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/*************************************************************************/
/* rasterizer_effects_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* 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: */
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/* 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 */
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# include "rasterizer_effects_rd.h"
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# include "core/os/os.h"
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# include "core/project_settings.h"
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# include "thirdparty/misc/cubemap_coeffs.h"
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static _FORCE_INLINE_ void store_transform_3x3 ( const Basis & p_basis , float * p_array ) {
p_array [ 0 ] = p_basis . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_basis . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_basis . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_basis . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_basis . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_basis . elements [ 2 ] [ 1 ] ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = p_basis . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_basis . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_basis . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = 0 ;
}
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RID RasterizerEffectsRD : : _get_uniform_set_from_image ( RID p_image ) {
if ( image_to_uniform_set_cache . has ( p_image ) ) {
RID uniform_set = image_to_uniform_set_cache [ p_image ] ;
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set ) ) {
return uniform_set ;
}
}
Vector < RD : : Uniform > uniforms ;
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 0 ;
u . ids . push_back ( p_image ) ;
uniforms . push_back ( u ) ;
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , luminance_reduce . shader . version_get_shader ( luminance_reduce . shader_version , 0 ) , 1 ) ;
image_to_uniform_set_cache [ p_image ] = uniform_set ;
return uniform_set ;
}
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RID RasterizerEffectsRD : : _get_uniform_set_from_texture ( RID p_texture , bool p_use_mipmaps ) {
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if ( texture_to_uniform_set_cache . has ( p_texture ) ) {
RID uniform_set = texture_to_uniform_set_cache [ p_texture ] ;
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set ) ) {
return uniform_set ;
}
}
Vector < RD : : Uniform > uniforms ;
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_SAMPLER_WITH_TEXTURE ;
u . binding = 0 ;
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u . ids . push_back ( p_use_mipmaps ? default_mipmap_sampler : default_sampler ) ;
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u . ids . push_back ( p_texture ) ;
uniforms . push_back ( u ) ;
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , blur . shader . version_get_shader ( blur . shader_version , 0 ) , 0 ) ;
texture_to_uniform_set_cache [ p_texture ] = uniform_set ;
return uniform_set ;
}
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RID RasterizerEffectsRD : : _get_compute_uniform_set_from_texture ( RID p_texture , bool p_use_mipmaps ) {
if ( texture_to_compute_uniform_set_cache . has ( p_texture ) ) {
RID uniform_set = texture_to_compute_uniform_set_cache [ p_texture ] ;
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( uniform_set ) ) {
return uniform_set ;
}
}
Vector < RD : : Uniform > uniforms ;
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_SAMPLER_WITH_TEXTURE ;
u . binding = 0 ;
u . ids . push_back ( p_use_mipmaps ? default_mipmap_sampler : default_sampler ) ;
u . ids . push_back ( p_texture ) ;
uniforms . push_back ( u ) ;
//any thing with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , luminance_reduce . shader . version_get_shader ( luminance_reduce . shader_version , 0 ) , 0 ) ;
texture_to_compute_uniform_set_cache [ p_texture ] = uniform_set ;
return uniform_set ;
}
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void RasterizerEffectsRD : : copy_to_rect ( RID p_source_rd_texture , RID p_dest_framebuffer , const Rect2 & p_rect , bool p_flip_y , bool p_force_luminance ) {
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zeromem ( & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
if ( p_flip_y ) {
blur . push_constant . flags | = BLUR_FLAG_FLIP_Y ;
}
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if ( p_force_luminance ) {
blur . push_constant . flags | = BLUR_COPY_FORCE_LUMINANCE ;
}
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dest_framebuffer , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD , Vector < Color > ( ) , 1.0 , 0 , p_rect ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , blur . pipelines [ BLUR_MODE_SIMPLY_COPY ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
void RasterizerEffectsRD : : region_copy ( RID p_source_rd_texture , RID p_dest_framebuffer , const Rect2 & p_region ) {
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zeromem ( & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
if ( p_region ! = Rect2 ( ) ) {
blur . push_constant . flags = BLUR_FLAG_USE_BLUR_SECTION ;
blur . push_constant . section [ 0 ] = p_region . position . x ;
blur . push_constant . section [ 1 ] = p_region . position . y ;
blur . push_constant . section [ 2 ] = p_region . size . width ;
blur . push_constant . section [ 3 ] = p_region . size . height ;
}
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dest_framebuffer , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , blur . pipelines [ BLUR_MODE_SIMPLY_COPY ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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void RasterizerEffectsRD : : gaussian_blur ( RID p_source_rd_texture , RID p_framebuffer_half , RID p_rd_texture_half , RID p_dest_framebuffer , const Vector2 & p_pixel_size , const Rect2 & p_region ) {
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zeromem ( & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
uint32_t base_flags = 0 ;
if ( p_region ! = Rect2 ( ) ) {
base_flags = BLUR_FLAG_USE_BLUR_SECTION ;
blur . push_constant . section [ 0 ] = p_region . position . x ;
blur . push_constant . section [ 1 ] = p_region . position . y ;
blur . push_constant . section [ 2 ] = p_region . size . width ;
blur . push_constant . section [ 3 ] = p_region . size . height ;
}
blur . push_constant . pixel_size [ 0 ] = p_pixel_size . x ;
blur . push_constant . pixel_size [ 1 ] = p_pixel_size . y ;
//HORIZONTAL
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_framebuffer_half , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , blur . pipelines [ BLUR_MODE_GAUSSIAN_BLUR ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer_half ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
blur . push_constant . flags = base_flags | BLUR_FLAG_HORIZONTAL ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
