8faf23b52b
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
761 lines
23 KiB
C++
761 lines
23 KiB
C++
/*************************************************************************/
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/* effects_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EFFECTS_RD_H
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#define EFFECTS_RD_H
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#include "core/math/camera_matrix.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h"
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#include "servers/rendering_server.h"
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class EffectsRD {
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enum CopyMode {
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COPY_MODE_GAUSSIAN_COPY,
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COPY_MODE_GAUSSIAN_COPY_8BIT,
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COPY_MODE_GAUSSIAN_GLOW,
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COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
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COPY_MODE_SIMPLY_COPY,
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COPY_MODE_SIMPLY_COPY_8BIT,
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COPY_MODE_SIMPLY_COPY_DEPTH,
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COPY_MODE_SET_COLOR,
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COPY_MODE_SET_COLOR_8BIT,
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COPY_MODE_MIPMAP,
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COPY_MODE_LINEARIZE_DEPTH,
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COPY_MODE_CUBE_TO_PANORAMA,
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COPY_MODE_CUBE_ARRAY_TO_PANORAMA,
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COPY_MODE_MAX,
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};
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enum {
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COPY_FLAG_HORIZONTAL = (1 << 0),
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COPY_FLAG_USE_COPY_SECTION = (1 << 1),
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COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
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COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
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COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
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COPY_FLAG_FLIP_Y = (1 << 5),
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COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
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COPY_FLAG_ALL_SOURCE = (1 << 7),
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COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
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COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
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};
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struct CopyPushConstant {
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int32_t section[4];
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int32_t target[2];
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uint32_t flags;
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uint32_t pad;
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// Glow.
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float glow_strength;
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float glow_bloom;
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float glow_hdr_threshold;
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float glow_hdr_scale;
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float glow_exposure;
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float glow_white;
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float glow_luminance_cap;
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float glow_auto_exposure_grey;
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// DOF.
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float camera_z_far;
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float camera_z_near;
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uint32_t pad2[2];
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//SET color
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float set_color[4];
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};
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struct Copy {
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CopyPushConstant push_constant;
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CopyShaderRD shader;
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RID shader_version;
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RID pipelines[COPY_MODE_MAX];
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} copy;
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enum CopyToFBMode {
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COPY_TO_FB_COPY,
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COPY_TO_FB_COPY_PANORAMA_TO_DP,
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COPY_TO_FB_COPY2,
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COPY_TO_FB_MAX,
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};
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struct CopyToFbPushConstant {
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float section[4];
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float pixel_size[2];
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uint32_t flip_y;
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uint32_t use_section;
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uint32_t force_luminance;
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uint32_t alpha_to_zero;
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uint32_t srgb;
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uint32_t pad;
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};
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struct CopyToFb {
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CopyToFbPushConstant push_constant;
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CopyToFbShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[COPY_TO_FB_MAX];
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} copy_to_fb;
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struct CubemapRoughnessPushConstant {
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uint32_t face_id;
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uint32_t sample_count;
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float roughness;
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uint32_t use_direct_write;
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float face_size;
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float pad[3];
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};
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struct CubemapRoughness {
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CubemapRoughnessPushConstant push_constant;
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CubemapRoughnessShaderRD shader;
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RID shader_version;
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RID pipeline;
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} roughness;
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enum TonemapMode {
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TONEMAP_MODE_NORMAL,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER,
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TONEMAP_MODE_1D_LUT,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
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TONEMAP_MODE_MAX
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};
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struct TonemapPushConstant {
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float bcs[3];
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uint32_t use_bcs;
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uint32_t use_glow;
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uint32_t use_auto_exposure;
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uint32_t use_color_correction;
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uint32_t tonemapper;
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uint32_t glow_texture_size[2];
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float glow_intensity;
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uint32_t pad3;
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uint32_t glow_mode;
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float glow_levels[7];
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float exposure;
