Merge pull request #42892 from godotengine/revert-42077-MSSAO

Revert "Replace SAO implementation with MSSAO"
This commit is contained in:
Juan Linietsky 2020-10-18 19:28:25 -03:00 committed by GitHub
commit 731830559f
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27 changed files with 883 additions and 1135 deletions

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@ -218,20 +218,26 @@
<member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0">
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures.
</member>
<member name="ssao_bias" type="float" setter="set_ssao_bias" getter="get_ssao_bias" default="0.01">
The screen-space ambient occlusion bias. This should be kept high enough to prevent "smooth" curves from being affected by ambient occlusion.
</member>
<member name="ssao_blur" type="int" setter="set_ssao_blur" getter="get_ssao_blur" enum="Environment.SSAOBlur" default="3">
The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for possible values.
</member>
<member name="ssao_edge_sharpness" type="float" setter="set_ssao_edge_sharpness" getter="get_ssao_edge_sharpness" default="4.0">
The screen-space ambient occlusion edge sharpness.
</member>
<member name="ssao_enabled" type="bool" setter="set_ssao_enabled" getter="is_ssao_enabled" default="false">
If [code]true[/code], the screen-space ambient occlusion effect is enabled. This darkens objects' corners and cavities to simulate ambient light not reaching the entire object as in real life. This works well for small, dynamic objects, but baked lighting or ambient occlusion textures will do a better job at displaying ambient occlusion on large static objects. This is a costly effect and should be disabled first when running into performance issues.
</member>
<member name="ssao_intensity" type="float" setter="set_ssao_intensity" getter="get_ssao_intensity" default="1.0">
The strength of the SSAO effect. Higher values result in darker SSAO while lower values soften the SSAO.
</member>
<member name="ssao_levels" type="int" setter="set_ssao_levels" getter="get_ssao_levels" default="3">
The number of SSAO scales to use. A higher value results in SSAO over a greater distance at the cost of more performance.
The primary screen-space ambient occlusion intensity. See also [member ssao_radius].
</member>
<member name="ssao_light_affect" type="float" setter="set_ssao_direct_light_affect" getter="get_ssao_direct_light_affect" default="0.0">
The screen-space ambient occlusion intensity in direct light. In real life, ambient occlusion only applies to indirect light, which means its effects can't be seen in direct light. Values higher than [code]0[/code] will make the SSAO effect visible in direct light.
</member>
<member name="ssao_rejection_radius" type="float" setter="set_ssao_rejection_radius" getter="get_ssao_rejection_radius" default="2.5">
The distance over which the SSAO effect fades. A larger value spreads the occlusion check over a greater distance which can be useful to get a stronger SSAO effect. However, if it is too high, you will start to notice a dark "halo" around objects. It is best to keep this value as low as possible.
<member name="ssao_radius" type="float" setter="set_ssao_radius" getter="get_ssao_radius" default="1.0">
The primary screen-space ambient occlusion radius.
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
The default exposure used for tonemapping.
@ -329,6 +335,18 @@
<constant name="GLOW_BLEND_MODE_MIX" value="4" enum="GlowBlendMode">
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="SSAO_BLUR_DISABLED" value="0" enum="SSAOBlur">
No blur for the screen-space ambient occlusion effect (fastest).
</constant>
<constant name="SSAO_BLUR_1x1" value="1" enum="SSAOBlur">
1×1 blur for the screen-space ambient occlusion effect.
</constant>
<constant name="SSAO_BLUR_2x2" value="2" enum="SSAOBlur">
2×2 blur for the screen-space ambient occlusion effect.
</constant>
<constant name="SSAO_BLUR_3x3" value="3" enum="SSAOBlur">
3×3 blur for the screen-space ambient occlusion effect. Increases the radius of the blur for a smoother look, but can result in checkerboard-like artifacts.
</constant>
<constant name="SDFGI_CASCADES_4" value="0" enum="SDFGICascades">
</constant>
<constant name="SDFGI_CASCADES_6" value="1" enum="SDFGICascades">

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@ -1147,6 +1147,12 @@
<member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false">
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details.
</member>
<member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="1">
Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance.
</member>
<member name="rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01">
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth.
</member>
@ -1166,21 +1172,6 @@
</member>
<member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="2">
</member>
<member name="rendering/ssao/blur_tolerance" type="float" setter="" getter="" default="0.43">
The strength of the blur effect when calculating SSAO. A higher value blurs more but may remove high-frequency details.
</member>
<member name="rendering/ssao/full_samples" type="bool" setter="" getter="" default="false">
If [code]true[/code], SSAO will sample the entire sphere during rendering instead of just a checkerboard pattern. This results in much smoother SSAO at the cost of performance. The exact performance cost increases as [member rendering/ssao/quality] increases.
</member>
<member name="rendering/ssao/noise_tolerance" type="float" setter="" getter="" default="0.625">
The amount of noise reduction to use. A high value smooths out noise, but may reduce fine detail.
</member>
<member name="rendering/ssao/quality" type="int" setter="" getter="" default="1">
Sets the quality of the screen-space ambient occlusion effect. Each quality level above [constant RenderingServer.ENV_SSAO_QUALITY_VERY_LOW] adds an extra level of higher resolution SSAO. With [constant RenderingServer.ENV_SSAO_QUALITY_ULTRA] and [member Environment.ssao_levels] at 4, there will be a total of 8 levels of SSAO blended together. This substantially improves the detail of the SSAO.
</member>
<member name="rendering/ssao/upsample_tolerance" type="float" setter="" getter="" default="0.45">
Increases the depth range over which samples can be blurred. This can result in objects in the foreground casting SSAO on objects that are far behind them, but can also help smooth out the lower resolution levels.
</member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>

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@ -779,16 +779,20 @@
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="rejection_radius" type="float">
<argument index="2" name="radius" type="float">
</argument>
<argument index="3" name="intensity" type="float">
</argument>
<argument index="4" name="levels" type="int">
<argument index="4" name="bias" type="float">
</argument>
<argument index="5" name="light_affect" type="float">
</argument>
<argument index="6" name="ao_channel_affect" type="float">
</argument>
<argument index="7" name="blur" type="int" enum="RenderingServer.EnvironmentSSAOBlur">
</argument>
<argument index="8" name="bilateral_sharpness" type="float">
</argument>
<description>
</description>
</method>
@ -3483,20 +3487,29 @@
</constant>
<constant name="ENV_SSR_ROUGNESS_QUALITY_HIGH" value="3" enum="EnvironmentSSRRoughnessQuality">
</constant>
<constant name="ENV_SSAO_QUALITY_VERY_LOW" value="0" enum="EnvironmentSSAOQuality">
Does not mix any additional high quality SSAO levels.
<constant name="ENV_SSAO_BLUR_DISABLED" value="0" enum="EnvironmentSSAOBlur">
Disables the blur set for SSAO. Will make SSAO look noisier.
</constant>
<constant name="ENV_SSAO_QUALITY_LOW" value="1" enum="EnvironmentSSAOQuality">
Mixes a high quality level with the 4th SSAO level if [member Environment.ssao_levels] is set to 4.
<constant name="ENV_SSAO_BLUR_1x1" value="1" enum="EnvironmentSSAOBlur">
Perform a 1x1 blur on the SSAO output.
</constant>
<constant name="ENV_SSAO_QUALITY_MEDIUM" value="2" enum="EnvironmentSSAOQuality">
Mixes high quality levels with the 3rd and 4th SSAO levels if [member Environment.ssao_levels] is 3 or 4.
<constant name="ENV_SSAO_BLUR_2x2" value="2" enum="EnvironmentSSAOBlur">
Performs a 2x2 blur on the SSAO output.
</constant>
<constant name="ENV_SSAO_QUALITY_HIGH" value="3" enum="EnvironmentSSAOQuality">
Mixes high quality levels with the 2nd, 3rd, and 4th SSAO levels if [member Environment.ssao_levels] is 2 or greater.
<constant name="ENV_SSAO_BLUR_3x3" value="3" enum="EnvironmentSSAOBlur">
Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.
</constant>
<constant name="ENV_SSAO_QUALITY_ULTRA" value="4" enum="EnvironmentSSAOQuality">
Mixes high quality levels with all SSAO levels.
<constant name="ENV_SSAO_QUALITY_LOW" value="0" enum="EnvironmentSSAOQuality">
Lowest quality of screen space ambient occlusion.
</constant>
<constant name="ENV_SSAO_QUALITY_MEDIUM" value="1" enum="EnvironmentSSAOQuality">
Medium quality screen space ambient occlusion.
</constant>
<constant name="ENV_SSAO_QUALITY_HIGH" value="2" enum="EnvironmentSSAOQuality">
High quality screen space ambient occlusion.
</constant>
<constant name="ENV_SSAO_QUALITY_ULTRA" value="3" enum="EnvironmentSSAOQuality">
Highest quality screen space ambient occlusion.
</constant>
<constant name="SUB_SURFACE_SCATTERING_QUALITY_DISABLED" value="0" enum="SubSurfaceScatteringQuality">
</constant>

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@ -86,8 +86,8 @@ public:
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) override {}
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {}
void environment_set_ssao(RID p_env, bool p_enable, float p_rejection_radius, float p_intensity, int p_levels, float p_light_affect, float p_ao_channel_affect) override {}
void environment_set_ssao_settings(RS::EnvironmentSSAOQuality p_quality, bool p_full_samples, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance) override {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) override {}
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) override {}
void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {}

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@ -2042,26 +2042,15 @@ RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p
ERR_FAIL_COND_V_MSG(p_slice_type == TEXTURE_SLICE_3D && src_texture->type != TEXTURE_TYPE_3D, RID(),
"Can only create a 3D slice from a 3D texture");
ERR_FAIL_COND_V_MSG(p_slice_type == TEXTURE_SLICE_2D_ARRAY && (src_texture->type != TEXTURE_TYPE_2D_ARRAY), RID(),
"Can only create an array slice from a 2D array mipmap");
//create view
ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, src_texture->mipmaps, RID());
ERR_FAIL_UNSIGNED_INDEX_V(p_layer, src_texture->layers, RID());
int slice_layers = 1;
if (p_slice_type == TEXTURE_SLICE_2D_ARRAY) {
ERR_FAIL_COND_V_MSG(p_layer != 0, RID(), "layer must be 0 when obtaining a 2D array mipmap slice");
slice_layers = src_texture->layers;
} else if (p_slice_type == TEXTURE_SLICE_CUBEMAP) {
slice_layers = 6;
}
Texture texture = *src_texture;
get_image_format_required_size(texture.format, texture.width, texture.height, texture.depth, p_mipmap + 1, &texture.width, &texture.height);
texture.mipmaps = 1;
texture.layers = slice_layers;
texture.layers = p_slice_type == TEXTURE_SLICE_CUBEMAP ? 6 : 1;
texture.base_mipmap = p_mipmap;
texture.base_layer = p_layer;
@ -2082,7 +2071,6 @@ RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p
};
image_view_create_info.viewType = p_slice_type == TEXTURE_SLICE_CUBEMAP ? VK_IMAGE_VIEW_TYPE_CUBE : (p_slice_type == TEXTURE_SLICE_3D ? VK_IMAGE_VIEW_TYPE_3D : view_types[texture.type]);
if (p_view.format_override == DATA_FORMAT_MAX || p_view.format_override == texture.format) {
image_view_create_info.format = vulkan_formats[texture.format];
} else {
@ -2116,7 +2104,7 @@ RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p
}
image_view_create_info.subresourceRange.baseMipLevel = p_mipmap;
image_view_create_info.subresourceRange.levelCount = 1;
image_view_create_info.subresourceRange.layerCount = slice_layers;
image_view_create_info.subresourceRange.layerCount = p_slice_type == TEXTURE_SLICE_CUBEMAP ? 6 : 1;
image_view_create_info.subresourceRange.baseArrayLayer = p_layer;
if (texture.usage_flags & TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) {

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@ -476,7 +476,7 @@ void EditorNode::_notification(int p_what) {
RS::DOFBlurQuality dof_quality = RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality")));
bool dof_jitter = GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter");
RS::get_singleton()->camera_effects_set_dof_blur_quality(dof_quality, dof_jitter);
RS::get_singleton()->environment_set_ssao_settings(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/ssao/quality"))), GLOBAL_GET("rendering/ssao/full_samples"), GLOBAL_GET("rendering/ssao/noise_tolerance"), GLOBAL_GET("rendering/ssao/blur_tolerance"), GLOBAL_GET("rendering/ssao/upsample_tolerance"));
RS::get_singleton()->environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
RS::get_singleton()->screen_space_roughness_limiter_set_active(GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled"), GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount"), GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit"));
bool glow_bicubic = int(GLOBAL_GET("rendering/quality/glow/upscale_mode")) > 0;
RS::get_singleton()->environment_glow_set_use_bicubic_upscale(glow_bicubic);

