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authorJuan Linietsky <reduzio@gmail.com>2020-01-15 21:23:21 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 12:15:26 +0100
commitf8b5c5f0631ac629c00795b5f3f8775c32a0368b (patch)
treef58d19c2a3480497ff37fe657dfcc76c45d556da
parentc05da81268ca754493e59f359ba08a60ec7092bf (diff)
downloadredot-engine-f8b5c5f0631ac629c00795b5f3f8775c32a0368b.tar.gz
DOF fully implemented, can be edited on the fly.
-rw-r--r--editor/editor_node.cpp8
-rw-r--r--scene/resources/environment.cpp37
-rw-r--r--scene/resources/environment.h13
-rw-r--r--servers/visual/rasterizer.h5
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp145
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_effects_rd.h16
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp21
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_scene_rd.h11
-rw-r--r--servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl155
-rw-r--r--servers/visual/visual_server_raster.h5
-rw-r--r--servers/visual/visual_server_wrap_mt.h5
-rw-r--r--servers/visual_server.cpp10
-rw-r--r--servers/visual_server.h13
13 files changed, 343 insertions, 101 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index e7cda66d3c..2fb417ad49 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -343,7 +343,7 @@ void EditorNode::_notification(int p_what) {
scene_root->set_size_override(true, Size2(ProjectSettings::get_singleton()->get("display/window/size/width"), ProjectSettings::get_singleton()->get("display/window/size/height")));
- {
+ { //TODO should only happen on settings changed
int current_filter = GLOBAL_GET("rendering/canvas_textures/default_texture_filter");
if (current_filter != scene_root->get_default_canvas_item_texture_filter()) {
Viewport::DefaultCanvasItemTextureFilter tf = (Viewport::DefaultCanvasItemTextureFilter)current_filter;
@@ -354,6 +354,12 @@ void EditorNode::_notification(int p_what) {
Viewport::DefaultCanvasItemTextureRepeat tr = (Viewport::DefaultCanvasItemTextureRepeat)current_repeat;
scene_root->set_default_canvas_item_texture_repeat(tr);
}
+
+ VS::DOFBokehShape dof_shape = VS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_shape")));
+ VS::get_singleton()->camera_effects_set_dof_blur_bokeh_shape(dof_shape);
+ VS::DOFBlurQuality dof_quality = VS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_quality")));
+ bool dof_jitter = GLOBAL_GET("rendering/quality/filters/depth_of_field_use_jitter");
+ VS::get_singleton()->camera_effects_set_dof_blur_quality(dof_quality, dof_jitter);
}
ResourceImporterTexture::get_singleton()->update_imports();
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index aeca10ab56..30ba8762dd 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -1291,7 +1291,7 @@ Environment::~Environment() {
void CameraEffects::set_dof_blur_far_enabled(bool p_enable) {
dof_blur_far_enabled = p_enable;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+ VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
bool CameraEffects::is_dof_blur_far_enabled() const {
@@ -1302,7 +1302,7 @@ bool CameraEffects::is_dof_blur_far_enabled() const {
void CameraEffects::set_dof_blur_far_distance(float p_distance) {
dof_blur_far_distance = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+ VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_far_distance() const {
@@ -1312,7 +1312,7 @@ float CameraEffects::get_dof_blur_far_distance() const {
void CameraEffects::set_dof_blur_far_transition(float p_distance) {
dof_blur_far_transition = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+ VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_far_transition() const {
@@ -1322,7 +1322,7 @@ float CameraEffects::get_dof_blur_far_transition() const {
void CameraEffects::set_dof_blur_near_enabled(bool p_enable) {
dof_blur_near_enabled = p_enable;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+ VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
_change_notify();
}
@@ -1334,7 +1334,7 @@ bool CameraEffects::is_dof_blur_near_enabled() const {
void CameraEffects::set_dof_blur_near_distance(float p_distance) {
dof_blur_near_distance = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+ VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_near_distance() const {
