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

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/*************************************************************************/
/* bokeh_dof.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "bokeh_dof.h"
#include "copy_effects.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
#include "servers/rendering/rendering_server_default.h"
#include "servers/rendering/storage/camera_attributes_storage.h"
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using namespace RendererRD;
BokehDOF::BokehDOF(bool p_prefer_raster_effects) {
prefer_raster_effects = p_prefer_raster_effects;
// Initialize bokeh
Vector<String> bokeh_modes;
bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
if (prefer_raster_effects) {
bokeh.raster_shader.initialize(bokeh_modes);
bokeh.shader_version = bokeh.raster_shader.version_create();
const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
for (int i = 0; i < BOKEH_MAX; i++) {
RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
}
} else {
bokeh.compute_shader.initialize(bokeh_modes);
bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
bokeh.shader_version = bokeh.compute_shader.version_create();
for (int i = 0; i < BOKEH_MAX; i++) {
if (bokeh.compute_shader.is_variant_enabled(i)) {
bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
}
}
for (int i = 0; i < BOKEH_MAX; i++) {
bokeh.raster_pipelines[i].clear();
}
}
}
BokehDOF::~BokehDOF() {
if (prefer_raster_effects) {
bokeh.raster_shader.version_free(bokeh.shader_version);
} else {
bokeh.compute_shader.version_free(bokeh.shader_version);
}
}
void BokehDOF::bokeh_dof_compute(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
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ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of bokeh depth of field with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
bool use_jitter = RSG::camera_attributes->camera_attributes_get_dof_blur_use_jitter();
RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
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// setup our push constant
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
bokeh.push_constant.blur_far_active = dof_far;
bokeh.push_constant.blur_far_begin = dof_far_begin;
bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size; // Only used with non-physically-based.
bokeh.push_constant.use_physical_far = dof_far_size < 0.0;
bokeh.push_constant.blur_size_far = bokeh_size; // Only used with physically-based.
bokeh.push_constant.blur_near_active = dof_near;
bokeh.push_constant.blur_near_begin = dof_near_begin;
bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size; // Only used with non-physically-based.
bokeh.push_constant.use_physical_near = dof_near_size < 0.0;
bokeh.push_constant.blur_size_near = bokeh_size; // Only used with physically-based.
bokeh.push_constant.use_jitter = use_jitter;
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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 = (dof_near_size < 0.0 && dof_far_size < 0.0) ? 32 : bokeh_size; // Cap with physically-based to keep performance reasonable.
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bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
bokeh.push_constant.blur_scale = 0.5;
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
RD::Uniform u_base_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.base_texture);
RD::Uniform u_secondary_image(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.secondary_texture);
RD::Uniform u_half_image0(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[0]);
RD::Uniform u_half_image1(RD::UNIFORM_TYPE_IMAGE, 0, p_buffers.half_texture[1]);
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.
RID shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
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//second pass
BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
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shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[mode]);
static const int quality_samples[4] = { 6, 12, 12, 24 };
bokeh.push_constant.steps = quality_samples[blur_quality];
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if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_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)
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
bokeh.push_constant.blur_size *= 0.5;
} else {
//medium and high quality use full size
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_secondary_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//third pass
bokeh.push_constant.second_pass = true;
if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
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RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image1), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
} else {
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_secondary_texture), 1);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_quality == RS::DOF_BLUR_QUALITY_LOW) {
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//forth pass, upscale for low quality
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture1), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.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_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
} else {
//circle
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BOKEH_CIRCULAR);
ERR_FAIL_COND(shader.is_null());
//second pass
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_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[blur_quality];
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//circle always runs in half size, otherwise too expensive
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_half_image0), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_base_texture), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.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_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
RD::get_singleton()->compute_list_add_barrier(compute_list);
//circle is just one pass, then upscale
// upscale
shader = bokeh.compute_shader.version_get_shader(bokeh.shader_version, BOKEH_COMPOSITE);
ERR_FAIL_COND(shader.is_null());
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_base_image), 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_half_texture0), 1);
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
bokeh.push_constant.size[1] = p_buffers.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_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
}
RD::get_singleton()->compute_list_end();
}
void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attributes, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
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ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't blur-based depth of field with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
bool dof_far = RSG::camera_attributes->camera_attributes_get_dof_far_enabled(p_camera_attributes);
float dof_far_begin = RSG::camera_attributes->camera_attributes_get_dof_far_distance(p_camera_attributes);
float dof_far_size = RSG::camera_attributes->camera_attributes_get_dof_far_transition(p_camera_attributes);
bool dof_near = RSG::camera_attributes->camera_attributes_get_dof_near_enabled(p_camera_attributes);
float dof_near_begin = RSG::camera_attributes->camera_attributes_get_dof_near_distance(p_camera_attributes);
float dof_near_size = RSG::camera_attributes->camera_attributes_get_dof_near_transition(p_camera_attributes);
float bokeh_size = RSG::camera_attributes->camera_attributes_get_dof_blur_amount(p_camera_attributes) * 64; // Base 64 pixel radius.