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@ -349,13 +349,13 @@ bool Environment::is_ssao_enabled() const {
return ssao_enabled;
}
void Environment::set_ssao_rejection_radius(float p_rejection_radius) {
ssao_rejection_radius = p_rejection_radius;
void Environment::set_ssao_radius(float p_radius) {
ssao_radius = p_radius;
_update_ssao();
}
float Environment::get_ssao_rejection_radius() const {
return ssao_rejection_radius;
float Environment::get_ssao_radius() const {
return ssao_radius;
}
void Environment::set_ssao_intensity(float p_intensity) {
@ -367,13 +367,13 @@ float Environment::get_ssao_intensity() const {
return ssao_intensity;
}
void Environment::set_ssao_levels(int p_levels) {
ssao_levels = p_levels;
void Environment::set_ssao_bias(float p_bias) {
ssao_bias = p_bias;
_update_ssao();
}
int Environment::get_ssao_levels() const {
return ssao_levels;
float Environment::get_ssao_bias() const {
return ssao_bias;
}
void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
@ -394,15 +394,35 @@ float Environment::get_ssao_ao_channel_affect() const {
return ssao_ao_channel_affect;
}
void Environment::set_ssao_blur(SSAOBlur p_blur) {
ssao_blur = p_blur;
_update_ssao();
}
Environment::SSAOBlur Environment::get_ssao_blur() const {
return ssao_blur;
}
void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) {
ssao_edge_sharpness = p_edge_sharpness;
_update_ssao();
}
float Environment::get_ssao_edge_sharpness() const {
return ssao_edge_sharpness;
}
void Environment::_update_ssao() {
RS::get_singleton()->environment_set_ssao(
environment,
ssao_enabled,
ssao_rejection_radius,
ssao_radius,
ssao_intensity,
ssao_levels,
ssao_bias,
ssao_direct_light_affect,
ssao_ao_channel_affect);
ssao_ao_channel_affect,
RS::EnvironmentSSAOBlur(ssao_blur),
ssao_edge_sharpness);
}
// SDFGI
@ -1110,24 +1130,30 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled);
ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled);
ClassDB::bind_method(D_METHOD("set_ssao_rejection_radius", "falloff"), &Environment::set_ssao_rejection_radius);
ClassDB::bind_method(D_METHOD("get_ssao_rejection_radius"), &Environment::get_ssao_rejection_radius);
ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius);
ClassDB::bind_method(D_METHOD("get_ssao_radius"), &Environment::get_ssao_radius);
ClassDB::bind_method(D_METHOD("set_ssao_intensity", "intensity"), &Environment::set_ssao_intensity);
ClassDB::bind_method(D_METHOD("get_ssao_intensity"), &Environment::get_ssao_intensity);
ClassDB::bind_method(D_METHOD("set_ssao_levels", "levels"), &Environment::set_ssao_levels);
ClassDB::bind_method(D_METHOD("get_ssao_levels"), &Environment::get_ssao_levels);
ClassDB::bind_method(D_METHOD("set_ssao_bias", "bias"), &Environment::set_ssao_bias);
ClassDB::bind_method(D_METHOD("get_ssao_bias"), &Environment::get_ssao_bias);
ClassDB::bind_method(D_METHOD("set_ssao_direct_light_affect", "amount"), &Environment::set_ssao_direct_light_affect);
ClassDB::bind_method(D_METHOD("get_ssao_direct_light_affect"), &Environment::get_ssao_direct_light_affect);
ClassDB::bind_method(D_METHOD("set_ssao_ao_channel_affect", "amount"), &Environment::set_ssao_ao_channel_affect);
ClassDB::bind_method(D_METHOD("get_ssao_ao_channel_affect"), &Environment::get_ssao_ao_channel_affect);
ClassDB::bind_method(D_METHOD("set_ssao_blur", "mode"), &Environment::set_ssao_blur);
ClassDB::bind_method(D_METHOD("get_ssao_blur"), &Environment::get_ssao_blur);
ClassDB::bind_method(D_METHOD("set_ssao_edge_sharpness", "edge_sharpness"), &Environment::set_ssao_edge_sharpness);
ClassDB::bind_method(D_METHOD("get_ssao_edge_sharpness"), &Environment::get_ssao_edge_sharpness);
ADD_GROUP("SSAO", "ssao_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_rejection_radius", PROPERTY_HINT_RANGE, "1.0,10.0,0.1"), "set_ssao_rejection_radius", "get_ssao_rejection_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_ssao_intensity", "get_ssao_intensity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_levels", PROPERTY_HINT_RANGE, "1,4,1"), "set_ssao_levels", "get_ssao_levels");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,128,0.01"), "set_ssao_radius", "get_ssao_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_intensity", PROPERTY_HINT_RANGE, "0.0,128,0.01"), "set_ssao_intensity", "get_ssao_intensity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_bias", PROPERTY_HINT_RANGE, "0.001,8,0.001"), "set_ssao_bias", "get_ssao_bias");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_light_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_direct_light_affect", "get_ssao_direct_light_affect");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness");
// SDFGI
@ -1325,6 +1351,11 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(SSAO_BLUR_DISABLED);
BIND_ENUM_CONSTANT(SSAO_BLUR_1x1);
BIND_ENUM_CONSTANT(SSAO_BLUR_2x2);
BIND_ENUM_CONSTANT(SSAO_BLUR_3x3);
BIND_ENUM_CONSTANT(SDFGI_CASCADES_4);
BIND_ENUM_CONSTANT(SDFGI_CASCADES_6);
BIND_ENUM_CONSTANT(SDFGI_CASCADES_8);

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@ -70,6 +70,13 @@ public:
TONE_MAPPER_ACES,
};
enum SSAOBlur {
SSAO_BLUR_DISABLED,
SSAO_BLUR_1x1,
SSAO_BLUR_2x2,
SSAO_BLUR_3x3,
};
enum SDFGICascades {
SDFGI_CASCADES_4,
SDFGI_CASCADES_6,
@ -140,11 +147,13 @@ private:
// SSAO
bool ssao_enabled = false;
float ssao_rejection_radius = 2.5;
float ssao_radius = 1.0;
float ssao_intensity = 1.0;
int ssao_levels = 3;
float ssao_bias = 0.01;
float ssao_direct_light_affect = 0.0;
float ssao_ao_channel_affect = 0.0;
SSAOBlur ssao_blur = SSAO_BLUR_3x3;
float ssao_edge_sharpness = 4.0;
void _update_ssao();
// SDFGI
@ -281,17 +290,20 @@ public:
// SSAO
void set_ssao_enabled(bool p_enabled);
bool is_ssao_enabled() const;
void set_ssao_rejection_radius(float p_rejection_radius);
float get_ssao_rejection_radius() const;
void set_ssao_radius(float p_radius);
float get_ssao_radius() const;
void set_ssao_intensity(float p_intensity);
float get_ssao_intensity() const;
void set_ssao_levels(int p_levels);
int get_ssao_levels() const;
void set_ssao_bias(float p_bias);
float get_ssao_bias() const;
void set_ssao_direct_light_affect(float p_direct_light_affect);
float get_ssao_direct_light_affect() const;
void set_ssao_ao_channel_affect(float p_ao_channel_affect);
float get_ssao_ao_channel_affect() const;
void set_ssao_blur(SSAOBlur p_blur);
SSAOBlur get_ssao_blur() const;
void set_ssao_edge_sharpness(float p_edge_sharpness);
float get_ssao_edge_sharpness() const;
// SDFGI
void set_sdfgi_enabled(bool p_enabled);
@ -401,6 +413,7 @@ VARIANT_ENUM_CAST(Environment::BGMode)
VARIANT_ENUM_CAST(Environment::AmbientSource)
VARIANT_ENUM_CAST(Environment::ReflectionSource)
VARIANT_ENUM_CAST(Environment::ToneMapper)
VARIANT_ENUM_CAST(Environment::SSAOBlur)
VARIANT_ENUM_CAST(Environment::SDFGICascades)
VARIANT_ENUM_CAST(Environment::SDFGIYScale)
VARIANT_ENUM_CAST(Environment::GlowBlendMode)

View File

@ -98,9 +98,9 @@ public:
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) = 0;
virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_rejection_radius, float p_intensity, int p_levels, float p_light_affect, float p_ao_channel_affect) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
virtual void environment_set_ssao_settings(RS::EnvironmentSSAOQuality p_quality, bool p_full_samples, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance) = 0;
virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;
virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;