@@ -1345,7 +1345,7 @@ float CameraEffects::get_dof_blur_near_distance() const {
void CameraEffects::set_dof_blur_near_transition(float p_distance) {
dof_blur_near_transition = p_distance;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+ VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_near_transition() const {
@@ -1356,24 +1356,13 @@ float CameraEffects::get_dof_blur_near_transition() const {
void CameraEffects::set_dof_blur_amount(float p_amount) {
dof_blur_amount = p_amount;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
+ VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount);
}
float CameraEffects::get_dof_blur_amount() const {
return dof_blur_amount;
}
-void CameraEffects::set_dof_blur_quality(DOFBlurQuality p_quality) {
-
- dof_blur_quality = p_quality;
- VS::get_singleton()->camera_effects_set_dof_blur(camera_effects, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_amount, VS::DOFBlurQuality(dof_blur_quality));
-}
-
-CameraEffects::DOFBlurQuality CameraEffects::get_dof_blur_quality() const {
-
- return dof_blur_quality;
-}
-
void CameraEffects::set_override_exposure_enabled(bool p_enabled) {
override_exposure_enabled = p_enabled;
VS::get_singleton()->camera_effects_set_custom_exposure(camera_effects, override_exposure_enabled, override_exposure);
@@ -1419,9 +1408,6 @@ void CameraEffects::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_dof_blur_amount", "intensity"), &CameraEffects::set_dof_blur_amount);
ClassDB::bind_method(D_METHOD("get_dof_blur_amount"), &CameraEffects::get_dof_blur_amount);
- ClassDB::bind_method(D_METHOD("set_dof_blur_quality", "level"), &CameraEffects::set_dof_blur_quality);
- ClassDB::bind_method(D_METHOD("get_dof_blur_quality"), &CameraEffects::get_dof_blur_quality);
-
ClassDB::bind_method(D_METHOD("set_override_exposure_enabled", "enable"), &CameraEffects::set_override_exposure);
ClassDB::bind_method(D_METHOD("is_override_exposure_enabled"), &CameraEffects::is_override_exposure_enabled);
@@ -1436,14 +1422,9 @@ void CameraEffects::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_distance", "get_dof_blur_near_distance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_near_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_transition", "get_dof_blur_near_transition");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "dof_blur_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_amount", "get_dof_blur_amount");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "dof_blur_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_dof_blur_quality", "get_dof_blur_quality");
ADD_GROUP("Override Exposure", "override_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_exposure_enable"), "set_override_exposure_enabled", "is_override_exposure_enabled");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "override_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_override_exposure", "get_override_exposure");
-
- BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
- BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
- BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
}
CameraEffects::CameraEffects() {
@@ -1458,9 +1439,7 @@ CameraEffects::CameraEffects() {
dof_blur_near_distance = 2;
dof_blur_near_transition = 1;
- dof_blur_amount = 0.1;
-
- set_dof_blur_quality(DOF_BLUR_QUALITY_MEDIUM); //update server
+ set_dof_blur_amount(0.1);
override_exposure_enabled = false;
set_override_exposure(1.0);
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index 530fa727b1..2e799d8a86 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -398,13 +398,6 @@ class CameraEffects : public Resource {
GDCLASS(CameraEffects, Resource);
-public:
- enum DOFBlurQuality {
- DOF_BLUR_QUALITY_LOW,
- DOF_BLUR_QUALITY_MEDIUM,
- DOF_BLUR_QUALITY_HIGH,
- };
-
private:
RID camera_effects;
@@ -417,7 +410,6 @@ private:
float dof_blur_near_transition;
float dof_blur_amount;
- DOFBlurQuality dof_blur_quality;
bool override_exposure_enabled;
float override_exposure;
@@ -447,9 +439,6 @@ public:
void set_dof_blur_amount(float p_amount);
float get_dof_blur_amount() const;
- void set_dof_blur_quality(DOFBlurQuality p_quality);
- DOFBlurQuality get_dof_blur_quality() const;
-
void set_override_exposure_enabled(bool p_enabled);
