Improvement: tooltips, defaults, and framerate independence

This commit is contained in:
sphynx-owner 2024-07-07 21:19:03 +03:00
commit d6826a0950
6 changed files with 76 additions and 25 deletions

View file

@ -33,11 +33,11 @@
[ext_resource type="PackedScene" uid="uid://b62ieebpxbuin" path="res://Scenes/Section03/S3B1.tscn" id="16_m1vvn"]
[ext_resource type="PackedScene" uid="uid://q5n4wbhxihjp" path="res://Scenes/Section03/S3B2.tscn" id="17_4e0xd"]
[ext_resource type="PackedScene" uid="uid://ncj04jk76gn0" path="res://Scenes/Section02/Bistro_StringLights.tscn" id="17_j1o0m"]
[ext_resource type="RDShaderFile" uid="uid://qn4j1e6qpbjn" path="res://MyJumpFloodIteration/jump_flood_blur.glsl" id="17_lj2u4"]
[ext_resource type="RDShaderFile" uid="uid://b02ng0mepo13k" path="res://MyJumpFloodIteration/jump_flood_blur.glsl" id="17_lj2u4"]
[ext_resource type="PackedScene" uid="uid://chlhxyb30n5bj" path="res://Scenes/Section03/S3B3.tscn" id="18_4ij38"]
[ext_resource type="AudioStream" uid="uid://b6rc81y5wriln" path="res://Audio/day_bg.ogg" id="18_kwmnc"]
[ext_resource type="RDShaderFile" uid="uid://3fotynjh5y7g" path="res://MyJumpFloodIteration/jfp_backtracking_experimental.glsl" id="18_opepq"]
[ext_resource type="RDShaderFile" uid="uid://b5t02et6687be" path="res://MyJumpFloodIteration/jump_flood_overlay.glsl" id="19_7g3lb"]
[ext_resource type="RDShaderFile" uid="uid://ei3ro3axdl8y" path="res://MyJumpFloodIteration/jfp_backtracking_experimental.glsl" id="18_opepq"]
[ext_resource type="RDShaderFile" uid="uid://bc2dlayo43x06" path="res://MyJumpFloodIteration/jump_flood_overlay.glsl" id="19_7g3lb"]
[ext_resource type="PackedScene" uid="uid://cou4bgmlcrc2" path="res://Scenes/Section03/S3B4.tscn" id="19_acyb5"]
[ext_resource type="AudioStream" uid="uid://cngxal8rdb5mj" path="res://Audio/night_bg.ogg" id="19_ida67"]
[ext_resource type="Script" path="res://MyJumpFloodIteration/jump_flood_blur.gd" id="20_0qnwf"]
@ -81,7 +81,7 @@
[ext_resource type="Script" path="res://Scripts/FoliageArea.gd" id="75_mt554"]
[ext_resource type="PackedScene" uid="uid://dph2jwqw0jaw" path="res://Scenes/FoliageSound.tscn" id="76_oe8ap"]
[sub_resource type="CompositorEffect" id="CompositorEffect_tx25r"]
[sub_resource type="CompositorEffect" id="CompositorEffect_d3aqs"]
resource_local_to_scene = false
resource_name = ""
enabled = true
@ -97,12 +97,15 @@ overlay_shader_file = ExtResource("19_7g3lb")
construction_pass = ExtResource("18_opepq")
perpen_error_threshold = 0.3
sample_step_multiplier = 8.0
backtracking_velocity_match_threshold = 0.5
backtracking_velocity_match_parallel_sensitivity = 1.0
backtracking_velcoity_match_perpendicular_sensitivity = 0.2
backtracking_velocity_match_threshold = 0.49
backtracking_velocity_match_parallel_sensitivity = 0.5
backtracking_velcoity_match_perpendicular_sensitivity = 0.1
JFA_pass_count = 3
framerate_independent = true
target_constant_framerate = 30.0
[sub_resource type="Compositor" id="Compositor_ak7ke"]
compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_tx25r")])
compositor_effects = Array[CompositorEffect]([SubResource("CompositorEffect_d3aqs")])
[sub_resource type="BoxMesh" id="BoxMesh_u4h6w"]
size = Vector3(42.825, 3, 85.35)

View file

@ -12,6 +12,12 @@ var all_fps : Array[int] = [
var fps_index : int = 0
func _ready():
var motion_blur_effect = compositor.compositor_effects[0]
iteration_count = motion_blur_effect.JFA_pass_count
$"../Control/VBoxContainer/HBoxContainer/iteration_count".text = str(iteration_count)
func _input(event: InputEvent) -> void:
#if Input.is_action_just_pressed("SPACE"):
#compositor.compositor_effects[0].enabled = !compositor.compositor_effects[0].enabled
@ -27,14 +33,14 @@ func _input(event: InputEvent) -> void:
iteration_count -= 1
iteration_count = clamp(iteration_count, 1, 11)
motion_blur_effect.iteration_count = iteration_count
motion_blur_effect.JFA_pass_count = iteration_count
$"../Control/VBoxContainer/HBoxContainer/iteration_count".text = str(iteration_count)
if Input.is_action_just_pressed("right"):
iteration_count += 1
iteration_count = clamp(iteration_count, 1, 11)
motion_blur_effect.iteration_count = iteration_count
motion_blur_effect.JFA_pass_count = iteration_count
$"../Control/VBoxContainer/HBoxContainer/iteration_count".text = str(iteration_count)
if Input.is_action_just_pressed("SPACE"):

View file

@ -2,7 +2,7 @@
importer="glsl"
type="RDShaderFile"
uid="uid://3fotynjh5y7g"
uid="uid://ei3ro3axdl8y"
path="res://.godot/imported/jfp_backtracking_experimental.glsl-d67307f6899fed647164be410a7debc8.res"
[deps]