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float white;
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float auto_exposure_grey;
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uint32_t pad2;
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float pixel_size[2];
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uint32_t use_fxaa;
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uint32_t use_debanding;
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};
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/* tonemap actually writes to a framebuffer, which is
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* better to do using the raster pipeline rather than
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* compute, as that framebuffer might be in different formats
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*/
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struct Tonemap {
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TonemapPushConstant push_constant;
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TonemapShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
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} tonemap;
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enum LuminanceReduceMode {
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LUMINANCE_REDUCE_READ,
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LUMINANCE_REDUCE,
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LUMINANCE_REDUCE_WRITE,
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LUMINANCE_REDUCE_MAX
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};
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struct LuminanceReducePushConstant {
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int32_t source_size[2];
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float max_luminance;
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float min_luminance;
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float exposure_adjust;
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float pad[3];
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};
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struct LuminanceReduce {
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LuminanceReducePushConstant push_constant;
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LuminanceReduceShaderRD shader;
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RID shader_version;
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RID pipelines[LUMINANCE_REDUCE_MAX];
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} luminance_reduce;
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struct CopyToDPPushConstant {
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float z_far;
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float z_near;
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uint32_t z_flip;
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uint32_t pad;
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float screen_rect[4];
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};
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struct CoptToDP {
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CubeToDpShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipeline;
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} cube_to_dp;
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struct BokehPushConstant {
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uint32_t size[2];
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float z_far;
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float z_near;
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uint32_t orthogonal;
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float blur_size;
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float blur_scale;
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uint32_t steps;
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uint32_t blur_near_active;
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float blur_near_begin;
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float blur_near_end;
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uint32_t blur_far_active;
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float blur_far_begin;
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float blur_far_end;
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uint32_t second_pass;
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uint32_t half_size;
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uint32_t use_jitter;
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float jitter_seed;
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uint32_t pad[2];
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};
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enum BokehMode {
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BOKEH_GEN_BLUR_SIZE,
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BOKEH_GEN_BOKEH_BOX,
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BOKEH_GEN_BOKEH_HEXAGONAL,
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BOKEH_GEN_BOKEH_CIRCULAR,
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BOKEH_COMPOSITE,
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BOKEH_MAX
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};
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struct Bokeh {
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BokehPushConstant push_constant;
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BokehDofShaderRD shader;
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RID shader_version;
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RID pipelines[BOKEH_MAX];
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} bokeh;
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enum SSAOMode {
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SSAO_DOWNSAMPLE,
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SSAO_DOWNSAMPLE_HALF_RES,
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SSAO_DOWNSAMPLE_MIPMAP,
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SSAO_DOWNSAMPLE_MIPMAP_HALF_RES,
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SSAO_DOWNSAMPLE_HALF,
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SSAO_DOWNSAMPLE_HALF_RES_HALF,
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SSAO_GATHER,
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SSAO_GATHER_BASE,
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SSAO_GATHER_ADAPTIVE,
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SSAO_GENERATE_IMPORTANCE_MAP,
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SSAO_PROCESS_IMPORTANCE_MAPA,
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SSAO_PROCESS_IMPORTANCE_MAPB,
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SSAO_BLUR_PASS,
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SSAO_BLUR_PASS_SMART,
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SSAO_BLUR_PASS_WIDE,
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SSAO_INTERLEAVE,
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SSAO_INTERLEAVE_SMART,
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SSAO_INTERLEAVE_HALF,
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SSAO_MAX
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};
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struct SSAODownsamplePushConstant {
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float pixel_size[2];
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float z_far;
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float z_near;
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uint32_t orthogonal;
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float radius_sq;
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uint32_t pad[2];
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};
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struct SSAOGatherPushConstant {
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int32_t screen_size[2];
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int pass;
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int quality;
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float half_screen_pixel_size[2];
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int size_multiplier;
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float detail_intensity;
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float NDC_to_view_mul[2];
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float NDC_to_view_add[2];
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float pad[2];
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float half_screen_pixel_size_x025[2];
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float radius;
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float intensity;
