Add a setting to reduce dark SSAO artifacts when the camera gets close to materials

This setting clamps final SSAO intensity.
With this setting correctly configured, SSAO artifacts will still occur,
but they'll be much less noticeable.
This commit is contained in:
Hugo Locurcio 2021-10-14 01:03:45 +02:00
parent 2b5d89e635
commit d7998e2b76
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
20 changed files with 102 additions and 31 deletions

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@ -226,6 +226,27 @@ MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_
return md;
}
MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11, const char *p_arg12, const char *p_arg13, const char *p_arg14) {
MethodDefinition md;
md.name = StaticCString::create(p_name);
md.args.resize(14);
md.args.write[0] = StaticCString::create(p_arg1);
md.args.write[1] = StaticCString::create(p_arg2);
md.args.write[2] = StaticCString::create(p_arg3);
md.args.write[3] = StaticCString::create(p_arg4);
md.args.write[4] = StaticCString::create(p_arg5);
md.args.write[5] = StaticCString::create(p_arg6);
md.args.write[6] = StaticCString::create(p_arg7);
md.args.write[7] = StaticCString::create(p_arg8);
md.args.write[8] = StaticCString::create(p_arg9);
md.args.write[9] = StaticCString::create(p_arg10);
md.args.write[10] = StaticCString::create(p_arg11);
md.args.write[11] = StaticCString::create(p_arg12);
md.args.write[12] = StaticCString::create(p_arg13);
md.args.write[13] = StaticCString::create(p_arg14);
return md;
}
#endif
ClassDB::APIType ClassDB::current_api = API_CORE;

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@ -69,6 +69,7 @@ MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_
MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11);
MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11, const char *p_arg12);
MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11, const char *p_arg12, const char *p_arg13);
MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11, const char *p_arg12, const char *p_arg13, const char *p_arg14);
#else

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@ -52,9 +52,13 @@
#define _COMMA_11 ,
#define _COMMA_12 ,
#define _COMMA_13 ,
#define _COMMA_14 ,
// 1-based comma separated list of ITEMs
#define COMMA_SEP_LIST(ITEM, LENGTH) _COMMA_SEP_LIST_##LENGTH(ITEM)
#define _COMMA_SEP_LIST_14(ITEM) \
_COMMA_SEP_LIST_13(ITEM) \
, ITEM(14)
#define _COMMA_SEP_LIST_13(ITEM) \
_COMMA_SEP_LIST_12(ITEM) \
, ITEM(13)
@ -98,6 +102,9 @@
// 1-based semicolon separated list of ITEMs
#define SEMIC_SEP_LIST(ITEM, LENGTH) _SEMIC_SEP_LIST_##LENGTH(ITEM)
#define _SEMIC_SEP_LIST_14(ITEM) \
_SEMIC_SEP_LIST_13(ITEM); \
ITEM(14)
#define _SEMIC_SEP_LIST_13(ITEM) \
_SEMIC_SEP_LIST_12(ITEM); \
ITEM(13)
@ -141,6 +148,9 @@
// 1-based space separated list of ITEMs
#define SPACE_SEP_LIST(ITEM, LENGTH) _SPACE_SEP_LIST_##LENGTH(ITEM)
#define _SPACE_SEP_LIST_14(ITEM) \
_SPACE_SEP_LIST_13(ITEM) \
ITEM(14)
#define _SPACE_SEP_LIST_13(ITEM) \
_SPACE_SEP_LIST_12(ITEM) \
ITEM(13)
@ -274,7 +284,7 @@
ss->in_use = false; \
}
#define MAX_CMD_PARAMS 13
#define MAX_CMD_PARAMS 14
class CommandQueueMT {
struct SyncSemaphore {
@ -297,15 +307,15 @@ class CommandQueueMT {
};
DECL_CMD(0)
SPACE_SEP_LIST(DECL_CMD, 13)
SPACE_SEP_LIST(DECL_CMD, 14)
/* comands that return */
DECL_CMD_RET(0)
SPACE_SEP_LIST(DECL_CMD_RET, 13)
SPACE_SEP_LIST(DECL_CMD_RET, 14)
/* commands that don't return but sync */
DECL_CMD_SYNC(0)
SPACE_SEP_LIST(DECL_CMD_SYNC, 13)
SPACE_SEP_LIST(DECL_CMD_SYNC, 14)
/***** BASE *******/
@ -462,15 +472,15 @@ class CommandQueueMT {
public:
/* NORMAL PUSH COMMANDS */
DECL_PUSH(0)
SPACE_SEP_LIST(DECL_PUSH, 13)
SPACE_SEP_LIST(DECL_PUSH, 14)
/* PUSH AND RET COMMANDS */
DECL_PUSH_AND_RET(0)
SPACE_SEP_LIST(DECL_PUSH_AND_RET, 13)
SPACE_SEP_LIST(DECL_PUSH_AND_RET, 14)
/* PUSH AND RET SYNC COMMANDS*/
DECL_PUSH_AND_SYNC(0)
SPACE_SEP_LIST(DECL_PUSH_AND_SYNC, 13)
SPACE_SEP_LIST(DECL_PUSH_AND_SYNC, 14)
void wait_and_flush_one() {
ERR_FAIL_COND(!sync);