//VERTICAL
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draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dest_framebuffer , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , blur . pipelines [ BLUR_MODE_GAUSSIAN_BLUR ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_rd_texture_half ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
blur . push_constant . flags = base_flags ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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void RasterizerEffectsRD : : gaussian_glow ( RID p_source_rd_texture , RID p_framebuffer_half , RID p_rd_texture_half , RID p_dest_framebuffer , const Vector2 & p_pixel_size , float p_strength , bool p_first_pass , float p_luminance_cap , float p_exposure , float p_bloom , float p_hdr_bleed_treshold , float p_hdr_bleed_scale , RID p_auto_exposure , float p_auto_exposure_grey ) {
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zeromem ( & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
BlurMode blur_mode = p_first_pass & & p_auto_exposure . is_valid ( ) ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW ;
uint32_t base_flags = 0 ;
blur . push_constant . pixel_size [ 0 ] = p_pixel_size . x ;
blur . push_constant . pixel_size [ 1 ] = p_pixel_size . y ;
blur . push_constant . glow_strength = p_strength ;
blur . push_constant . glow_bloom = p_bloom ;
blur . push_constant . glow_hdr_threshold = p_hdr_bleed_treshold ;
blur . push_constant . glow_hdr_scale = p_hdr_bleed_scale ;
blur . push_constant . glow_exposure = p_exposure ;
blur . push_constant . glow_white = 0 ; //actually unused
blur . push_constant . glow_luminance_cap = p_luminance_cap ;
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blur . push_constant . glow_auto_exposure_grey = p_auto_exposure_grey ; //unused also
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//HORIZONTAL
RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_framebuffer_half , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD ) ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , blur . pipelines [ blur_mode ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_framebuffer_half ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
if ( p_auto_exposure . is_valid ( ) & & p_first_pass ) {
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_auto_exposure ) , 1 ) ;
}
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
blur . push_constant . flags = base_flags | BLUR_FLAG_HORIZONTAL | ( p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0 ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
blur_mode = BLUR_MODE_GAUSSIAN_GLOW ;
//VERTICAL
draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dest_framebuffer , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD ) ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , blur . pipelines [ blur_mode ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_rd_texture_half ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
blur . push_constant . flags = base_flags ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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void RasterizerEffectsRD : : make_mipmap ( RID p_source_rd_texture , RID p_dest_framebuffer , const Vector2 & p_pixel_size ) {
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zeromem ( & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
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blur . push_constant . pixel_size [ 0 ] = p_pixel_size . x ;
blur . push_constant . pixel_size [ 1 ] = p_pixel_size . y ;
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dest_framebuffer , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , blur . pipelines [ BLUR_MODE_MIPMAP ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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void RasterizerEffectsRD : : 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 ) {
CopyToDPPushConstant push_constant ;
push_constant . bias = p_bias ;
push_constant . z_far = p_z_far ;
push_constant . z_near = p_z_near ;
push_constant . z_flip = p_dp_flip ;
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dest_framebuffer , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD , Vector < Color > ( ) , 1.0 , 0 , p_rect ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , copy . pipelines [ COPY_MODE_CUBE_TO_DP ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dest_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & push_constant , sizeof ( CopyToDPPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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void RasterizerEffectsRD : : tonemapper ( RID p_source_color , RID p_dst_framebuffer , const TonemapSettings & p_settings ) {
zeromem ( & tonemap . push_constant , sizeof ( TonemapPushConstant ) ) ;
tonemap . push_constant . use_bcs = p_settings . use_bcs ;
tonemap . push_constant . bcs [ 0 ] = p_settings . brightness ;
tonemap . push_constant . bcs [ 1 ] = p_settings . contrast ;
tonemap . push_constant . bcs [ 2 ] = p_settings . saturation ;
tonemap . push_constant . use_glow = p_settings . use_glow ;
tonemap . push_constant . glow_intensity = p_settings . glow_intensity ;
tonemap . push_constant . glow_level_flags = p_settings . glow_level_flags ;
tonemap . push_constant . glow_texture_size [ 0 ] = p_settings . glow_texture_size . x ;
tonemap . push_constant . glow_texture_size [ 1 ] = p_settings . glow_texture_size . y ;
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tonemap . push_constant . glow_mode = p_settings . glow_mode ;
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TonemapMode mode = p_settings . glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL ;
tonemap . push_constant . tonemapper = p_settings . tonemap_mode ;
tonemap . push_constant . use_auto_exposure = p_settings . use_auto_exposure ;
tonemap . push_constant . exposure = p_settings . exposure ;
tonemap . push_constant . white = p_settings . white ;
tonemap . push_constant . auto_exposure_grey = p_settings . auto_exposure_grey ;
tonemap . push_constant . use_color_correction = p_settings . use_color_correction ;
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( p_dst_framebuffer , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_READ , RD : : INITIAL_ACTION_KEEP , RD : : FINAL_ACTION_DISCARD ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , tonemap . pipelines [ mode ] . get_render_pipeline ( RD : : INVALID_ID , RD : : get_singleton ( ) - > framebuffer_get_format ( p_dst_framebuffer ) ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_source_color ) , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_settings . exposure_texture ) , 1 ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_settings . glow_texture , true ) , 2 ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , _get_uniform_set_from_texture ( p_settings . color_correction_texture ) , 3 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & tonemap . push_constant , sizeof ( TonemapPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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void RasterizerEffectsRD : : 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 ) {