View File

@ -918,330 +918,154 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
RD::get_singleton()->compute_list_end();
}
void RasterizerEffectsRD::_compute_ssao(RD::ComputeListID p_compute_list, RID p_destination, RID p_depth_buffer, const float p_tan_half_fov_h, int p_width, int p_height, int p_depth, float p_rejection_radius, float p_intensity, bool p_use_full_samples) {
const float sample_thickness[12] = {
Math::sqrt(1.0f - 0.2f * 0.2f),
Math::sqrt(1.0f - 0.4f * 0.4f),
Math::sqrt(1.0f - 0.6f * 0.6f),
Math::sqrt(1.0f - 0.8f * 0.8f),
Math::sqrt(1.0f - 0.2f * 0.2f - 0.2f * 0.2f),
Math::sqrt(1.0f - 0.2f * 0.2f - 0.4f * 0.4f),
Math::sqrt(1.0f - 0.2f * 0.2f - 0.6f * 0.6f),
Math::sqrt(1.0f - 0.2f * 0.2f - 0.8f * 0.8f),
Math::sqrt(1.0f - 0.4f * 0.4f - 0.4f * 0.4f),
Math::sqrt(1.0f - 0.4f * 0.4f - 0.6f * 0.6f),
Math::sqrt(1.0f - 0.4f * 0.4f - 0.8f * 0.8f),
Math::sqrt(1.0f - 0.6f * 0.6f - 0.6f * 0.6f)
};
// Here we compute multipliers that convert the center depth value into (the reciprocal of)
// sphere thicknesses at each sample location. This assumes a maximum sample radius of 5
// units, but since a sphere has no thickness at its extent, we don't need to sample that far
// out. Only samples whole integer offsets with distance less than 25 are used. This means
// that there is no sample at (3, 4) because its distance is exactly 25 (and has a thickness of 0.)
// The shaders are set up to sample a circular region within a 5-pixel radius.
const float screenspace_diameter = 10.0f;
// SphereDiameter = CenterDepth * thickness_multiplier. This will compute the thickness of a sphere centered
// at a specific depth. The ellipsoid scale can stretch a sphere into an ellipsoid, which changes the
// characteristics of the AO.
// tan_half_fov_h: Radius of sphere in depth units if its center lies at Z = 1
// screenspace_diameter: Diameter of sample sphere in pixel units
// screenspace_diameter / p_width: Ratio of the screen width that the sphere actually covers
// Note about the "2.0f * ": Diameter = 2 * Radius
float thickness_multiplier = 2.0f * p_tan_half_fov_h * screenspace_diameter / p_width;
if (p_depth == 1) {
thickness_multiplier *= 2.0f;
}
// This will transform a depth value from [0, thickness] to [0, 1].
float inverse_range_factor = 1.0f / thickness_multiplier;
// The thicknesses are smaller for all off-center samples of the sphere. Compute thicknesses relative
// to the center sample.
ssao.ssao_render_push_constant.inv_thickness_table[0] = inverse_range_factor / sample_thickness[0];
ssao.ssao_render_push_constant.inv_thickness_table[1] = inverse_range_factor / sample_thickness[1];
ssao.ssao_render_push_constant.inv_thickness_table[2] = inverse_range_factor / sample_thickness[2];
ssao.ssao_render_push_constant.inv_thickness_table[3] = inverse_range_factor / sample_thickness[3];
ssao.ssao_render_push_constant.inv_thickness_table[4] = inverse_range_factor / sample_thickness[4];
ssao.ssao_render_push_constant.inv_thickness_table[5] = inverse_range_factor / sample_thickness[5];
ssao.ssao_render_push_constant.inv_thickness_table[6] = inverse_range_factor / sample_thickness[6];
ssao.ssao_render_push_constant.inv_thickness_table[7] = inverse_range_factor / sample_thickness[7];
ssao.ssao_render_push_constant.inv_thickness_table[8] = inverse_range_factor / sample_thickness[8];
ssao.ssao_render_push_constant.inv_thickness_table[9] = inverse_range_factor / sample_thickness[9];
ssao.ssao_render_push_constant.inv_thickness_table[10] = inverse_range_factor / sample_thickness[10];
ssao.ssao_render_push_constant.inv_thickness_table[11] = inverse_range_factor / sample_thickness[11];
// These are the weights that are multiplied against the samples because not all samples are
// equally important. The farther the sample is from the center location, the less they matter.
// We use the thickness of the sphere to determine the weight. The scalars in front are the number
// of samples with this weight because we sum the samples together before multiplying by the weight,
// so as an aggregate all of those samples matter more. After generating this table, the weights
// are normalized.
ssao.ssao_render_push_constant.sample_weight_table[0] = 4.0f * sample_thickness[0]; // Axial
ssao.ssao_render_push_constant.sample_weight_table[1] = 4.0f * sample_thickness[1]; // Axial
ssao.ssao_render_push_constant.sample_weight_table[2] = 4.0f * sample_thickness[2]; // Axial
ssao.ssao_render_push_constant.sample_weight_table[3] = 4.0f * sample_thickness[3]; // Axial
ssao.ssao_render_push_constant.sample_weight_table[4] = 4.0f * sample_thickness[4]; // Diagonal
ssao.ssao_render_push_constant.sample_weight_table[5] = 8.0f * sample_thickness[5]; // L-shaped
ssao.ssao_render_push_constant.sample_weight_table[6] = 8.0f * sample_thickness[6]; // L-shaped
ssao.ssao_render_push_constant.sample_weight_table[7] = 8.0f * sample_thickness[7]; // L-shaped
ssao.ssao_render_push_constant.sample_weight_table[8] = 4.0f * sample_thickness[8]; // Diagonal
ssao.ssao_render_push_constant.sample_weight_table[9] = 8.0f * sample_thickness[9]; // L-shaped
ssao.ssao_render_push_constant.sample_weight_table[10] = 8.0f * sample_thickness[10]; // L-shaped
ssao.ssao_render_push_constant.sample_weight_table[11] = 4.0f * sample_thickness[11]; // Diagonal
// If we aren't using all of the samples, delete their weights before we normalize.
if (!p_use_full_samples) {
ssao.ssao_render_push_constant.sample_weight_table[0] = 0.0f;
ssao.ssao_render_push_constant.sample_weight_table[2] = 0.0f;
ssao.ssao_render_push_constant.sample_weight_table[5] = 0.0f;
ssao.ssao_render_push_constant.sample_weight_table[7] = 0.0f;
ssao.ssao_render_push_constant.sample_weight_table[9] = 0.0f;
}
// Normalize the weights by dividing by the sum of all weights
float total_weight = 0.0f;
for (int i = 0; i < 12; ++i) {
total_weight += ssao.ssao_render_push_constant.sample_weight_table[i];
}
for (int i = 0; i < 12; ++i) {
ssao.ssao_render_push_constant.sample_weight_table[i] /= total_weight;
}
ssao.ssao_render_push_constant.texel_size[0] = 1.0f / float(p_width);
ssao.ssao_render_push_constant.texel_size[1] = 1.0f / float(p_height);
ssao.ssao_render_push_constant.rejection_fadeoff = 1.0f / -p_rejection_radius;
ssao.ssao_render_push_constant.intensity = p_intensity;
ssao.ssao_render_push_constant.intensity = p_intensity;
RID render_uniform_set = RID();
bool uniform_set_needs_update = false;
if (ssao.render_uniform_set_cache.has(p_depth_buffer)) {
render_uniform_set = ssao.render_uniform_set_cache[p_depth_buffer];
if (!RD::get_singleton()->uniform_set_is_valid(render_uniform_set)) {
uniform_set_needs_update = true;
}
} else {
uniform_set_needs_update = true;
}
if (uniform_set_needs_update) {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.ids.push_back(ssao.render_sampler);
u.ids.push_back(p_depth_buffer);
uniforms.push_back(u);
render_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.ssao_render_shader.version_get_shader(ssao.ssao_render_shader_version, 0), 0);
texture_to_compute_uniform_set_cache[p_depth_buffer] = render_uniform_set;
}
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, render_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_destination), 1);
int x_groups = (p_width + 7) / 8;
int y_groups = (p_height + 7) / 8;
int z_groups = p_depth;
if (z_groups == 1) {
x_groups = (p_width + 15) / 16;
y_groups = (p_height + 15) / 16;
}
RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.ssao_render_push_constant, sizeof(SSAORenderPushConstant));
RD::get_singleton()->compute_list_dispatch(p_compute_list, x_groups, y_groups, z_groups);
}
void RasterizerEffectsRD::_upsample_ssao(RD::ComputeListID p_compute_list, RID p_destination, RID p_hi_res_depth, RID p_lo_res_depth, RID p_interleaved_ao, RID p_high_quality_ao, RID p_hi_res_ao, int p_low_width, int p_low_height, int p_high_width, int p_high_height, int p_screen_width, float p_noise_tolerance, float p_blur_tolerance, float p_upscale_tolerance) {
SSAOMode pipeline = SSAO_MAX;
if (p_hi_res_ao == RID()) {
pipeline = p_high_quality_ao == RID() ? SSAO_BLUR_UPSCALE : SSAO_BLUR_UPSCALE_MIN;
} else {
pipeline = p_high_quality_ao == RID() ? SSAO_BLUR_UPSCALE_BLEND : SSAO_BLUR_UPSCALE_MIN_BLEND;
}
RD::get_singleton()->compute_list_bind_compute_pipeline(p_compute_list, ssao.pipelines[pipeline]);
float blur_tolerance = 1.0f - powf(10.0f, p_blur_tolerance) * float(p_screen_width) / float(p_low_width);
blur_tolerance *= blur_tolerance;
float upsample_tolerance = powf(10.0f, p_upscale_tolerance);
float noise_filter_weight = 1.0f / (powf(10.0f, p_noise_tolerance) + upsample_tolerance);
ssao.upsample_push_constant.inv_low_resolution[0] = 1.0 / float(p_low_width);
ssao.upsample_push_constant.inv_low_resolution[1] = 1.0 / float(p_low_height);
ssao.upsample_push_constant.inv_high_resolution[0] = 1.0 / float(p_high_width);
ssao.upsample_push_constant.inv_high_resolution[1] = 1.0 / float(p_high_height);
ssao.upsample_push_constant.noise_filter_strength = noise_filter_weight;
ssao.upsample_push_constant.step_size = float(p_screen_width) / float(p_low_width);
ssao.upsample_push_constant.blur_tolerance = blur_tolerance;
ssao.upsample_push_constant.upsample_tolerance = upsample_tolerance;
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_lo_res_depth), 0);
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_hi_res_depth), 1);
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_interleaved_ao), 2);
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_destination), 3);
if (p_high_quality_ao != RID()) {
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_high_quality_ao), 4);
}
if (p_hi_res_ao != RID()) {
RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_texture(p_hi_res_ao), 5);
}
int x_groups = ((p_high_width + 17) / 16);
int y_groups = ((p_high_height + 17) / 16);
RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.upsample_push_constant, sizeof(SSAOUpsamplePushConstant));
RD::get_singleton()->compute_list_dispatch(p_compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(p_compute_list);
}
// Implementation comes from Microsofts DirectX samples miniengine here https://github.com/microsoft/DirectX-Graphics-Samples/blob/master/MiniEngine/Core/SSAO.cpp
void RasterizerEffectsRD::generate_ssao(RID p_depth_buffer, const Size2i &p_depth_buffer_size, const Vector<RID> &depth_mipmaps, RID p_linear_z, const Vector<RID> &p_tiled_depth_mipmaps, const Vector<RID> &p_ao_slices, const Vector<RID> &p_high_quality_ao_slices, const Vector<RID> &p_filtered_ao_slices, RID p_ao_full, const CameraMatrix &p_projection, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance, float p_rejection_radius, float p_intensity, int p_levels, RS::EnvironmentSSAOQuality p_quality, bool p_full_samples) {
ssao.downsample1_push_constant.orthogonal = p_projection.is_orthogonal();
ssao.downsample1_push_constant.z_near = p_projection.get_z_near();
ssao.downsample1_push_constant.z_far = p_projection.get_z_far();
const int buffer_width1 = (p_depth_buffer_size.x + 1) / 2;
const int buffer_width2 = (p_depth_buffer_size.x + 3) / 4;
const int buffer_width3 = (p_depth_buffer_size.x + 7) / 8;
const int buffer_width4 = (p_depth_buffer_size.x + 15) / 16;
const int buffer_width5 = (p_depth_buffer_size.x + 31) / 32;
const int buffer_width6 = (p_depth_buffer_size.x + 63) / 64;
const int buffer_height1 = (p_depth_buffer_size.y + 1) / 2;
const int buffer_height2 = (p_depth_buffer_size.y + 3) / 4;
const int buffer_height3 = (p_depth_buffer_size.y + 7) / 8;
const int buffer_height4 = (p_depth_buffer_size.y + 15) / 16;
const int buffer_height5 = (p_depth_buffer_size.y + 31) / 32;
const int buffer_height6 = (p_depth_buffer_size.y + 63) / 64;
void RasterizerEffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness) {
//minify first
ssao.minify_push_constant.orthogonal = p_projection.is_orthogonal();
ssao.minify_push_constant.z_near = p_projection.get_z_near();
ssao.minify_push_constant.z_far = p_projection.get_z_far();
ssao.minify_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
ssao.minify_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
ssao.minify_push_constant.source_size[0] = p_depth_buffer_size.x;
ssao.minify_push_constant.source_size[1] = p_depth_buffer_size.y;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
/* FIRST PASS */
// Downsample the depth buffer.
{
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_DOWNSAMPLE1]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_linear_z), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[0]), 2);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_tiled_depth_mipmaps[0]), 3);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[1]), 4);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_tiled_depth_mipmaps[1]), 5);
// Minify the depth buffer.
int x_groups = (buffer_width4 * 8 + 7) / 8;
int y_groups = (buffer_height4 * 8 + 7) / 8;
for (int i = 0; i < depth_mipmaps.size(); i++) {
if (i == 0) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_FIRST]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
} else {
if (i == 1) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_MIPMAP]);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample1_push_constant, sizeof(SSAODownsample1PushConstant));
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i - 1]), 0);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i]), 1);
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
