Mostly working DOF Bokeh
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f14defb6f9
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c05da81268
2 changed files with 24 additions and 15 deletions
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@ -416,9 +416,6 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
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bokeh.push_constant.blur_near_begin = p_dof_near_begin;
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bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
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bokeh.push_constant.size[0] = p_base_texture_size.x;
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bokeh.push_constant.size[1] = p_base_texture_size.y;
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bokeh.push_constant.z_near = p_cam_znear;
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bokeh.push_constant.z_far = p_cam_zfar;
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bokeh.push_constant.orthogonal = p_cam_orthogonal;
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@ -432,10 +429,12 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1;
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int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1;
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bokeh.push_constant.size[0] = p_base_texture_size.x;
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bokeh.push_constant.size[1] = p_base_texture_size.y;
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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@ -446,10 +445,12 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 2);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
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y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
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bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
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bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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@ -459,10 +460,12 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_bokeh_texture), 1);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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x_groups = (p_base_texture_size.x - 1) / 8 + 1;
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y_groups = (p_base_texture_size.y - 1) / 8 + 1;
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bokeh.push_constant.size[0] = p_base_texture_size.x;
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bokeh.push_constant.size[1] = p_base_texture_size.y;
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
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RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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@ -64,7 +64,7 @@ float get_depth_at_pos(vec2 uv) {
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float get_blur_size(float depth) {
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if (params.blur_near_active && depth < params.blur_near_begin) {
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return smoothstep(params.blur_near_end,params.blur_near_begin,depth) * params.blur_size;
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return (1.0 - smoothstep(params.blur_near_end,params.blur_near_begin,depth) ) * params.blur_size;
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}
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if (params.blur_far_active && depth > params.blur_far_begin) {
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@ -86,9 +86,11 @@ void main() {
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return;
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}
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vec2 pixel_size = 1.0/vec2(params.size);
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vec2 uv = vec2(pos) / vec2(params.size);
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#ifdef MODE_GEN_BLUR_SIZE
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uv+=pixel_size * 0.5;
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//precompute size in alpha channel
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float depth = get_depth_at_pos(uv);
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float size = get_blur_size(depth);
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@ -100,12 +102,15 @@ void main() {
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#ifdef MODE_GEN_BOKEH
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pixel_size*=0.5; //resolution is doubled
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uv+=pixel_size * 0.5; //half pixel to read centers
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float depth = get_depth_at_pos(uv);
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float size = get_blur_size(depth);
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vec4 color = texture(color_texture,uv);
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float accum = 1.0;
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float radius = params.blur_scale;
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vec2 pixel_size = 1.0/vec2(params.size);
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for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
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@ -119,7 +124,7 @@ void main() {
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float m = smoothstep(radius-0.5, radius+0.5, sample_color.a);
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color += mix(color/accum, sample_color, m);
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accum += 1.0;
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radius += params.blur_size/radius;
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radius += params.blur_scale/radius;
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}
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color /= accum;
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@ -129,11 +134,12 @@ void main() {
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#ifdef MODE_COMPOSITE_BOKEH
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uv+=pixel_size * 0.5;
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vec4 color = imageLoad(color_image,pos);
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vec4 bokeh = texture(source_bokeh,uv);
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if (max(color.a,bokeh.a) > 0.5) { //there is some blur in this pixel, so use bokeh
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color = bokeh;
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}
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color.rgb = mix(color.rgb,bokeh.rgb,min(1.0,max(color.a,bokeh.a))); //blend between hires and lowres
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color.a=0; //reset alpha
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imageStore(color_image,pos,color);
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#endif
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