756 lines
23 KiB
C++
756 lines
23 KiB
C++
/*************************************************************************/
|
|
/* effects_rd.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef EFFECTS_RD_H
|
|
#define EFFECTS_RD_H
|
|
|
|
#include "core/math/camera_matrix.h"
|
|
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
|
|
#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h"
|
|
#include "servers/rendering/renderer_scene_render.h"
|
|
|
|
#include "servers/rendering_server.h"
|
|
|
|
class EffectsRD {
|
|
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_HIGH_QUALITY_GLOW = (1 << 8),
|
|
COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
|
|
};
|
|
|
|
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_grey;
|
|
// 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;
|
|
|
|
enum CopyToFBMode {
|
|
COPY_TO_FB_COPY,
|
|
COPY_TO_FB_COPY_PANORAMA_TO_DP,
|
|
COPY_TO_FB_COPY2,
|
|
COPY_TO_FB_MAX,
|
|
|
|
};
|
|
|
|
struct CopyToFbPushConstant {
|
|
float section[4];
|
|
float pixel_size[2];
|
|
uint32_t flip_y;
|
|
uint32_t use_section;
|
|
|
|
uint32_t force_luminance;
|
|
uint32_t alpha_to_zero;
|
|
uint32_t srgb;
|
|
uint32_t pad;
|
|
};
|
|
|
|
struct CopyToFb {
|
|
CopyToFbPushConstant push_constant;
|
|
CopyToFbShaderRD shader;
|
|
RID shader_version;
|
|
PipelineCacheRD pipelines[COPY_TO_FB_MAX];
|
|
|
|
} copy_to_fb;
|
|
|
|
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 shader;
|
|
RID shader_version;
|
|
RID pipeline;
|
|
} roughness;
|
|
|
|
enum TonemapMode {
|
|
TONEMAP_MODE_NORMAL,
|
|
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
|
|
TONEMAP_MODE_1D_LUT,
|
|
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
|
|
|
|
TONEMAP_MODE_NORMAL_MULTIVIEW,
|
|
TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
|
|
TONEMAP_MODE_1D_LUT_MULTIVIEW,
|
|
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
|
|
|
|
TONEMAP_MODE_MAX
|
|
};
|
|
|
|
struct TonemapPushConstant {
|
|
float bcs[3];
|
|
uint32_t use_bcs;
|
|
|
|
uint32_t use_glow;
|
|
uint32_t use_auto_exposure;
|
|
uint32_t use_color_correction;
|
|
uint32_t tonemapper;
|
|
|
|
uint32_t glow_texture_size[2];
|
|
float glow_intensity;
|
|
uint32_t pad3;
|
|
|
|
uint32_t glow_mode;
|
|
float glow_levels[7];
|
|
|
|
float exposure;
|
|
float white;
|
|
float auto_exposure_grey;
|
|
uint32_t pad2;
|
|
|
|
float pixel_size[2];
|
|
uint32_t use_fxaa;
|
|
uint32_t use_debanding;
|
|
};
|
|
|
|
/* tonemap actually writes to a framebuffer, which is
|
|
* better to do using the raster pipeline rather than
|
|
* compute, as that framebuffer might be in different formats
|
|
*/
|
|
struct Tonemap {
|
|
TonemapPushConstant push_constant;
|
|
TonemapShaderRD shader;
|
|
RID shader_version;
|
|
PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
|
|
} tonemap;
|
|
|
|
enum LuminanceReduceMode {
|
|
LUMINANCE_REDUCE_READ,
|
|
LUMINANCE_REDUCE,
|
|
LUMINANCE_REDUCE_WRITE,
|
|
LUMINANCE_REDUCE_MAX
|
|
};
|
|
|
|
struct LuminanceReducePushConstant {
|
|
int32_t source_size[2];
|
|
float max_luminance;
|
|
float min_luminance;
|
|
float exposure_adjust;
|
|
float pad[3];
|
|
};
|
|
|
|
struct LuminanceReduce {
|
|