if (p_levels > 2) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_DOWNSAMPLE2]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[1]), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[2]), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_tiled_depth_mipmaps[2]), 2);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[3]), 3);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_tiled_depth_mipmaps[3]), 4);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.minify_push_constant, sizeof(SSAOMinifyPushConstant));
// shrink after set
ssao.minify_push_constant.source_size[0] = MAX(1, ssao.minify_push_constant.source_size[0] >> 1);
ssao.minify_push_constant.source_size[1] = MAX(1, ssao.minify_push_constant.source_size[1] >> 1);
int x_groups = (buffer_width6 * 8 + 7) / 8;
int y_groups = (buffer_height6 * 8 + 7) / 8;
int x_groups = (ssao.minify_push_constant.source_size[0] - 1) / 8 + 1;
int y_groups = (ssao.minify_push_constant.source_size[1] - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
}
/* SECOND PASS */
// compute AO for each level used
// Gather samples
{
const float fov_tangent = 0.5 / p_projection.matrix[0][0];
if (p_levels > 3) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER1]);
_compute_ssao(compute_list, p_filtered_ao_slices[3], p_tiled_depth_mipmaps[3], fov_tangent, buffer_width6, buffer_height6, 16, p_rejection_radius, p_intensity, p_full_samples);
if (p_quality >= RS::ENV_SSAO_QUALITY_LOW) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER2]);
_compute_ssao(compute_list, p_high_quality_ao_slices[3], depth_mipmaps[3], fov_tangent, buffer_width4, buffer_height4, 1, p_rejection_radius, p_intensity, p_full_samples);
}
}
if (p_levels > 2) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER1]);
_compute_ssao(compute_list, p_filtered_ao_slices[2], p_tiled_depth_mipmaps[2], fov_tangent, buffer_width5, buffer_height5, 16, p_rejection_radius, p_intensity, p_full_samples);
if (p_quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER2]);
_compute_ssao(compute_list, p_high_quality_ao_slices[2], depth_mipmaps[2], fov_tangent, buffer_width3, buffer_height3, 1, p_rejection_radius, p_intensity, p_full_samples);
}
}
if (p_levels > 1) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER1]);
_compute_ssao(compute_list, p_filtered_ao_slices[1], p_tiled_depth_mipmaps[1], fov_tangent, buffer_width4, buffer_height4, 16, p_rejection_radius, p_intensity, p_full_samples);
if (p_quality >= RS::ENV_SSAO_QUALITY_HIGH) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER2]);
_compute_ssao(compute_list, p_high_quality_ao_slices[1], depth_mipmaps[1], fov_tangent, buffer_width2, buffer_height2, 1, p_rejection_radius, p_intensity, p_full_samples);
}
}
{
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER1]);
_compute_ssao(compute_list, p_filtered_ao_slices[0], p_tiled_depth_mipmaps[0], fov_tangent, buffer_width3, buffer_height3, 16, p_rejection_radius, p_intensity, p_full_samples);
if (p_quality >= RS::ENV_SSAO_QUALITY_ULTRA) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_RENDER2]);
_compute_ssao(compute_list, p_high_quality_ao_slices[0], depth_mipmaps[0], fov_tangent, buffer_width1, buffer_height1, 1, p_rejection_radius, p_intensity, p_full_samples);
}
}
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[(SSAO_GATHER_LOW + p_quality) + (p_half_size ? 4 : 0)]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 1);
if (!p_half_size) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 2);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_normal_buffer), 3);
ssao.gather_push_constant.screen_size[0] = p_depth_buffer_size.x;
ssao.gather_push_constant.screen_size[1] = p_depth_buffer_size.y;
if (p_half_size) {
ssao.gather_push_constant.screen_size[0] >>= 1;
ssao.gather_push_constant.screen_size[1] >>= 1;
}
ssao.gather_push_constant.z_far = p_projection.get_z_far();
ssao.gather_push_constant.z_near = p_projection.get_z_near();
ssao.gather_push_constant.orthogonal = p_projection.is_orthogonal();
ssao.gather_push_constant.proj_info[0] = -2.0f / (ssao.gather_push_constant.screen_size[0] * p_projection.matrix[0][0]);
ssao.gather_push_constant.proj_info[1] = -2.0f / (ssao.gather_push_constant.screen_size[1] * p_projection.matrix[1][1]);
ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
ssao.gather_push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
//ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
//ssao.gather_push_constant.proj_info[3] = -(1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
ssao.gather_push_constant.radius = p_radius;
ssao.gather_push_constant.proj_scale = float(p_projection.get_pixels_per_meter(ssao.gather_push_constant.screen_size[0]));
ssao.gather_push_constant.bias = p_bias;
ssao.gather_push_constant.intensity_div_r6 = p_intensity / pow(p_radius, 6.0f);
ssao.gather_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
ssao.gather_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
int x_groups = (ssao.gather_push_constant.screen_size[0] - 1) / 8 + 1;
int y_groups = (ssao.gather_push_constant.screen_size[1] - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
/* THIRD PASS */
// blend and upsample levels for final result
// Blur horizontal
{
RID NextSRV = p_filtered_ao_slices[3];
ssao.blur_push_constant.edge_sharpness = p_edge_sharpness;
ssao.blur_push_constant.filter_scale = p_blur;
ssao.blur_push_constant.screen_size[0] = ssao.gather_push_constant.screen_size[0];
ssao.blur_push_constant.screen_size[1] = ssao.gather_push_constant.screen_size[1];
ssao.blur_push_constant.z_far = p_projection.get_z_far();
ssao.blur_push_constant.z_near = p_projection.get_z_near();
ssao.blur_push_constant.orthogonal = p_projection.is_orthogonal();
ssao.blur_push_constant.axis[0] = 1;
ssao.blur_push_constant.axis[1] = 0;
if (p_levels > 3) {
_upsample_ssao(compute_list, p_ao_slices[2], depth_mipmaps[2], depth_mipmaps[3], NextSRV, p_quality >= RS::ENV_SSAO_QUALITY_LOW ? p_high_quality_ao_slices[3] : RID(),
p_filtered_ao_slices[2], buffer_width4, buffer_height4, buffer_width3, buffer_height3, p_depth_buffer_size.x,
p_noise_tolerance, p_blur_tolerance, p_upsample_tolerance);
NextSRV = p_ao_slices[2];
if (p_blur != RS::ENV_SSAO_BLUR_DISABLED) {
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[p_half_size ? SSAO_BLUR_PASS_HALF : SSAO_BLUR_PASS]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
if (p_half_size) {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 1);
} else {
NextSRV = p_filtered_ao_slices[2];
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
}
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao2), 3);
if (p_levels > 2) {
_upsample_ssao(compute_list, p_ao_slices[1], depth_mipmaps[1], depth_mipmaps[2], NextSRV, p_quality >= RS::ENV_SSAO_QUALITY_MEDIUM ? p_high_quality_ao_slices[2] : RID(),
p_filtered_ao_slices[1], buffer_width3, buffer_height3, buffer_width2, buffer_height2, p_depth_buffer_size.x,
p_noise_tolerance, p_blur_tolerance, p_upsample_tolerance);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
NextSRV = p_ao_slices[1];
} else {
NextSRV = p_filtered_ao_slices[1];
}
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (p_levels > 1) {
_upsample_ssao(compute_list, p_ao_slices[0], depth_mipmaps[0], depth_mipmaps[1], NextSRV, p_quality >= RS::ENV_SSAO_QUALITY_HIGH ? p_high_quality_ao_slices[1] : RID(),
p_filtered_ao_slices[0], buffer_width2, buffer_height2, buffer_width1, buffer_height1, p_depth_buffer_size.x,
p_noise_tolerance, p_blur_tolerance, p_upsample_tolerance);
/* THIRD PASS */
// Blur vertical
NextSRV = p_ao_slices[0];
} else {
NextSRV = p_filtered_ao_slices[0];
}
ssao.blur_push_constant.axis[0] = 0;
ssao.blur_push_constant.axis[1] = 1;
_upsample_ssao(compute_list, p_ao_full, p_linear_z, depth_mipmaps[0], NextSRV, p_quality >= RS::ENV_SSAO_QUALITY_ULTRA ? p_high_quality_ao_slices[0] : RID(),
RID(), buffer_width1, buffer_height1, p_depth_buffer_size.x, p_depth_buffer_size.y, p_depth_buffer_size.x,
p_noise_tolerance, p_blur_tolerance, p_upsample_tolerance);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao2), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 3);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
}
if (p_half_size) { //must upscale
/* FOURTH PASS */
// upscale if half size
//back to full size
ssao.blur_push_constant.screen_size[0] = p_depth_buffer_size.x;
ssao.blur_push_constant.screen_size[1] = p_depth_buffer_size.y;
RD::get_singleton()->compute_list_add_barrier(compute_list);
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_BLUR_UPSCALE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 3);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 2);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); //not used but set anyway
x_groups = (p_depth_buffer_size.x - 1) / 8 + 1;
y_groups = (p_depth_buffer_size.y - 1) / 8 + 1;
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
}
RD::get_singleton()->compute_list_end();
@ -1624,67 +1448,54 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
}
{
RD::SamplerState ssao_sampler;
ssao_sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
ssao_sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
ssao_sampler.max_lod = 0;
ssao_sampler.border_color = RD::SAMPLER_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
ssao_sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER;
ssao_sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER;
ssao_sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER;
ssao.render_sampler = RD::get_singleton()->sampler_create(ssao_sampler);
// Initialize ssao
uint32_t pipeline = 0;
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define MINIFY_START\n");
ssao_modes.push_back("\n");
ssao.downsample1_shader.initialize(ssao_modes);
ssao.minify_shader.initialize(ssao_modes);
ssao.downsample1_shader_version = ssao.downsample1_shader.version_create();
ssao.minify_shader_version = ssao.minify_shader.version_create();
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample1_shader.version_get_shader(ssao.downsample1_shader_version, 0));
pipeline++;
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n");
ssao.downsample2_shader.initialize(ssao_modes);
ssao.downsample2_shader_version = ssao.downsample2_shader.version_create();
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample2_shader.version_get_shader(ssao.downsample2_shader_version, 0));
pipeline++;
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define INTERLEAVE_RESULT\n");
ssao_modes.push_back("\n");
ssao.ssao_render_shader.initialize(ssao_modes);
ssao.ssao_render_shader_version = ssao.ssao_render_shader.version_create();
for (int i = SSAO_RENDER1; i <= SSAO_RENDER2; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.ssao_render_shader.version_get_shader(ssao.ssao_render_shader_version, i - SSAO_RENDER1));
for (int i = 0; i <= SSAO_MINIFY_MIPMAP; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.minify_shader.version_get_shader(ssao.minify_shader_version, i));
pipeline++;
}
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n");
ssao_modes.push_back("\n");
ssao_modes.push_back("\n#define COMBINE_LOWER_RESOLUTIONS\n");
ssao_modes.push_back("\n#define BLEND_WITH_HIGHER_RESOLUTION\n");
ssao_modes.push_back("\n#define COMBINE_LOWER_RESOLUTIONS\n#define BLEND_WITH_HIGHER_RESOLUTION\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n#define USE_HALF_SIZE\n");
ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n#define USE_HALF_SIZE\n");
ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n#define USE_HALF_SIZE\n");
ssao.upsample_shader.initialize(ssao_modes);
ssao.gather_shader.initialize(ssao_modes);
ssao.upsample_shader_version = ssao.upsample_shader.version_create();
ssao.gather_shader_version = ssao.gather_shader.version_create();
for (int i = SSAO_BLUR_UPSCALE; i <= SSAO_BLUR_UPSCALE_MIN_BLEND; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.upsample_shader.version_get_shader(ssao.upsample_shader_version, i - SSAO_BLUR_UPSCALE));
for (int i = SSAO_GATHER_LOW; i <= SSAO_GATHER_ULTRA_HALF; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER_LOW));
pipeline++;
}
}
{
Vector<String> ssao_modes;
ssao_modes.push_back("\n#define MODE_FULL_SIZE\n");
ssao_modes.push_back("\n");
ssao_modes.push_back("\n#define MODE_UPSCALE\n");
ssao.blur_shader.initialize(ssao_modes);
ssao.blur_shader_version = ssao.blur_shader.version_create();
for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_UPSCALE; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
pipeline++;
}
@ -1926,7 +1737,6 @@ RasterizerEffectsRD::~RasterizerEffectsRD() {
RD::get_singleton()->free(default_sampler);
RD::get_singleton()->free(default_mipmap_sampler);
RD::get_singleton()->free(ssao.render_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
RD::get_singleton()->free(filter.coefficient_buffer);
@ -1942,10 +1752,9 @@ RasterizerEffectsRD::~RasterizerEffectsRD() {
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
sort.shader.version_free(sort.shader_version);
specular_merge.shader.version_free(specular_merge.shader_version);
ssao.upsample_shader.version_free(ssao.upsample_shader_version);
ssao.ssao_render_shader.version_free(ssao.ssao_render_shader_version);
ssao.downsample1_shader.version_free(ssao.downsample1_shader_version);
ssao.downsample2_shader.version_free(ssao.downsample2_shader_version);
ssao.blur_shader.version_free(ssao.blur_shader_version);
ssao.gather_shader.version_free(ssao.gather_shader_version);
ssao.minify_shader.version_free(ssao.minify_shader_version);
ssr.shader.version_free(ssr.shader_version);
ssr_filter.shader.version_free(ssr_filter.shader_version);
ssr_scale.shader.version_free(ssr_scale.shader_version);

