virtualx-engine/servers/rendering/renderer_rd/effects/roughness_limiter.cpp

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/**************************************************************************/
/* roughness_limiter.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "roughness_limiter.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
using namespace RendererRD;
RoughnessLimiter::RoughnessLimiter() {
// Initialize roughness limiter
Vector<String> shader_modes;
shader_modes.push_back("");
shader.initialize(shader_modes);
shader_version = shader.version_create();
pipeline = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, 0));
}
RoughnessLimiter::~RoughnessLimiter() {
shader.version_free(shader_version);
}
void RoughnessLimiter::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
push_constant.screen_size[0] = p_size.x;
push_constant.screen_size[1] = p_size.y;
push_constant.curve = p_curve;
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RID rl_shader = shader.version_get_shader(shader_version, 0);
RD::Uniform u_source_normal(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_normal }));
RD::Uniform u_roughness(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_roughness }));
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipeline);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(rl_shader, 0, u_source_normal), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(rl_shader, 1, u_roughness), 1);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RoughnessLimiterPushConstant)); //not used but set anyway
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.x, p_size.y, 1);
RD::get_singleton()->compute_list_end();
}