luminance_reduce . push_constant . source_size [ 0 ] = p_source_size . x ;
luminance_reduce . push_constant . source_size [ 1 ] = p_source_size . y ;
luminance_reduce . push_constant . max_luminance = p_max_luminance ;
luminance_reduce . push_constant . min_luminance = p_min_luminance ;
luminance_reduce . push_constant . exposure_adjust = p_adjust ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
for ( int i = 0 ; i < p_reduce . size ( ) ; i + + ) {
if ( i = = 0 ) {
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , luminance_reduce . pipelines [ LUMINANCE_REDUCE_READ ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_texture ) , 0 ) ;
} else {
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ; //needs barrier, wait until previous is done
if ( i = = p_reduce . size ( ) - 1 & & ! p_set ) {
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , luminance_reduce . pipelines [ LUMINANCE_REDUCE_WRITE ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_prev_luminance ) , 2 ) ;
} else {
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , luminance_reduce . pipelines [ LUMINANCE_REDUCE ] ) ;
}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_reduce [ i - 1 ] ) , 0 ) ;
}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_reduce [ i ] ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & luminance_reduce . push_constant , sizeof ( LuminanceReducePushConstant ) ) ;
int32_t x_groups = ( luminance_reduce . push_constant . source_size [ 0 ] - 1 ) / 8 + 1 ;
int32_t y_groups = ( luminance_reduce . push_constant . source_size [ 1 ] - 1 ) / 8 + 1 ;
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , 1 ) ;
luminance_reduce . push_constant . source_size [ 0 ] = MAX ( luminance_reduce . push_constant . source_size [ 0 ] / 8 , 1 ) ;
luminance_reduce . push_constant . source_size [ 1 ] = MAX ( luminance_reduce . push_constant . source_size [ 1 ] / 8 , 1 ) ;
}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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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 , RenderingServer : : DOFBokehShape p_bokeh_shape , RS : : DOFBlurQuality p_quality , bool p_use_jitter , float p_cam_znear , float p_cam_zfar , bool p_cam_orthogonal ) {
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bokeh . push_constant . blur_far_active = p_dof_far ;
bokeh . push_constant . blur_far_begin = p_dof_far_begin ;
bokeh . push_constant . blur_far_end = p_dof_far_begin + p_dof_far_size ;
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 ) ;
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bokeh . push_constant . use_jitter = p_use_jitter ;
bokeh . push_constant . jitter_seed = Math : : randf ( ) * 1000.0 ;
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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 ;
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bokeh . push_constant . second_pass = false ;
bokeh . push_constant . half_size = false ;
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bokeh . push_constant . blur_scale = 0.5 ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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/* 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.
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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 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_texture ) , 1 ) ;
int32_t x_groups = ( p_base_texture_size . x - 1 ) / 8 + 1 ;
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 ;
bokeh . push_constant . size [ 1 ] = p_base_texture_size . y ;
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 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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if ( p_bokeh_shape = = RS : : DOF_BOKEH_BOX | | p_bokeh_shape = = RS : : DOF_BOKEH_HEXAGON ) {
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//second pass
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , bokeh . pipelines [ p_bokeh_shape = = RS : : DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL ] ) ;
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static const int quality_samples [ 4 ] = { 6 , 12 , 12 , 24 } ;
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bokeh . push_constant . steps = quality_samples [ p_quality ] ;
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if ( p_quality = = RS : : DOF_BLUR_QUALITY_VERY_LOW | | p_quality = = RS : : DOF_BLUR_QUALITY_LOW ) {
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//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)
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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 ) ;
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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 ;
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} 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 ) ;
}
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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 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
//third pass
bokeh . push_constant . second_pass = true ;
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if ( p_quality = = RS : : DOF_BLUR_QUALITY_VERY_LOW | | p_quality = = RS : : DOF_BLUR_QUALITY_LOW ) {
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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 ) ;
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if ( p_quality = = RS : : DOF_BLUR_QUALITY_VERY_LOW | | p_quality = = RS : : DOF_BLUR_QUALITY_LOW ) {
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//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 ) ;
}
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void RasterizerEffectsRD : : generate_ssao ( RID p_depth_buffer , RID p_normal_buffer , const Size2i & p_depth_buffer_size , RID p_depth_mipmaps_texture , const Vector < RID > & depth_mipmaps , RID p_ao1 , bool p_half_size , RID p_ao2 , RID p_upscale_buffer , float p_intensity , float p_radius , float p_bias , const CameraMatrix & p_projection , RS : : EnvironmentSSAOQuality p_quality , RS : : EnvironmentSSAOBlur p_blur , float p_edge_sharpness ) {
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//minify first
ssao . minify_push_constant . orthogonal = p_projection . is_orthogonal ( ) ;
ssao . minify_push_constant . z_near = p_projection . get_z_near ( ) ;
ssao . minify_push_constant . z_far = p_projection . get_z_far ( ) ;
ssao . minify_push_constant . pixel_size [ 0 ] = 1.0 / p_depth_buffer_size . x ;
ssao . minify_push_constant . pixel_size [ 1 ] = 1.0 / p_depth_buffer_size . y ;
ssao . minify_push_constant . source_size [ 0 ] = p_depth_buffer_size . x ;
ssao . minify_push_constant . source_size [ 1 ] = p_depth_buffer_size . y ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
/* FIRST PASS */
// Minify the depth buffer.