View file

@ -5,7 +5,7 @@ class_name MotionBlurSphynxJumpFlood
# diminishing returns over 16
@export_range(4, 64) var motion_blur_samples: int = 8
# you really don't want this over 0.5, but you can if you want to try
@export_range(0, 0.5, 0.001, "or_greater") var motion_blur_intensity: float = 0.25
@export_range(0, 0.5, 0.001, "or_greater") var motion_blur_intensity: float = 1
@export_range(0, 1) var motion_blur_center_fade: float = 0.0
@ -24,12 +24,38 @@ class_name MotionBlurSphynxJumpFlood
construction_pass = value
_init()
@export var perpen_error_threshold : float = 0.5
@export var sample_step_multiplier : float = 4
## the portion of speed that is allowed for side bleed of velocities
## during the jfa dilation passes and before backtracking. Getting this a higher value
## would make it so that meshes at movement blur more reliably, but also bleed
## further perpendicularly to their velocity, thus wash elemets behind them out.
@export var perpen_error_threshold : float = 0.3
@export var backtracking_velocity_match_threshold : float = 0.2
@export var backtracking_velocity_match_parallel_sensitivity : float = 1;
@export var backtracking_velcoity_match_perpendicular_sensitivity : float = 0.2;
## an initial step size that can increase the dilation radius proportionally, at the
## sacrifice of some quality in the final resolution of the dilation
@export var sample_step_multiplier : float = 8
## how sensitive the backtracking for velocities be
@export var backtracking_velocity_match_threshold : float = 0.49
## how sensitively the backtracking should treat velocities that are a different
## length along that velocity
@export var backtracking_velocity_match_parallel_sensitivity : float = 0.5;
## how sensitively the backtracking should treat velcoities that have perpendicular
## offset to that velocity
@export var backtracking_velcoity_match_perpendicular_sensitivity : float = 0.1;
## the number of passes performed by the jump flood algorithm based dilation,
## each pass added doubles the maximum radius of dilation available
@export var JFA_pass_count : int = 3
## wether this motion blur stays the same intensity below
## target_constant_framerate
@export var framerate_independent : bool = true
## if framerate_independent is enabled, the blur would simulate
## sutter speeds at that framerate, and up.
@export var target_constant_framerate : float = 30
var rd: RenderingDevice
@ -55,8 +81,6 @@ var past_color : StringName = "past_color"
var velocity_3D : StringName = "velocity_3D"
var velocity_curl : StringName = "velocity_curl"
var iteration_count : int = 3
var draw_debug : float = 0
var freeze : bool = false
@ -114,7 +138,25 @@ func get_sampler_uniform(image: RID, binding: int) -> RDUniform:
uniform.add_id(image)
return uniform
var temp_motion_blur_intensity : float
var previous_time : float = 0
func _render_callback(p_effect_callback_type, p_render_data):
var time : float = float(Time.get_ticks_msec()) / 1000
var delta_time : float = time - previous_time
previous_time = time
temp_motion_blur_intensity = motion_blur_intensity
if framerate_independent:
var capped_frame_time : float = min(1 / target_constant_framerate, delta_time)
temp_motion_blur_intensity = motion_blur_intensity * capped_frame_time / delta_time
if rd and p_effect_callback_type == CompositorEffect.EFFECT_CALLBACK_TYPE_POST_TRANSPARENT:
var render_scene_buffers: RenderSceneBuffersRD = p_render_data.get_render_scene_buffers()
var render_scene_data: RenderSceneDataRD = p_render_data.get_render_scene_data()
@ -130,10 +172,10 @@ func _render_callback(p_effect_callback_type, p_render_data):
rd.draw_command_begin_label("Motion Blur", Color(1.0, 1.0, 1.0, 1.0))
var last_iteration_index : int = iteration_count - 1;
var last_iteration_index : int = JFA_pass_count - 1;
var push_constant: PackedFloat32Array = [
motion_blur_samples, motion_blur_intensity,
motion_blur_samples, temp_motion_blur_intensity,
motion_blur_center_fade, draw_debug,
freeze,
Engine.get_frames_drawn() % 8,
@ -169,7 +211,7 @@ func _render_callback(p_effect_callback_type, p_render_data):
rd.compute_list_bind_compute_pipeline(compute_list, construct_pipeline)
rd.compute_list_bind_uniform_set(compute_list, tex_uniform_set, 0)
for i in iteration_count:
for i in JFA_pass_count:
var jf_push_constants : PackedInt32Array = [
i,
last_iteration_index,
@ -180,7 +222,7 @@ func _render_callback(p_effect_callback_type, p_render_data):
var jf_float_push_constants_test : PackedFloat32Array = [
perpen_error_threshold,
sample_step_multiplier,
motion_blur_intensity,
temp_motion_blur_intensity,
backtracking_velocity_match_threshold,
backtracking_velocity_match_parallel_sensitivity,
backtracking_velcoity_match_perpendicular_sensitivity,

View file

@ -2,7 +2,7 @@
importer="glsl"
type="RDShaderFile"
uid="uid://qn4j1e6qpbjn"
uid="uid://b02ng0mepo13k"
path="res://.godot/imported/jump_flood_blur.glsl-df0c6b7cc65d8b0520871790f9075253.res"
[deps]

View file

@ -2,7 +2,7 @@
importer="glsl"
type="RDShaderFile"
uid="uid://b5t02et6687be"
uid="uid://bc2dlayo43x06"
path="res://.godot/imported/jump_flood_overlay.glsl-764d3c488a9e9576eab825591e868325.res"
[deps]