View File

@ -49,10 +49,9 @@
#include "servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/sort.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/specular_merge.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_downsample1.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_downsample2.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_render.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_upsample.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/tonemap.glsl.gen.h"
@ -282,60 +281,72 @@ class RasterizerEffectsRD {
} bokeh;
enum SSAOMode {
SSAO_DOWNSAMPLE1,
SSAO_DOWNSAMPLE2,
SSAO_RENDER1,
SSAO_RENDER2,
SSAO_MINIFY_FIRST,
SSAO_MINIFY_MIPMAP,
SSAO_GATHER_LOW,
SSAO_GATHER_MEDIUM,
SSAO_GATHER_HIGH,
SSAO_GATHER_ULTRA,
SSAO_GATHER_LOW_HALF,
SSAO_GATHER_MEDIUM_HALF,
SSAO_GATHER_HIGH_HALF,
SSAO_GATHER_ULTRA_HALF,
SSAO_BLUR_PASS,
SSAO_BLUR_PASS_HALF,
SSAO_BLUR_UPSCALE,
SSAO_BLUR_UPSCALE_MIN,
SSAO_BLUR_UPSCALE_BLEND,
SSAO_BLUR_UPSCALE_MIN_BLEND,
SSAO_MAX
};
struct SSAODownsample1PushConstant {
struct SSAOMinifyPushConstant {
float pixel_size[2];
float z_far;
float z_near;
int32_t source_size[2];
uint32_t orthogonal;
uint32_t pad;
};
struct SSAORenderPushConstant {
float inv_thickness_table[12];
float sample_weight_table[12];
float texel_size[2];
float rejection_fadeoff;
float intensity;
struct SSAOGatherPushConstant {
int32_t screen_size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float intensity_div_r6;
float radius;
float bias;
float proj_info[4];
float pixel_size[2];
float proj_scale;
uint32_t pad;
};
struct SSAOUpsamplePushConstant {
float inv_low_resolution[2];
float inv_high_resolution[2];
float noise_filter_strength;
float step_size;
float blur_tolerance;
float upsample_tolerance;
struct SSAOBlurPushConstant {
float edge_sharpness;
int32_t filter_scale;
float z_far;
float z_near;
uint32_t orthogonal;
uint32_t pad[3];
int32_t axis[2];
int32_t screen_size[2];
};
struct SSAO {
SSAODownsample1PushConstant downsample1_push_constant;
SsaoDownsample1ShaderRD downsample1_shader;
RID downsample1_shader_version;
SSAOMinifyPushConstant minify_push_constant;
SsaoMinifyShaderRD minify_shader;
RID minify_shader_version;
SsaoDownsample2ShaderRD downsample2_shader;
RID downsample2_shader_version;
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
SSAORenderPushConstant ssao_render_push_constant;
SsaoRenderShaderRD ssao_render_shader;
RID ssao_render_shader_version;
SSAOUpsamplePushConstant upsample_push_constant;
SsaoUpsampleShaderRD upsample_shader;
RID upsample_shader_version;
SSAOBlurPushConstant blur_push_constant;
SsaoBlurShaderRD blur_shader;
RID blur_shader_version;
RID pipelines[SSAO_MAX];
RID render_sampler;
Map<RID, RID> render_uniform_set_cache;
} ssao;
struct RoughnessLimiterPushConstant {
@ -645,9 +656,7 @@ public:
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
_FORCE_INLINE_ void _compute_ssao(RD::ComputeListID p_compute_list, RID p_destination, RID p_depth_buffer, const float p_tan_half_fov_h, int p_width, int p_height, int p_depth, float p_rejection_radius, float p_intensity, bool p_full_samples);
_FORCE_INLINE_ void _upsample_ssao(RD::ComputeListID p_compute_list, RID p_destination, RID p_hi_res_depth, RID p_lo_res_depth, RID p_interleaved_ao, RID p_high_quality_ao, RID p_hi_res_ao, int p_low_width, int p_low_height, int p_high_width, int p_high_high, int p_screen_width, float p_noise_tolerance, float p_blur_tolerance, float p_upscale_tolerance);
void generate_ssao(RID p_depth_buffer, const Size2i &p_depth_buffer_size, const Vector<RID> &depth_mipmaps, RID p_linear_z, const Vector<RID> &p_tiled_depth_mipmaps, const Vector<RID> &p_ao_slices, const Vector<RID> &p_high_quality_ao_slices, const Vector<RID> &p_filtered_ao_slices, RID p_ao_full, const CameraMatrix &p_projection, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance, float p_rejection_radius, float p_intensity, int p_levels, RS::EnvironmentSSAOQuality p_quality, bool p_full_samples);
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);

View File

@ -3100,25 +3100,22 @@ RS::EnvironmentSSRRoughnessQuality RasterizerSceneRD::environment_get_ssr_roughn
return ssr_roughness_quality;
}
void RasterizerSceneRD::environment_set_ssao(RID p_env, bool p_enable, float p_rejection_radius, float p_intensity, int p_levels, float p_light_affect, float p_ao_channel_affect) {
void RasterizerSceneRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ssao_enabled = p_enable;
env->ssao_rejection_radius = p_rejection_radius;
env->ssao_radius = p_radius;
env->ssao_intensity = p_intensity;
env->ssao_levels = p_levels;
env->ssao_bias = p_bias;
env->ssao_direct_light_affect = p_light_affect;
env->ssao_ao_channel_affect = p_ao_channel_affect;
env->ssao_blur = p_blur;
}
void RasterizerSceneRD::environment_set_ssao_settings(RS::EnvironmentSSAOQuality p_quality, bool p_full_samples, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance) {
void RasterizerSceneRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) {
ssao_quality = p_quality;
ssao_full_samples = p_full_samples;
ssao_noise_tolerance = Math::lerp(-8.0f, 0.0f, p_noise_tolerance);
ssao_blur_tolerance = Math::lerp(-8.0f, -1.0f, p_blur_tolerance);
ssao_upsample_tolerance = Math::lerp(-12.0f, -1.0f, p_upsample_tolerance);
ssao_half_size = p_half_size;
}
bool RasterizerSceneRD::environment_is_ssao_enabled(RID p_env) const {
@ -5038,33 +5035,21 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->luminance.current = RID();
}
if (rb->ssao.ao_full.is_valid()) {
RD::get_singleton()->free(rb->ssao.ao_full);
RD::get_singleton()->free(rb->ssao.linear_depth);
if (rb->ssao.ao[0].is_valid()) {
RD::get_singleton()->free(rb->ssao.depth);
RD::get_singleton()->free(rb->ssao.ao[0]);
if (rb->ssao.ao[1].is_valid()) {
RD::get_singleton()->free(rb->ssao.ao[1]);
}
if (rb->ssao.ao_full.is_valid()) {
RD::get_singleton()->free(rb->ssao.ao_full);
}
rb->ssao.depth = RID();
rb->ssao.ao[0] = RID();
rb->ssao.ao[1] = RID();
rb->ssao.ao_full = RID();
rb->ssao.linear_depth = RID();
for (int i = 0; i < rb->ssao.depth_slices.size(); i++) {
RD::get_singleton()->free(rb->ssao.depth_slices[i]);
}
for (int i = 0; i < rb->ssao.depth_tiled_slices.size(); i++) {
RD::get_singleton()->free(rb->ssao.depth_tiled_slices[i]);
}
for (int i = 0; i < rb->ssao.ao_slices.size(); i++) {
RD::get_singleton()->free(rb->ssao.ao_slices[i]);
}
for (int i = 0; i < rb->ssao.filtered_ao_slices.size(); i++) {
RD::get_singleton()->free(rb->ssao.filtered_ao_slices[i]);
}
for (int i = 0; i < rb->ssao.high_quality_ao_slices.size(); i++) {
RD::get_singleton()->free(rb->ssao.high_quality_ao_slices[i]);
}
rb->ssao.depth_slices.clear();
rb->ssao.depth_tiled_slices.clear();
rb->ssao.ao_slices.clear();
rb->ssao.filtered_ao_slices.clear();
rb->ssao.high_quality_ao_slices.clear();
}
if (rb->ssr.blur_radius[0].is_valid()) {
@ -5163,117 +5148,64 @@ void RasterizerSceneRD::_process_ssao(RID p_render_buffers, RID p_environment, R
RENDER_TIMESTAMP("Process SSAO");
int size_x = rb->width;
int size_y = rb->height;
const int buffer_widths[6] = {
(size_x + 1) / 2,
(size_x + 3) / 4,
(size_x + 7) / 8,
(size_x + 15) / 16,
(size_x + 31) / 32,
(size_x + 63) / 64
};
const int buffer_heights[6] = {
(size_y + 1) / 2,
(size_y + 3) / 4,
(size_y + 7) / 8,
(size_y + 15) / 16,
(size_y + 31) / 32,
(size_y + 63) / 64
};
if (rb->ssao.ao[0].is_valid() && rb->ssao.ao_full.is_valid() != ssao_half_size) {
RD::get_singleton()->free(rb->ssao.depth);
RD::get_singleton()->free(rb->ssao.ao[0]);
if (rb->ssao.ao[1].is_valid()) {
RD::get_singleton()->free(rb->ssao.ao[1]);
}
if (rb->ssao.ao_full.is_valid()) {
RD::get_singleton()->free(rb->ssao.ao_full);
}
if (!rb->ssao.ao_full.is_valid()) {
//allocate SSAO buffers
rb->ssao.depth = RID();
rb->ssao.ao[0] = RID();
rb->ssao.ao[1] = RID();
rb->ssao.ao_full = RID();
rb->ssao.depth_slices.clear();
}
if (!rb->ssao.ao[0].is_valid()) {
//allocate depth slices
{
for (uint32_t i = 0; i < 4; i++) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
tf.width = buffer_widths[i];
tf.height = buffer_heights[i];
tf.mipmaps = 1;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
tf.width = rb->width / 2;
tf.height = rb->height / 2;
tf.mipmaps = Image::get_image_required_mipmaps(tf.width, tf.height, Image::FORMAT_RF) + 1;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
for (uint32_t i = 0; i < tf.mipmaps; i++) {
RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i);
rb->ssao.depth_slices.push_back(slice);
}
}
{
for (uint32_t i = 2; i < 6; i++) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16_SFLOAT;
tf.type = RD::TEXTURE_TYPE_2D_ARRAY;
tf.array_layers = 16;
tf.width = buffer_widths[i];
tf.height = buffer_heights[i];
tf.mipmaps = 1;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ssao.depth_tiled_slices.push_back(slice);
}
}
{
for (uint32_t i = 0; i < 3; i++) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = buffer_widths[i];
tf.height = buffer_heights[i];
tf.mipmaps = 1;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ssao.ao_slices.push_back(slice);
}
}
{
for (uint32_t i = 0; i < 4; i++) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = buffer_widths[i];
tf.height = buffer_heights[i];
tf.mipmaps = 1;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ssao.high_quality_ao_slices.push_back(slice);
}
}
{
for (uint32_t i = 0; i < 4; i++) {
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = buffer_widths[i];
tf.height = buffer_heights[i];
tf.mipmaps = 1;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
RID slice = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ssao.filtered_ao_slices.push_back(slice);
}
}
{
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = size_x;
tf.height = size_y;
tf.width = ssao_half_size ? rb->width / 2 : rb->width;
tf.height = ssao_half_size ? rb->height / 2 : rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_full = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ssao.ao[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ssao.ao[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
{
if (ssao_half_size) {
//upsample texture
RD::TextureFormat tf;
tf.format = RD::DATA_FORMAT_R16_UNORM;
tf.width = size_x;
tf.height = size_y;
tf.format = RD::DATA_FORMAT_R8_UNORM;
tf.width = rb->width;
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ssao.ao_full = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
_render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->generate_ssao(rb->depth_texture, Size2i(size_x, size_y), rb->ssao.depth_slices, rb->ssao.linear_depth, rb->ssao.depth_tiled_slices, rb->ssao.ao_slices, rb->ssao.high_quality_ao_slices, rb->ssao.filtered_ao_slices, rb->ssao.ao_full, p_projection, ssao_noise_tolerance, ssao_blur_tolerance, ssao_upsample_tolerance, env->ssao_rejection_radius, env->ssao_intensity, env->ssao_levels, ssao_quality, ssao_full_samples);
storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, Size2i(rb->width, rb->height), rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao[0], rb->ssao.ao_full.is_valid(), rb->ssao.ao[1], rb->ssao.ao_full, env->ssao_intensity, env->ssao_radius, env->ssao_bias, p_projection, ssao_quality, env->ssao_blur, env->ssao_blur_edge_sharpness);
}
void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_buffers, RID p_environment, RID p_camera_effects, const CameraMatrix &p_projection) {
@ -5438,9 +5370,9 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_full.is_valid()) {
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao[0].is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
RID ao_buf = rb->ssao.ao_full;
RID ao_buf = rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
@ -5616,7 +5548,7 @@ RID RasterizerSceneRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
return rb->ssao.ao_full;
return rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
}
RID RasterizerSceneRD::render_buffers_get_gi_probe_buffer(RID p_render_buffers) {
@ -8402,7 +8334,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_shape"))));
camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter"));
environment_set_ssao_settings(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/ssao/quality"))), GLOBAL_GET("rendering/ssao/full_samples"), GLOBAL_GET("rendering/ssao/noise_tolerance"), GLOBAL_GET("rendering/ssao/blur_tolerance"), GLOBAL_GET("rendering/ssao/upsample_tolerance"));
environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
screen_space_roughness_limiter = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled");
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount");
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit");

