534 lines
15 KiB
C++
534 lines
15 KiB
C++
/*************************************************************************/
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/* ss_effects.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 SS_EFFECTS_RD_H
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#define SS_EFFECTS_RD_H
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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class RenderSceneBuffersRD;
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namespace RendererRD {
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class SSEffects {
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private:
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static SSEffects *singleton;
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public:
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static SSEffects *get_singleton() { return singleton; }
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SSEffects();
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~SSEffects();
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/* SS Downsampler */
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void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const Projection &p_projection);
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/* SSIL */
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struct SSILRenderBuffers {
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bool half_size = false;
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int buffer_width;
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int buffer_height;
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int half_buffer_width;
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int half_buffer_height;
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RID ssil_final;
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RID deinterleaved;
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Vector<RID> deinterleaved_slices;
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RID pong;
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Vector<RID> pong_slices;
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RID edges;
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Vector<RID> edges_slices;
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RID importance_map[2];
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RID depth_texture_view;
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RID last_frame;
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Vector<RID> last_frame_slices;
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RID gather_uniform_set;
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RID importance_map_uniform_set;
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RID projection_uniform_set;
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};
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struct SSILSettings {
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float radius = 1.0;
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float intensity = 2.0;
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float sharpness = 0.98;
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float normal_rejection = 1.0;
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RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM;
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bool half_size = true;
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float adaptive_target = 0.5;
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int blur_passes = 4;
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float fadeout_from = 50.0;
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float fadeout_to = 300.0;
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Size2i full_screen_size = Size2i();
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};
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void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
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void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings);
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void ssil_free(SSILRenderBuffers &p_ssil_buffers);
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/* SSAO */
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struct SSAORenderBuffers {
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bool half_size = false;
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int buffer_width;
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int buffer_height;
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int half_buffer_width;
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int half_buffer_height;
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RID ao_deinterleaved;
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Vector<RID> ao_deinterleaved_slices;
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RID ao_pong;
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Vector<RID> ao_pong_slices;
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RID ao_final;
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RID importance_map[2];
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RID depth_texture_view;
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RID gather_uniform_set;
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RID importance_map_uniform_set;
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};
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struct SSAOSettings {
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float radius = 1.0;
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float intensity = 2.0;
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float power = 1.5;
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float detail = 0.5;
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float horizon = 0.06;
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float sharpness = 0.98;
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RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
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bool half_size = false;
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float adaptive_target = 0.5;
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int blur_passes = 2;
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float fadeout_from = 50.0;
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float fadeout_to = 300.0;
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Size2i full_screen_size = Size2i();
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};
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void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
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void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings);
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void ssao_free(SSAORenderBuffers &p_ssao_buffers);
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/* Screen Space Reflection */
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struct SSRRenderBuffers {
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RID normal_scaled;
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RID depth_scaled;
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RID blur_radius[2];
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RID intermediate;
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RID output;
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RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS];
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};
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void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, const Size2i &p_screen_size, const uint32_t p_view_count);
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void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets);
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void ssr_free(SSRRenderBuffers &p_ssr_buffers);
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/* subsurface scattering */
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void sub_surface_scattering(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_diffuse, RID p_depth, const Projection &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
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private:
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/* SS Downsampler */
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struct SSEffectsDownsamplePushConstant {
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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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enum SSEffectsMode {
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SS_EFFECTS_DOWNSAMPLE,
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SS_EFFECTS_DOWNSAMPLE_HALF_RES,
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SS_EFFECTS_DOWNSAMPLE_MIPMAP,
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SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES,
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SS_EFFECTS_DOWNSAMPLE_HALF,
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SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF,
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SS_EFFECTS_DOWNSAMPLE_FULL_MIPS,
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SS_EFFECTS_MAX
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};
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struct SSEffectsGatherConstants {
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float rotation_matrices[80]; //5 vec4s * 4
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};
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struct SSEffectsShader {
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SSEffectsDownsamplePushConstant downsample_push_constant;
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SsEffectsDownsampleShaderRD downsample_shader;
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RID downsample_shader_version;
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RID downsample_uniform_set;
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bool used_half_size_last_frame = false;
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bool used_mips_last_frame = false;
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bool used_full_mips_last_frame = false;
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RID gather_constants_buffer;
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RID mirror_sampler;
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RID pipelines[SS_EFFECTS_MAX];
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} ss_effects;