for ( int i = 0 ; i < depth_mipmaps . size ( ) ; i + + ) {
if ( i = = 0 ) {
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ SSAO_MINIFY_FIRST ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_buffer ) , 0 ) ;
} else {
if ( i = = 1 ) {
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ SSAO_MINIFY_MIPMAP ] ) ;
}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( depth_mipmaps [ i - 1 ] ) , 0 ) ;
}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( depth_mipmaps [ i ] ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . minify_push_constant , sizeof ( SSAOMinifyPushConstant ) ) ;
// shrink after set
ssao . minify_push_constant . source_size [ 0 ] = MAX ( 1 , ssao . minify_push_constant . source_size [ 0 ] > > 1 ) ;
ssao . minify_push_constant . source_size [ 1 ] = MAX ( 1 , ssao . minify_push_constant . source_size [ 1 ] > > 1 ) ;
int x_groups = ( ssao . minify_push_constant . source_size [ 0 ] - 1 ) / 8 + 1 ;
int y_groups = ( ssao . minify_push_constant . source_size [ 1 ] - 1 ) / 8 + 1 ;
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , 1 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
}
/* SECOND PASS */
// Gather samples
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ ( SSAO_GATHER_LOW + p_quality ) + ( p_half_size ? 4 : 0 ) ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_mipmaps_texture ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_ao1 ) , 1 ) ;
if ( ! p_half_size ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_buffer ) , 2 ) ;
}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_normal_buffer ) , 3 ) ;
ssao . gather_push_constant . screen_size [ 0 ] = p_depth_buffer_size . x ;
ssao . gather_push_constant . screen_size [ 1 ] = p_depth_buffer_size . y ;
if ( p_half_size ) {
ssao . gather_push_constant . screen_size [ 0 ] > > = 1 ;
ssao . gather_push_constant . screen_size [ 1 ] > > = 1 ;
}
ssao . gather_push_constant . z_far = p_projection . get_z_far ( ) ;
ssao . gather_push_constant . z_near = p_projection . get_z_near ( ) ;
ssao . gather_push_constant . orthogonal = p_projection . is_orthogonal ( ) ;
ssao . gather_push_constant . proj_info [ 0 ] = - 2.0f / ( ssao . gather_push_constant . screen_size [ 0 ] * p_projection . matrix [ 0 ] [ 0 ] ) ;
ssao . gather_push_constant . proj_info [ 1 ] = - 2.0f / ( ssao . gather_push_constant . screen_size [ 1 ] * p_projection . matrix [ 1 ] [ 1 ] ) ;
ssao . gather_push_constant . proj_info [ 2 ] = ( 1.0f - p_projection . matrix [ 0 ] [ 2 ] ) / p_projection . matrix [ 0 ] [ 0 ] ;
ssao . gather_push_constant . proj_info [ 3 ] = ( 1.0f + p_projection . matrix [ 1 ] [ 2 ] ) / p_projection . matrix [ 1 ] [ 1 ] ;
//ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
//ssao.gather_push_constant.proj_info[3] = -(1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
ssao . gather_push_constant . radius = p_radius ;
ssao . gather_push_constant . proj_scale = float ( p_projection . get_pixels_per_meter ( ssao . gather_push_constant . screen_size [ 0 ] ) ) ;
ssao . gather_push_constant . bias = p_bias ;
ssao . gather_push_constant . intensity_div_r6 = p_intensity / pow ( p_radius , 6.0f ) ;
ssao . gather_push_constant . pixel_size [ 0 ] = 1.0 / p_depth_buffer_size . x ;
ssao . gather_push_constant . pixel_size [ 1 ] = 1.0 / p_depth_buffer_size . y ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . gather_push_constant , sizeof ( SSAOGatherPushConstant ) ) ;
int x_groups = ( ssao . gather_push_constant . screen_size [ 0 ] - 1 ) / 8 + 1 ;
int y_groups = ( ssao . gather_push_constant . screen_size [ 1 ] - 1 ) / 8 + 1 ;
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , 1 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
/* THIRD PASS */
// Blur horizontal
ssao . blur_push_constant . edge_sharpness = p_edge_sharpness ;
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ssao . blur_push_constant . filter_scale = p_blur ;
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ssao . blur_push_constant . screen_size [ 0 ] = ssao . gather_push_constant . screen_size [ 0 ] ;
ssao . blur_push_constant . screen_size [ 1 ] = ssao . gather_push_constant . screen_size [ 1 ] ;
ssao . blur_push_constant . z_far = p_projection . get_z_far ( ) ;
ssao . blur_push_constant . z_near = p_projection . get_z_near ( ) ;
ssao . blur_push_constant . orthogonal = p_projection . is_orthogonal ( ) ;
ssao . blur_push_constant . axis [ 0 ] = 1 ;
ssao . blur_push_constant . axis [ 1 ] = 0 ;
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if ( p_blur ! = RS : : ENV_SSAO_BLUR_DISABLED ) {
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ p_half_size ? SSAO_BLUR_PASS_HALF : SSAO_BLUR_PASS ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_ao1 ) , 0 ) ;
if ( p_half_size ) {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_mipmaps_texture ) , 1 ) ;
} else {
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_buffer ) , 1 ) ;
}
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_ao2 ) , 3 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . blur_push_constant , sizeof ( SSAOBlurPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , 1 ) ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
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/* THIRD PASS */
// Blur vertical
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ssao . blur_push_constant . axis [ 0 ] = 0 ;
