
-void Environment::set_ssr_fade(float p_fade) {
+void Environment::set_ssr_fade_out(float p_fade_out) {
 
-	ssr_fade = p_fade;
-	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+	ssr_fade_out = p_fade_out;
+	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
 }
-float Environment::get_ssr_fade() const {
+float Environment::get_ssr_fade_out() const {
 
-	return ssr_fade;
+	return ssr_fade_out;
 }
 
 void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) {
 
 	ssr_depth_tolerance = p_depth_tolerance;
-	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
 }
 float Environment::get_ssr_depth_tolerance() const {
 
 	return ssr_depth_tolerance;
 }
 
-void Environment::set_ssr_smooth(bool p_enable) {
-
-	ssr_smooth = p_enable;
-	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
-}
-bool Environment::is_ssr_smooth() const {
-
-	return ssr_smooth;
-}
-
 void Environment::set_ssr_rough(bool p_enable) {
 
 	ssr_roughness = p_enable;
-	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+	VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
 }
 bool Environment::is_ssr_rough() const {
 
@@ -954,11 +944,11 @@ void Environment::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_ssr_max_steps", "max_steps"), &Environment::set_ssr_max_steps);
 	ClassDB::bind_method(D_METHOD("get_ssr_max_steps"), &Environment::get_ssr_max_steps);
 
-	ClassDB::bind_method(D_METHOD("set_ssr_accel", "accel"), &Environment::set_ssr_accel);
-	ClassDB::bind_method(D_METHOD("get_ssr_accel"), &Environment::get_ssr_accel);
+	ClassDB::bind_method(D_METHOD("set_ssr_fade_in", "fade_in"), &Environment::set_ssr_fade_in);
+	ClassDB::bind_method(D_METHOD("get_ssr_fade_in"), &Environment::get_ssr_fade_in);
 
-	ClassDB::bind_method(D_METHOD("set_ssr_fade", "fade"), &Environment::set_ssr_fade);
-	ClassDB::bind_method(D_METHOD("get_ssr_fade"), &Environment::get_ssr_fade);
+	ClassDB::bind_method(D_METHOD("set_ssr_fade_out", "fade_out"), &Environment::set_ssr_fade_out);
+	ClassDB::bind_method(D_METHOD("get_ssr_fade_out"), &Environment::get_ssr_fade_out);
 
 	ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment::set_ssr_depth_tolerance);
 	ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment::get_ssr_depth_tolerance);
@@ -973,9 +963,9 @@ void Environment::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_enabled"), "set_ssr_enabled", "is_ssr_enabled");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "ss_reflections_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_accel", PROPERTY_HINT_RANGE, "0,4,0.01"), "set_ssr_accel", "get_ssr_accel");
-	ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade", PROPERTY_HINT_EXP_EASING), "set_ssr_fade", "get_ssr_fade");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_in", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_in", "get_ssr_fade_in");
+	v ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_out", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_out", "get_ssr_fade_out");
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance");
-	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_accel_smooth"), "set_ssr_smooth", "is_ssr_smooth");
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_roughness"), "set_ssr_rough", "is_ssr_rough");
 
 	ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled);
@@ -1179,10 +1169,9 @@ Environment::Environment() {
 
 	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;

+ 6 - 10
scene/resources/environment.h

@@ -100,10 +100,9 @@ private:
 
 	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;
@@ -225,18 +224,15 @@ public:
 	void set_ssr_max_steps(int p_steps);
 	int get_ssr_max_steps() const;
 
-	void set_ssr_accel(float p_accel);
-	float get_ssr_accel() const;
+	void set_ssr_fade_in(float p_transition);
+	float get_ssr_fade_in() const;
 
-	void set_ssr_fade(float p_transition);
-	float get_ssr_fade() const;
+	void set_ssr_fade_out(float p_transition);
+	float get_ssr_fade_out() const;
 
 	void set_ssr_depth_tolerance(float p_depth_tolerance);
 	float get_ssr_depth_tolerance() const;
 
-	void set_ssr_smooth(bool p_enable);
-	bool is_ssr_smooth() const;
-
 	void set_ssr_rough(bool p_enable);
 	bool is_ssr_rough() const;
 

+ 1 - 1
servers/visual/rasterizer.h

@@ -64,7 +64,7 @@ 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) = 0;
 	virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
 
-	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) = 0;
+	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) = 0;
 	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) = 0;
 
 	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) = 0;

+ 1 - 1
servers/visual/visual_server_raster.h

@@ -952,7 +952,7 @@ public:
 	BIND2(environment_set_bg_energy, RID, float)
 	BIND2(environment_set_canvas_max_layer, RID, int)
 	BIND4(environment_set_ambient_light, RID, const Color &, float, float)
-	BIND8(environment_set_ssr, RID, bool, int, float, float, float, bool, bool)
+	BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool)
 	BIND10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool)
 
 	BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)

+ 1 - 1
servers/visual/visual_server_wrap_mt.h

@@ -390,7 +390,7 @@ public:
 	FUNC2(environment_set_bg_energy, RID, float)
 	FUNC2(environment_set_canvas_max_layer, RID, int)
 	FUNC4(environment_set_ambient_light, RID, const Color &, float, float)
-	FUNC8(environment_set_ssr, RID, bool, int, float, float, float, bool, bool)
+	FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool)
 	FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool)
 
 	FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)

+ 1 - 1
servers/visual_server.h

@@ -664,7 +664,7 @@ public:
 	virtual void environment_set_tonemap(RID p_env, 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_grey) = 0;
 	virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
 
-	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) = 0;
+	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) = 0;
 	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) = 0;
 
 	virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;