View File

@ -736,11 +736,13 @@ private:
/// SSAO
bool ssao_enabled = false;
float ssao_rejection_radius = 2.5;
float ssao_intensity = 1.0;
int ssao_levels = 3;
float ssao_radius = 1;
float ssao_intensity = 1;
float ssao_bias = 0.01;
float ssao_direct_light_affect = 0.0;
float ssao_ao_channel_affect = 0.0;
float ssao_blur_edge_sharpness = 4.0;
RS::EnvironmentSSAOBlur ssao_blur = RS::ENV_SSAO_BLUR_3x3;
/// SSR
///
@ -764,11 +766,7 @@ private:
};
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_full_samples = false;
float ssao_noise_tolerance = -3.0;
float ssao_blur_tolerance = -5.0;
float ssao_upsample_tolerance = -7.0;
bool ssao_half_size = false;
bool glow_bicubic_upscale = false;
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
@ -850,13 +848,10 @@ private:
} luminance;
struct SSAO {
RID depth;
Vector<RID> depth_slices;
Vector<RID> depth_tiled_slices;
Vector<RID> filtered_ao_slices;
Vector<RID> ao_slices;
Vector<RID> high_quality_ao_slices;
RID linear_depth;
RID ao_full;
RID ao[2];
RID ao_full; //when using half-size
} ssao;
struct SSR {
@ -1559,8 +1554,8 @@ public:
virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size);
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);
void environment_set_ssao(RID p_env, bool p_enable, float p_rejection_radius, float p_intensity, int p_levels, float p_light_affect, float p_ao_channel_affect);
void environment_set_ssao_settings(RS::EnvironmentSSAOQuality p_quality, bool p_full_samples, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance);
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size);
bool environment_is_ssao_enabled(RID p_env) const;
float environment_get_ssao_ao_affect(RID p_env) const;
float environment_get_ssao_light_affect(RID p_env) const;

View File

@ -19,10 +19,9 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("giprobe_sdf.glsl")
env.RD_GLSL("luminance_reduce.glsl")
env.RD_GLSL("bokeh_dof.glsl")
env.RD_GLSL("ssao_render.glsl")
env.RD_GLSL("ssao_downsample1.glsl")
env.RD_GLSL("ssao_downsample2.glsl")
env.RD_GLSL("ssao_upsample.glsl")
env.RD_GLSL("ssao.glsl")
env.RD_GLSL("ssao_minify.glsl")
env.RD_GLSL("ssao_blur.glsl")
env.RD_GLSL("roughness_limiter.glsl")
env.RD_GLSL("screen_space_reflection.glsl")
env.RD_GLSL("screen_space_reflection_filter.glsl")

View File

@ -2717,7 +2717,7 @@ FRAGMENT_SHADER_CODE
#if defined(AO_USED)
if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), gl_FragCoord.xy * scene_data.screen_pixel_size).r;
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = mix(ao, min(ao, ssao), scene_data.ssao_ao_affect);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
}
@ -2729,7 +2729,7 @@ FRAGMENT_SHADER_CODE
#else
if (scene_data.ssao_enabled) {
float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), gl_FragCoord.xy * scene_data.screen_pixel_size).r;
float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
float ao_light_affect = mix(1.0, ao, scene_data.ssao_light_affect);
specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);

View File

@ -0,0 +1,249 @@
#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define TWO_PI 6.283185307179586476925286766559
#ifdef SSAO_QUALITY_HIGH
#define NUM_SAMPLES (20)
#endif
#ifdef SSAO_QUALITY_ULTRA
#define NUM_SAMPLES (48)
#endif
#ifdef SSAO_QUALITY_LOW
#define NUM_SAMPLES (8)
#endif
#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) && !defined(SSAO_QUALITY_ULTRA)
#define NUM_SAMPLES (12)
#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.
// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively
#define LOG_MAX_OFFSET (3)
// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp
#define MAX_MIP_LEVEL (4)
// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
const int ROTATIONS[] = int[](
1, 1, 2, 3, 2, 5, 2, 3, 2,
3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
19, 27, 21, 25, 39, 29, 17, 21, 27);
//#define NUM_SPIRAL_TURNS (7)
const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
layout(set = 0, binding = 0) uniform sampler2D source_depth_mipmaps;
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
#ifndef USE_HALF_SIZE
layout(set = 2, binding = 0) uniform sampler2D source_depth;
#endif
layout(set = 3, binding = 0) uniform sampler2D source_normal;
layout(push_constant, binding = 1, std430) uniform Params {
ivec2 screen_size;
float z_far;
float z_near;
bool orthogonal;
float intensity_div_r6;
float radius;
float bias;
vec4 proj_info;
vec2 pixel_size;
float proj_scale;
uint pad;
}
params;
vec3 reconstructCSPosition(vec2 S, float z) {
if (params.orthogonal) {
return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
} else {
return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
}
}
vec3 getPosition(ivec2 ssP) {
vec3 P;
#ifdef USE_HALF_SIZE
P.z = texelFetch(source_depth_mipmaps, ssP, 0).r;
P.z = -P.z;
#else
P.z = texelFetch(source_depth, ssP, 0).r;
P.z = P.z * 2.0 - 1.0;
if (params.orthogonal) {
P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
}
P.z = -P.z;
#endif
// Offset to pixel center
P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
return P;
}
/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */
vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) {
// Radius relative to ssR
float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
ssR = alpha;
return vec2(cos(angle), sin(angle));
}
/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */
vec3 getOffsetPosition(ivec2 ssP, float ssR) {
// Derivation:
// mipLevel = floor(log(ssR / MAX_OFFSET));
int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
vec3 P;
// We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
// Manually clamp to the texture size because texelFetch bypasses the texture unit
ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (params.screen_size >> mipLevel) - ivec2(1));
#ifdef USE_HALF_SIZE
P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel).r;
P.z = -P.z;
#else
if (mipLevel < 1) {
//read from depth buffer
P.z = texelFetch(source_depth, mipP, 0).r;
P.z = P.z * 2.0 - 1.0;
if (params.orthogonal) {
P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
}
P.z = -P.z;
} else {
//read from mipmaps
P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r;
P.z = -P.z;
}
#endif
// Offset to pixel center
P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
return P;
}
/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds
to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius
Note that units of H() in the HPG12 paper are meters, not
unitless. The whole falloff/sampling function is therefore
unitless. In this implementation, we factor out (9 / radius).
Four versions of the falloff function are implemented below
*/
float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) {
// Offset on the unit disk, spun for this pixel
float ssR;
vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR);
ssR *= ssDiskRadius;
ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
if (any(lessThan(ssP, ivec2(0))) || any(greaterThanEqual(ssP, params.screen_size))) {
return 0.0;
}
// The occluding point in camera space
vec3 Q = getOffsetPosition(ssP, ssR);
vec3 v = Q - C;
float vv = dot(v, v);
float vn = dot(v, n_C);
const float epsilon = 0.01;
float radius2 = p_radius * p_radius;
// A: From the HPG12 paper
// Note large epsilon to avoid overdarkening within cracks
//return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6;
// B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended]
float f = max(radius2 - vv, 0.0);
return f * f * f * max((vn - params.bias) / (epsilon + vv), 0.0);
// C: Medium contrast (which looks better at high radii), no division. Note that the
// contribution still falls off with radius^2, but we've adjusted the rate in a way that is
// more computationally efficient and happens to be aesthetically pleasing.
// return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0);
// D: Low contrast, no division operation
// return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0);
}
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
// World space point being shaded
vec3 C = getPosition(ssC);
#ifdef USE_HALF_SIZE
vec3 n_C = texelFetch(source_normal, ssC << 1, 0).xyz * 2.0 - 1.0;
#else
vec3 n_C = texelFetch(source_normal, ssC, 0).xyz * 2.0 - 1.0;
#endif
n_C = normalize(n_C);
n_C.y = -n_C.y; //because this code reads flipped
// Hash function used in the HPG12 AlchemyAO paper
float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
// Reconstruct normals from positions. These will lead to 1-pixel black lines
// at depth discontinuities, however the blur will wipe those out so they are not visible
// in the final image.
// Choose the screen-space sample radius
// proportional to the projected area of the sphere
float ssDiskRadius = -params.proj_scale * params.radius;
if (!params.orthogonal) {
ssDiskRadius = -params.proj_scale * params.radius / C.z;
}
float sum = 0.0;
for (int i = 0; i < NUM_SAMPLES; ++i) {
sum += sampleAO(ssC, C, n_C, ssDiskRadius, params.radius, i, randomPatternRotationAngle);
}
float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
imageStore(dest_image, ssC, vec4(A));
}

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#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D source_ssao;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
#ifdef MODE_UPSCALE
layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps;
#endif
layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image;
//////////////////////////////////////////////////////////////////////////////////////////////
// Tunable Parameters:
layout(push_constant, binding = 1, std430) uniform Params {
float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */
int filter_scale;
float z_far;
float z_near;
bool orthogonal;
uint pad0;
uint pad1;
uint pad2;
ivec2 axis; /** (1, 0) or (0, 1) */
ivec2 screen_size;
}
params;
/** Filter radius in pixels. This will be multiplied by SCALE. */
#define R (4)
//////////////////////////////////////////////////////////////////////////////////////////////
// Gaussian coefficients
const float gaussian[R + 1] =
//float[](0.356642, 0.239400, 0.072410, 0.009869);
//float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
#ifdef MODE_UPSCALE
//closest one should be the same pixel, but check nearby just in case
float depth = texelFetch(source_depth, ssC, 0).r;
depth = depth * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
vec2 pixel_size = 1.0 / vec2(params.screen_size);
vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
vec2 from_uv = closest_uv;
vec2 ps2 = pixel_size; // * 2.0;
float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth);
vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y));
for (int i = 0; i < 4; i++) {
vec2 neighbour = from_uv + offsets[i];
float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth);
if (neighbour_depth < closest_depth) {
closest_uv = neighbour;
closest_depth = neighbour_depth;
}
}
float visibility = textureLod(source_ssao, closest_uv, 0.0).r;
imageStore(dest_image, ssC, vec4(visibility));
#else
float depth = texelFetch(source_depth, ssC, 0).r;
#ifdef MODE_FULL_SIZE
depth = depth * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
#endif
float depth_divide = 1.0 / params.z_far;
//depth *= depth_divide;
/*
if (depth > params.z_far * 0.999) {
discard; //skybox
}
*/
float sum = texelFetch(source_ssao, ssC, 0).r;
// Base weight for depth falloff. Increase this for more blurriness,
// decrease it for better edge discrimination
float BASE = gaussian[0];
float totalWeight = BASE;
sum *= totalWeight;
ivec2 clamp_limit = params.screen_size - ivec2(1);
for (int r = -R; r <= R; ++r) {
// We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
// so the IF statement has no runtime cost
if (r != 0) {
ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
float temp_depth = texelFetch(source_depth, rpos, 0).r;
#ifdef MODE_FULL_SIZE
temp_depth = temp_depth * 2.0 - 1.0;
if (params.orthogonal) {
temp_depth = ((temp_depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near));
}
//temp_depth *= depth_divide;
#endif
// 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 - params.edge_sharpness * abs(temp_depth - depth));
sum += value * weight;
totalWeight += weight;
}
}
const float epsilon = 0.0001;
float visibility = sum / (totalWeight + epsilon);
imageStore(dest_image, ssC, vec4(visibility));
#endif
}

