d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
358 lines
12 KiB
C++
358 lines
12 KiB
C++
/**************************************************************************/
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/* copy_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 COPY_EFFECTS_RD_H
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#define COPY_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/blur_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/copy.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/cube_to_dp.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/effects/specular_merge.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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namespace RendererRD {
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class CopyEffects {
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private:
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bool prefer_raster_effects;
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// Blur raster shader
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enum BlurRasterMode {
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BLUR_MIPMAP,
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BLUR_MODE_GAUSSIAN_BLUR,
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BLUR_MODE_GAUSSIAN_GLOW,
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BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
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BLUR_MODE_COPY,
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BLUR_MODE_SET_COLOR,
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BLUR_MODE_MAX
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};
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enum {
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BLUR_FLAG_HORIZONTAL = (1 << 0),
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BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
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BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
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};
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struct BlurRasterPushConstant {
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float pixel_size[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_scale;
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float luminance_multiplier;
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float res1;
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float res2;
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float res3;
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};
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struct BlurRaster {
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BlurRasterPushConstant push_constant;
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BlurRasterShaderRD shader;
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RID shader_version;
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PipelineCacheRD pipelines[BLUR_MODE_MAX];
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} blur_raster;
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// Copy shader
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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_ALPHA_TO_ONE = (1 << 8),
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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_scale;
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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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// Copy to FB shader
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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_MULTIVIEW,
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COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
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COPY_TO_FB_SET_COLOR,
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COPY_TO_FB_MAX,
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};
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enum CopyToFBFlags {
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COPY_TO_FB_FLAG_FLIP_Y = (1 << 0),
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COPY_TO_FB_FLAG_USE_SECTION = (1 << 1),
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COPY_TO_FB_FLAG_FORCE_LUMINANCE = (1 << 2),
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COPY_TO_FB_FLAG_ALPHA_TO_ZERO = (1 << 3),
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COPY_TO_FB_FLAG_SRGB = (1 << 4),
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COPY_TO_FB_FLAG_ALPHA_TO_ONE = (1 << 5),
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COPY_TO_FB_FLAG_LINEAR = (1 << 6),
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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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float luminance_multiplier;
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uint32_t flags;
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float set_color[4];
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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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// Copy to DP
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struct CopyToDPPushConstant {
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float z_far;
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float z_near;
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float texel_size[2];
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float screen_rect[4];
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};
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struct CopyToDP {
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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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// Cubemap effects
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struct CubemapDownsamplerPushConstant {
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uint32_t face_size;
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uint32_t face_id;
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float pad[2];
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};
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struct CubemapDownsampler {
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CubemapDownsamplerPushConstant push_constant;
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CubemapDownsamplerShaderRD compute_shader;
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CubemapDownsamplerRasterShaderRD raster_shader;
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RID shader_version;
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RID compute_pipeline;
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PipelineCacheRD raster_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 CubemapFilterRasterPushConstant {
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uint32_t mip_level;
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uint32_t face_id;
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float pad[2];
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};
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struct CubemapFilter {
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CubemapFilterShaderRD compute_shader;
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CubemapFilterRasterShaderRD raster_shader;
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RID shader_version;
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RID compute_pipelines[FILTER_MODE_MAX];
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PipelineCacheRD raster_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 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 compute_shader;
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CubemapRoughnessRasterShaderRD raster_shader;
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RID shader_version;
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RID compute_pipeline;
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PipelineCacheRD raster_pipeline;
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} roughness;
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// Merge specular
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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_ADD_MULTIVIEW,
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SPECULAR_MERGE_SSR_MULTIVIEW,
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SPECULAR_MERGE_ADDITIVE_ADD_MULTIVIEW,
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SPECULAR_MERGE_ADDITIVE_SSR_MULTIVIEW,
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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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static CopyEffects *singleton;
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public:
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static CopyEffects *get_singleton();
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CopyEffects(bool p_prefer_raster_effects);
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~CopyEffects();
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bool get_prefer_raster_effects() { return prefer_raster_effects; }
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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);
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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);
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void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
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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);
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void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false, bool p_linear = false);
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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);
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void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
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void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst = false);
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void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size);
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void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
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void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
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void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
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void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
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void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
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void set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region);
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void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
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void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
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void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size);
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void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
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void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level);
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void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
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void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
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void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection, uint32_t p_view_count);
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};
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} // namespace RendererRD
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#endif // COPY_EFFECTS_RD_H
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