LuminanceReducePushConstant push_constant;
|
|
LuminanceReduceShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[LUMINANCE_REDUCE_MAX];
|
|
} luminance_reduce;
|
|
|
|
struct CopyToDPPushConstant {
|
|
float z_far;
|
|
float z_near;
|
|
uint32_t z_flip;
|
|
uint32_t pad;
|
|
float screen_rect[4];
|
|
};
|
|
|
|
struct CoptToDP {
|
|
CubeToDpShaderRD shader;
|
|
RID shader_version;
|
|
PipelineCacheRD pipeline;
|
|
} cube_to_dp;
|
|
|
|
struct BokehPushConstant {
|
|
uint32_t size[2];
|
|
float z_far;
|
|
float z_near;
|
|
|
|
uint32_t orthogonal;
|
|
float blur_size;
|
|
float blur_scale;
|
|
uint32_t steps;
|
|
|
|
uint32_t blur_near_active;
|
|
float blur_near_begin;
|
|
float blur_near_end;
|
|
uint32_t blur_far_active;
|
|
|
|
float blur_far_begin;
|
|
float blur_far_end;
|
|
uint32_t second_pass;
|
|
uint32_t half_size;
|
|
|
|
uint32_t use_jitter;
|
|
float jitter_seed;
|
|
uint32_t pad[2];
|
|
};
|
|
|
|
enum BokehMode {
|
|
BOKEH_GEN_BLUR_SIZE,
|
|
BOKEH_GEN_BOKEH_BOX,
|
|
BOKEH_GEN_BOKEH_HEXAGONAL,
|
|
BOKEH_GEN_BOKEH_CIRCULAR,
|
|
BOKEH_COMPOSITE,
|
|
BOKEH_MAX
|
|
};
|
|
|
|
struct Bokeh {
|
|
BokehPushConstant push_constant;
|
|
BokehDofShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[BOKEH_MAX];
|
|
} bokeh;
|
|
|
|
enum SSAOMode {
|
|
SSAO_DOWNSAMPLE,
|
|
SSAO_DOWNSAMPLE_HALF_RES,
|
|
SSAO_DOWNSAMPLE_MIPMAP,
|
|
SSAO_DOWNSAMPLE_MIPMAP_HALF_RES,
|
|
SSAO_DOWNSAMPLE_HALF,
|
|
SSAO_DOWNSAMPLE_HALF_RES_HALF,
|
|
SSAO_GATHER,
|
|
SSAO_GATHER_BASE,
|
|
SSAO_GATHER_ADAPTIVE,
|
|
SSAO_GENERATE_IMPORTANCE_MAP,
|
|
SSAO_PROCESS_IMPORTANCE_MAPA,
|
|
SSAO_PROCESS_IMPORTANCE_MAPB,
|
|
SSAO_BLUR_PASS,
|
|
SSAO_BLUR_PASS_SMART,
|
|
SSAO_BLUR_PASS_WIDE,
|
|
SSAO_INTERLEAVE,
|
|
SSAO_INTERLEAVE_SMART,
|
|
SSAO_INTERLEAVE_HALF,
|
|
SSAO_MAX
|
|
};
|
|
|
|
struct SSAODownsamplePushConstant {
|
|
float pixel_size[2];
|
|
float z_far;
|
|
float z_near;
|
|
uint32_t orthogonal;
|
|
float radius_sq;
|
|
uint32_t pad[2];
|
|
};
|
|
|
|
struct SSAOGatherPushConstant {
|
|
int32_t screen_size[2];
|
|
int pass;
|
|
int quality;
|
|
|
|
float half_screen_pixel_size[2];
|
|
int size_multiplier;
|
|
float detail_intensity;
|
|
|
|
float NDC_to_view_mul[2];
|
|
float NDC_to_view_add[2];
|
|
|
|
float pad[2];
|
|
float half_screen_pixel_size_x025[2];
|
|
|
|
float radius;
|
|
float intensity;
|
|
float shadow_power;
|
|
float shadow_clamp;
|
|
|
|
float fade_out_mul;
|
|
float fade_out_add;
|
|
float horizon_angle_threshold;
|
|
float inv_radius_near_limit;
|
|
|
|
bool is_orthogonal;
|
|
float neg_inv_radius;
|
|
float load_counter_avg_div;
|
|
float adaptive_sample_limit;
|
|
|
|
int32_t pass_coord_offset[2];
|
|
float pass_uv_offset[2];
|
|
};
|
|
|
|
struct SSAOGatherConstants {
|
|
float rotation_matrices[80]; //5 vec4s * 4
|
|
};
|
|
|
|
struct SSAOImportanceMapPushConstant {
|
|
float half_screen_pixel_size[2];
|
|
float intensity;
|
|
float power;
|
|
};
|
|
|
|
struct SSAOBlurPushConstant {
|
|
float edge_sharpness;
|
|
float pad;
|
|
float half_screen_pixel_size[2];
|
|
};
|
|
|
|
struct SSAOInterleavePushConstant {
|
|
float inv_sharpness;
|
|
uint32_t size_modifier;
|
|
float pixel_size[2];
|
|
};
|
|
|
|
struct SSAO {
|
|
