/**************************************************************************/ /* copy_effects.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef COPY_EFFECTS_RD_H #define COPY_EFFECTS_RD_H #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" namespace RendererRD { class CopyEffects { private: bool prefer_raster_effects; // Blur raster shader enum BlurRasterMode { BLUR_MIPMAP, BLUR_MODE_GAUSSIAN_BLUR, BLUR_MODE_GAUSSIAN_GLOW, BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, BLUR_MODE_COPY, BLUR_MODE_SET_COLOR, BLUR_MODE_MAX }; enum { BLUR_FLAG_HORIZONTAL = (1 << 0), BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1), BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2), }; struct BlurRasterPushConstant { float pixel_size[2]; uint32_t flags; uint32_t pad; //glow float glow_strength; float glow_bloom; float glow_hdr_threshold; float glow_hdr_scale; float glow_exposure; float glow_white; float glow_luminance_cap; float glow_auto_exposure_scale; float luminance_multiplier; float res1; float res2; float res3; }; struct BlurRaster { BlurRasterPushConstant push_constant; BlurRasterShaderRD shader; RID shader_version; PipelineCacheRD pipelines[BLUR_MODE_MAX]; } blur_raster; // Copy shader enum CopyMode { COPY_MODE_GAUSSIAN_COPY, COPY_MODE_GAUSSIAN_COPY_8BIT, COPY_MODE_GAUSSIAN_GLOW, COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, COPY_MODE_SIMPLY_COPY, COPY_MODE_SIMPLY_COPY_8BIT, COPY_MODE_SIMPLY_COPY_DEPTH, COPY_MODE_SET_COLOR, COPY_MODE_SET_COLOR_8BIT, COPY_MODE_MIPMAP, COPY_MODE_LINEARIZE_DEPTH, COPY_MODE_CUBE_TO_PANORAMA, COPY_MODE_CUBE_ARRAY_TO_PANORAMA, COPY_MODE_MAX, }; enum { COPY_FLAG_HORIZONTAL = (1 << 0), COPY_FLAG_USE_COPY_SECTION = (1 << 1), COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2), COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3), COPY_FLAG_GLOW_FIRST_PASS = (1 << 4), COPY_FLAG_FLIP_Y = (1 << 5), COPY_FLAG_FORCE_LUMINANCE = (1 << 6), COPY_FLAG_ALL_SOURCE = (1 << 7), COPY_FLAG_ALPHA_TO_ONE = (1 << 8), }; struct CopyPushConstant { int32_t section[4]; int32_t target[2]; uint32_t flags; uint32_t pad; // Glow. float glow_strength; float glow_bloom; float glow_hdr_threshold; float glow_hdr_scale; float glow_exposure; float glow_white; float glow_luminance_cap; float glow_auto_exposure_scale; // DOF. float camera_z_far; float camera_z_near; uint32_t pad2[2]; //SET color float set_color[4]; }; struct Copy { CopyPushConstant push_constant; CopyShaderRD shader; RID shader_version; RID pipelines[COPY_MODE_MAX]; } copy; // Copy to FB shader enum CopyToFBMode { COPY_TO_FB_COPY, COPY_TO_FB_COPY_PANORAMA_TO_DP, COPY_TO_FB_COPY2, COPY_TO_FB_MULTIVIEW, COPY_TO_FB_MULTIVIEW_WITH_DEPTH, COPY_TO_FB_SET_COLOR, COPY_TO_FB_MAX, }; enum CopyToFBFlags { COPY_TO_FB_FLAG_FLIP_Y = (1 << 0), COPY_TO_FB_FLAG_USE_SECTION = (1 << 1), COPY_TO_FB_FLAG_FORCE_LUMINANCE = (1 << 2), COPY_TO_FB_FLAG_ALPHA_TO_ZERO = (1 << 3), COPY_TO_FB_FLAG_SRGB = (1 << 4), COPY_TO_FB_FLAG_ALPHA_TO_ONE = (1 << 5), COPY_TO_FB_FLAG_LINEAR = (1 << 6), }; struct CopyToFbPushConstant { float section[4]; float pixel_size[2]; float luminance_multiplier; uint32_t flags; float set_color[4]; }; struct CopyToFb { CopyToFbPushConstant push_constant; CopyToFbShaderRD shader; RID shader_version; PipelineCacheRD pipelines[COPY_TO_FB_MAX]; } copy_to_fb; // Copy to DP struct CopyToDPPushConstant { float z_far; float z_near; float texel_size[2]; float screen_rect[4]; }; struct CopyToDP { CubeToDpShaderRD shader; RID shader_version; PipelineCacheRD pipeline; } cube_to_dp; // Cubemap effects struct CubemapDownsamplerPushConstant { uint32_t