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//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
// Developed by Minigraph
//
// Author: James Stanard
//
#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(push_constant, binding = 1, std430) uniform Params {
float z_far;
float z_near;
bool orthogonal;
uint pad;
}
params;
layout(set = 0, binding = 0) uniform sampler2D source_depth;
layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2D linear_z;
layout(r32f, set = 2, binding = 0) uniform restrict writeonly image2D downsampled2x;
layout(r16f, set = 3, binding = 0) uniform restrict writeonly image2DArray downsampled2x_atlas;
layout(r32f, set = 4, binding = 0) uniform restrict writeonly image2D downsampled4x;
layout(r16f, set = 5, binding = 0) uniform restrict writeonly image2DArray downsampled4x_atlas;
float Linearize(uvec2 p_pos) {
float depth = texelFetch(source_depth, ivec2(p_pos), 0).r * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / (2.0 * params.z_far);
} else {
depth = 2.0 * params.z_near / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
imageStore(linear_z, ivec2(p_pos), vec4(depth));
return depth;
}
shared float local_cache[256];
void main() {
uvec2 start = gl_WorkGroupID.xy << 4 | gl_LocalInvocationID.xy;
uint dest_index = gl_LocalInvocationID.y << 4 | gl_LocalInvocationID.x;
local_cache[dest_index + 0] = Linearize(start | uvec2(0, 0));
local_cache[dest_index + 8] = Linearize(start | uvec2(8, 0));
local_cache[dest_index + 128] = Linearize(start | uvec2(0, 8));
local_cache[dest_index + 136] = Linearize(start | uvec2(8, 8));
groupMemoryBarrier();
barrier();
uint index = (gl_LocalInvocationID.x << 1) | (gl_LocalInvocationID.y << 5);
float w1 = local_cache[index];
uvec2 pos = gl_GlobalInvocationID.xy;
uint slice = (pos.x & 3) | ((pos.y & 3) << 2);
imageStore(downsampled2x, ivec2(pos), vec4(w1));
imageStore(downsampled2x_atlas, ivec3(pos >> 2, slice), vec4(w1));
if ((gl_LocalInvocationIndex & 011) == 0) {
pos = gl_GlobalInvocationID.xy >> 1;
slice = (pos.x & 3) | ((pos.y & 3) << 2);
imageStore(downsampled4x, ivec2(pos), vec4(w1));
imageStore(downsampled4x_atlas, ivec3(pos >> 2, slice), vec4(w1));
}
}

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//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
// Developed by Minigraph
//
// Author: James Stanard
//
#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D downsampled4x;
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D downsampled8x;
layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray downsampled8x_atlas;
layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D downsampled16x;
layout(r16f, set = 4, binding = 0) uniform restrict writeonly image2DArray downsampled16x_atlas;
void main() {
vec4 w1 = imageLoad(downsampled4x, min(ivec2(gl_GlobalInvocationID.xy << 1), imageSize(downsampled4x) - ivec2(2)));
uvec2 pos = gl_GlobalInvocationID.xy;
uvec2 pos_atlas = pos >> 2;
uint pos_slice = (pos.x & 3) | ((pos.y & 3) << 2);
ivec2 ds8s = imageSize(downsampled8x);
if (pos.x < ds8s.x && pos.y < ds8s.y) {
imageStore(downsampled8x, ivec2(pos), w1);
}
imageStore(downsampled8x_atlas, ivec3(pos_atlas, pos_slice), w1);
if ((gl_LocalInvocationIndex & 011) == 0) {
uvec2 pos = gl_GlobalInvocationID.xy >> 1;
uvec2 pos_atlas = pos >> 2;
uint pos_slice = (pos.x & 3) | ((pos.y & 3) << 2);
imageStore(downsampled16x, ivec2(pos), w1);
imageStore(downsampled16x_atlas, ivec3(pos_atlas, pos_slice), w1);
}
}

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#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(push_constant, binding = 1, std430) uniform Params {
vec2 pixel_size;
float z_far;
float z_near;
ivec2 source_size;
bool orthogonal;
uint pad;
}
params;
#ifdef MINIFY_START
layout(set = 0, binding = 0) uniform sampler2D source_texture;
#else
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
#endif
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
return;
}
#ifdef MINIFY_START
float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
}
#else
float depth = imageLoad(source_image, pos << 1).r;
#endif
imageStore(dest_image, pos, vec4(depth));
}

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//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
// Developed by Minigraph
//
// Author: James Stanard
//
#[compute]
#version 450
VERSION_DEFINES
#ifndef INTERLEAVE_RESULT
#define WIDE_SAMPLING 1
#endif
#if WIDE_SAMPLING
// 32x32 cache size: the 16x16 in the center forms the area of focus with the 8-pixel perimeter used for wide gathering.
#define TILE_DIM 32
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
#else
// 16x16 cache size: the 8x8 in the center forms the area of focus with the 4-pixel perimeter used for gathering.
#define TILE_DIM 16
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#endif
#ifdef INTERLEAVE_RESULT
layout(set = 0, binding = 0) uniform sampler2DArray depth_texture;
#else
layout(set = 0, binding = 0) uniform sampler2D depth_texture;
#endif
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D occlusion;
//SamplerState LinearBorderSampler : register(s1);
layout(push_constant, binding = 1, std430) uniform Params {
vec4 inv_thickness_table[3];
vec4 sample_weight_table[3];
vec2 texel_size;
float rejection_fadeoff;
float intensity;
}
params;
shared float depth_samples[TILE_DIM * TILE_DIM];
float test_sample_pair(float front_depth, float inv_range, uint p_base, uint p_offset) {
// "Disocclusion" measures the penetration distance of the depth sample within the sphere.
// Disocclusion < 0 (full occlusion) -> the sample fell in front of the sphere
// Disocclusion > 1 (no occlusion) -> the sample fell behind the sphere
float disocclusion1 = depth_samples[p_base + p_offset] * inv_range - front_depth;
float disocclusion2 = depth_samples[p_base - p_offset] * inv_range - front_depth;
float pseudo_disocclusion1 = clamp(params.rejection_fadeoff * disocclusion1, 0.0, 1.0);
float pseudo_disocclusion2 = clamp(params.rejection_fadeoff * disocclusion2, 0.0, 1.0);
return clamp(disocclusion1, pseudo_disocclusion2, 1.0) +
clamp(disocclusion2, pseudo_disocclusion1, 1.0) -
pseudo_disocclusion1 * pseudo_disocclusion2;
}
float test_samples(uint p_center_index, uint p_x, uint p_y, float p_inv_depth, float p_inv_thickness) {
#if WIDE_SAMPLING
p_x <<= 1;
p_y <<= 1;
#endif
float inv_range = p_inv_thickness * p_inv_depth;
float front_depth = p_inv_thickness - 0.5;
if (p_y == 0) {
// Axial
return 0.5 * (test_sample_pair(front_depth, inv_range, p_center_index, p_x) +
test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM));
} else if (p_x == p_y) {
// Diagonal
return 0.5 * (test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM - p_x) +
test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM + p_x));
} else {
// L-Shaped
return 0.25 * (test_sample_pair(front_depth, inv_range, p_center_index, p_y * TILE_DIM + p_x) +
test_sample_pair(front_depth, inv_range, p_center_index, p_y * TILE_DIM - p_x) +
test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM + p_y) +
test_sample_pair(front_depth, inv_range, p_center_index, p_x * TILE_DIM - p_y));
}
}
void main() {
#if WIDE_SAMPLING
vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 7.5) * params.texel_size, vec2(params.texel_size * 0.5), vec2(1.0 - params.texel_size * 0.5));
#else
vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) * params.texel_size, vec2(params.texel_size * 0.5), vec2(1.0 - params.texel_size * 0.5));
#endif
// Fetch four depths and store them in LDS
#ifdef INTERLEAVE_RESULT
vec4 depths = textureGather(depth_texture, vec3(quad_center_uv, gl_GlobalInvocationID.z)); // textureGather
#else
vec4 depths = textureGather(depth_texture, quad_center_uv);
#endif
uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * TILE_DIM;
depth_samples[dest_index] = depths.w;
depth_samples[dest_index + 1] = depths.z;
depth_samples[dest_index + TILE_DIM] = depths.x;
depth_samples[dest_index + TILE_DIM + 1] = depths.y;
groupMemoryBarrier();
barrier();
#if WIDE_SAMPLING
uint index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * TILE_DIM + 8 * TILE_DIM + 8;
#else
uint index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * TILE_DIM + 4 * TILE_DIM + 4;
#endif
const float inv_depth = 1.0 / depth_samples[index];
float ao = 0.0;
if (params.sample_weight_table[0].x > 0.0) {
// 68 samples: sample all cells in *within* a circular radius of 5
ao += params.sample_weight_table[0].x * test_samples(index, 1, 0, inv_depth, params.inv_thickness_table[0].x);
ao += params.sample_weight_table[0].y * test_samples(index, 2, 0, inv_depth, params.inv_thickness_table[0].y);
ao += params.sample_weight_table[0].z * test_samples(index, 3, 0, inv_depth, params.inv_thickness_table[0].z);
ao += params.sample_weight_table[0].w * test_samples(index, 4, 0, inv_depth, params.inv_thickness_table[0].w);
ao += params.sample_weight_table[1].x * test_samples(index, 1, 1, inv_depth, params.inv_thickness_table[1].x);
ao += params.sample_weight_table[2].x * test_samples(index, 2, 2, inv_depth, params.inv_thickness_table[2].x);
ao += params.sample_weight_table[2].w * test_samples(index, 3, 3, inv_depth, params.inv_thickness_table[2].w);
ao += params.sample_weight_table[1].y * test_samples(index, 1, 2, inv_depth, params.inv_thickness_table[1].y);
ao += params.sample_weight_table[1].z * test_samples(index, 1, 3, inv_depth, params.inv_thickness_table[1].z);
ao += params.sample_weight_table[1].w * test_samples(index, 1, 4, inv_depth, params.inv_thickness_table[1].w);
ao += params.sample_weight_table[2].y * test_samples(index, 2, 3, inv_depth, params.inv_thickness_table[2].y);
ao += params.sample_weight_table[2].z * test_samples(index, 2, 4, inv_depth, params.inv_thickness_table[2].z);
} else {
// SAMPLE_CHECKER
// 36 samples: sample every-other cell in a checker board pattern
ao += params.sample_weight_table[0].y * test_samples(index, 2, 0, inv_depth, params.inv_thickness_table[0].y);
ao += params.sample_weight_table[0].w * test_samples(index, 4, 0, inv_depth, params.inv_thickness_table[0].w);
ao += params.sample_weight_table[1].x * test_samples(index, 1, 1, inv_depth, params.inv_thickness_table[1].x);
ao += params.sample_weight_table[2].x * test_samples(index, 2, 2, inv_depth, params.inv_thickness_table[2].x);
ao += params.sample_weight_table[2].w * test_samples(index, 3, 3, inv_depth, params.inv_thickness_table[2].w);
ao += params.sample_weight_table[1].z * test_samples(index, 1, 3, inv_depth, params.inv_thickness_table[1].z);
ao += params.sample_weight_table[2].z * test_samples(index, 2, 4, inv_depth, params.inv_thickness_table[2].z);
}
#ifdef INTERLEAVE_RESULT
uvec2 out_pixel = gl_GlobalInvocationID.xy << 2 | uvec2(gl_GlobalInvocationID.z & 3, gl_GlobalInvocationID.z >> 2);
#else
uvec2 out_pixel = gl_GlobalInvocationID.xy;
#endif
imageStore(occlusion, ivec2(out_pixel), vec4(mix(1.0, ao, params.intensity)));
}

