virtualx-engine/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

616 lines
19 KiB
C++

/*************************************************************************/
/* rasterizer_effects_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 RASTERIZER_EFFECTS_RD_H
#define RASTERIZER_EFFECTS_RD_H
#include "core/math/camera_matrix.h"
#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
#include "servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/copy.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/specular_merge.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/tonemap.glsl.gen.h"
#include "servers/rendering_server.h"
class RasterizerEffectsRD {
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_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)
};
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];
};
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_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 pad[2];
};
struct CopyToFb {
CopyToFbPushConstant push_constant;
CopyToFbShaderRD shader;
RID shader_version;
RenderPipelineVertexFormatCacheRD 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_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 glow_level_flags;
uint32_t glow_mode;
float exposure;
float white;
float auto_exposure_grey;
float pixel_size[2];
uint32_t use_fxaa;
uint32_t pad;
};
/* tonemap actually writes to a framebuffer, which is
* better to do using the raster pipeline rather than
* comptute, as that framebuffer might be in different formats
*/
struct Tonemap {
TonemapPushConstant push_constant;
TonemapShaderRD shader;
RID shader_version;
RenderPipelineVertexFormatCacheRD 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 {
int32_t screen_size[2];
int32_t dest_offset[2];
float bias;
float z_far;
float z_near;
uint32_t z_flip;
};
struct CoptToDP {
CubeToDpShaderRD shader;
RID shader_version;
RID 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_MINIFY_FIRST,
SSAO_MINIFY_MIPMAP,
SSAO_GATHER_LOW,
SSAO_GATHER_MEDIUM,
SSAO_GATHER_HIGH,
SSAO_GATHER_ULTRA,
SSAO_GATHER_LOW_HALF,
SSAO_GATHER_MEDIUM_HALF,
SSAO_GATHER_HIGH_HALF,
SSAO_GATHER_ULTRA_HALF,
SSAO_BLUR_PASS,
SSAO_BLUR_PASS_HALF,
SSAO_BLUR_UPSCALE,
SSAO_MAX
};
struct SSAOMinifyPushConstant {
float pixel_size[2];
float z_far;
float z_near;
int32_t source_size[2];
uint32_t orthogonal;
uint32_t pad;
};
struct SSAOGatherPushConstant {
int32_t screen_size[2];
float z_far;
float z_near;
uint32_t orthogonal;
float intensity_div_r6;
float radius;
float bias;
float proj_info[4];
float pixel_size[2];
float proj_scale;
uint32_t pad;
};
struct SSAOBlurPushConstant {
float edge_sharpness;
int32_t filter_scale;
float z_far;
float z_near;
uint32_t orthogonal;
uint32_t pad[3];
int32_t axis[2];
int32_t screen_size[2];
};
struct SSAO {
SSAOMinifyPushConstant minify_push_constant;
SsaoMinifyShaderRD minify_shader;
RID minify_shader_version;
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
SSAOBlurPushConstant blur_push_constant;
SsaoBlurShaderRD blur_shader;
RID blur_shader_version;
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;
struct SkyPushConstant {
float orientation[12];
float proj[4];
float position[3];
float multiplier;
float time;
float pad[3];
};
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;
RenderPipelineVertexFormatCacheRD 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;
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;
}
}
};
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;
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_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);
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);
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 gaussian_glow(RID p_source_rd_texture, RID p_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_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 Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, 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;
uint32_t glow_level_flags = 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;
RID color_correction_texture;
bool use_fxaa = false;
Vector2i texture_size;
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
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_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
void screen_space_reflection(RID p_diffuse, RID p_normal, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_roughness, 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);
RasterizerEffectsRD();
~RasterizerEffectsRD();
};
#endif // !RASTERIZER_EFFECTS_RD_H