ssao . blur_push_constant . axis [ 1 ] = 1 ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_ao2 ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_ao1 ) , 3 ) ;
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RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . blur_push_constant , sizeof ( SSAOBlurPushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , 1 ) ;
}
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if ( p_half_size ) { //must upscale
/* FOURTH PASS */
// upscale if half size
//back to full size
ssao . blur_push_constant . screen_size [ 0 ] = p_depth_buffer_size . x ;
ssao . blur_push_constant . screen_size [ 1 ] = p_depth_buffer_size . y ;
RD : : get_singleton ( ) - > compute_list_add_barrier ( compute_list ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , ssao . pipelines [ SSAO_BLUR_UPSCALE ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_ao1 ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_upscale_buffer ) , 3 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_buffer ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_depth_mipmaps_texture ) , 2 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & ssao . blur_push_constant , sizeof ( SSAOBlurPushConstant ) ) ; //not used but set anyway
x_groups = ( p_depth_buffer_size . x - 1 ) / 8 + 1 ;
y_groups = ( p_depth_buffer_size . y - 1 ) / 8 + 1 ;
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , 1 ) ;
}
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void RasterizerEffectsRD : : roughness_limit ( RID p_source_normal , RID p_roughness , const Size2i & p_size , float p_curve ) {
roughness_limiter . push_constant . screen_size [ 0 ] = p_size . x ;
roughness_limiter . push_constant . screen_size [ 1 ] = p_size . y ;
roughness_limiter . push_constant . curve = p_curve ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , roughness_limiter . pipeline ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_normal ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_roughness ) , 1 ) ;
int x_groups = ( p_size . x - 1 ) / 8 + 1 ;
int y_groups = ( p_size . y - 1 ) / 8 + 1 ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & roughness_limiter . push_constant , sizeof ( RoughnessLimiterPushConstant ) ) ; //not used but set anyway
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , 1 ) ;
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void RasterizerEffectsRD : : cubemap_roughness ( RID p_source_rd_texture , RID p_dest_framebuffer , uint32_t p_face_id , uint32_t p_sample_count , float p_roughness , float p_size ) {
zeromem ( & roughness . push_constant , sizeof ( CubemapRoughnessPushConstant ) ) ;
roughness . push_constant . face_id = p_face_id > 9 ? 0 : p_face_id ;
roughness . push_constant . roughness = p_roughness ;
roughness . push_constant . sample_count = p_sample_count ;
roughness . push_constant . use_direct_write = p_roughness = = 0.0 ;
roughness . push_constant . face_size = p_size ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , roughness . pipeline ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_rd_texture ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_dest_framebuffer ) , 1 ) ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & roughness . push_constant , sizeof ( CubemapRoughnessPushConstant ) ) ;
int x_groups = ( p_size - 1 ) / 8 + 1 ;
int y_groups = ( p_size - 1 ) / 8 + 1 ;
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , p_face_id > 9 ? 6 : 1 ) ;
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
void RasterizerEffectsRD : : cubemap_downsample ( RID p_source_cubemap , RID p_dest_cubemap , const Size2i & p_size ) {
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cubemap_downsampler . push_constant . face_size = p_size . x ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
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RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , cubemap_downsampler . pipeline ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_cubemap ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_uniform_set_from_image ( p_dest_cubemap ) , 1 ) ;
int x_groups = ( p_size . x - 1 ) / 8 + 1 ;
int y_groups = ( p_size . y - 1 ) / 8 + 1 ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & cubemap_downsampler . push_constant , sizeof ( CubemapDownsamplerPushConstant ) ) ;
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , y_groups , 6 ) ; // one z_group for each face
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
void RasterizerEffectsRD : : cubemap_filter ( RID p_source_cubemap , Vector < RID > p_dest_cubemap , bool p_use_array ) {
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Vector < RD : : Uniform > uniforms ;
for ( int i = 0 ; i < p_dest_cubemap . size ( ) ; i + + ) {
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = i ;
u . ids . push_back ( p_dest_cubemap [ i ] ) ;
uniforms . push_back ( u ) ;
}
if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( filter . image_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( filter . image_uniform_set ) ;
}
filter . image_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , filter . shader . version_get_shader ( filter . shader_version , 0 ) , 2 ) ;
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int pipeline = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY ;