bool is_override_exposure_enabled() const;
@@ -462,6 +451,4 @@ public:
~CameraEffects();
};
-VARIANT_ENUM_CAST(CameraEffects::DOFBlurQuality)
-
#endif // ENVIRONMENT_H
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 04643354ca..0bfd323ec0 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -95,7 +95,10 @@ public:
virtual RID camera_effects_create() = 0;
- virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality) = 0;
+ virtual void camera_effects_set_dof_blur_quality(VS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
+ virtual void camera_effects_set_dof_blur_bokeh_shape(VS::DOFBokehShape p_shape) = 0;
+
+ virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
struct InstanceBase;
diff --git a/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp
index ff3f6f294b..111ad06f5b 100644
--- a/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "rasterizer_effects_rd.h"
+#include "core/os/os.h"
static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
p_array[0] = p_basis.elements[0][0];
@@ -406,7 +407,7 @@ void RasterizerEffectsRD::luminance_reduction(RID p_source_texture, const Size2i
RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_bokeh_texture, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, VS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_halfsize_texture1, RID p_halfsize_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, VisualServer::DOFBokehShape p_bokeh_shape, VS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
bokeh.push_constant.blur_far_active = p_dof_far;
bokeh.push_constant.blur_far_begin = p_dof_far_begin;
@@ -415,15 +416,25 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
bokeh.push_constant.blur_near_active = p_dof_near;
bokeh.push_constant.blur_near_begin = p_dof_near_begin;
bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
+ bokeh.push_constant.use_jitter = p_use_jitter;
+ bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.orthogonal = p_cam_orthogonal;
bokeh.push_constant.blur_size = p_bokeh_size;
+
+ bokeh.push_constant.second_pass = false;
+ bokeh.push_constant.half_size = false;
+
bokeh.push_constant.blur_scale = 0.5;
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ /* FIRST PASS */
+ // The alpha channel of the source color texture is filled with the expected circle size
+ // If used for DOF far, the size is positive, if used for near, its negative.
+
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
@@ -439,36 +450,122 @@ void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, con
RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH]);
+ if (p_bokeh_shape == VS::DOF_BOKEH_BOX || p_bokeh_shape == VS::DOF_BOKEH_HEXAGON) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_bokeh_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 2);
+ //second pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[p_bokeh_shape == VS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]);
- x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
- y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
- bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
- bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
+ static const int quality_samples[4] = { 6, 12, 12, 24 };
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+ bokeh.push_constant.steps = quality_samples[p_quality];
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
+ if (p_quality == VS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == VS::DOF_BLUR_QUALITY_LOW) {
+ //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_bokeh_texture), 1);
+ x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
+ y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ bokeh.push_constant.blur_size *= 0.5;
- x_groups = (p_base_texture_size.x - 1) / 8 + 1;
- y_groups = (p_base_texture_size.y - 1) / 8 + 1;
- bokeh.push_constant.size[0] = p_base_texture_size.x;
- bokeh.push_constant.size[1] = p_base_texture_size.y;
+ } else {
+ //medium and high quality use full size
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
+ }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //third pass
+ bokeh.push_constant.second_pass = true;
+
+ if (p_quality == VS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == VS::DOF_BLUR_QUALITY_LOW) {