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@ -341,7 +341,7 @@ def make_version(template, nargs, argmax, const, ret):
def run(target, source, env):
versions = 13
versions = 14
versions_ext = 6
text = ""
text_ext = ""

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@ -274,6 +274,9 @@
<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_max_obscurance" type="float" setter="set_ssao_max_obscurance" getter="get_ssao_max_obscurance" default="1.0">
The maximum obscurance factor that can be applied by the SSAO effect (anything higher will be clamped). This can be set to a value lower than [code]1.0[/code] to prevent areas close to the camera from getting too dark ([code]0.5[/code] is a good starting point).
</member>
<member name="ssao_quality" type="int" setter="set_ssao_quality" getter="get_ssao_quality" enum="Environment.SSAOQuality" default="1">
The screen-space ambient occlusion quality. Higher qualities will make better use of small objects for ambient occlusion, but are slower.
</member>

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@ -905,6 +905,7 @@
<argument index="10" name="quality" type="int" enum="VisualServer.EnvironmentSSAOQuality" />
<argument index="11" name="blur" type="int" enum="VisualServer.EnvironmentSSAOBlur" />
<argument index="12" name="bilateral_sharpness" type="float" />
<argument index="13" name="max_obscurance" type="float" />
<description>
Sets the variables to be used with the "Screen Space Ambient Occlusion (SSAO)" post-process effect. See [Environment] for more details.
</description>

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@ -70,7 +70,7 @@ public:
void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness, float p_max_obscurance) {}
void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {}

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@ -799,7 +799,7 @@ void RasterizerSceneGLES2::environment_set_ssr(RID p_env, bool p_enable, int p_m
ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES2::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
void RasterizerSceneGLES2::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness, float p_max_obscurance) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
}

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@ -484,7 +484,7 @@ public:
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness, float p_max_obscurance);
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);

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@ -869,7 +869,7 @@ void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_m
env->ssr_roughness = p_roughness;
}
void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness, float p_max_obscurance) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@ -885,6 +885,7 @@ void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float
env->ssao_filter = p_blur;
env->ssao_quality = p_quality;
env->ssao_bilateral_sharpness = p_bilateral_sharpness;
env->ssao_max_obscurance = p_max_obscurance;
}
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
@ -3321,6 +3322,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR, env->ssao_color);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_MAX_OBSCURANCE, env->ssao_max_obscurance);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger
glActiveTexture(GL_TEXTURE1);

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@ -396,6 +396,7 @@ public:
Color ssao_color;
VS::EnvironmentSSAOQuality ssao_quality;
float ssao_bilateral_sharpness;
float ssao_max_obscurance;
VS::EnvironmentSSAOBlur ssao_filter;
bool glow_enabled;
@ -550,7 +551,7 @@ public:
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness, float p_max_obscurance);
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);

