2
0
Juan Linietsky 5 жил өмнө
parent
commit
c05da81268

+ 12 - 9
servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp

@@ -416,9 +416,6 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
 	bokeh.push_constant.blur_near_begin = p_dof_near_begin;
 	bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
 
-	bokeh.push_constant.size[0] = p_base_texture_size.x;
-	bokeh.push_constant.size[1] = p_base_texture_size.y;
-
 	bokeh.push_constant.z_near = p_cam_znear;
 	bokeh.push_constant.z_far = p_cam_zfar;
 	bokeh.push_constant.orthogonal = p_cam_orthogonal;
@@ -432,10 +429,12 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
 	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
 	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
 
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
 	int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1;
 	int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+	bokeh.push_constant.size[0] = p_base_texture_size.x;
+	bokeh.push_constant.size[1] = p_base_texture_size.y;
+
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
 
 	RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
 	RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -446,10 +445,12 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
 	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
 	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 2);
 
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
 	x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
 	y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
+	bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
+	bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
+
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
 
 	RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
 	RD::get_singleton()->compute_list_add_barrier(compute_list);
@@ -459,10 +460,12 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
 	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
 	RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_bokeh_texture), 1);
 
-	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
 	x_groups = (p_base_texture_size.x - 1) / 8 + 1;
 	y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+	bokeh.push_constant.size[0] = p_base_texture_size.x;
+	bokeh.push_constant.size[1] = p_base_texture_size.y;
+
+	RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
 
 	RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
 	RD::get_singleton()->compute_list_add_barrier(compute_list);

+ 12 - 6
servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl

@@ -64,7 +64,7 @@ float get_depth_at_pos(vec2 uv) {
 float get_blur_size(float depth) {
 
 	if (params.blur_near_active && depth < params.blur_near_begin) {
-		return smoothstep(params.blur_near_end,params.blur_near_begin,depth) * params.blur_size;
+		return (1.0 - smoothstep(params.blur_near_end,params.blur_near_begin,depth) ) * params.blur_size;
 	}
 
 	if (params.blur_far_active && depth > params.blur_far_begin) {
@@ -86,9 +86,11 @@ void main() {
 		return;
 	}
 
+	vec2 pixel_size = 1.0/vec2(params.size);
 	vec2 uv = vec2(pos) / vec2(params.size);
 
 #ifdef MODE_GEN_BLUR_SIZE
+	uv+=pixel_size * 0.5;
 	//precompute size in alpha channel
 	float depth = get_depth_at_pos(uv);
 	float size = get_blur_size(depth);
@@ -100,12 +102,15 @@ void main() {
 
 #ifdef MODE_GEN_BOKEH
 
+	pixel_size*=0.5; //resolution is doubled
+
+	uv+=pixel_size * 0.5; //half pixel to read centers
+
 	float depth = get_depth_at_pos(uv);
 	float size = get_blur_size(depth);
 	vec4 color = texture(color_texture,uv);
 	float accum = 1.0;
 	float radius = params.blur_scale;
-	vec2 pixel_size = 1.0/vec2(params.size);
 
 	for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
 
@@ -119,7 +124,7 @@ void main() {
 		float m = smoothstep(radius-0.5, radius+0.5, sample_color.a);
 		color += mix(color/accum, sample_color, m);
 		accum += 1.0;
-		radius += params.blur_size/radius;
+		radius += params.blur_scale/radius;
 	}
 
 	color /= accum;
@@ -129,11 +134,12 @@ void main() {
 
 #ifdef MODE_COMPOSITE_BOKEH
 
+	uv+=pixel_size * 0.5;
 	vec4 color = imageLoad(color_image,pos);
 	vec4 bokeh = texture(source_bokeh,uv);
-	if (max(color.a,bokeh.a) > 0.5) { //there is some blur in this pixel, so use bokeh
-		color = bokeh;
-	}
+
+	color.rgb = mix(color.rgb,bokeh.rgb,min(1.0,max(color.a,bokeh.a))); //blend between hires and lowres
+
 	color.a=0; //reset alpha
 	imageStore(color_image,pos,color);
 #endif