SSAODownsamplePushConstant downsample_push_constant;
|
|
SsaoDownsampleShaderRD downsample_shader;
|
|
RID downsample_shader_version;
|
|
|
|
SSAOGatherPushConstant gather_push_constant;
|
|
SsaoShaderRD gather_shader;
|
|
RID gather_shader_version;
|
|
RID gather_constants_buffer;
|
|
bool gather_initialized = false;
|
|
|
|
SSAOImportanceMapPushConstant importance_map_push_constant;
|
|
SsaoImportanceMapShaderRD importance_map_shader;
|
|
RID importance_map_shader_version;
|
|
RID importance_map_load_counter;
|
|
RID counter_uniform_set;
|
|
|
|
SSAOBlurPushConstant blur_push_constant;
|
|
SsaoBlurShaderRD blur_shader;
|
|
RID blur_shader_version;
|
|
|
|
SSAOInterleavePushConstant interleave_push_constant;
|
|
SsaoInterleaveShaderRD interleave_shader;
|
|
RID interleave_shader_version;
|
|
|
|
RID mirror_sampler;
|
|
RID pipelines[SSAO_MAX];
|
|
} ssao;
|
|
|
|
struct RoughnessLimiterPushConstant {
|
|
int32_t screen_size[2];
|
|
float curve;
|
|
uint32_t pad;
|
|
};
|
|
|
|
struct RoughnessLimiter {
|
|
RoughnessLimiterPushConstant push_constant;
|
|
RoughnessLimiterShaderRD shader;
|
|
RID shader_version;
|
|
RID pipeline;
|
|
|
|
} roughness_limiter;
|
|
|
|
struct CubemapDownsamplerPushConstant {
|
|
uint32_t face_size;
|
|
float pad[3];
|
|
};
|
|
|
|
struct CubemapDownsampler {
|
|
CubemapDownsamplerPushConstant push_constant;
|
|
CubemapDownsamplerShaderRD shader;
|
|
RID shader_version;
|
|
RID 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 CubemapFilter {
|
|
CubemapFilterShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[FILTER_MODE_MAX];
|
|
RID uniform_set;
|
|
RID image_uniform_set;
|
|
RID coefficient_buffer;
|
|
bool use_high_quality;
|
|
|
|
} filter;
|
|
|
|
enum SpecularMergeMode {
|
|
SPECULAR_MERGE_ADD,
|
|
SPECULAR_MERGE_SSR,
|
|
SPECULAR_MERGE_ADDITIVE_ADD,
|
|
SPECULAR_MERGE_ADDITIVE_SSR,
|
|
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;
|
|
|
|
enum ScreenSpaceReflectionMode {
|
|
SCREEN_SPACE_REFLECTION_NORMAL,
|
|
SCREEN_SPACE_REFLECTION_ROUGH,
|
|
SCREEN_SPACE_REFLECTION_MAX,
|
|
};
|
|
|
|
struct ScreenSpaceReflectionPushConstant {
|
|
float proj_info[4];
|
|
|
|
int32_t screen_size[2];
|
|
float camera_z_near;
|
|
float camera_z_far;
|
|
|
|
int32_t num_steps;
|
|
float depth_tolerance;
|
|
float distance_fade;
|
|
float curve_fade_in;
|
|
|
|
uint32_t orthogonal;
|
|
float filter_mipmap_levels;
|
|
uint32_t use_half_res;
|
|
uint8_t metallic_mask[4];
|
|
|
|
float projection[16];
|
|
};
|
|
|
|
struct ScreenSpaceReflection {
|
|
ScreenSpaceReflectionPushConstant push_constant;
|
|
ScreenSpaceReflectionShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[SCREEN_SPACE_REFLECTION_MAX];
|
|
|
|
} ssr;
|
|
|
|
struct ScreenSpaceReflectionFilterPushConstant {
|
|
float proj_info[4];
|
|
|
|
uint32_t orthogonal;
|
|
float edge_tolerance;
|
|
int32_t increment;
|
|
uint32_t pad;
|
|
|
|
int32_t screen_size[2];
|
|
uint32_t vertical;
|
|
uint32_t steps;
|
|
};
|
|
enum {
|
|
SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
|
|
SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
|
|
SCREEN_SPACE_REFLECTION_FILTER_MAX,
|
|
};
|
|
|
|
struct ScreenSpaceReflectionFilter {