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (p_quality == VS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == VS::DOF_BLUR_QUALITY_LOW) {
+ //forth pass, upscale for low quality
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture2), 1);
+
+ x_groups = (p_base_texture_size.x - 1) / 8 + 1;
+ y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x;
+ bokeh.push_constant.size[1] = p_base_texture_size.y;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.second_pass = false;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+ } else {
+ //circle
+
+ //second pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
+
+ static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
+
+ bokeh.push_constant.steps = 0;
+ bokeh.push_constant.blur_scale = quality_scale[p_quality];
+
+ //circle always runs in half size, otherwise too expensive
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
+
+ x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
+ y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //circle is just one pass, then upscale
+
+ // upscale
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1);
+
+ x_groups = (p_base_texture_size.x - 1) / 8 + 1;
+ y_groups = (p_base_texture_size.y - 1) / 8 + 1;
+ bokeh.push_constant.size[0] = p_base_texture_size.x;
+ bokeh.push_constant.size[1] = p_base_texture_size.y;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.second_pass = false;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
RD::get_singleton()->compute_list_end();
}
@@ -582,7 +679,9 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
// Initialize bokeh
Vector<String> bokeh_modes;
bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
- bokeh_modes.push_back("\n#define MODE_GEN_BOKEH\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n");
bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
bokeh.shader.initialize(bokeh_modes);
diff --git a/servers/visual/rasterizer_rd/rasterizer_effects_rd.h b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h
index f050e298a9..77779f2c84 100644
--- a/servers/visual/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h
@@ -231,20 +231,28 @@ class RasterizerEffectsRD {
uint32_t orthogonal;
float blur_size;
float blur_scale;
- uint32_t pad;
+ uint32_t steps;
uint32_t blur_near_active;
float blur_near_begin;
float blur_near_end;
uint32_t blur_far_active;
+
float blur_far_begin;
float blur_far_end;
- uint32_t pad2[2];
+ uint32_t second_pass;
+ uint32_t half_size;
+
+ uint32_t use_jitter;
+ float jitter_seed;
+ uint32_t pad[2];
};
enum BokehMode {
BOKEH_GEN_BLUR_SIZE,
- BOKEH_GEN_BOKEH,
+ BOKEH_GEN_BOKEH_BOX,
+ BOKEH_GEN_BOKEH_HEXAGONAL,
+ BOKEH_GEN_BOKEH_CIRCULAR,
BOKEH_COMPOSITE,
BOKEH_MAX
};
@@ -284,7 +292,7 @@ public:
void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
- void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_bokeh_texture, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, VS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+ void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, VS::DOFBokehShape p_bokeh_shape, VS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
struct TonemapSettings {
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp
index e5b199261f..c9f3f696eb 100644
--- a/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -1122,7 +1122,18 @@ RID RasterizerSceneRD::camera_effects_create() {
return camera_effects_owner.make_rid(CameraEffects());
}
-void RasterizerSceneRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality) {
+void RasterizerSceneRD::camera_effects_set_dof_blur_quality(VS::DOFBlurQuality p_quality, bool p_use_jitter) {
+
+ dof_blur_quality = p_quality;
+ dof_blur_use_jitter = p_use_jitter;
+}
+
+void RasterizerSceneRD::camera_effects_set_dof_blur_bokeh_shape(VS::DOFBokehShape p_shape) {
+
+ dof_blur_bokeh_shape = p_shape;
+}
+
+void RasterizerSceneRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
ERR_FAIL_COND(!camfx);
@@ -1134,7 +1145,6 @@ void RasterizerSceneRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p
camfx->dof_blur_near_distance = p_near_distance;
camfx->dof_blur_near_transition = p_near_transition;
- camfx->dof_blur_quality = p_quality;
camfx->dof_blur_amount = p_amount;
}