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@ -46,6 +46,7 @@ layout(location = 0) out vec4 frag_color;
#ifdef SSAO_MERGE
uniform vec4 ssao_color;
uniform float ssao_max_obscurance;
#endif
@ -310,7 +311,9 @@ void main() {
vec4 color = textureLod(source_color, uv_interp, 0.0);
float ssao = textureLod(source_ssao, uv_interp, 0.0).r;
frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
// Prevent SSAO from darkening the final image too much with the max obscurance setting.
// This prevents SSAO from creating dark artifacts when getting close to materials with the camera.
frag_color = vec4(mix(color.rgb, color.rgb * mix(ssao_color.rgb, vec3(1.0), max(1.0 - ssao_max_obscurance, ssao)), color.a), 1.0);
#endif
}

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@ -387,7 +387,7 @@ bool Environment::is_ssr_rough() const {
void Environment::set_ssao_enabled(bool p_enable) {
ssao_enabled = p_enable;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
_change_notify();
}
@ -397,7 +397,7 @@ bool Environment::is_ssao_enabled() const {
void Environment::set_ssao_radius(float p_radius) {
ssao_radius = p_radius;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
float Environment::get_ssao_radius() const {
return ssao_radius;
@ -405,7 +405,7 @@ float Environment::get_ssao_radius() const {
void Environment::set_ssao_intensity(float p_intensity) {
ssao_intensity = p_intensity;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
float Environment::get_ssao_intensity() const {
@ -414,7 +414,7 @@ float Environment::get_ssao_intensity() const {
void Environment::set_ssao_radius2(float p_radius) {
ssao_radius2 = p_radius;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
float Environment::get_ssao_radius2() const {
return ssao_radius2;
@ -422,7 +422,7 @@ float Environment::get_ssao_radius2() const {
void Environment::set_ssao_intensity2(float p_intensity) {
ssao_intensity2 = p_intensity;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
float Environment::get_ssao_intensity2() const {
return ssao_intensity2;
@ -430,7 +430,7 @@ float Environment::get_ssao_intensity2() const {
void Environment::set_ssao_bias(float p_bias) {
ssao_bias = p_bias;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
float Environment::get_ssao_bias() const {
return ssao_bias;
@ -438,7 +438,7 @@ float Environment::get_ssao_bias() const {
void Environment::set_ssao_direct_light_affect(float p_direct_light_affect) {
ssao_direct_light_affect = p_direct_light_affect;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
float Environment::get_ssao_direct_light_affect() const {
return ssao_direct_light_affect;
@ -446,7 +446,7 @@ float Environment::get_ssao_direct_light_affect() const {
void Environment::set_ssao_ao_channel_affect(float p_ao_channel_affect) {
ssao_ao_channel_affect = p_ao_channel_affect;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
float Environment::get_ssao_ao_channel_affect() const {
return ssao_ao_channel_affect;
@ -454,7 +454,7 @@ float Environment::get_ssao_ao_channel_affect() const {
void Environment::set_ssao_color(const Color &p_color) {
ssao_color = p_color;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
Color Environment::get_ssao_color() const {
@ -463,7 +463,7 @@ Color Environment::get_ssao_color() const {
void Environment::set_ssao_blur(SSAOBlur p_blur) {
ssao_blur = p_blur;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
Environment::SSAOBlur Environment::get_ssao_blur() const {
return ssao_blur;
@ -471,7 +471,7 @@ Environment::SSAOBlur Environment::get_ssao_blur() const {
void Environment::set_ssao_quality(SSAOQuality p_quality) {
ssao_quality = p_quality;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
Environment::SSAOQuality Environment::get_ssao_quality() const {
@ -480,13 +480,22 @@ Environment::SSAOQuality Environment::get_ssao_quality() const {
void Environment::set_ssao_edge_sharpness(float p_edge_sharpness) {
ssao_edge_sharpness = p_edge_sharpness;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness);
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
float Environment::get_ssao_edge_sharpness() const {
return ssao_edge_sharpness;
}
void Environment::set_ssao_max_obscurance(float p_max_obscurance) {
ssao_max_obscurance = p_max_obscurance;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_ao_channel_affect, ssao_color, VS::EnvironmentSSAOQuality(ssao_quality), VS::EnvironmentSSAOBlur(ssao_blur), ssao_edge_sharpness, ssao_max_obscurance);
}
float Environment::get_ssao_max_obscurance() const {
return ssao_max_obscurance;
}
void Environment::set_glow_enabled(bool p_enabled) {
glow_enabled = p_enabled;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale, glow_high_quality);
@ -1000,6 +1009,9 @@ void Environment::_bind_methods() {
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);
ClassDB::bind_method(D_METHOD("set_ssao_max_obscurance", "max_obscurance"), &Environment::set_ssao_max_obscurance);
ClassDB::bind_method(D_METHOD("get_ssao_max_obscurance"), &Environment::get_ssao_max_obscurance);
ADD_GROUP("SSAO", "ssao_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssao_enabled"), "set_ssao_enabled", "is_ssao_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_radius", PROPERTY_HINT_RANGE, "0.1,128,0.01"), "set_ssao_radius", "get_ssao_radius");
@ -1013,6 +1025,7 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_ssao_quality", "get_ssao_quality");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ssao_blur", PROPERTY_HINT_ENUM, "Disabled,1x1,2x2,3x3"), "set_ssao_blur", "get_ssao_blur");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_edge_sharpness", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_ssao_edge_sharpness", "get_ssao_edge_sharpness");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ssao_max_obscurance", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssao_max_obscurance", "get_ssao_max_obscurance");
ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &Environment::set_dof_blur_far_enabled);
ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &Environment::is_dof_blur_far_enabled);
@ -1221,6 +1234,7 @@ Environment::Environment() :
ssao_direct_light_affect = 0.0;
ssao_ao_channel_affect = 0.0;
ssao_blur = SSAO_BLUR_3x3;
ssao_max_obscurance = 1.0;
set_ssao_edge_sharpness(4);
set_ssao_quality(SSAO_QUALITY_MEDIUM);