|
|
ScreenSpaceReflectionFilterPushConstant push_constant;
|
|
ScreenSpaceReflectionFilterShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX];
|
|
} ssr_filter;
|
|
|
|
struct ScreenSpaceReflectionScalePushConstant {
|
|
int32_t screen_size[2];
|
|
float camera_z_near;
|
|
float camera_z_far;
|
|
|
|
uint32_t orthogonal;
|
|
uint32_t filter;
|
|
uint32_t pad[2];
|
|
};
|
|
|
|
struct ScreenSpaceReflectionScale {
|
|
ScreenSpaceReflectionScalePushConstant push_constant;
|
|
ScreenSpaceReflectionScaleShaderRD shader;
|
|
RID shader_version;
|
|
RID pipeline;
|
|
} ssr_scale;
|
|
|
|
struct SubSurfaceScatteringPushConstant {
|
|
int32_t screen_size[2];
|
|
float camera_z_far;
|
|
float camera_z_near;
|
|
|
|
uint32_t vertical;
|
|
uint32_t orthogonal;
|
|
float unit_size;
|
|
float scale;
|
|
|
|
float depth_scale;
|
|
uint32_t pad[3];
|
|
};
|
|
|
|
struct SubSurfaceScattering {
|
|
SubSurfaceScatteringPushConstant push_constant;
|
|
SubsurfaceScatteringShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[3]; //3 quality levels
|
|
} sss;
|
|
|
|
struct ResolvePushConstant {
|
|
int32_t screen_size[2];
|
|
int32_t samples;
|
|
uint32_t pad;
|
|
};
|
|
|
|
enum ResolveMode {
|
|
RESOLVE_MODE_GI,
|
|
RESOLVE_MODE_GI_VOXEL_GI,
|
|
RESOLVE_MODE_MAX
|
|
};
|
|
|
|
struct Resolve {
|
|
ResolvePushConstant push_constant;
|
|
ResolveShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
|
|
} resolve;
|
|
|
|
enum SortMode {
|
|
SORT_MODE_BLOCK,
|
|
SORT_MODE_STEP,
|
|
SORT_MODE_INNER,
|
|
SORT_MODE_MAX
|
|
};
|
|
|
|
struct Sort {
|
|
struct PushConstant {
|
|
uint32_t total_elements;
|
|
uint32_t pad[3];
|
|
int32_t job_params[4];
|
|
};
|
|
|
|
SortShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[SORT_MODE_MAX];
|
|
} sort;
|
|
|
|
RID default_sampler;
|
|
RID default_mipmap_sampler;
|
|
RID index_buffer;
|
|
RID index_array;
|
|
|
|
Map<RID, RID> texture_to_uniform_set_cache;
|
|
|
|
Map<RID, RID> image_to_uniform_set_cache;
|
|
|
|
struct TexturePair {
|
|
RID texture1;
|
|
RID texture2;
|
|
_FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const {
|
|
if (texture1 == p_pair.texture1) {
|
|
return texture2 < p_pair.texture2;
|
|
} else {
|
|
return texture1 < p_pair.texture1;
|
|
}
|
|
}
|
|
};
|
|
|
|
struct TextureSamplerPair {
|
|
RID texture;
|
|
RID sampler;
|
|
_FORCE_INLINE_ bool operator<(const TextureSamplerPair &p_pair) const {
|
|
if (texture == p_pair.texture) {
|
|
return sampler < p_pair.sampler;
|
|
} else {
|
|
return texture < p_pair.texture;
|
|
}
|
|
}
|
|
};
|
|
|
|
Map<RID, RID> texture_to_compute_uniform_set_cache;
|
|
Map<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
|
|
Map<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
|
|
Map<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
|
|
|
|
RID _get_uniform_set_from_image(RID p_texture);
|
|
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
|
|
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
|
|
RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler);
|
|
RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
|
|
RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
|
|
|
|
public:
|
|