@@ -2332,8 +2342,8 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
_allocate_blur_textures(rb);
}
- float bokeh_size = camfx->dof_blur_amount * 20.0;
- storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[1].mipmaps[0].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, camfx->dof_blur_quality, p_projection.get_z_near(), p_projection.get_z_far(), p_projection.is_orthogonal());
+ float bokeh_size = camfx->dof_blur_amount * 64.0;
+ storage->get_effects()->bokeh_dof(rb->texture, rb->depth_texture, Size2i(rb->width, rb->height), rb->blur[0].mipmaps[0].texture, rb->blur[1].mipmaps[0].texture, rb->blur[0].mipmaps[1].texture, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_projection.get_z_near(), p_projection.get_z_far(), p_projection.is_orthogonal());
}
if (can_use_effects && env && env->auto_exposure) {
@@ -2908,6 +2918,9 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
giprobe_debug_shader_version_pipelines[i].setup(giprobe_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
}
}
+
+ camera_effects_set_dof_blur_bokeh_shape(VS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_shape"))));
+ camera_effects_set_dof_blur_quality(VS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/filters/depth_of_field_use_jitter"));
}
RasterizerSceneRD::~RasterizerSceneRD() {
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.h b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h
index cfd11e9a38..c6d13e4d34 100644
--- a/servers/visual/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h
@@ -501,12 +501,14 @@ private:
float dof_blur_amount = 0.1;
- VS::DOFBlurQuality dof_blur_quality = VS::DOF_BLUR_QUALITY_MEDIUM;
-
bool override_exposure_enabled = false;
float override_exposure = 1;
};
+ VS::DOFBlurQuality dof_blur_quality = VS::DOF_BLUR_QUALITY_MEDIUM;
+ VS::DOFBokehShape dof_blur_bokeh_shape = VS::DOF_BOKEH_HEXAGON;
+ bool dof_blur_use_jitter = false;
+
mutable RID_Owner<CameraEffects> camera_effects_owner;
/* RENDER BUFFERS */
@@ -649,7 +651,10 @@ public:
virtual RID camera_effects_create();
- virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, VS::DOFBlurQuality p_quality);
+ virtual void camera_effects_set_dof_blur_quality(VS::DOFBlurQuality p_quality, bool p_use_jitter);
+ virtual void camera_effects_set_dof_blur_bokeh_shape(VS::DOFBokehShape p_shape);
+
+ virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount);
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure);
RID light_instance_create(RID p_light);
diff --git a/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl b/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl
index 83e77a19fc..e4508d3c8c 100644
--- a/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl
+++ b/servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl
@@ -15,9 +15,8 @@ layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
layout(set = 1, binding = 0) uniform sampler2D source_depth;
#endif
-#ifdef MODE_GEN_BOKEH
-layout(set = 2, binding = 0) uniform sampler2D color_texture;
-layout(set = 1, binding = 0) uniform sampler2D source_depth;
+#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL) || defined(MODE_BOKEH_CIRCULAR)
+layout(set = 1, binding = 0) uniform sampler2D color_texture;
layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image;
#endif
@@ -26,7 +25,7 @@ layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#endif
-
+// based on https://www.shadertoy.com/view/Xd3GDl
layout(push_constant, binding = 1, std430) uniform Params {
@@ -37,19 +36,27 @@ layout(push_constant, binding = 1, std430) uniform Params {
bool orthogonal;
float blur_size;
float blur_scale;
- uint pad;
+ int blur_steps;
bool blur_near_active;
float blur_near_begin;
float blur_near_end;
bool blur_far_active;
+
float blur_far_begin;
float blur_far_end;
- uint pad2[2];
+ bool second_pass;
+ bool half_size;
+ bool use_jitter;
+ float jitter_seed;
+ uint pad[2];
} params;
-#ifndef MODE_COMPOSITE_BOKEH
+//used to work around downsampling filter
+#define DEPTH_GAP 0.0
+
+#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
float depth = textureLod(source_depth,uv,0.0).x;
@@ -61,14 +68,15 @@ float get_depth_at_pos(vec2 uv) {
return depth;
}
+
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