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/* SSIL */
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enum SSILMode {
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SSIL_GATHER,
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SSIL_GATHER_BASE,
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SSIL_GATHER_ADAPTIVE,
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SSIL_GENERATE_IMPORTANCE_MAP,
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SSIL_PROCESS_IMPORTANCE_MAPA,
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SSIL_PROCESS_IMPORTANCE_MAPB,
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SSIL_BLUR_PASS,
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SSIL_BLUR_PASS_SMART,
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SSIL_BLUR_PASS_WIDE,
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SSIL_INTERLEAVE,
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SSIL_INTERLEAVE_SMART,
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SSIL_INTERLEAVE_HALF,
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SSIL_MAX
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};
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struct SSILGatherPushConstant {
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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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float half_screen_pixel_size_x025[2];
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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 pad2[2];
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float z_near;
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float z_far;
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float radius;
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float intensity;
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int size_multiplier;
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int pad;
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float fade_out_mul;
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float fade_out_add;
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float normal_rejection_amount;
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float inv_radius_near_limit;
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uint32_t 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 SSILImportanceMapPushConstant {
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float half_screen_pixel_size[2];
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float intensity;
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float pad;
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};
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struct SSILBlurPushConstant {
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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 SSILInterleavePushConstant {
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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 SSILProjectionUniforms {
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float inv_last_frame_projection_matrix[16];
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};
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struct SSIL {
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SSILGatherPushConstant gather_push_constant;
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SsilShaderRD gather_shader;
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RID gather_shader_version;
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RID projection_uniform_buffer;
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SSILImportanceMapPushConstant importance_map_push_constant;
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SsilImportanceMapShaderRD 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 counter_uniform_set;
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SSILBlurPushConstant blur_push_constant;
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SsilBlurShaderRD blur_shader;
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RID blur_shader_version;
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SSILInterleavePushConstant interleave_push_constant;
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SsilInterleaveShaderRD interleave_shader;
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RID interleave_shader_version;
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RID pipelines[SSIL_MAX];
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} ssil;
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void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set);
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/* SSAO */
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enum SSAOMode {
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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 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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uint32_t 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 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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SSAOGatherPushConstant gather_push_constant;
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SsaoShaderRD gather_shader;
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RID gather_shader_version;
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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 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 pipelines[SSAO_MAX];
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} ssao;
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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);
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/* Screen Space Reflection */
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enum SSRShaderSpecializations {
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SSR_MULTIVIEW = 1 << 0,
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SSR_VARIATIONS = 2,
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};
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struct ScreenSpaceReflectionSceneData {
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float projection[2][16];
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float inv_projection[2][16];
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float eye_offset[2][4];
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};
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// SSR Scale
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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 view_index;
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uint32_t pad1;
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};
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struct ScreenSpaceReflectionScale {
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ScreenSpaceReflectionScaleShaderRD shader;
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RID shader_version;
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RID pipelines[SSR_VARIATIONS];
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} ssr_scale;
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// SSR main
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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]; // 16 - 16
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int32_t screen_size[2]; // 8 - 24
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float camera_z_near; // 4 - 28
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float camera_z_far; // 4 - 32
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int32_t num_steps; // 4 - 36
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float depth_tolerance; // 4 - 40
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float distance_fade; // 4 - 44
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float curve_fade_in; // 4 - 48
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uint32_t orthogonal; // 4 - 52
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float filter_mipmap_levels; // 4 - 56
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uint32_t use_half_res; // 4 - 60
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uint32_t view_index; // 4 - 64
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// float projection[16]; // this is in our ScreenSpaceReflectionSceneData now
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};
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struct ScreenSpaceReflection {
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ScreenSpaceReflectionShaderRD shader;
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RID shader_version;
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RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_MAX];
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RID ubo;
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} ssr;
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// SSR Filter
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struct ScreenSpaceReflectionFilterPushConstant {
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float proj_info[4]; // 16 - 16
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uint32_t orthogonal; // 4 - 20
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float edge_tolerance; // 4 - 24
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int32_t increment; // 4 - 28
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uint32_t view_index; // 4 - 32
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int32_t screen_size[2]; // 8 - 40
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uint32_t vertical; // 4 - 44
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uint32_t steps; // 4 - 48
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};
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enum SSRReflectionMode {
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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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ScreenSpaceReflectionFilterShaderRD shader;
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RID shader_version;
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RID pipelines[SSR_VARIATIONS][SCREEN_SPACE_REFLECTION_FILTER_MAX];
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} ssr_filter;
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/* Subsurface scattering */
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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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};
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} // namespace RendererRD
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#endif // SS_EFFECTS_RD_H
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