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());
|
|
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_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 gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
|
|
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
|
|
void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, 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_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
|
|
|
|
void 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);
|
|
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
|
|
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip);
|
|
void 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 = false);
|
|
void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_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, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
|
|
|
|
struct TonemapSettings {
|
|
bool use_glow = false;
|
|
enum GlowMode {
|
|
GLOW_MODE_ADD,
|
|
GLOW_MODE_SCREEN,
|
|
GLOW_MODE_SOFTLIGHT,
|
|
GLOW_MODE_REPLACE,
|
|
GLOW_MODE_MIX
|
|
};
|
|
|
|
GlowMode glow_mode = GLOW_MODE_ADD;
|
|
float glow_intensity = 1.0;
|
|
float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
|
|
Vector2i glow_texture_size;
|
|
bool glow_use_bicubic_upscale = false;
|
|
RID glow_texture;
|
|
|
|
RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR;
|
|
float exposure = 1.0;
|
|
float white = 1.0;
|
|
|
|
bool use_auto_exposure = false;
|
|
float auto_exposure_grey = 0.5;
|
|
RID exposure_texture;
|
|
|
|
bool use_bcs = false;
|
|
float brightness = 1.0;
|
|
float contrast = 1.0;
|
|
float saturation = 1.0;
|
|
|
|
bool use_color_correction = false;
|
|
bool use_1d_color_correction = false;
|
|
RID color_correction_texture;
|
|
|
|
bool use_fxaa = false;
|
|
bool use_debanding = false;
|
|
Vector2i texture_size;
|
|
uint32_t view_count = 1;
|
|
};
|
|
|
|
struct SSAOSettings {
|
|
float radius = 1.0;
|
|
float intensity = 2.0;
|
|
float power = 1.5;
|
|
float detail = 0.5;
|
|
float horizon = 0.06;
|
|
float sharpness = 0.98;
|
|
|
|
RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
|
|
bool half_size = false;
|
|
float adaptive_target = 0.5;
|
|
int blur_passes = 2;
|
|
float fadeout_from = 50.0;
|
|
float fadeout_to = 300.0;
|
|
|
|
Size2i full_screen_size = Size2i();
|
|
Size2i half_screen_size = Size2i();
|
|
Size2i quarter_screen_size = Size2i();
|
|
};
|
|
|
|
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
|
|
|
|
void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
|
|
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
|
|
|
|
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
|
|
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
|
|
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
|
|
|
|
void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
|
|
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
|
|
void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
|
|
|
|
void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
|
|
|
|
void sort_buffer(RID p_uniform_set, int p_size);
|
|
|
|
EffectsRD();
|
|
~EffectsRD();
|
|
};
|
|
|
|
#endif // !RASTERIZER_EFFECTS_RD_H
|