pipeline = filter . use_high_quality ? pipeline : pipeline + 1 ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , filter . pipelines [ pipeline ] ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , _get_compute_uniform_set_from_texture ( p_source_cubemap , true ) , 0 ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , filter . uniform_set , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , filter . image_uniform_set , 2 ) ;
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int x_groups = p_use_array ? 1792 : 342 ; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64
RD : : get_singleton ( ) - > compute_list_dispatch ( compute_list , x_groups , 6 , 1 ) ; // one y_group for each face
RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
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void RasterizerEffectsRD : : render_sky ( RD : : DrawListID p_list , float p_time , RID p_fb , RID p_samplers , RID p_lights , RenderPipelineVertexFormatCacheRD * p_pipeline , RID p_uniform_set , RID p_texture_set , const CameraMatrix & p_camera , const Basis & p_orientation , float p_multiplier , const Vector3 & p_position ) {
SkyPushConstant sky_push_constant ;
zeromem ( & sky_push_constant , sizeof ( SkyPushConstant ) ) ;
sky_push_constant . proj [ 0 ] = p_camera . matrix [ 2 ] [ 0 ] ;
sky_push_constant . proj [ 1 ] = p_camera . matrix [ 0 ] [ 0 ] ;
sky_push_constant . proj [ 2 ] = p_camera . matrix [ 2 ] [ 1 ] ;
sky_push_constant . proj [ 3 ] = p_camera . matrix [ 1 ] [ 1 ] ;
sky_push_constant . position [ 0 ] = p_position . x ;
sky_push_constant . position [ 1 ] = p_position . y ;
sky_push_constant . position [ 2 ] = p_position . z ;
sky_push_constant . multiplier = p_multiplier ;
sky_push_constant . time = p_time ;
store_transform_3x3 ( p_orientation , sky_push_constant . orientation ) ;
RenderingDevice : : FramebufferFormatID fb_format = RD : : get_singleton ( ) - > framebuffer_get_format ( p_fb ) ;
RD : : DrawListID draw_list = p_list ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , p_pipeline - > get_render_pipeline ( RD : : INVALID_ID , fb_format ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_samplers , 0 ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_uniform_set , 1 ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_texture_set , 2 ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , p_lights , 3 ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & sky_push_constant , sizeof ( SkyPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
}
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RasterizerEffectsRD : : RasterizerEffectsRD ( ) {
{
// Initialize blur
Vector < String > blur_modes ;
blur_modes . push_back ( " \n #define MODE_GAUSSIAN_BLUR \n " ) ;
blur_modes . push_back ( " \n #define MODE_GAUSSIAN_GLOW \n " ) ;
blur_modes . push_back ( " \n #define MODE_GAUSSIAN_GLOW \n #define GLOW_USE_AUTO_EXPOSURE \n " ) ;
blur_modes . push_back ( " \n #define MODE_DOF_NEAR_BLUR \n #define DOF_QUALITY_LOW \n " ) ;
blur_modes . push_back ( " \n #define MODE_DOF_NEAR_BLUR \n #define DOF_QUALITY_MEDIUM \n " ) ;
blur_modes . push_back ( " \n #define MODE_DOF_NEAR_BLUR \n #define DOF_QUALITY_HIGH \n " ) ;
blur_modes . push_back ( " \n #define MODE_DOF_NEAR_BLUR \n #define DOF_QUALITY_LOW \n #define DOF_NEAR_BLUR_MERGE \n " ) ;
blur_modes . push_back ( " \n #define MODE_DOF_NEAR_BLUR \n #define DOF_QUALITY_MEDIUM \n #define DOF_NEAR_BLUR_MERGE \n " ) ;
blur_modes . push_back ( " \n #define MODE_DOF_NEAR_BLUR \n #define DOF_QUALITY_HIGH \n #define DOF_NEAR_BLUR_MERGE \n " ) ;
blur_modes . push_back ( " \n #define MODE_DOF_FAR_BLUR \n #define DOF_QUALITY_LOW \n " ) ;
blur_modes . push_back ( " \n #define MODE_DOF_FAR_BLUR \n #define DOF_QUALITY_MEDIUM \n " ) ;
blur_modes . push_back ( " \n #define MODE_DOF_FAR_BLUR \n #define DOF_QUALITY_HIGH \n " ) ;
blur_modes . push_back ( " \n #define MODE_SSAO_MERGE \n " ) ;
blur_modes . push_back ( " \n #define MODE_SIMPLE_COPY \n " ) ;
blur_modes . push_back ( " \n #define MODE_MIPMAP \n " ) ;
blur . shader . initialize ( blur_modes ) ;
zeromem ( & blur . push_constant , sizeof ( BlurPushConstant ) ) ;
blur . shader_version = blur . shader . version_create ( ) ;
for ( int i = 0 ; i < BLUR_MODE_MAX ; i + + ) {
blur . pipelines [ i ] . setup ( blur . shader . version_get_shader ( blur . shader_version , i ) , RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , RD : : PipelineColorBlendState : : create_disabled ( ) , 0 ) ;
}
}
{
// Initialize roughness
Vector < String > cubemap_roughness_modes ;
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cubemap_roughness_modes . push_back ( " " ) ;
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roughness . shader . initialize ( cubemap_roughness_modes ) ;
roughness . shader_version = roughness . shader . version_create ( ) ;
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roughness . pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( roughness . shader . version_get_shader ( roughness . shader_version , 0 ) ) ;
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}
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{
// Initialize tonemapper
Vector < String > tonemap_modes ;
tonemap_modes . push_back ( " \n " ) ;
tonemap_modes . push_back ( " \n #define USE_GLOW_FILTER_BICUBIC \n " ) ;
tonemap . shader . initialize ( tonemap_modes ) ;
tonemap . shader_version = tonemap . shader . version_create ( ) ;
for ( int i = 0 ; i < TONEMAP_MODE_MAX ; i + + ) {