RS::DOFBokehShape bokeh_shape = RSG::camera_attributes->camera_attributes_get_dof_blur_bokeh_shape();
RS::DOFBlurQuality blur_quality = RSG::camera_attributes->camera_attributes_get_dof_blur_quality();
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// setup our base push constant
memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
bokeh.push_constant.orthogonal = p_cam_orthogonal;
bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
bokeh.push_constant.z_far = p_cam_zfar;
bokeh.push_constant.z_near = p_cam_znear;
bokeh.push_constant.second_pass = false;
bokeh.push_constant.half_size = false;
bokeh.push_constant.blur_size = bokeh_size;
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// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_base_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.base_texture }));
RD::Uniform u_depth_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.depth_texture }));
RD::Uniform u_secondary_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.secondary_texture }));
RD::Uniform u_half_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[0] }));
RD::Uniform u_half_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.half_texture[1] }));
RD::Uniform u_weight_texture0(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[0] }));
RD::Uniform u_weight_texture1(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[1] }));
RD::Uniform u_weight_texture2(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[2] }));
RD::Uniform u_weight_texture3(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_buffers.weight_texture[3] }));
if (dof_far || dof_near) {
if (dof_far) {
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bokeh.push_constant.blur_far_active = true;
bokeh.push_constant.blur_far_begin = dof_far_begin;
bokeh.push_constant.blur_far_end = dof_far_begin + dof_far_size;
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}
if (dof_near) {
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bokeh.push_constant.blur_near_active = true;
bokeh.push_constant.blur_near_begin = dof_near_begin;
bokeh.push_constant.blur_near_end = dof_near_begin - dof_near_size;
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}
{
// generate our depth data
RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, BOKEH_GEN_BLUR_SIZE);
ERR_FAIL_COND(shader.is_null());
RID framebuffer = p_buffers.base_weight_fb;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
if (bokeh_shape == RS::DOF_BOKEH_BOX || bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
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// double pass approach
BokehMode mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
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RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
if (blur_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || blur_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)
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
bokeh.push_constant.blur_size *= 0.5;
}
static const int quality_samples[4] = { 6, 12, 12, 24 };
bokeh.push_constant.blur_scale = 0.5;
bokeh.push_constant.steps = quality_samples[blur_quality];
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RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
// Pass 1
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
// Pass 2
if (!bokeh.push_constant.half_size) {
// do not output weight, we're writing back into our base buffer
mode = bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
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shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
}
bokeh.push_constant.second_pass = true;
framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
RD::Uniform texture = bokeh.push_constant.half_size ? u_half_texture0 : u_secondary_texture;
RD::Uniform weight = bokeh.push_constant.half_size ? u_weight_texture2 : u_weight_texture1;
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 1);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
if (bokeh.push_constant.half_size) {
// Compose pass
mode = BOKEH_COMPOSITE;
shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
framebuffer = p_buffers.base_fb;
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
} else {
// circular is a single pass approach
BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
RID shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
{
// circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
bokeh.push_constant.half_size = true;
// bokeh.push_constant.blur_size *= 0.5;
}
static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
bokeh.push_constant.blur_scale = quality_scale[blur_quality];
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bokeh.push_constant.steps = 0.0;
RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
if (bokeh.push_constant.half_size) {
// Compose
mode = BOKEH_COMPOSITE;
shader = bokeh.raster_shader.version_get_shader(bokeh.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
framebuffer = p_buffers.base_fb;
draw_list = RD::get_singleton()->draw_list_begin(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, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
} else {
CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb);
}
}
}
}