- return (1.0 - smoothstep(params.blur_near_end,params.blur_near_begin,depth) ) * params.blur_size;
+ return - (1.0 - smoothstep(params.blur_near_end,params.blur_near_begin,depth) ) * params.blur_size - DEPTH_GAP; //near blur is negative
}
if (params.blur_far_active && depth > params.blur_far_begin) {
- return smoothstep(params.blur_far_begin,params.blur_far_end,depth) * params.blur_size;
+ return smoothstep(params.blur_far_begin,params.blur_far_end,depth) * params.blur_size + DEPTH_GAP;
}
return 0.0;
@@ -78,6 +86,63 @@ float get_blur_size(float depth) {
const float GOLDEN_ANGLE = 2.39996323;
+
+//note: uniform pdf rand [0;1[
+float hash12n(vec2 p) {
+ p = fract(p * vec2(5.3987, 5.4421));
+ p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
+ return fract(p.x * p.y * 95.4307);
+}
+
+#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
+
+vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
+
+ dir *= pixel_size;
+ vec4 color = texture(color_texture,uv);
+
+ vec4 accum = color;
+ float total = 1.0;
+
+ float blur_scale = params.blur_size/float(params.blur_steps);
+
+ if (params.use_jitter) {
+ uv += dir * (hash12n(uv+params.jitter_seed) - 0.5);
+ }
+
+ for(int i=-params.blur_steps;i<=params.blur_steps;i++) {
+
+ if (i==0) {
+ continue;
+ }
+ float radius = float(i) * blur_scale;
+ vec2 suv = uv + dir * radius;
+ radius = abs(radius);
+
+ vec4 sample_color = texture(color_texture, suv);
+ float limit;
+
+ if (sample_color.a < color.a) {
+ limit = abs(sample_color.a);
+ } else {
+ limit = abs(color.a);
+ }
+
+ limit -= DEPTH_GAP;
+
+ float m = smoothstep(radius-0.5, radius+0.5, limit);
+
+ accum += mix(color, sample_color, m );
+
+ total += 1.0;
+
+ }
+
+ return accum / total;
+}
+
+#endif
+
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
@@ -100,14 +165,61 @@ void main() {
imageStore(color_image,pos,color);
#endif
-#ifdef MODE_GEN_BOKEH
+#ifdef MODE_BOKEH_BOX
- pixel_size*=0.5; //resolution is doubled
+ //pixel_size*=0.5; //resolution is doubled
+ if (params.second_pass || !params.half_size) {
+ uv+=pixel_size * 0.5; //half pixel to read centers
+ } else {
+ uv+=pixel_size * 0.25; //half pixel to read centers from full res
+ }
+
+ vec2 dir = (params.second_pass ? vec2(0.0,1.0) : vec2(1.0,0.0));
+
+ vec4 color = weighted_filter_dir(dir,uv,pixel_size);
+
+ imageStore(bokeh_image,pos,color);
+
+#endif
+
+#ifdef MODE_BOKEH_HEXAGONAL
+
+
+ //pixel_size*=0.5; //resolution is doubled
+ if (params.second_pass || !params.half_size) {
+ uv+=pixel_size * 0.5; //half pixel to read centers
+ } else {
+ uv+=pixel_size * 0.25; //half pixel to read centers from full res
+ }
+
+ vec2 dir = (params.second_pass ? normalize(vec2( 1.0, 0.577350269189626 )) : vec2(0.0,1.0));
+
+ vec4 color = weighted_filter_dir(dir,uv,pixel_size);
+
+ if (params.second_pass) {
+ dir = normalize(vec2( -1.0, 0.577350269189626 ));
+
+ vec4 color2 = weighted_filter_dir(dir,uv,pixel_size);
+
+ color.rgb = min(color.rgb,color2.rgb);
+ color.a = (color.a + color2.a) * 0.5;
+ }
+
+ imageStore(bokeh_image,pos,color);
+
+
+
+#endif
+
+
+#ifdef MODE_BOKEH_CIRCULAR
+
+ if (params.half_size) {
+ pixel_size*=0.5; //resolution is doubled
+ }
uv+=pixel_size * 0.5; //half pixel to read centers
- float depth = get_depth_at_pos(uv);
- float size = get_blur_size(depth);
vec4 color = texture(color_texture,uv);
float accum = 1.0;
float radius = params.blur_scale;
@@ -116,12 +228,12 @@ void main() {
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(color_texture, suv);
- float sample_depth = get_depth_at_pos(suv);
- if (sample_depth > depth) {
- sample_color.a = clamp(sample_color.a, 0.0, size*2.0);
+ float sample_size = abs(sample_color.a);
+ if (sample_color.a > color.a) {
+ sample_size = clamp(sample_size, 0.0, abs(color.a)*2.0);
}
- float m = smoothstep(radius-0.5, radius+0.5, sample_color.a);
+ float m = smoothstep(radius-0.5, radius+0.5, sample_size);
color += mix(color/accum, sample_color, m);
accum += 1.0;
radius += params.blur_scale/radius;
@@ -138,7 +250,14 @@ void main() {
vec4 color = imageLoad(color_image,pos);
vec4 bokeh = texture(source_bokeh,uv);
- color.rgb = mix(color.rgb,bokeh.rgb,min(1.0,max(color.a,bokeh.a))); //blend between hires and lowres
+ float mix_amount;
+ if (bokeh.a < color.a) {