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float shadow_power;
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float shadow_clamp;
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float fade_out_mul;
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float fade_out_add;
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float horizon_angle_threshold;
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float inv_radius_near_limit;
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bool is_orthogonal;
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float neg_inv_radius;
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float load_counter_avg_div;
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float adaptive_sample_limit;
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int32_t pass_coord_offset[2];
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float pass_uv_offset[2];
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};
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struct SSAOGatherConstants {
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float rotation_matrices[80]; //5 vec4s * 4
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};
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struct SSAOImportanceMapPushConstant {
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float half_screen_pixel_size[2];
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float intensity;
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float power;
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};
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struct SSAOBlurPushConstant {
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float edge_sharpness;
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float pad;
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float half_screen_pixel_size[2];
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};
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struct SSAOInterleavePushConstant {
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float inv_sharpness;
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uint32_t size_modifier;
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float pixel_size[2];
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};
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struct SSAO {
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SSAODownsamplePushConstant downsample_push_constant;
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SsaoDownsampleShaderRD downsample_shader;
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RID downsample_shader_version;
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RID downsample_uniform_set;
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SSAOGatherPushConstant gather_push_constant;
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SsaoShaderRD gather_shader;
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RID gather_shader_version;
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RID gather_uniform_set;
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RID gather_constants_buffer;
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bool gather_initialized = false;
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SSAOImportanceMapPushConstant importance_map_push_constant;
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SsaoImportanceMapShaderRD importance_map_shader;
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RID importance_map_shader_version;
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RID importance_map_load_counter;
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RID importance_map_uniform_set;
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RID counter_uniform_set;
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SSAOBlurPushConstant blur_push_constant;
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SsaoBlurShaderRD blur_shader;
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RID blur_shader_version;
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SSAOInterleavePushConstant interleave_push_constant;
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SsaoInterleaveShaderRD interleave_shader;
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RID interleave_shader_version;
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RID mirror_sampler;
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RID pipelines[SSAO_MAX];
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} ssao;
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struct RoughnessLimiterPushConstant {
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int32_t screen_size[2];
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float curve;
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uint32_t pad;
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};
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struct RoughnessLimiter {
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RoughnessLimiterPushConstant push_constant;
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RoughnessLimiterShaderRD shader;
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RID shader_version;
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RID pipeline;
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} roughness_limiter;
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struct CubemapDownsamplerPushConstant {
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uint32_t face_size;
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float pad[3];
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};
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struct CubemapDownsampler {
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CubemapDownsamplerPushConstant push_constant;
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CubemapDownsamplerShaderRD shader;
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RID shader_version;
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RID pipeline;
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} cubemap_downsampler;
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enum CubemapFilterMode {
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FILTER_MODE_HIGH_QUALITY,
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FILTER_MODE_LOW_QUALITY,
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FILTER_MODE_HIGH_QUALITY_ARRAY,
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FILTER_MODE_LOW_QUALITY_ARRAY,
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FILTER_MODE_MAX,
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};
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struct CubemapFilter {
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CubemapFilterShaderRD shader;
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RID shader_version;
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RID pipelines[FILTER_MODE_MAX];
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RID uniform_set;
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RID image_uniform_set;
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RID coefficient_buffer;
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bool use_high_quality;
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} filter;
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struct SkyPushConstant {
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float orientation[12];
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float proj[4];
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float position[3];
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float multiplier;
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float time;
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float pad[3];
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};
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enum SpecularMergeMode {
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SPECULAR_MERGE_ADD,
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SPECULAR_MERGE_SSR,
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SPECULAR_MERGE_ADDITIVE_ADD,
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SPECULAR_MERGE_ADDITIVE_SSR,
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SPECULAR_MERGE_MAX
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};
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/* Specular merge must be done using raster, rather than compute
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* because it must continue the existing color buffer
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*/
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struct SpecularMerge {
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SpecularMergeShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[SPECULAR_MERGE_MAX];