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//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
// Developed by Minigraph
//
// Author: James Stanard
//
#[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D low_res_depth;
layout(set = 1, binding = 0) uniform sampler2D high_res_depth;
layout(set = 2, binding = 0) uniform sampler2D low_res_ao1;
layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D ao_result;
#ifdef COMBINE_LOWER_RESOLUTIONS
layout(set = 4, binding = 0) uniform sampler2D low_res_ao2;
#endif
#ifdef BLEND_WITH_HIGHER_RESOLUTION
layout(set = 5, binding = 0) uniform sampler2D high_res_ao;
#endif
//SamplerState LinearSampler : register(s0);
layout(push_constant, binding = 1, std430) uniform Params {
vec2 inv_low_resolution;
vec2 inv_high_resolution;
float noise_filter_strength;
float step_size;
float blur_tolerance;
float upsample_tolerance;
}
params;
shared float depth_cache[256];
shared float ao_cache1[256];
shared float ao_cache2[256];
void prefetch_data(uint p_index, vec2 p_uv) {
vec4 ao1 = textureGather(low_res_ao1, p_uv); // textureGather
#ifdef COMBINE_LOWER_RESOLUTIONS
ao1 = min(ao1, textureGather(low_res_ao2, p_uv));
#endif
ao_cache1[p_index] = ao1.w;
ao_cache1[p_index + 1] = ao1.z;
ao_cache1[p_index + 16] = ao1.x;
ao_cache1[p_index + 17] = ao1.y;
vec4 ID = 1.0 / textureGather(low_res_depth, p_uv);
depth_cache[p_index] = ID.w;
depth_cache[p_index + 1] = ID.z;
depth_cache[p_index + 16] = ID.x;
depth_cache[p_index + 17] = ID.y;
}
float smart_blur(float p_a, float p_b, float p_c, float p_d, float p_e, bool p_left, bool p_middle, bool p_right) {
p_b = p_left || p_middle ? p_b : p_c;
p_a = p_left ? p_a : p_b;
p_d = p_right || p_middle ? p_d : p_c;
p_e = p_right ? p_e : p_d;
return ((p_a + p_e) / 2.0 + p_b + p_c + p_d) / 4.0;
}
bool compare_deltas(float p_d1, float p_d2, float p_l1, float p_l2) {
float temp = p_d1 * p_d2 + params.step_size;
return temp * temp > p_l1 * p_l2 * params.blur_tolerance;
}
void blur_horizontally(uint p_left_most_index) {
float a0 = ao_cache1[p_left_most_index];
float a1 = ao_cache1[p_left_most_index + 1];
float a2 = ao_cache1[p_left_most_index + 2];
float a3 = ao_cache1[p_left_most_index + 3];
float a4 = ao_cache1[p_left_most_index + 4];
float a5 = ao_cache1[p_left_most_index + 5];
float a6 = ao_cache1[p_left_most_index + 6];
float d0 = depth_cache[p_left_most_index];
float d1 = depth_cache[p_left_most_index + 1];
float d2 = depth_cache[p_left_most_index + 2];
float d3 = depth_cache[p_left_most_index + 3];
float d4 = depth_cache[p_left_most_index + 4];
float d5 = depth_cache[p_left_most_index + 5];
float d6 = depth_cache[p_left_most_index + 6];
float d01 = d1 - d0;
float d12 = d2 - d1;
float d23 = d3 - d2;
float d34 = d4 - d3;
float d45 = d5 - d4;
float d56 = d6 - d5;
float l01 = d01 * d01 + params.step_size;
float l12 = d12 * d12 + params.step_size;
float l23 = d23 * d23 + params.step_size;
float l34 = d34 * d34 + params.step_size;
float l45 = d45 * d45 + params.step_size;
float l56 = d56 * d56 + params.step_size;
bool c02 = compare_deltas(d01, d12, l01, l12);
bool c13 = compare_deltas(d12, d23, l12, l23);
bool c24 = compare_deltas(d23, d34, l23, l34);
bool c35 = compare_deltas(d34, d45, l34, l45);
bool c46 = compare_deltas(d45, d56, l45, l56);
ao_cache2[p_left_most_index] = smart_blur(a0, a1, a2, a3, a4, c02, c13, c24);
ao_cache2[p_left_most_index + 1] = smart_blur(a1, a2, a3, a4, a5, c13, c24, c35);
ao_cache2[p_left_most_index + 2] = smart_blur(a2, a3, a4, a5, a6, c24, c35, c46);
}
void blur_vertically(uint p_top_most_index) {
float a0 = ao_cache2[p_top_most_index];
float a1 = ao_cache2[p_top_most_index + 16];
float a2 = ao_cache2[p_top_most_index + 32];
float a3 = ao_cache2[p_top_most_index + 48];
float a4 = ao_cache2[p_top_most_index + 64];
float a5 = ao_cache2[p_top_most_index + 80];
float d0 = depth_cache[p_top_most_index + 2];
float d1 = depth_cache[p_top_most_index + 18];
float d2 = depth_cache[p_top_most_index + 34];
float d3 = depth_cache[p_top_most_index + 50];
float d4 = depth_cache[p_top_most_index + 66];
float d5 = depth_cache[p_top_most_index + 82];
float d01 = d1 - d0;
float d12 = d2 - d1;
float d23 = d3 - d2;
float d34 = d4 - d3;
float d45 = d5 - d4;
float l01 = d01 * d01 + params.step_size;
float l12 = d12 * d12 + params.step_size;
float l23 = d23 * d23 + params.step_size;
float l34 = d34 * d34 + params.step_size;
float l45 = d45 * d45 + params.step_size;
bool c02 = compare_deltas(d01, d12, l01, l12);
bool c13 = compare_deltas(d12, d23, l12, l23);
bool c24 = compare_deltas(d23, d34, l23, l34);
bool c35 = compare_deltas(d34, d45, l34, l45);
float ao_result1 = smart_blur(a0, a1, a2, a3, a4, c02, c13, c24);
float ao_result2 = smart_blur(a1, a2, a3, a4, a5, c13, c24, c35);
ao_cache1[p_top_most_index] = ao_result1;
ao_cache1[p_top_most_index + 16] = ao_result2;
}
// We essentially want 5 weights: 4 for each low-res pixel and 1 to blend in when none of the 4 really
// match. The filter strength is 1 / DeltaZTolerance. So a tolerance of 0.01 would yield a strength of 100.
// Note that a perfect match of low to high depths would yield a weight of 10^6, completely superceding any
// noise filtering. The noise filter is intended to soften the effects of shimmering when the high-res depth
// buffer has a lot of small holes in it causing the low-res depth buffer to inaccurately represent it.
float bilateral_upsample(float p_high_depth, float p_high_ao, vec4 p_low_depths, vec4 p_low_ao) {
vec4 weights = vec4(9.0, 3.0, 1.0, 3.0) / (abs(p_high_depth - p_low_depths) + params.upsample_tolerance);
float total_weight = dot(weights, vec4(1.0)) + params.noise_filter_strength;
float weighted_sum = dot(p_low_ao, weights) + params.noise_filter_strength;
return p_high_ao * weighted_sum / total_weight;
}
void main() {
// Load 4 pixels per thread into LDS to fill the 16x16 LDS cache with depth and AO
prefetch_data(gl_LocalInvocationID.x << 1 | gl_LocalInvocationID.y << 5, vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 2.5) * params.inv_low_resolution);
groupMemoryBarrier();
barrier();
// Goal: End up with a 9x9 patch that is blurred so we can upsample. Blur radius is 2 pixels, so start with 13x13 area.
// Horizontally blur the pixels. 13x13 -> 9x13
if (gl_LocalInvocationIndex < 39)
blur_horizontally((gl_LocalInvocationIndex / 3) * 16 + (gl_LocalInvocationIndex % 3) * 3);
groupMemoryBarrier();
barrier();
// Vertically blur the pixels. 9x13 -> 9x9
if (gl_LocalInvocationIndex < 45)
blur_vertically((gl_LocalInvocationIndex / 9) * 32 + gl_LocalInvocationIndex % 9);
groupMemoryBarrier();
barrier();
// Bilateral upsample
uint index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 16;
vec4 low_SSAOs = vec4(ao_cache1[index + 16], ao_cache1[index + 17], ao_cache1[index + 1], ao_cache1[index]);
// We work on a quad of pixels at once because then we can gather 4 each of high and low-res depth values
vec2 UV0 = (gl_GlobalInvocationID.xy - 0.5) * params.inv_low_resolution;
vec2 UV1 = (gl_GlobalInvocationID.xy * 2.0 - 0.5) * params.inv_high_resolution;
#ifdef BLEND_WITH_HIGHER_RESOLUTION
vec4 hi_SSAOs = textureGather(high_res_ao, UV1);
#else
vec4 hi_SSAOs = vec4(1.0);
#endif
vec4 Low_depths = textureGather(low_res_depth, UV0);
vec4 high_depths = textureGather(high_res_depth, UV1);
ivec2 OutST = ivec2(gl_GlobalInvocationID.xy << 1);
imageStore(ao_result, OutST + ivec2(-1, 0), vec4(bilateral_upsample(high_depths.x, hi_SSAOs.x, Low_depths.xyzw, low_SSAOs.xyzw)));
imageStore(ao_result, OutST + ivec2(0, 0), vec4(bilateral_upsample(high_depths.y, hi_SSAOs.y, Low_depths.yzwx, low_SSAOs.yzwx)));
imageStore(ao_result, OutST + ivec2(0, -1), vec4(bilateral_upsample(high_depths.z, hi_SSAOs.z, Low_depths.zwxy, low_SSAOs.zwxy)));
imageStore(ao_result, OutST + ivec2(-1, -1), vec4(bilateral_upsample(high_depths.w, hi_SSAOs.w, Low_depths.wxyz, low_SSAOs.wxyz)));
}

View File

@ -433,7 +433,6 @@ public:
TEXTURE_SLICE_2D,
TEXTURE_SLICE_CUBEMAP,
TEXTURE_SLICE_3D,
TEXTURE_SLICE_2D_ARRAY,
};
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;

View File

@ -578,8 +578,8 @@ public:
BIND6(environment_set_ssr, RID, bool, int, float, float, float)
BIND1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
BIND7(environment_set_ssao, RID, bool, float, float, int, float, float)
BIND5(environment_set_ssao_settings, EnvironmentSSAOQuality, bool, float, float, float)
BIND9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
BIND2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
BIND11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
BIND1(environment_glow_set_use_bicubic_upscale, bool)

View File

@ -484,9 +484,9 @@ public:
FUNC6(environment_set_ssr, RID, bool, int, float, float, float)
FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
FUNC7(environment_set_ssao, RID, bool, float, float, int, float, float)
FUNC9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
FUNC5(environment_set_ssao_settings, EnvironmentSSAOQuality, bool, float, float, float)
FUNC2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)

View File

@ -1750,7 +1750,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &RenderingServer::environment_set_tonemap);
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "rejection_radius", "intensity", "levels", "light_affect", "ao_channel_affect"), &RenderingServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "bias", "light_affect", "ao_channel_affect", "blur", "bilateral_sharpness"), &RenderingServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective"), &RenderingServer::environment_set_fog);
ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
@ -2110,7 +2110,11 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_HIGH);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_VERY_LOW);
BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED);
BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1);
BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2);
BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
@ -2375,15 +2379,9 @@ RenderingServer::RenderingServer() {
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/depth_of_field/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/quality/depth_of_field/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow)"));
GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_use_jitter", false);
GLOBAL_DEF("rendering/ssao/quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/ssao/quality", PropertyInfo(Variant::INT, "rendering/ssao/quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow),Ultra (Slower)"));
GLOBAL_DEF("rendering/ssao/full_samples", false);
GLOBAL_DEF("rendering/ssao/noise_tolerance", 0.625);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/ssao/noise_tolerance", PropertyInfo(Variant::FLOAT, "rendering/ssao/noise_tolerance", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
GLOBAL_DEF("rendering/ssao/blur_tolerance", 0.43);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/ssao/blur_tolerance", PropertyInfo(Variant::FLOAT, "rendering/ssao/blur_tolerance", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
GLOBAL_DEF("rendering/ssao/upsample_tolerance", 0.45);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/ssao/upsample_tolerance", PropertyInfo(Variant::FLOAT, "rendering/ssao/upsample_tolerance", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
GLOBAL_DEF("rendering/quality/ssao/quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/ssao/quality", PropertyInfo(Variant::INT, "rendering/quality/ssao/quality", PROPERTY_HINT_ENUM, "Low (Fast),Medium (Average),High (Slow),Ultra (Slower)"));
GLOBAL_DEF("rendering/quality/ssao/half_size", false);
GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled", true);
GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter_amount", 0.25);

View File

@ -858,17 +858,23 @@ public:
virtual void environment_set_ssr_roughness_quality(EnvironmentSSRRoughnessQuality p_quality) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_rejection_radius, float p_intensity, int p_levels, float p_light_affect, float p_ao_channel_affect) = 0;
enum EnvironmentSSAOBlur {
ENV_SSAO_BLUR_DISABLED,
ENV_SSAO_BLUR_1x1,
ENV_SSAO_BLUR_2x2,
ENV_SSAO_BLUR_3x3,
};
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
enum EnvironmentSSAOQuality {
ENV_SSAO_QUALITY_VERY_LOW,
ENV_SSAO_QUALITY_LOW,
ENV_SSAO_QUALITY_MEDIUM,
ENV_SSAO_QUALITY_HIGH,
ENV_SSAO_QUALITY_ULTRA,
};
virtual void environment_set_ssao_settings(EnvironmentSSAOQuality p_quality, bool p_full_samples, float p_noise_tolerance, float p_blur_tolerance, float p_upsample_tolerance) = 0;
virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;
enum EnvironmentSDFGICascades {
ENV_SDFGI_CASCADES_4,
@ -1386,6 +1392,7 @@ VARIANT_ENUM_CAST(RenderingServer::EnvironmentReflectionSource);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSRRoughnessQuality);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOBlur);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality);
VARIANT_ENUM_CAST(RenderingServer::SubSurfaceScatteringQuality);
VARIANT_ENUM_CAST(RenderingServer::DOFBlurQuality);