+ mix_amount = min(1.0,max(0.0,max(abs(color.a),abs(bokeh.a))-DEPTH_GAP));
+ } else {
+ mix_amount = min(1.0,max(0.0,abs(color.a)-DEPTH_GAP));
+ }
+
+ color.rgb = mix(color.rgb,bokeh.rgb,mix_amount); //blend between hires and lowres
color.a=0; //reset alpha
imageStore(color_image,pos,color);
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index f0811f5b54..51ce440320 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -541,7 +541,10 @@ public:
BIND0R(RID, camera_effects_create)
- BIND9(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float, DOFBlurQuality)
+ BIND2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
+ BIND1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
+
+ BIND8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
BIND3(camera_effects_set_custom_exposure, RID, bool, float)
/* SCENARIO API */
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h
index 0d40a4e1ea..ddb0f8e76c 100644
--- a/servers/visual/visual_server_wrap_mt.h
+++ b/servers/visual/visual_server_wrap_mt.h
@@ -453,7 +453,10 @@ public:
FUNCRID(camera_effects)
- FUNC9(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float, DOFBlurQuality)
+ FUNC2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
+ FUNC1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
+
+ FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
FUNCRID(scenario)
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp
index 9a9775508f..60ea292d8f 100644
--- a/servers/visual_server.cpp
+++ b/servers/visual_server.cpp
@@ -2287,7 +2287,7 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/quality/shadows/filter_mode", 1);
GLOBAL_DEF("rendering/quality/shadows/filter_mode.mobile", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/filter_mode", PropertyInfo(Variant::INT, "rendering/quality/shadows/filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/filter_mode", PropertyInfo(Variant::INT, "rendering/quality/shadows/filter_mode", PROPERTY_HINT_ENUM, "Disabled (Fastest),PCF5,PCF13 (Slowest)"));
GLOBAL_DEF("rendering/quality/reflections/roughness_layers", 6);
GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
@@ -2302,7 +2302,7 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/quality/gi_probes/anisotropic", false);
GLOBAL_DEF("rendering/quality/gi_probes/quality", 1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/gi_probes/quality", PropertyInfo(Variant::INT, "rendering/quality/gi_probes/quality", PROPERTY_HINT_ENUM, "Ultra-Low (1 cone),Medium (4 cones), High (6 cones)"));
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/gi_probes/quality", PropertyInfo(Variant::INT, "rendering/quality/gi_probes/quality", PROPERTY_HINT_ENUM, "Ultra-Low (1 cone, fastest),Medium (4 cones), High (6 cones, slowest)"));
GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
@@ -2316,6 +2316,12 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);
GLOBAL_DEF("rendering/quality/filters/max_anisotropy", 4);
+
+ GLOBAL_DEF("rendering/quality/filters/depth_of_field_bokeh_shape", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/quality/filters/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fastest),Hexagon,Circle (Slowest)"));
+ GLOBAL_DEF("rendering/quality/filters/depth_of_field_bokeh_quality", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/quality/filters/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low,Medium,High (Slow)"));
+ GLOBAL_DEF("rendering/quality/filters/depth_of_field_use_jitter", false);
}
VisualServer::~VisualServer() {
diff --git a/servers/visual_server.h b/servers/visual_server.h
index c61e984007..dde8025eb2 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -769,12 +769,23 @@ public:
virtual RID camera_effects_create() = 0;
enum DOFBlurQuality {
+ DOF_BLUR_QUALITY_VERY_LOW,
DOF_BLUR_QUALITY_LOW,
DOF_BLUR_QUALITY_MEDIUM,
DOF_BLUR_QUALITY_HIGH,
};
- virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount, DOFBlurQuality p_quality) = 0;
+ virtual void camera_effects_set_dof_blur_quality(DOFBlurQuality p_quality, bool p_use_jitter) = 0;
+
+ enum DOFBokehShape {
+ DOF_BOKEH_BOX,
+ DOF_BOKEH_HEXAGON,
+ DOF_BOKEH_CIRCLE
+ };
+
+ virtual void camera_effects_set_dof_blur_bokeh_shape(DOFBokehShape p_shape) = 0;
+
+ virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
/* SCENARIO API */