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} specular_merge;
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enum ScreenSpaceReflectionMode {
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SCREEN_SPACE_REFLECTION_NORMAL,
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SCREEN_SPACE_REFLECTION_ROUGH,
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SCREEN_SPACE_REFLECTION_MAX,
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};
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struct ScreenSpaceReflectionPushConstant {
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float proj_info[4];
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int32_t screen_size[2];
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float camera_z_near;
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float camera_z_far;
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int32_t num_steps;
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float depth_tolerance;
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float distance_fade;
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float curve_fade_in;
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uint32_t orthogonal;
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float filter_mipmap_levels;
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uint32_t use_half_res;
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uint8_t metallic_mask[4];
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float projection[16];
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};
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struct ScreenSpaceReflection {
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ScreenSpaceReflectionPushConstant push_constant;
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ScreenSpaceReflectionShaderRD shader;
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RID shader_version;
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RID pipelines[SCREEN_SPACE_REFLECTION_MAX];
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} ssr;
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struct ScreenSpaceReflectionFilterPushConstant {
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float proj_info[4];
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uint32_t orthogonal;
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float edge_tolerance;
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int32_t increment;
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uint32_t pad;
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int32_t screen_size[2];
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|
uint32_t vertical;
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|
uint32_t steps;
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|
};
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|
enum {
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|
SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
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SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
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|
SCREEN_SPACE_REFLECTION_FILTER_MAX,
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|
};
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struct ScreenSpaceReflectionFilter {
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ScreenSpaceReflectionFilterPushConstant push_constant;
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|
ScreenSpaceReflectionFilterShaderRD shader;
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|
RID shader_version;
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|
RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX];
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|
} ssr_filter;
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|
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|
struct ScreenSpaceReflectionScalePushConstant {
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|
int32_t screen_size[2];
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float camera_z_near;
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|
float camera_z_far;
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uint32_t orthogonal;
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|
uint32_t filter;
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|
uint32_t pad[2];
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|
};
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|
|
|
struct ScreenSpaceReflectionScale {
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|
ScreenSpaceReflectionScalePushConstant push_constant;
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|
ScreenSpaceReflectionScaleShaderRD shader;
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|
RID shader_version;
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|
RID pipeline;
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|
} ssr_scale;
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|
|
|
struct SubSurfaceScatteringPushConstant {
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|
int32_t screen_size[2];
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|
float camera_z_far;
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|
float camera_z_near;
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|
|
|
uint32_t vertical;
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|
uint32_t orthogonal;
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|
float unit_size;
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|
float scale;
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|
|
|
float depth_scale;
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|
uint32_t pad[3];
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|
};
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|
|
|
struct SubSurfaceScattering {
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|
SubSurfaceScatteringPushConstant push_constant;
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|
SubsurfaceScatteringShaderRD shader;
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|
RID shader_version;
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|
RID pipelines[3]; //3 quality levels
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|
} sss;
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|
|
|
struct ResolvePushConstant {
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|
int32_t screen_size[2];
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|
int32_t samples;
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|
uint32_t pad;
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|
};
|
|
|
|
enum ResolveMode {
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|
RESOLVE_MODE_GI,
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|
RESOLVE_MODE_GI_GIPROBE,
|
|
RESOLVE_MODE_MAX
|
|
};
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|
|
|
struct Resolve {
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|
ResolvePushConstant push_constant;
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|
ResolveShaderRD shader;
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|
RID shader_version;
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|
RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
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|
} resolve;
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|
|
|
enum SortMode {
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|
SORT_MODE_BLOCK,
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|
SORT_MODE_STEP,
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|
SORT_MODE_INNER,
|
|
SORT_MODE_MAX
|
|
};
|
|
|
|
struct Sort {
|
|
struct PushConstant {
|
|
uint32_t total_elements;
|
|
uint32_t pad[3];
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|
int32_t job_params[4];
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|
};
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|
|
|
SortShaderRD shader;
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|
RID shader_version;
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|
RID pipelines[SORT_MODE_MAX];
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|
} sort;
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|
|
|
RID default_sampler;
|
|
RID default_mipmap_sampler;
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|
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;
|
|
};
|
|
|
|
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);
|
|
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);
|
|
|
|
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 render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, PipelineCacheRD *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);
|
|
|
|
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_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, 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
|