tonemap . pipelines [ i ] . setup ( tonemap . shader . version_get_shader ( tonemap . shader_version , i ) , RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , RD : : PipelineColorBlendState : : create_disabled ( ) , 0 ) ;
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}
}
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{
// Initialize luminance_reduce
Vector < String > luminance_reduce_modes ;
luminance_reduce_modes . push_back ( " \n #define READ_TEXTURE \n " ) ;
luminance_reduce_modes . push_back ( " \n " ) ;
luminance_reduce_modes . push_back ( " \n #define WRITE_LUMINANCE \n " ) ;
luminance_reduce . shader . initialize ( luminance_reduce_modes ) ;
luminance_reduce . shader_version = luminance_reduce . shader . version_create ( ) ;
for ( int i = 0 ; i < LUMINANCE_REDUCE_MAX ; i + + ) {
luminance_reduce . pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( luminance_reduce . shader . version_get_shader ( luminance_reduce . shader_version , i ) ) ;
}
}
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{
// Initialize copier
Vector < String > copy_modes ;
copy_modes . push_back ( " \n #define MODE_CUBE_TO_DP \n " ) ;
copy . shader . initialize ( copy_modes ) ;
copy . shader_version = copy . shader . version_create ( ) ;
for ( int i = 0 ; i < COPY_MODE_MAX ; i + + ) {
copy . pipelines [ i ] . setup ( copy . shader . version_get_shader ( copy . shader_version , i ) , RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , RD : : PipelineColorBlendState : : create_disabled ( ) , 0 ) ;
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}
}
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{
// Initialize bokeh
Vector < String > bokeh_modes ;
bokeh_modes . push_back ( " \n #define MODE_GEN_BLUR_SIZE \n " ) ;
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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 " ) ;
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bokeh_modes . push_back ( " \n #define MODE_COMPOSITE_BOKEH \n " ) ;
bokeh . shader . initialize ( bokeh_modes ) ;
bokeh . shader_version = bokeh . shader . version_create ( ) ;
for ( int i = 0 ; i < BOKEH_MAX ; i + + ) {
bokeh . pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( bokeh . shader . version_get_shader ( bokeh . shader_version , i ) ) ;
}
}
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{
// Initialize ssao
uint32_t pipeline = 0 ;
{
Vector < String > ssao_modes ;
ssao_modes . push_back ( " \n #define MINIFY_START \n " ) ;
ssao_modes . push_back ( " \n " ) ;
ssao . minify_shader . initialize ( ssao_modes ) ;
ssao . minify_shader_version = ssao . minify_shader . version_create ( ) ;
for ( int i = 0 ; i < = SSAO_MINIFY_MIPMAP ; i + + ) {
ssao . pipelines [ pipeline ] = RD : : get_singleton ( ) - > compute_pipeline_create ( ssao . minify_shader . version_get_shader ( ssao . minify_shader_version , i ) ) ;
pipeline + + ;
}
}
{
Vector < String > ssao_modes ;
ssao_modes . push_back ( " \n #define SSAO_QUALITY_LOW \n " ) ;
ssao_modes . push_back ( " \n " ) ;
ssao_modes . push_back ( " \n #define SSAO_QUALITY_HIGH \n " ) ;
ssao_modes . push_back ( " \n #define SSAO_QUALITY_ULTRA \n " ) ;
ssao_modes . push_back ( " \n #define SSAO_QUALITY_LOW \n #define USE_HALF_SIZE \n " ) ;
ssao_modes . push_back ( " \n #define USE_HALF_SIZE \n " ) ;
ssao_modes . push_back ( " \n #define SSAO_QUALITY_HIGH \n #define USE_HALF_SIZE \n " ) ;
ssao_modes . push_back ( " \n #define SSAO_QUALITY_ULTRA \n #define USE_HALF_SIZE \n " ) ;
ssao . gather_shader . initialize ( ssao_modes ) ;
ssao . gather_shader_version = ssao . gather_shader . version_create ( ) ;
for ( int i = SSAO_GATHER_LOW ; i < = SSAO_GATHER_ULTRA_HALF ; i + + ) {
ssao . pipelines [ pipeline ] = RD : : get_singleton ( ) - > compute_pipeline_create ( ssao . gather_shader . version_get_shader ( ssao . gather_shader_version , i - SSAO_GATHER_LOW ) ) ;
pipeline + + ;
}
}
{
Vector < String > ssao_modes ;
ssao_modes . push_back ( " \n #define MODE_FULL_SIZE \n " ) ;
ssao_modes . push_back ( " \n " ) ;
ssao_modes . push_back ( " \n #define MODE_UPSCALE \n " ) ;
ssao . blur_shader . initialize ( ssao_modes ) ;
ssao . blur_shader_version = ssao . blur_shader . version_create ( ) ;
for ( int i = SSAO_BLUR_PASS ; i < = SSAO_BLUR_UPSCALE ; i + + ) {
ssao . pipelines [ pipeline ] = RD : : get_singleton ( ) - > compute_pipeline_create ( ssao . blur_shader . version_get_shader ( ssao . blur_shader_version , i - SSAO_BLUR_PASS ) ) ;
pipeline + + ;
}
}
ERR_FAIL_COND ( pipeline ! = SSAO_MAX ) ;
}
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{
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// Initialize roughness limiter
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Vector < String > shader_modes ;
shader_modes . push_back ( " " ) ;
roughness_limiter . shader . initialize ( shader_modes ) ;
roughness_limiter . shader_version = roughness_limiter . shader . version_create ( ) ;
roughness_limiter . pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( roughness_limiter . shader . version_get_shader ( roughness_limiter . shader_version , 0 ) ) ;
}
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{
//Initialize cubemap downsampler
Vector < String > cubemap_downsampler_modes ;
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cubemap_downsampler_modes . push_back ( " " ) ;
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cubemap_downsampler . shader . initialize ( cubemap_downsampler_modes ) ;
cubemap_downsampler . shader_version = cubemap_downsampler . shader . version_create ( ) ;