face_size; uint32_t face_id; float pad[2]; }; struct CubemapDownsampler { CubemapDownsamplerPushConstant push_constant; CubemapDownsamplerShaderRD compute_shader; CubemapDownsamplerRasterShaderRD raster_shader; RID shader_version; RID compute_pipeline; PipelineCacheRD raster_pipeline; } cubemap_downsampler; enum CubemapFilterMode { FILTER_MODE_HIGH_QUALITY, FILTER_MODE_LOW_QUALITY, FILTER_MODE_HIGH_QUALITY_ARRAY, FILTER_MODE_LOW_QUALITY_ARRAY, FILTER_MODE_MAX, }; struct CubemapFilterRasterPushConstant { uint32_t mip_level; uint32_t face_id; float pad[2]; }; struct CubemapFilter { CubemapFilterShaderRD compute_shader; CubemapFilterRasterShaderRD raster_shader; RID shader_version; RID compute_pipelines[FILTER_MODE_MAX]; PipelineCacheRD raster_pipelines[FILTER_MODE_MAX]; RID uniform_set; RID image_uniform_set; RID coefficient_buffer; bool use_high_quality; } filter; struct CubemapRoughnessPushConstant { uint32_t face_id; uint32_t sample_count; float roughness; uint32_t use_direct_write; float face_size; float pad[3]; }; struct CubemapRoughness { CubemapRoughnessPushConstant push_constant; CubemapRoughnessShaderRD compute_shader; CubemapRoughnessRasterShaderRD raster_shader; RID shader_version; RID compute_pipeline; PipelineCacheRD raster_pipeline; } roughness; // Merge specular enum SpecularMergeMode { SPECULAR_MERGE_ADD, SPECULAR_MERGE_SSR, SPECULAR_MERGE_ADDITIVE_ADD, SPECULAR_MERGE_ADDITIVE_SSR, SPECULAR_MERGE_ADD_MULTIVIEW, SPECULAR_MERGE_SSR_MULTIVIEW, SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW, SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW, SPECULAR_MERGE_MAX }; /* Specular merge must be done using raster, rather than compute * because it must continue the existing color buffer */ struct SpecularMerge { SpecularMergeShaderRD shader; RID shader_version; PipelineCacheRD pipelines[SPECULAR_MERGE_MAX]; } specular_merge; static CopyEffects *singleton; public: static CopyEffects *get_singleton(); CopyEffects(bool p_prefer_raster_effects); ~CopyEffects(); bool get_prefer_raster_effects() { return prefer_raster_effects; } void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false); void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array); void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false); void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far); void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false); void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false); void copy_raster(RID p_source_texture, RID p_dest_framebuffer); void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst = false); void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size); void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0); void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0); void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); void set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region); void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip, BitField p_post_barrier = RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER); void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size); void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size); void cubemap_filter(RID p_source_cubemap, Vector p_dest_cubemap, bool p_use_array); void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level); void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); void cubemap_roughness_raster(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); void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count); }; } // namespace RendererRD #endif // COPY_EFFECTS_RD_H