View file

@ -134,6 +134,7 @@ private:
Color ssao_color;
SSAOBlur ssao_blur;
float ssao_edge_sharpness;
float ssao_max_obscurance;
SSAOQuality ssao_quality;
bool glow_enabled;
@ -304,6 +305,9 @@ public:
void set_ssao_edge_sharpness(float p_edge_sharpness);
float get_ssao_edge_sharpness() const;
void set_ssao_max_obscurance(float p_max_obscurance);
float get_ssao_max_obscurance() const;
void set_glow_enabled(bool p_enabled);
bool is_glow_enabled() const;

View file

@ -820,3 +820,12 @@
server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13); \
} \
}
#define FUNC14(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11, m_arg12, m_arg13, m_arg14) \
virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11, m_arg12 p12, m_arg13 p13, m_arg14 p14) { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14); \
} else { \
server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14); \
} \
}

View file

@ -68,7 +68,7 @@ public:
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness, float p_max_obscurance) = 0;
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;

View file

@ -134,6 +134,8 @@ public:
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); }
#define BIND13(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12, m_type13 arg13) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13); }
#define BIND14(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13, m_type14) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12, m_type13 arg13, m_type14 arg14) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14); }
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::storage
@ -513,7 +515,7 @@ public:
BIND4(environment_set_ambient_light, RID, const Color &, float, float)
BIND2(environment_set_camera_feed_id, RID, int)
BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool)
BIND13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
BIND14(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float, float)
BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)

View file

@ -441,7 +441,7 @@ public:
FUNC4(environment_set_ambient_light, RID, const Color &, float, float)
FUNC2(environment_set_camera_feed_id, RID, int)
FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool)
FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
FUNC14(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float, float)
FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)

View file

@ -2105,7 +2105,7 @@ void VisualServer::_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"), &VisualServer::environment_set_tonemap);
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance", "roughness"), &VisualServer::environment_set_ssr);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "radius2", "intensity2", "bias", "light_affect", "ao_channel_affect", "color", "quality", "blur", "bilateral_sharpness"), &VisualServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "radius2", "intensity2", "bias", "light_affect", "ao_channel_affect", "color", "quality", "blur", "bilateral_sharpness", "max_obscurance"), &VisualServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &VisualServer::environment_set_fog);
ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_end", "depth_curve", "transmit", "transmit_curve"), &VisualServer::environment_set_fog_depth);

View file

@ -800,7 +800,7 @@ public:
ENV_SSAO_BLUR_3x3,
};
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, EnvironmentSSAOQuality p_quality, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, EnvironmentSSAOQuality p_quality, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness, float p_max_obscurance) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;