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cubemap_downsampler . pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( cubemap_downsampler . shader . version_get_shader ( cubemap_downsampler . shader_version , 0 ) ) ;
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}
{
// Initialize cubemap filter
filter . use_high_quality = GLOBAL_GET ( " rendering/quality/reflections/fast_filter_high_quality " ) ;
Vector < String > cubemap_filter_modes ;
cubemap_filter_modes . push_back ( " \n #define USE_HIGH_QUALITY \n " ) ;
cubemap_filter_modes . push_back ( " \n #define USE_LOW_QUALITY \n " ) ;
cubemap_filter_modes . push_back ( " \n #define USE_HIGH_QUALITY \n #define USE_TEXTURE_ARRAY \n " ) ;
cubemap_filter_modes . push_back ( " \n #define USE_LOW_QUALITY \n #define USE_TEXTURE_ARRAY \n " ) ;
filter . shader . initialize ( cubemap_filter_modes ) ;
filter . shader_version = filter . shader . version_create ( ) ;
for ( int i = 0 ; i < FILTER_MODE_MAX ; i + + ) {
filter . pipelines [ i ] = RD : : get_singleton ( ) - > compute_pipeline_create ( filter . shader . version_get_shader ( filter . shader_version , i ) ) ;
}
if ( filter . use_high_quality ) {
filter . coefficient_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( high_quality_coeffs ) ) ;
RD : : get_singleton ( ) - > buffer_update ( filter . coefficient_buffer , 0 , sizeof ( high_quality_coeffs ) , & high_quality_coeffs [ 0 ] , false ) ;
} else {
filter . coefficient_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( low_quality_coeffs ) ) ;
RD : : get_singleton ( ) - > buffer_update ( filter . coefficient_buffer , 0 , sizeof ( low_quality_coeffs ) , & low_quality_coeffs [ 0 ] , false ) ;
}
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 0 ;
u . ids . push_back ( filter . coefficient_buffer ) ;
uniforms . push_back ( u ) ;
}
filter . uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , filter . shader . version_get_shader ( filter . shader_version , filter . use_high_quality ? 0 : 1 ) , 1 ) ;
}
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RD : : SamplerState sampler ;
sampler . mag_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler . min_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler . max_lod = 0 ;
default_sampler = RD : : get_singleton ( ) - > sampler_create ( sampler ) ;
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sampler . min_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler . mip_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler . max_lod = 1e20 ;
default_mipmap_sampler = RD : : get_singleton ( ) - > sampler_create ( sampler ) ;
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{ //create index array for copy shaders
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Vector < uint8_t > pv ;
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pv . resize ( 6 * 4 ) ;
{
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uint8_t * w = pv . ptrw ( ) ;
int * p32 = ( int * ) w ;
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p32 [ 0 ] = 0 ;
p32 [ 1 ] = 1 ;
p32 [ 2 ] = 2 ;
p32 [ 3 ] = 0 ;
p32 [ 4 ] = 2 ;
p32 [ 5 ] = 3 ;
}
index_buffer = RD : : get_singleton ( ) - > index_buffer_create ( 6 , RenderingDevice : : INDEX_BUFFER_FORMAT_UINT32 , pv ) ;
index_array = RD : : get_singleton ( ) - > index_array_create ( index_buffer , 0 , 6 ) ;
}
}
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RasterizerEffectsRD : : ~ RasterizerEffectsRD ( ) {
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if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( filter . image_uniform_set ) ) {
RD : : get_singleton ( ) - > free ( filter . image_uniform_set ) ;
}
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if ( RD : : get_singleton ( ) - > uniform_set_is_valid ( filter . uniform_set ) ) {
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RD : : get_singleton ( ) - > free ( filter . uniform_set ) ;
}
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RD : : get_singleton ( ) - > free ( default_sampler ) ;
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RD : : get_singleton ( ) - > free ( default_mipmap_sampler ) ;
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RD : : get_singleton ( ) - > free ( index_buffer ) ; //array gets freed as dependency
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RD : : get_singleton ( ) - > free ( filter . coefficient_buffer ) ;
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blur . shader . version_free ( blur . shader_version ) ;
roughness . shader . version_free ( roughness . shader_version ) ;
tonemap . shader . version_free ( tonemap . shader_version ) ;
luminance_reduce . shader . version_free ( luminance_reduce . shader_version ) ;
copy . shader . version_free ( copy . shader_version ) ;
bokeh . shader . version_free ( bokeh . shader_version ) ;
ssao . minify_shader . version_free ( ssao . minify_shader_version ) ;
ssao . gather_shader . version_free ( ssao . gather_shader_version ) ;
ssao . blur_shader . version_free ( ssao . blur_shader_version ) ;
roughness_limiter . shader . version_free ( roughness_limiter . shader_version ) ;
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cubemap_downsampler . shader . version_free ( cubemap_downsampler . shader_version ) ;
filter . shader . version_free ( filter . shader_version ) ;
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}